JP4827050B2 - Game machine - Google Patents

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JP4827050B2
JP4827050B2 JP2005213747A JP2005213747A JP4827050B2 JP 4827050 B2 JP4827050 B2 JP 4827050B2 JP 2005213747 A JP2005213747 A JP 2005213747A JP 2005213747 A JP2005213747 A JP 2005213747A JP 4827050 B2 JP4827050 B2 JP 4827050B2
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display
notice
effect
character
state
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JP2007029223A (en
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高明 市原
明彦 成吉
勝彦 林
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株式会社大一商会
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Description

  The present invention provides a winning determination means for determining whether or not to give a predetermined profit to a player based on the fact that a predetermined determination condition is satisfied, and at least a plurality of types of symbols based on the determination result by the corresponding determination means. A game comprising: fluctuation display means for variably displaying information; and profit granting state control means for controlling to a profit granting state in which a profit is given to the player when it is determined that a profit is given to the player by the winning judgment means Related to the machine.

  Conventionally, as a gaming machine, based on the fact that a game ball has won a winning prize opening, the display displays a change in the design, and after a predetermined period has elapsed, the design is stopped and displayed on the display. There is a technique that gives a player a profit by controlling to a big hit gaming state when a symbol becomes a specific display mode. Also, in this type of gaming machine, depending on the gaming state such as the acquisition status of the start right (whether there is a start memory) or the content of the acquired start right (whether to control to the big hit game state), There are some which are classified into a plurality of types of effect pattern modes, and further, a notice effect pattern is derived with a predetermined probability according to the effect pattern mode (see, for example, Patent Document 1). In the process of changing the display of symbols, if a notice effect pattern does not appear, the probability of a big hit is low, and if a notice effect pattern appears, it is set as a notice that the probability of a big hit is high. .

Further, even when a notice effect pattern appears, a notice effect pattern having a high probability of jackpot and a notice effect pattern having a low possibility of jackpot are set. That is, in the production pattern mode that has a high ratio that is determined when the acquired start right includes the start right to control the jackpot gaming state, the ratio that is determined to be a notice effect pattern with a high probability of jackpot is high, In the effect pattern mode having a high ratio determined when the right to start control is not included in the jackpot gaming state, the ratio determined to the notice effect pattern having a low probability of jackpot is high.
Japanese Patent Laying-Open No. 2005-46206 (FIGS. 17 to 20)

  In the gaming machine described above, one of a plurality of types of effect pattern modes is determined by lottery at different selection rates in accordance with the type of effect pattern mode in the previous variation display. However, if the effect pattern mode is determined only by lottery and the selection rate for determining the effect pattern mode different from the effect pattern mode in the previous variation display is set low, the ratio of continuing to derive a specific effect pattern mode increases. As a result, it may be biased toward derivation of a specific notice effect pattern. In this case, when the specific notice effect pattern is repeatedly displayed, there is no change in the notice effect, the game becomes monotonous, and the interest of the game may be reduced.

  On the other hand, if the selection rate for determining the effect pattern mode different from the effect pattern mode in the previous variation display is set high, the ratio of the announcement effect pattern that is highly likely to be a big hit increases, and the possibility of a big hit is high. It becomes impossible for the player to have a sense of expectation that is a big hit for the notice effect pattern. Also in this case, since there is no expectation that a big hit is expected for the notice effect pattern having a high probability of big hit, the interest in the notice effect is lost, the game becomes monotonous, and the interest of the game may be reduced.

  The present invention has been made in view of the above circumstances, and the purpose thereof is not to bias the derivation of the effect pattern mode that is the basis for deriving the notice effect pattern, and the notice effect pattern can be a big hit Provided is a gaming machine that can show the level of the nature, the notice effect does not become monotonous, and can suppress a decrease in the interest of the game.

(Solution 1)
A winning determination means for determining whether or not to give a predetermined profit to the player based on the establishment of a predetermined determination condition, and at least a plurality of types of symbol information are variably displayed based on the determination result by the corresponding determination means. And a profit granting state control means for controlling to a profit granting state in which a profit is given to the player when it is determined that the player is to be given a profit by the winning judgment means. When the predetermined display result is stopped and displayed after the variable display of the plurality of types of symbol information is started and the specific display mode is displayed, the profit grant state control unit controls the profit grant state. In the gaming machine, a first effect period in which the display of the plurality of types of symbol information is started to be displayed by the change display means to display a predetermined display mode, and the predetermined display mode Display the specific display mode, and display a display result indicating whether or not to control to the profit granting state, and start the variable display of the plurality of types of symbol information, A plurality of symbol information control means for controlling display until the symbol information is sequentially stopped and displayed, and a plurality of notice states related to determination of notice information that is expressed in the first effect period and associated with the determination result of the winning determination means A notice state storing means for storing the type, a notice state switching judging means for judging whether or not to switch to a notice state different from the previous notice state every time the predetermined judgment condition is satisfied, and a notice state switching judging means Preliminary state switching means for switching the preliminary state based on the determination result, preliminary state switching storage means for storing the preliminary state switched by the preliminary state switching means, and a plurality of types of the preliminary information are recorded. Notice information storage means for performing, notice information determination means for determining any of the notice information stored in the notice information storage means according to the notice state stored by the notice state switching storage means, and the notice information determination A notice information control means for controlling the notice information determined by the means, wherein the notice state storage means includes at least a main notice state and a sub-notice state having a lower derivation frequency than the main notice state. And the notice state switching determination means determines whether or not to switch to the sub-notice state with a predetermined probability, and after switching to the main notice state, the establishment of the predetermined determination condition is satisfied with the predetermined state. Main notice state switching determination means for determining whether or not the first number of times set higher than the probability has been reached, and establishment of the predetermined determination condition after switching to the sub notice state Sub-notice state switching determination means for determining whether or not a second number less than the number of times 1 has been reached, wherein the notice state switching means has the predetermined probability by the main notice state switching determination means. When it is determined to switch to the sub-notice state, or when it is determined that the first number of times has been reached, the sub-notice state is switched from the main notice state to the sub-notice state by the sub-notice state switching determination unit. A gaming machine, wherein when it is determined that the second number of times is reached, the sub notice state is switched to the main notice state.

  Here, the predetermined determination condition is whether or not a game ball has won the upper start port 52 or the lower start port 54, and the winning determination means is a function of the CPU 102 mounted on the main board 101. This is a portion for executing the jackpot determination process (step S403) to determine whether or not the jackpot is determined based on whether or not the jackpot determination random number matches the jackpot determination value. The plural types of symbol information are decorative symbols 50a to 50c, and the variable display means is the liquid crystal display device 50. The profit granting state is a jackpot gaming state (for example, a state in which opening / closing control of the big prize opening and closing device 60 is controlled), and the profit granting state control means is a function of the CPU 102 mounted on the main board 101 and is a big hit This is the part that executes the game process (step S403) and controls it to the big hit gaming state. The specific display mode is a reach mode with decorative symbols that are not yet stopped (the left and right decorative symbols 50a and 50c are stopped and displayed with the same symbol, but the middle decorative symbol 50b is not yet stopped and displayed. The specific display result is a jackpot symbol (a combination of the same decorative symbols), and the gaming machine is the pachinko machine 1.

  In addition, the predetermined display mode is “a mode in which the symbol information is stopped and displayed in order by the symbol information control means, but one type of symbol information is still variably displayed”, that is, there is a decorative symbol that is not yet stopped and displayed. This is a mode (a mode in which the left and right decorative symbols 50a, 50c are stopped and displayed, but the middle decorative symbol 50b is not yet stopped), and the first effect period is a variable display of all the decorative symbols 50a to 50c. It is a period from the start (however, it may be slightly before and after the change start timing of all the decorative symbols 50a to 50c) until the left and right decorative symbols 50a and 50c are stopped and displayed. Is a period from when the reach mode is displayed until all the decorative symbols 50a to 50c are stopped and displayed by "stop displaying the remaining symbol information".

  The symbol information control means executes processing according to the variable display pattern by the integrated CPU 112 mounted on the sub-integrated board 111, and displays information according to the result of the processing in the information output processing (step S95). The display CPU 121 mounted on the display control board 120 starts display of the decorative symbols 50a to 50c on the liquid crystal display device 50, and the left decorative symbol 50a → the right decorative symbol 50c → the middle decorative symbol 50b. This is the part that controls the display to stop in order.

  Further, the advance notice information is determined based on a variable display pattern having information of winning, and the display mode of the character controlled by the liquid crystal display device 50 and the movable decorative bodies 44a to 44c are driven and controlled to emit light. The advance notice pattern is a development notice pattern in which the notice state is the first notice state and the second notice state, and the notice state storage means is the first notice state development notice corresponding to the first notice state. The integrated ROM 113 is mounted on the sub-integrated board 111 in which the pattern table and the second notice state pattern table corresponding to the second notice state are stored.

  The notice state switching determination means is a function of the integrated CPU 114 mounted on the sub-integrated board 111, and whether or not the upper limit number of first notice states has been reached by executing the notice state determination means (step S732). (Step S722), whether the notice state determination random number and the determination value to be changed to the second notice state match (step S725), or whether the upper limit number of times of the second notice state has been reached (step S725). S727), and the like. Here, the determination includes a lottery with a random number and a determination without a lottery.

  The notice state switching means is a function of the integrated CPU 114 mounted on the sub-integrated board 111. When the notice state determination process (step S732) is executed and the upper limit number of the first notice state is reached (step If the notice state determination random number matches the determination value to be changed to the second notice state (YES in step S725), the first notice state flag is reset and the second notice state flag is set. A part for setting (step S726) or a part for resetting the second notice state flag and setting the first notice state flag when the upper limit number of times of the second notice state is reached (YES in step S727) (step) S728). The notice state switching storage means is an integrated RAM 114 mounted on the sub-integrated board 111.

  The notice information storage means is an integrated ROM 113 mounted on the sub-integrated board 111 in which a plurality of types of development notice patterns (development notice pattern numbers 0 to 49) are stored. The notice information determination means executes the notice selection process (step S717) according to the variable display pattern by the integrated CPU 112 mounted on the sub-integrated board 111, and the first notice state flag is set if the first notice state flag is set. If the second notice state flag is set from the notice state development notice pattern table, one of the notice patterns of development notice numbers 0 to 49 that match the development notice pattern random number from the second notice state development notice pattern table. This is the part to be determined. Further, the notice information control means is mounted on the sub-integrated board 111 or a part for controlling the effect display of characters and the like based on the development notice pattern on the liquid crystal display device 50 by the display CPU 121 mounted on the display control board 120. The integrated CPU 112 controls the driving / light emission of the movable decorative bodies 44a to 44c and the like based on the development notice pattern.

  Further, the main notice state is a first notice state, and the sub notice state is a second notice state. The main notice state switching determination means is a function of the integrated CPU 114 mounted on the sub-integrated board 111. The notice state determination means (step S732) is executed to execute the upper limit number of times of the first notice state (first The number of times (here, 100 times) has been reached (step S722), and a determination value for changing to the second notification state set with a notification state determination random number and a predetermined probability (in this case, 1/120) Is a part for determining whether or not (step S725). The sub-notice state switching determination means is a function of the integrated CPU 114 mounted on the sub-integrated board 111, and has the upper limit number of times of the second notice state (second number, here 20 times) reached? This is a part for determining whether or not (step S727).

  In this case, when it is determined that the main notice state switching determination means switches to the sub notice state with a predetermined probability, or when it is determined that the first number of times set higher than the predetermined probability is reached. While switching from the preliminary announcement state to the secondary announcement state, when the secondary announcement state switching determination unit determines that the second number less than the first number is reached, the primary announcement state is switched from the secondary announcement state to the primary announcement state. The sub-notice state is set to a notice state with a lower derivation frequency than the notice state. In other words, when the lottery with a predetermined probability is won or when the specified number of times (first number) set within the predetermined probability is reached, the main notice state is switched to the sub notice state. Without the lottery, the sub-notice state is switched to the main notice state only when the specified number of times (second number) smaller than the first number is reached.

  In this way, the timing of switching between the main notice state and the sub notice state is basically the time when the specified number of times is reached, so that the notice state (sub notice state) that is executed at a low rate can be obtained. Can be executed reliably, and there is no bias toward either one of the notice states. In addition, the lottery is executed with a predetermined probability only at the switching timing from the main notice state to the sub notice state, so that it does not always reach the specified number of times (first number), and either A certain amount of waves can be generated while maintaining the state of the notice state, and the notice state can be derived more clearly.

  From the above, it is possible to derive the main notice state and the sub notice state in a balanced manner, and accordingly, the notice information determined according to these notice states is also derived in a balanced manner, and the display of the notice information is monotonous. It will never be. Therefore, even when the player plays a game for a long time, the display of the notice information does not become monotonous, so that it is possible to suppress a decrease in the interest of the game.

(Solution 2)
A three-dimensional character decoration body that is shaped like a single character and has a three-dimensional shape as a whole, as viewed from the front side facing the player, and built in the three-dimensional character decoration body, A plurality of types corresponding to each of the plurality of types of notice information, a light emitting body that emits light toward the outside, a decorative body control unit that controls driving of the three-dimensional character decorative body and controls a light emitting operation of the light emitting body The effect image storage means for storing the effect image and the effect image control means for controlling the display of the plurality of types of effect images on the variation display means, and the notice information determination means includes the notice state switching. When the main notice state is stored in the storage means, the effect picture is more effective than the notice information for controlling the driving of the three-dimensional character decoration and / or controlling the light emission of the light emitter by the decoration control means. While the announcement information for controlling the display of the effect image by the control means is determined at a very high rate, the effect image control means determines the effect image when the auxiliary notice state is stored in the notice state switching storage means. The notice information control means determines the notice information for controlling the driving of the three-dimensional character decoration and / or the light emission of the light emitter at a very high rate than the notice information for controlling the display of the three-dimensional character. The game machine according to claim 1, wherein the notice information determined by the notice information determining means is controlled to be expressed by the effect image control means or the decorative body control means.

  Here, the three-dimensional character decoration is the movable decorations 44a to 44c, and the light emitter is the full-color LED chip 204a built in the movable decorations 44a to 44c. Originally a “stereoscopic ornament” as a player's perception, and a three-dimensional character ornament that is a “character representation” operates in a predetermined pattern, giving the player a fresh surprise and visual impact. Can be given. The decorative body control means is a function of the integrated CPU 114 mounted on the sub-integrated board 111, and executes information output processing (step S95) to the solenoids 94a to 94c, the LED 204a and the like via the lamp relay board 119. This is a part that sequentially outputs drive signals.

  The effect image storage means is a display ROM 122 mounted on the display control board 120. The effect image control means is a part for controlling the effect display of characters and the like based on the development notice pattern by the liquid crystal display device 50 by the display CPU 121 mounted on the display control board 120.

  Further, in the first notice state development notice pattern table, the development notice pattern (development notice pattern numbers 28 to 49) centering on the effect of emitting and / or rotating the movable decorative bodies 44a to 44c by the light emission control and / or the drive control. Development notice pattern random number in the advance notice pattern (developed notice pattern number 1 to 27 of advance notice pattern numbers) centering on the effect of displaying an image such as a character by display control. It is distributed at a high rate. That is, in the first notice state, an image of a character or the like is displayed by display control with respect to the development notice pattern centering on the effect of emitting and / or rotating the movable decorative bodies 44a to 44c by light emission control and / or drive control. The advance notice pattern centered on the effect to be displayed is executed at a very high rate.

  On the other hand, in the second notice state development notice pattern table, the light emission control and the development notice pattern (the development notice patterns of the development notice pattern numbers 1 to 27) centering on the effect of displaying an image such as a character by display control are performed. The development notice pattern random number is very large in the development notice pattern (development notice pattern of the development notice pattern numbers 28 to 49) centering on the effect of emitting and / or rotating the movable decorative bodies 44a to 44c by drive control. It is distributed at a high rate. That is, in the second notice state, the movable decorative bodies 44a to 44c are caused to emit light and / or turn by the light emission control and / or the drive control with respect to the development notice pattern centering on the effect of displaying the image of the character or the like by the display control. A development advance notice pattern centered on the production to be moved is executed at a very high rate.

  In this case, when the main notice state is stored in the notice state switching storage means, the effect image control means is more effective than the notice information for controlling the driving of the three-dimensional character decoration and / or controlling the light emission by the decoration control means. The notice information for controlling the display of the effect image by the effect image control means when the sub notice state is stored in the notice state switching storage means while the notice information for controlling the display of the effect image is determined at a very high ratio. In addition, by controlling the driving of the three-dimensional character decorative body by the decorative body control means and / or the notice information for controlling the light emission of the light emitter at a very high rate, the three-dimensional character decorative body is controlled and driven in the main notice state. / Or when the notice information for controlling the light emission of the illuminant is executed and when the notice information for controlling the display of the effect image in the sub-notice state is executed, the notice information But to the player in the variable display that is running "than something happens" can give rise to expectations that, it is possible to liven up the presentation by the notice information effectively in the first production period.

  Further, in recent years, there is a gaming machine that switches a notice state and effects display such as a background image so that a player can recognize that the notice state has been changed. However, if the frequency of switching the notification state is increased, the frequency of switching the effect display such as the background image also increases. However, the player pays attention to the notification information associated with the display change of the symbol information and the determination result of the winning determination means. It was difficult to determine when the notice state was switched.

  On the other hand, in the gaming machine of the present invention, when the notice state is the main notice state, notice information for controlling the display of the effect image by the effect image control means is displayed at a high rate, and the notice information is the sub notice state. In this case, by displaying a high percentage of the notice information for controlling the driving of the three-dimensional character decoration and / or controlling the light emission of the light emitting body by the decoration control means, the effect of the notice information depends on which of the notice states. Extremely different, the player can clearly recognize the change in the notice state.

(Solution 3)
A plurality of three-dimensional character ornaments formed in the shape of at least two kinds of characters are arranged in a predetermined direction, and a predetermined linguistic message is configured from the arrangement of the plurality of three-dimensional character ornaments. A gaming machine according to Solution 2, which is characterized by the above.

  In this case, since a character string is formed by the arrangement of a plurality of three-dimensional character decorations, it is possible to continue to issue a certain message to a player in contact with the character string. On top of that, by moving the three-dimensional character decorations and causing the built-in light emitter to emit light, the visual excitement that a character string is moving or a message is thrown by shining to the player You can feel a fresh surprise.

(Solution 4)
The notice information determining means provides the player with a profit when the main notice state is stored in the notice state switching storage means, and when the winning judgment means determines that a profit is to be given to the player. While the three-dimensional character decorative body is determined to be the advance notice information for driving and / or controlling the light emitter by the decorative body control means at a higher rate than when it is not determined to be given, the notice state switching storage means When the sub-notice state is stored and when it is determined by the winning determination means that a profit is to be given to the player, the effect is higher in proportion than when it is not determined to give a profit to the player. The gaming machine according to Solution 2 or Solution 3, wherein the image control means determines the advance notice information for display control of the effect image.

  Here, in the first notice state development notice pattern table, the development notice pattern (development notice pattern number 28) centering on the effect of emitting and / or rotating the movable decorative bodies 44a to 44c by light emission control and / or drive control. (49 development notice patterns), the decision values are distributed at a very low rate (10% or less in this embodiment) of the development notice pattern random numbers. On the other hand, the determination values are distributed at a very low rate, and the determination values are distributed at a relatively high rate for the fluctuation display pattern at the time of hitting. That is, in the first notice state, the big hit expectation degree is set to be higher with respect to the development notice pattern centering on the effect of emitting and / or rotating the movable decorative bodies 44a to 44c by light emission control and / or drive control. Has been.

  Further, in the second notice state development notice pattern table, the value of the development notice pattern random number is added to the development notice pattern (development notice pattern of development notice pattern numbers 1 to 27) centering on the effect of displaying an image of a character or the like by display control. Is distributed at a very low rate (10% or less in this embodiment), but among them, the determination value is distributed at a very low rate for the fluctuation display pattern at the time of loss, Determination values are distributed at a relatively high rate with respect to the variation display pattern at the time of hit. That is, in the first notice state, the big hit expectation is set higher for the development notice pattern centering on the effect of displaying an image such as a character by display control.

  In this case, when the main notice state is stored in the notice state switching storage means, and when it is determined that the profit is given to the player by the winning judgment means, it is not determined that the profit is given to the player In a state in which the display control of the effect image is continued as the advance notice information by determining the advance notice information to drive and / or control the light emission of the three-dimensional character ornament by the decorative body control means at a higher rate than When the drive control of the three-dimensional character decoration and / or the light emission control of the light emitter is executed, it is possible to particularly enhance the expectation that the profit is given. Further, the switching from the main notice state to the sub notice state is also executed by a lottery with a predetermined probability, so that the drive control of the three-dimensional character decoration and / or the light emission control of the light emitter is executed in the main notice state. It is difficult to determine whether it has been executed by switching from the main notice state to the sub notice state. It can be noticed.

  Also, when the sub notice state is stored in the notice state switching storage means, and when it is determined that the profit is given to the player by the winning judgment means, than when the profit is not judged to be given to the player By determining the notice information to control the display of the effect image by the effect image control means at a high rate, the effect is achieved while the drive control of the three-dimensional character decoration and / or the light emission control of the light emitter is continued as the notice information. When image display control is executed, it is possible to particularly increase the sense of expectation that results in a profit-giving state.

(Solution 5)
The image display device further comprises special image control means for controlling display of the special image by the variable display means, wherein the special image control means is when the main notice state is stored in the notice state switching storage means, and the effect When the notice information for controlling the display of the effect image is determined by the image control means, the first special image is displayed and controlled, and the main notice state is stored in the notice state switching storage means, When the notice body control means determines the notice information for controlling the driving of the three-dimensional character decoration and / or the light emission of the light emitter, the second special image different from the first special image is displayed and controlled. The gaming machine according to any one of Solution 2 to Solution 4, wherein display control of the second special image is performed when the auxiliary notice state is stored in the state switching storage unit.

  Here, the special image is a background image of any of the daytime background, the night background, and the evening background, and the special image control means is the background on the liquid crystal display device 50 by the display CPU 121 mounted on the display control board 120. This is the part that controls the display of images. These background images are subjected to the advance notice selection process (step S717) by the integrated CPU 112 mounted on the sub-integrated board 111, the first advance notice flag is set (YES in step S742), and developed in step S736. If the advance notice pattern of notice pattern numbers 28 to 49 is determined (YES in step S743), a display command corresponding to the daytime background is set (step S744), and the second notice instead of the first notice state flag is set. If the advance notice flag is set (NO in step S742), or if the advance notice pattern of the advance notice pattern number 1 to 27 is determined instead of the advance notice pattern number 28 to 49 in step S736 ( NO in step S743), a display command corresponding to the night background is set (step S745) is instructed by.

  In this case, when the main notice state is stored in the notice state switching storage means, and when the notice image control means determines the notice information to control the display of the effect image, the first special image is displayed and controlled. Depending on whether the special image of the first special image or the second special image is controlled to be displayed by controlling the display of the second special image when the auxiliary notice state is stored in the notice state switching storage means. , Which notice state is recognized.

  Further, even when the main notice state is stored in the notice state switching storage means, when the decoration information is determined to be notice information for controlling the driving of the three-dimensional character decoration and / or controlling the light emission of the light emitter. The display control of the second special image is performed, but in combination with the solving means 4, whether the driving control of the three-dimensional character decoration and / or the light emission control of the illuminant is executed in the main notice state or the sub notice from the main notice state. It is difficult to determine whether it has been executed by switching to the state, even with a special image, and in order to determine in which notification state it was executed, pay attention to the notice information and special image in the subsequent change display Can be made.

(Solution 6)
When it is determined that a profit is given to the player by the winning determination means, the gaming state after the completion of the profit granting state is controlled to a high probability state in which the ratio of determining that a profit is given to the player by the winning determination means A high-probability state determination unit that determines whether or not to perform control, and when the high-probability state determination unit determines to control the high-probability state, the high-probability state control that controls the high-probability state after the profit granting state ends And a normal state control means for controlling the normal state different from the high probability state after the profit granting state when the high probability state determining unit determines that the high probability state is not controlled. The sub-notice state switching determination means switches from the sub-notice state to the main notice state when the high-probability state determination means determines to control the high-probability state. When the special image control means is controlled to the high probability state by the high probability state control means, and the main notice state is stored in the notice state switching storage means The game machine according to claim 5, wherein a display of a third special image different from the first special image and the second special image is controlled.

  Here, the high probability state is a probability variation state, and is a state in which the probability of determining a jackpot is increased by increasing the number of jackpot determination values as compared to the normal state. The high-probability state determination means is a function of the CPU 102 mounted on the main board 101, and whether or not the probability change determination random number matches the predetermined determination value by executing the big hit determination process (step S403). This is a part for determining whether or not to make a probable big hit based on whether or not. The high probability state control means is a part that determines whether or not to win using the probability change big hit determination table by setting a probability change flag by the CPU 102. The normal state control means is a function of the CPU 102, and is a part that determines that the probability variation flag is in an ON state and selects a normal big hit determination table in the big hit determination process (step S403).

  Further, the integrated CPU 112 mounted on the sub-integrated board 111 executes the advance notice selection process (step S717), and if the gaming state is in the probable change state in step S720 (YES in step S720), the second advance notice state flag is set. Is determined (step S729), and if the second notice state flag is set (YES in step S729), the second notice state flag is reset and the first notice state flag is set (step S730). ). If the gaming state is a probable change state (YES in step S741), a display command corresponding to the evening background is set (step S746) to instruct the display of the background image of the evening background.

  In this case, when it is determined that the high-probability state determination unit controls the high-probability state, the sub-notice state switching determination unit determines to switch from the sub-notice state to the main notification state, and the special image control unit When the control means is controlled to the high probability state and the main notice state is stored in the notice state switching storage means, the third special image is displayed and controlled to be controlled to the high probability state. When the player is in the main notice state, the third special image different from the first special image in the main notice state is controlled to be displayed in the normal state. The player can be recognized.

(Solution 7)
A light-emitting body that emits light toward the front side facing the player, and a light-emitting area that is formed around the variable display means and transmits light emitted from the light-emitting body to the front side to perform a light-emitting operation. A light emitting area control means for controlling a light emitting operation of the light emitter in the light emitting area, and the light emitting area control means displays a background image having a high brightness as the first special image by the special image control means. When controlling, the light emitter in the light emitting area is controlled to emit light, while the special image control means controls the display of the background image with low brightness as the second special image, the light emitter in the light emitting area is controlled. The gaming machine according to Solution 5 or Solution 6, wherein the lighting is controlled to be turned off or light emission is controlled at a low luminance.

  Here, the light emitting area is the decorative member 46, and the light emitter is the LED 92 built in the decorative member 46. The light emitting area control means is a function of the integrated CPU 114 mounted on the sub-integrated board 111, and executes an information output process (step S95) to drive the LED 94 and the like sequentially through the lamp relay board 119. Is the part that outputs Further, when a daytime background (a background image with high brightness) is controlled to be displayed as a background image, the LED 92 and the LED 204a provided on the game board 4 are sometimes turned on and off to control the night background (low brightness) as a background image. When the display control is performed on the background image, all the LEDs 92 and 204a are controlled to be turned off. When the display of the night background is controlled as the background image, the surroundings may be darkened, and the LED 92 and the LED 204a may be controlled to emit light with low luminance.

  In this case, when the special image control means controls the display of the background image with high brightness as the first special image, the light emitter in the light emitting area is controlled to emit light, while the special image control means controls the background with low brightness as the second special image. When controlling the display of the image, by controlling the light-emitting body in the light-emitting area to be turned off or controlling the light emission at a low luminance, not only the special image but also the light-emitting area formed around the variable display means due to the change in the notice state Since the light emission is controlled in conjunction with each other, it is possible to easily recognize which notice state is in effect.

(Solution 8)
The notice information storage means constitutes a plurality of processes in the first performance period, stores a plurality of kinds of notice information corresponding to the first process to the last process in the plurality of processes, and the notice information determination means Determines any one of the plurality of types of advance information stored in the advance information storage means from the initial process to a predetermined process, and the advance information control means determines the advance information determination According to a second aspect of the present invention, the notice information corresponding to the first step determined from the first step to the predetermined step is sequentially displayed and controlled by the effect image control unit or the decorative body control unit. A gaming machine according to any one of the above.

  Here, when the advance notice information corresponding to a plurality of processes is the advance notice pattern of the advance notice pattern numbers 1 to 27 centering on the display control of the image of the character or the like in the liquid crystal display device 50, the reach mode is reached. Is a character based on Step 1 (first process) to Step 4 (last process) whose display is controlled during the normal fluctuation period until the character is formed. Character TC, raccoon character TAC, gourd father character TC with gourd (step 2), ape character RC, aspect of the first stage in which the raccoon character TAC has changed, aspect in which skull DC starts to shake (step 3), gon character GC , The second stage aspect where the raccoon character TAC has changed, the squirrel character RIC, the grim reaper character S Is that of (Step 4) or the like.

  Further, in the case of the advance notice pattern of the advance notice pattern numbers 28 to 49 centering on the drive control and light emission control of the movable decorative bodies 44a to 44c, the movable ornament bodies 44a to 44c are driven and controlled and emitted during the normal variation period. This is a drive mode / light emission mode based on the controlled step 0 ′ (first process) to step 4 ′ (last process), and the decorative member 46 is controlled to emit light immediately after the entire image in the screen is shaken in small steps. An effect (step 0 '), an effect of controlling the light emission of the movable decorative body 44c and the decorative body 45c, an effect of controlling the light emission of the movable decorative body 44c and the decorative body 45c and driving the movable decorative body 44c (step 1'), movable Produce lighting control of the decorative body 44b and the decorative body 45b, control the light emission of the movable decorative body 44b and the decorative body 45b, and move the movable decorative body 44b. Production effect control (step 2 ′), production effect control of the movable decorative body 44a and the decorative body 45a, production effect control of the movable decorative body 44a and the decorative body 45a, and drive control of the movable decorative body 44a (step 3 ′) ), An effect of driving and controlling the movable decorative body 44c, an effect of driving and controlling the movable decorative bodies 44b and 44c, an effect of driving and controlling the movable decorative bodies 44a, 44b and 44c (step 4 '), and the like.

  The notice information corresponding to a predetermined process is the driving mode / light emitting mode of the character and the movable decorative bodies 44a to 44c based on the last step number set in the development notice pattern. The integrated CPU 112 mounted on the integrated substrate 111 executes the advance notice selection process (step S717) corresponding to the change display pattern, and determines any of the advance notice patterns of the advance notice pattern numbers 0 to 49. In the notice information control means, the display CPU 121 mounted on the display control board 120 sets the effect display such as characters based on the development notice pattern numbers 1 to 27 on the liquid crystal display device 50 at a low stage (step 1). Display members are sequentially controlled from the character toward the character set at a higher level (step 4), or the decorative member 46 is set at a lower level (step 0 ') based on the development advance pattern Nos. 28 to 49. Drive control and light emission control are sequentially performed toward the movable decorative bodies 44a to 44c set in a higher stage (step 4 ').

  In this case, in each of the notice information for controlling the display of the effect image by the effect image control means, or the notice information for controlling the driving of the three-dimensional character decoration and / or the light emission of the light emitter by the decoration control means, the notice information determination means. By displaying and controlling in advance the notice information corresponding to the predetermined process from the first process determined by the above process, to what process the notice information proceeds to the player, and how it is developed. It can be interesting.

(Solution 9)
The notice information storage means has a high ratio determined by the notice information determination means, and when the winning judgment means determines that a profit is given to the player, the notice information storage means does not determine that a profit is given to the player Unlike the first notice information, the first notice information storage means for storing a plurality of types of first notice information in which notice information is displayed and controlled in order in many processes at a higher rate than the time. 9. A gaming machine according to claim 8, comprising: second notice information storage means for storing a plurality of types of second notice information whose ratio to be determined is low.

  Here, for example, the first advance notice information is the advance notice pattern of the advance notice pattern numbers 1 to 27. In this case, the mole character MOC appears from the top in order from the lowest level (step 1) (step 1). -2), an effect in which a Gon father character TC with a stone ax appears (Step 2-1), an effect in which an ape character RC appears (Step 3-1), an effect in which only a Gon character GC appears (Step 4-1) ) Or display control in the flow of mainstream development announcement effects (development announcement patterns Nos. 1 to 6, 9 to 15) until the production (step 4-2) where the pico character PC appears together with the Gon character GC. It is a character. The first notice information storage means is a display ROM 122 (a character storage part in the mainstream development notice effect) mounted on the display control board 120. In the first notice state development notice pattern table, the development notice patterns (1 to 6, 9 to 15) for the advance notice pattern numbers 1 to 6 and 9 to 15 are obtained for the fluctuation display pattern that is a big hit rather than the fluctuation display pattern that is out of date. A lot of judgment values are assigned to the advance notice pattern having a step number of steps in the mainstream advance notice effect).

  Further, the second notice information, for example, in the case of the advance notice pattern of the advance notice pattern numbers 1 to 27, is derived from the lowest one stage (step 1-2), and an effect that the raccoon character TAC appears (step 2). -2) Buttons to produce an effect in which the first-stage aspect in which the raccoon character TAC has changed (step 3-2) and to an effect in which the second-stage aspect in which the raccoon character TAC has changed (step 4-3) The flow of a sidestream development notice effect (development notice pattern number 7, 8, 16, 17) in which the notice effect is executed, or an effect in which a Goong father character TC with a gourd appears (step 2-) 3) An effect (step 3-3) in which the skull DC begins to shake, an effect (step 4-4) in which the squirrel character RIC appears, or the reaper character SC The display control is performed in any of the flows of the secondary advance notice effect (development notice pattern numbers 18 to 27) indicating whether or not the reaper reach effect until the present effect (step 4-5) is executed. Character. The second notice information storage means is a display ROM 122 (a character storage part in a sidestream development notice effect) mounted on the display control board 120. In the first notice state development notice pattern table, the development notice pattern numbers 1 to 16, 9 to 15 are developed rather than the development notice patterns of the development notice pattern numbers 7, 8, 16 to 27 (secondary development notice effect). A large number of development notice pattern random numbers are assigned to the development notice pattern (mainstream development notice effect) (however, it is excluded from the variation display patterns of “Reaper Reach” with variation numbers 31 and 32). That is, the mainstream development notice effect is executed at a higher rate than the substream development notice effect.

  In this case, as the advance notice information corresponding to a plurality of processes, when the ratio determined by the advance notice determining means is high, and when it is determined that the profit is given to the player by the winning judgment means, the profit is given to the player. Unlike the first notice information, the first notice information in which the notice information is displayed and controlled in order in many processes at a higher rate than when it was not determined, and the second notice that is lower in the rate determined by the notice information determining means. Information, the types of the advance notice information are abundant and the ratio of the display control of the first advance notice information is high, but the second advance notice information is displayed even if the display control of the first advance notice information is not performed. Since there is a possibility, the display of the notice information will not be monotonous. Therefore, even when the player plays a game for a long time, the display of the notice information does not become monotonous, so that it is possible to suppress a decrease in the interest of the game.

(Solution 10)
Effect mode storage means for storing a plurality of types of effect modes; and effect mode determination means for determining one of a plurality of types of effect modes stored in the effect mode storage means based on the determination result of the winning determination means. And an effect mode control means for controlling display of the effect mode determined by the effect mode determination means in the second effect period, and the notice information determination means is a specific effect mode by the effect mode determination means. 10. The gaming machine according to claim 9, wherein when it is decided, specific second notice information is decided.

  Here, the effect mode storage means is the ROM 103 mounted on the main board 101, and the effect mode determination means is a function of the CPU 102 mounted on the main board 101, and includes a variable display pattern setting process (step S41). ), And the variable display pattern is determined according to the result of the winning. The effect display control means is a part that controls display of the effect display of the reach effect (effect mode) based on the variable display pattern by the liquid crystal display device 50 by the display CPU 121 mounted on the display control board 120. In addition, the specific performance mode is “Reaper Reach” based on the variable display patterns of the variable numbers 31 and 32, and the specific second warning information is at least based on the development warning patterns of the development warning pattern numbers 21 and 23. It is a character whose display is controlled by an effect (step 4-5) in which the reaper character SC appears. In the advance notice pattern table, all the values of the advance notice pattern random numbers are assigned to the advance notice patterns of the advance notice pattern numbers 21 and 23 with respect to the change display pattern of “Reaper Reach” with the change numbers 31 and 32. .

  In this case, if the second notice information is not displayed by determining one of the second notice information when the notice form determining means determines the specific effect form by the effect form deciding means, then the notice information determining means The display mode is not displayed, and the interest in the notice information can be enhanced.

(Solution 11)
The effect mode determining means determines the specific effect mode at a higher rate when it is determined that the profit is given to the player by the winning determination means than when it is not determined to give the player a profit. A gaming machine according to claim 10, characterized in that.

  Here, in the big hit time fluctuation display pattern table and the reach deviation time fluctuation display pattern table, the fluctuation display patterns of the “reaper reaches” of the fluctuation numbers 31 and 32 are larger than the fluctuation display patterns for executing other reach effects. The values of the random display pattern random numbers are distributed so as to increase the degree of expectation.

  In this case, when the winning mode determining means determines that the player is to give a profit to the player, the effect mode determining means determines the specific effect mode at a higher rate than when it is not determined to give the player a profit. Thus, when a specific production mode is displayed, the expectation that is in a profit-giving state can be particularly enhanced. Therefore, in the first production period, the second notice information from which the specific production mode is derived or other advance notice information It can be noticed which is displayed.

(Solution 12)
The plurality of types of advance notice information and the plurality of types of effect forms are each configured by a character, and when the notice information determining means determines a specific effect aspect by the effect aspect determining means, 12. The gaming machine according to claim 10, wherein the same character as the character whose display is controlled is determined as specific second notice information for which display control is performed in any process up to the predetermined process.

  Here, the display of the reaper character SC is controlled in the “reaper reach” based on the change display patterns of the change numbers 31 and 32 and the advance notice effect based on the advance notice patterns of the advance notice pattern numbers 21 and 24. Note that the reaper character SC is displayed and controlled in four stages (step 4-5) in the flow of the development advance notice effect of the secondary flow based on the advance notice patterns of the advance notice pattern numbers 21 and 24. Display control may be performed at.

  In this case, the specific presentation mode and the second notice information corresponding to any one of the processes up to the predetermined process are the same character, so that the specific process is performed in any process up to the predetermined process. 2 When the advance notice information (the same character) is displayed, the player can easily associate that a specific effect mode is derived.

(Solution means 13)
When the notice information determining unit determines the specific effect mode by the effect mode determining unit, the notice information determining unit performs display control of the same character as the character that is displayed and controlled as the specific effect mode in the last process. 2. A gaming machine according to claim 12, wherein the information is determined as advance notice information.

  Here, the reaper character SC is displayed and controlled in four stages (step 4-5) in the flow of the secondary advance development notice effect based on the advance notice patterns of the advance notice pattern numbers 21 and 24. When the change display pattern of “reaper reaper reach” of the change numbers 31 and 32 is determined, the last process (step 4) is determined as a predetermined process by the advance notice information determination means, and finally the death god is finally executed by the advance notice information control means. Display control of the character SC is performed.

  In this case, since the specific presentation mode and the second notice information corresponding to the last process are the same character, the specific second notice information (the same character) is displayed in the last process. From time to time, a series of effects can be provided over a specific effect mode, and the expectation for the specific effect mode being derived can be gradually increased.

(Solution 14)
It further comprises notification mode display control means for controlling display of a notification mode for notifying the player that the specific display mode has been displayed in a part of the second production period, and the production mode control means includes the production mode. When the determining means determines the specific effect mode, the display unit controls display of the specific effect mode without performing display control of the notification mode by the notification mode display control unit. A gaming machine according to any one of means 13.

  Here, the notification mode is an effect display (reach mode determination screen) that allows the player to recognize that the reach mode is formed and then the reach mode is executed, and the notification mode display control means is display control. The display CPU 121 mounted on the substrate 120 controls the display of the reach mode determination screen based on the variable display pattern in the liquid crystal display device 50. Then, when it is determined to be a variable display pattern in which a predetermined reach effect other than the variable display pattern of “Reaper Reach” with the variable numbers 31 and 32 is determined, the predetermined reach is displayed via the display of the reach mode confirmation screen and the normal reach effect. However, when the variation display pattern of the “reaper reaper” of the variation numbers 31 and 32 is determined, after the reach mode is formed, the display of the reach mode determination screen (and normal reach production) is executed. There is no Reaper Reach Production.

  In this case, when the effect mode control unit determines the specific effect mode by the effect mode determination unit, the display mode of the specific effect mode is controlled without display control of the notification mode by the notification mode display control unit. A series of effects can be provided from the specific second notice information to a specific effect mode, and since the derivation process is different from the effect mode derived after display control of the notification mode, the specific effect mode is It can recognize that it is a peculiar effect, and can raise the expectation which will be in a profit provision state.

(Solution 15)
Any one of the solving means 9 to 14 wherein the first notice information and the second notice information are the same notice information from the first process to a predetermined process in the plurality of processes. The gaming machine described in Crab.

  Here, in the flow of the advance notice effect of the mainstream and the substream, the case of the advance notice pattern of the advance notice pattern numbers 1 to 27 is exemplified. The effect that the mole character MOC appears after the earthing in one stage (step 1). (Step 1-2) is a common effect mode. In the mainstream development notice flow, the process continues to the Gon father character TC (step 2-1) with a stone ax in two stages (step 2), while in the substream development notice production flow, two stages ( Derived from the character character TAC (step 2-2) in step 2) or the father character TC having a gourd (step 2-3) and continues. In addition, in the flow of the advance notice effect of the mainstream and the substream, only one stage (predetermined process) is set as a common effect mode, but a plurality of processes from one step may be set as a common effect mode.

  In this case, the first notice information and the second notice information are the same notice information from the first process to a predetermined process in a plurality of processes, so that the second notice information is derived from the first notice information. Because it is the advance notice information, if the second advance notice information is not provided, it is possible that the display control of the advance notice information may have been completed up to a predetermined process, and satisfaction with having obtained the second advance notice information. A feeling can be obtained.

(Solution 16)
The second notice information storage means includes special notice information storage means for storing a plurality of types of special notice information corresponding to at least two or more processes among the plurality of processes, and the notice information determination means includes the predetermined information Special notice information judging means for judging whether or not to display special notice information stored in the special notice information storage means as the notice information corresponding to one or more processes up to the process, the notice information control means Even if it is determined that the special notice information is displayed by the special notice information determination means, the display of the special notice information is not controlled when a predetermined condition is not satisfied. The gaming machine according to any one of Solution 9 to Solution 15.

  Here, the special notice information corresponding to at least two or more processes is the first stage mode (step 3-2) in which the character character TAC set in the first stage change button notice pattern is changed, or two stages. This is a mode of the first stage and the second stage (step 3-2 and step 4-3) in which the character TAC set in the change button notice pattern is changed, and the special notice information storage means is provided on the display control board 120. The display ROM 122 is stored and stores the first or second stage mode in which the raccoon character TAC is changed. The special notice information determination means executes notice selection processing (step S717) corresponding to the variable display pattern by the integrated CPU 112 mounted on the sub-integrated board 111, and the advance notice pattern numbers 1 to 17 of the advance notice patterns are displayed. Of these, the advance notice pattern of the advance notice pattern numbers 7, 8, 16, and 17 (special notice information is displayed) that incorporates the first or second stage in which the raccoon character TAC is changed, or other This is a part to be determined as one of the advance notice patterns (no special notice information is displayed). Even if it is determined that any of the advance notice patterns of the advance notice pattern numbers 7, 8, 16, and 17 (YES in step S771), the operation button 18a is used in the button input valid period set in step 2. If the operation signal is not input to the sub-integrated board 111 (the operation button 18a is operated by the player) (NO in step S773), the button notice selection process (step S774) is not executed. There is no display control of the first or second stage mode (step 3-2 or step 4-3) in which the raccoon character TAC has changed.

  In this case, the notice information control means does not display and control the special notice information when the predetermined condition is not satisfied even when the special notice information judging means judges to display the special notice information. Therefore, for players who do not think that special advance notice information as advance notice information corresponding to one or more processes from the first process to the predetermined process is necessary, the special advance notice information is displayed unless the predetermined condition is satisfied. The player's intention can be reflected depending on whether or not a predetermined condition is satisfied. Therefore, the special notice information is not displayed against the player's intention, and a decrease in the interest of the game can be suppressed.

(Solution 17)
When the special notice information judging means judges to display the special notice information, and the predetermined condition is not satisfied, the notice corresponding to one or more processes up to the predetermined process 17. The gaming machine according to claim 16, further comprising special notice information deciding means that does not decide any of a plurality of types of special notice information stored in the special notice information storage means as each piece of information.

  Here, the special notice information determination impossibility means is set in step 2 even if it is determined to be any one of the advance notice patterns of the advance notice pattern numbers 7, 8, 16, and 17 (YES in step S771). If no operation signal is input from the operation button 18a to the sub-integrated board 111 (the operation button 18a is operated by the player) during the button input valid period (YES in step S772) (in step S773) NO), a portion where the one-step change button notice pattern or the two-step change button notice pattern is not determined without executing the button notice selection process (step S774).

  In this case, any of the multiple types of special notice information stored in the special notice information storage means as each of the notice information corresponding to one or more processes up to the predetermined process when the predetermined condition is not satisfied. By not determining the content of the special advance notice information, the content of the special advance notice information may not be determined at the time of determining the advance notice information whether or not to display the special advance notice information. Therefore, the control burden on the gaming machine can be reduced.

(Solution 18)
An operation means operable by a player; and an operation detection means for detecting an operation of the operation means, wherein the predetermined condition detects an operation of the operation means by the operation detection means during a predetermined effective period. The gaming machine according to claim 16 or 17, wherein the game machine is established by doing so.

  Here, the operation means is the operation button 18a. The operation detection means is a function of the CPU 111a of the sub integrated substrate 111 that detects an operation signal of the operation button 18a. Then, in the button input effective period (predetermined effective period) set in step 2 (YES in step S772), an operation signal is input from the operation button 18a to the sub-integrated board 111 (the operation button 18a is operated by the player). (Yes in step S773), a predetermined condition is established, and button notice selection processing (step S774) is executed.

  In this case, the predetermined condition is established by detecting the operation of the operation means by the operation detection means during a predetermined effective period, so that the player who does not need the special notice information must operate the operation means. Thus, no special notice information is displayed, and the player's intention can be reflected by a simple method of operating the operating means. Therefore, the special notice information is not displayed against the player's intention, and a decrease in the interest of the game can be suppressed.

(Solution 19)
The solving means according to claim 18, wherein the predetermined valid period is set within a period for controlling display of the advance notice information according to a process preceding whether or not to display the special advance notice information. Game machines.

  Here, the predetermined effective period is a button input effective period set within the display period of the raccoon character TAC (step 2-2) in the advance notice effect, and the raccoon character set in the one-stage change button notice pattern. First-stage mode in which TAC has changed (Step 3-2), or first-stage mode and second-stage mode in which Tanuki character TAC set in the 2-stage change button notice pattern has changed (Step 3-2 and Step) 4-3) is set to the previous stage (step) for display control.

  In this case, the special notice information is displayed because the predetermined effective period is set within the period for controlling the display of the notice information according to the process immediately before the process of whether or not to display the special notice information. It is possible for the player to recognize that the process of whether or not to start is to be started, and to determine that the special notice information is not displayed after the predetermined valid period by not operating the operating means.

(Solution 20)
20. The gaming machine according to claim 18, further comprising valid period notification control means for displaying and controlling a mode for notifying that the predetermined valid period is reached.

  Here, the mode for notifying that the predetermined effective period is in effect is an image 51b in which the operation button 18a is copied at the upper left in the screen of the liquid crystal display device 50, and the effective period notification control means is a display control board. When the display CPU 121 mounted on 120 controls display of the character TAC (step 2-2) based on the advance notice pattern on the liquid crystal display device 50, the image 51b in which the operation button 18a is copied is also displayed. .

  In this case, by providing an effective period notification control means for displaying and controlling a mode for notifying that the predetermined effective period is in effect, the player can easily recognize that the predetermined effective period is present. Can be used as a material for determining whether or not to display.

(Solution 21)
The notice information control means is configured to display and control the special notice information when the special notice information is judged by the special notice information judging means to display the special notice information. The gaming machine according to any one of the solution 16 to the solution 20, which is characterized.

  Here, when it is determined that any of the advance notice patterns of the advance notice pattern numbers 7, 8, 16, and 17 (YES in step S771), the operation button 18a is used in the button input valid period set in step 2. When the operation signal is input to the sub integrated substrate 111 (the operation button 18a is operated by the player) (YES in step S773), the one-step change button notification is performed in step S786 of the button notification selection process (step S774). A display command corresponding to the pattern or the two-step change button notice pattern is set, transmitted to the display control board 120 in the information output process (step S95), and received by the display CPU 121 mounted on the display control board 120. Based on what has been done, the tanuki character TAC is displayed on the liquid crystal display device 50. Display control first stage or second stage of the embodiment has been turned into a (Step 3-2 or Step 4-3) at a predetermined timing.

  In this case, the notice information control means first performs display control of the special notice information when the special notice information judging means determines to display the special notice information and when a predetermined condition is satisfied, For a player who wants to enjoy a sense of expectation for the big hit gaming state by displaying special notice information as notice information corresponding to one or more processes from the process to a predetermined process, if a predetermined condition is satisfied Special notice information can be displayed, and the player's intention can be reflected depending on whether or not a predetermined condition is satisfied. Therefore, the special notice information is not displayed against the player's intention, and a decrease in the interest of the game can be suppressed. In addition, when a predetermined condition is satisfied, the special notice information corresponding to one process is displayed by displaying the special notice information corresponding to one or a plurality of processes up to the predetermined process. At this point, it is not possible to determine whether or not special advance notice information corresponding to the next process is displayed, and it is possible to focus attention on the special advance notice information, and to express the expectation for the special advance notice to a plurality of predetermined processes. It can be continued throughout the process.

(Solution means 22)
When it is determined that the special advance notice determination means displays the special advance notice information and the predetermined condition is satisfied, the advance notice information corresponding to one or more processes up to the predetermined process is displayed. The gaming machine according to claim 21, further comprising special notice information determining means for determining any one of a plurality of types of special notice information stored in the special notice information storage means.

  Here, the special notice information determining means is a case where it is determined as one of the advance notice patterns of the advance notice pattern numbers 7, 8, 16, and 17 (YES in step S771), and is set in step 2 When the operation signal is input from the operation button 18a to the sub-integrated board 111 (the operation button 18a is operated by the player) (NO in step S773) during the button input valid period (YES in step S772), the button is notified. The selection process (step S774) is executed, and the one-stage change button notice pattern numbers 1 to 8 or the two-stage change button notice pattern numbers 1 to 22 based on the change display pattern and the development notice pattern are displayed. This is a part to be determined as one of the two-stage change button notice patterns.

  In this case, any one of a plurality of types of special notice information stored in the special notice information storage means as each piece of notice information corresponding to one or more processes up to a predetermined process when a predetermined condition is satisfied. Special notice information determination means for determining whether or not to display special notice information as notice information corresponding to one or more processes up to a predetermined process when determining the notice information. On the other hand, the content of the special notice information is determined by the special notice information determining means when a predetermined condition is satisfied. In this way, by determining whether or not to display special advance notice information and whether to use special advance notice information according to one or more processes at the time of determining the advance notice information, the progress of the process in the advance notice information is determined. Special notice information can be displayed without breaking the degree derivation balance.

(Solution 23)
The special notice information determining means, when controlling the profit grant state by the profit grant state control means, as the notice information corresponding to the final process among the one or more processes up to the predetermined process, 23. The gaming machine according to the solution means 22, characterized in that it can be determined as special notice information indicating that a display result is displayed.

  Here, as an effect example of the special notice information that suggests that the specific display result is displayed, “Gi-character” or two-stage in step 3-2 based on the one-stage change button notice pattern of the first-stage change button notice pattern number 8 is used. For example, “Gi-moji” in step 4-3 based on the two-stage change button notice pattern of change button notice pattern numbers 16 to 22 is given. In the one-stage change button notice pattern table, the button notice pattern is added to the one-stage change button notice pattern of the one-stage change button notice pattern number 8 only for the hit variation display patterns of the change numbers 3 to 24 and 26 to 47. Random numbers are assigned, and in the two-stage change button notice pattern table, the two-stage change of the two-stage change button notice pattern numbers 16 to 22 is only applied to the variation display patterns of the hit numbers 3 to 24 and 26 to 47. The button notice pattern random numbers are assigned to the button notice pattern.

  In this case, it is suggested that the specific display result is displayed as the specific advance notice information corresponding to the final process, and thus the profit giving state is controlled even before the specific display result is displayed. It is possible to obtain a sense of fulfillment that is in a profit-giving state.

(Solution 24)
The special notice information determination means displays the specific display result as notice information corresponding to one or more processes up to the predetermined process when the profit provision state control means controls the profit provision state. The gaming machine according to Solution 22 or Solution 23, characterized in that it can be determined as a combination of special notice information that suggests the effect.

  Here, as an effect example of a combination of special notice information suggesting that a specific display result is displayed, step 3-2 based on the two-stage change button notice pattern of two-stage change button notice pattern numbers 3, 7, 12, 18 “Pineapple” (any character may be used in step 4-3). In the two-stage change button notice pattern table, the two-stage change button notice of the two-stage change button notice pattern numbers 3, 7, 12, 18 is applied to the variation display patterns of the change numbers 3 to 24 and 26 to 47. The value of the button notice pattern random number is distributed to the pattern.

  In this case, by suggesting that the specific display result is displayed as a combination of specific advance notice information, it can be recognized that the profit giving state is controlled even before the specific display result is displayed, You can get a sense of fulfillment that gives you a profit.

(Solution 25)
The special notice information determining means, when displaying the specific display mode by the symbol information control means, as the notice information corresponding to any one of the one or more processes up to the predetermined process, The gaming machine according to any one of the solving means 22 to the solving means 24, characterized in that it can be determined as special advance notice information indicating that a display mode is displayed.

  Here, as an example of special notice information suggesting that a specific display mode (reach mode) is displayed, “pineapple” in step 3-2 based on the one-step change button notice pattern of the one-step change button notice pattern number 3 is used. Is mentioned. In the one-step change button notice pattern table, the button notice pattern random number value is added to the one-stage change button notice pattern of the one-step change button notice pattern number 3 for the change display patterns of the change numbers 3 to 24 and 26 to 47. Is distributed.

  In this case, it is suggested that the specific advance notice information is displayed as the specific advance notice information, so that the specific display mode is displayed and the possibility that the specific display result is displayed can be recognized, and the expectation of the profit granting state is expected. A feeling can be heightened.

(Solution 26)
The special notice information determining means, when going through a predetermined derivation process before displaying the specific display mode by the symbol information control means, in any one of the one or more processes up to the predetermined process The gaming machine according to any one of the solution means 22 to the solution means 25, characterized in that it can be determined as special notice information indicating that the predetermined derivation process is passed as the corresponding notice information.

  Here, the predetermined derivation process is a slip fluctuation in a process in which a decorative symbol for determining whether or not to form a reach mode is stopped and displayed. As an example of the special notice information that suggests that a predetermined derivation process is to be performed, two-stage change button notice pattern No. 2, two-stage change button notice pattern No. 2, 6, 11, 17 2 Examples include “banana” in step 3-2 based on the step change button notice pattern. In the one-stage change button notice pattern table, the value of the button notice pattern random number is added to the one-stage change button notice pattern of the first-stage change button notice pattern number 2 for the change display pattern accompanied by the slip fluctuation of the change numbers 34 to 59. In the two-stage change button notice pattern table, the two-stage change button notice of the two-stage change button notice pattern numbers 2, 6, 11, and 17 is applied to the fluctuation display pattern accompanied by the slip fluctuation of the fluctuation numbers 34 to 59. The value of the button notice pattern random number is distributed to the pattern.

  In this case, it is suggested that a specific derivation process is performed before the specific display mode is displayed as the specific advance notice information, so that the specific display mode is displayed after the predetermined derivation process and the specific display result is displayed. Can increase the sense of expectation that will be in a state of granting profit.

(Solution means 27)
The special notice information determination means controls the profit grant state by the profit grant state control means regardless of whether or not the predetermined derivation process is performed before the symbol display control means displays the specific display mode. In this case, it is possible to determine, as the advance notice information corresponding to any one of the one or more processes up to the predetermined process, special notice information indicating that the predetermined derivation process is to be performed. A gaming machine according to Solution 26.

  Here, in the one-stage change button notice pattern table, the button notice is given to the one-stage change button notice pattern of the first-stage change button notice pattern number 2 with respect to the hourly fluctuation display pattern without the slip fluctuation of the change numbers 3 to 30. In the two-stage change button notice pattern table, the two-stage change button notice pattern numbers 2, 6, 11, The value of the button notice pattern random number is assigned to the 17-step change button notice pattern.

  In this case, regardless of whether or not a predetermined derivation process is performed before the specific display mode is displayed, the specific derivation process is performed as the specific advance notice information when the profit provision state control unit controls the profit provision state. It is suggested that the product will go through a predetermined derivation process, but it feels uncomfortable by not going through the predetermined derivation process, and even before the specific display result is displayed, it is controlled to the profit granting state. Can be recognized and a sense of fulfillment can be obtained.

(Solution 28)
The special notice information determination means displays the specific display mode and displays the specific effect mode before displaying the display result as to whether or not to control the profit granting state. Any of the solving means 22 to 27, wherein the notice information corresponding to any one of the two or more processes can be determined as special notice information indicating that the specific effect mode is displayed. The gaming machine described in Crab.

  Here, the specific effect mode is an ape reach effect in which “ape character RC” executed based on the change display patterns of change numbers 41 to 44 appears. As an example of special notice information suggesting that a specific production mode is to be displayed, “banana” in Step 3-2 based on the one-stage change button notice pattern of the first-stage change button notice pattern number 2 is given. In the one-stage change button notice pattern table, a large number of button notice pattern random numbers are assigned to the one-stage change button notice pattern No. 2 corresponding to the change display patterns of the change numbers 41 to 44. ing.

  In this case, it is suggested that the specific effect mode is displayed as the specific advance notice information, so that the specific display mode is displayed, and it can be recognized that the specific effect mode is displayed. It is also possible to recognize a big jackpot expectation level (a ratio at which a specific display result is displayed), and to increase a sense of expectation for a profit-giving state depending on the level of the jackpot expectation level.

(Solution 29)
The notice information corresponding to the plurality of processes is a different character from a character with a lower rank associated with the first process to a character with a higher rank associated with the last process, and the special notice The information determining means may determine, as each of the advance notice information according to one or more processes up to the predetermined process, any of the characters from the lower rank character to the higher rank character as the special advance notice information. The gaming machine according to any one of the solving means 22 to the solving means 28, characterized in that it can be used.

  Here, the low-ranking character is the mole character MOC set in step 1 (first process), and the high-ranking character is the Gon character GC set in step 4 (last process). . As an example of special notice information from a low-ranking character to a high-ranking character, a one-stage change button notice pattern or a two-stage change button notice pattern number 1 to 15, Examples include “Gon father character TC”, “Ape character RC”, and “Gon character GC” based on the 20 to 22 two-stage change button notice pattern.

  In this case, the special notice information determining means decides, as each of the notice information corresponding to one or more processes up to a predetermined process, any one from a character with a lower rank to a character with a higher rank as the special notice information. By using the same character as the notice information other than the special notice information, it is possible to easily recognize the jackpot expectation (the ratio at which the specific display result is displayed) suggested by the character ranking. .

(Solution 30)
The special notice information determining means determines that when the winning judgment means determines that a profit is to be given to the player, the special notice information determining means has a higher rate of 2 up to the predetermined process than when the profit is not determined to be given to the player. 30. The game according to claim 29, wherein the notice information according to one or more processes can be determined as a combination of the special notice information according to the order from the character with the lower rank to the character with the higher rank. Machine.

  Here, as a production example of the combination of special notice information according to the order from the character with the lower rank to the character with the higher rank, “Gon father based on the two-stage change button notice pattern of the two-stage change button notice pattern numbers 9 and 14” “Character TC” → “Ape Character RC”, “Gon Character GC”, and “Ape Character RC” → “Gon Character GC” based on the two-stage change button notice pattern of the two-stage change button notice pattern number 15. In the two-stage change button notice pattern table, the two-stage change button notice pattern Nos. 9, 14, and 15 have two button change button notice patterns with respect to the fluctuation display pattern at the time of hitting rather than the fluctuation display pattern at the time of disconnection. Many pattern random numbers are assigned.

  In this case, when the special notice information determining means determines that the winning determination means grants a profit to the player, the special notice information determining means has a higher rate of 2 until the predetermined process than when the profit is not determined to be given to the player. The combination of the special notice information is displayed as the notice information corresponding to the process of two or more processes by being able to determine the combination of the special notice information according to the order from the character with the lower rank to the character with the higher rank. It is possible to increase the player's sense of expectation regarding the state of profit provision.

(Solution means 31)
The symbol information control means performs display control of the stop display of the first symbol information after the notice information control means starts the notice information display control according to the predetermined process. The gaming machine according to any one of the solving means 30.

  Here, the display CPU 121 mounted on the display control board 120 starts the appearance of the character (Gon character GC) in step 4 based on the advance notice pattern on the liquid crystal display device 50 and the movable decorative bodies 44a to 44c in step 4 ′. This is a part that performs display control so that the drive / light emission start is executed before the stop display timing of the left decorative symbol 50a.

  In this case, after the display control of the notice information corresponding to the predetermined process by the notice information control means is started, the notice display corresponding to the predetermined process is performed by controlling the display of the stop display of the first symbol information by the symbol information control means. The player's consciousness can be shifted naturally from the information to the stop display of the first symbol information. Therefore, the player can pay attention to the stop display of each symbol information while being able to pay attention to the notice information corresponding to the first process to the predetermined process. In addition, it is possible to pay attention to the notice information with peace of mind, enjoy the effects related to the notice information to a full extent, and suppress a decrease in the interest of the game.

(Solution means 32)
When it is determined that a profit is given to the player by the winning determination means, the gaming state after the completion of the profit granting state is controlled to a high probability state in which the ratio of determining that a profit is given to the player by the winning determination means is high. A high-probability state determination unit that determines whether or not to perform control, and when the high-probability state determination unit determines to control the high-probability state, the high-probability state control that controls the high-probability state after the profit granting state ends And a normal state control means for controlling to a normal state different from the high probability state after completion of the profit granting state when the high probability state determining unit determines not to control the high probability state, and the winning determination It is determined that the plurality of types of symbol information to be stopped and displayed on the variation display unit as a determination result by the unit is controlled to the high probability state by the high probability state determination unit. The special display result among the specific display results, and the special display result among the specific display results based on determining that the high probability state determination means does not control the high probability state. Is determined to be a different non-special display result, and based on the determination that the winning determination means does not give a profit to the player, the stop symbol information determination means determines the non-specific display result different from the specific display result The symbol information control means stops and displays each symbol information in order so as to display the display result determined by the stop symbol information determination means. Gaming machine.

  Here, the high probability state is a probability variation state, and is a state in which the probability of determining a jackpot is increased by increasing the number of jackpot determination values as compared to the normal state. The high-probability state determination means is a function of the CPU 102 mounted on the main board 101, and whether or not the probability change determination random number matches the predetermined determination value by executing the big hit determination process (step S403). This is a part for determining whether or not to make a probable big hit based on whether or not. The high probability state control means is a part that determines whether or not to win using the probability change big hit determination table by setting a probability change flag by the CPU 102. The normal state control means is a function of the CPU 102, and is a part that determines that the probability variation flag is in an ON state and selects a normal big hit determination table in the big hit determination process (step S403).

  The special display result is a combination of the same odd symbol (specific symbol) (probability big hit symbol), and the non-special display result is a combination of the same even symbol (non-specific symbol) (non-probable big hit symbol). The non-special display result is a combination of symbols (out of symbol) that is not the same. The stop symbol information determining means executes a decorative symbol variation start process (step S700) according to the winning command (winning variation display pattern) and the probability variation big hit flag by the integrated CPU 112 mounted on the sub-integrated board 111. This is a part for determining any one of the probabilistic big hit symbol, the non-probable big hit symbol, and the outlier symbol as a stop symbol. Note that the player recognizes whether the left decorative symbol 50a is a specific symbol or a non-specific symbol, thereby recognizing whether the symbol may be a probable big hit symbol or a non-probable big hit symbol. be able to.

  In this case, the symbol information control means displays the display result determined by the stop symbol information determining means by displaying each symbol information in order so that it is displayed specially until the last symbol information is stopped and displayed. It is not possible to determine whether the result, non-special display result, or non-specific display result will be displayed, but it will be either special display result or non-special display result when the first symbol information is stopped. The player can determine whether there is a possibility that the display result will be displayed, and can determine whether there is a possibility of being controlled to a high probability state or a normal state after the profit granting state ends. Wants to pay attention to the stop display of the first symbol information. Therefore, even for a player who wants to pay attention to the stop display of the first symbol information, since the stop display timing of the first symbol information is already after the start of the advance notice information corresponding to the predetermined process, The attention to the display is not hindered.

(Solution means 33)
The gaming machine according to claim 32, wherein the plurality of types of symbol information have different base color schemes for the symbol information as the special display result and the symbol information as the non-special display result.

  Here, the symbol information (specific symbol) resulting in a special display result is a red color scheme, and the symbol information (non-specific symbol) resulting in a non-special display result is a blue color scheme.

  In this case, the base information of the symbol information that is stopped and displayed first is different because the base color scheme differs between the symbol information that is the special display result and the symbol information that is the non-special display result. It is possible to easily determine whether a special display result or a non-special display result is likely to be displayed depending on the color scheme, and either a high probability state or a normal state after the profit granting state ends It is possible to easily determine whether there is a possibility of being controlled.

(Solution 34)
The symbol information control means performs display control of the stop display of the first symbol information at a timing at which the notice information controlled by the notice information control unit overlaps with the first symbol information. 34. A gaming machine according to any one of the solving means 31 to the solving means 33.

  Here, as shown in FIG. 70 (F), the left decorative design 50a is overlapped with the left decorative design 50a that is variably displayed when the Gon character GC appearing before the left decorative design 50a is stopped and displayed. This is the part that controls the display to stop.

  In this case, the symbol information control means is the first symbol information at the timing when the notice information (design information corresponding to a predetermined process) whose display is controlled by the notice information control means overlaps with the first symbol information. By controlling the display of the stop display, it is possible to naturally shift the player's consciousness without the need to move the viewpoint from the advance notice information to the stop display of the first symbol information. Therefore, even for a player who wants to pay attention to the stop display of the first symbol information, he / she does not overlook the notice information corresponding to the first process to the predetermined process, and pays attention to the notice information with peace of mind. Can be fully enjoyed, and a decrease in the interest of the game can be suppressed.

(Solution 35)
The symbol information control means performs display control of the stop display of the first symbol information after finishing the notice information display control according to the predetermined process by the notice information control means. Thru | or the game machine in any one of the solution means 34.

  In this case, the display CPU 121 mounted on the display control board 120 causes the liquid crystal display device 50 to end the effect display of the character or the like based on the advance notice pattern until the left decorative symbol 50a is stopped and displayed, whereby the left decorative symbol is displayed. This is a part that performs display control so as not to be executed during a period from the stop display of 50a to the stop display of the right decorative design 50c.

  In this case, since the advance notice information is not displayed at the stop display timing of the first symbol information, attention to the stop display of the first symbol information is not disturbed at all, and the advance notice information can be sufficiently recognized. it can. Therefore, even for a player who wants to pay attention to the stop display of each symbol information, the notice information corresponding to the predetermined process from the first process is not overlooked. Can be fully enjoyed, and a decrease in the interest of the game can be suppressed.

(Solution 36)
The symbol information control means includes low-speed fluctuation symbol information control means for displaying symbol information to be stopped and displayed at a lower speed than the variation display after starting the variation display of the plurality of types of symbol information. The control means displays the symbol information that is stopped and displayed first at a low speed after starting the display control of the notice information according to the predetermined process by the notice information control means. The gaming machine according to any one of the solving means 35.

  Here, the low-speed fluctuation symbol information control means is a part that performs display control so that the fluctuation display of the left decoration symbol 50a is gradually shifted from the high-speed fluctuation to the low-speed fluctuation in the process in which the left decoration symbol 50a is stopped and displayed. . Then, the display CPU 121 mounted on the display control board 120 starts the appearance of a character or the like based on the development notice pattern on the liquid crystal display device 50 before the period in which the left decorative symbol 50a is variably displayed with low speed fluctuation. This is the part that controls display.

  In this case, the symbol information control means starts the display control of the notice information according to a predetermined process by the notice information control means, and then displays the first symbol information that is stopped and displayed at a low speed, thereby changing the first information. It is possible to make the player naturally aware that the symbol information is stopped and displayed. Further, the display control of the notice information is not started even at the timing when the first symbol information shifts to the low speed fluctuation, and it is not hindered from being conscious about the low speed fluctuation of each symbol information to the stop display.

(Solution means 37)
The notice information corresponding to the plurality of processes is associated with each process, and each is a different character, and the notice information control unit is configured to perform the predetermined process from the first process determined by the notice information determination unit. 37. The gaming machine according to any one of solution means 31 to solution means 36, wherein only the characters associated with each process are sequentially displayed as advance notice information corresponding to the process.

  Here, the different characters associated with each process are the mole character MOC associated with Step 1, the Gon father character TC associated with Step 2, and the ape character associated with Step 3. RC, Gon Character GC associated with Step 4. In the advance notice effect, when the character set in the next step of the character set in the lower step based on the advance notice pattern appears in the liquid crystal display device 50, the character set in the lower step is not displayed. Sequentially executed to display (leave).

  In this case, the advance notice information control means sequentially displays and controls only the characters associated with each process as the advance notice information from the initial process determined by the advance notice information determination means to the predetermined process, The player can easily recognize which character is associated with which process simply by visually recognizing the character, and only the character associated with the process is displayed. This process can be fully recognized.

(Solution means 38)
A notification mode display control unit configured to display a notification mode for notifying the player that the specific display mode has been displayed in a part of the second effect period; Preliminary information according to a special process different from the process is further stored, the preliminary information determining means further determines whether or not to display the preliminary information according to the special process, and the preliminary information control means is When the notice information determining means decides to display the notice information corresponding to the special process in the second effect period in which the notice aspect display control means controls the display of the notice aspect, the special process 38. The gaming machine according to any one of the solution means 31 to the solution means 37, wherein the advance notice information corresponding to the display is controlled.

  Here, the notification mode is an effect display (reach mode determination screen) that allows the player to recognize that the reach mode is formed and then the reach mode is executed, and the notification mode display control means is display control. The display CPU 121 mounted on the substrate 120 controls the display of the reach mode determination screen based on the variable display pattern in the liquid crystal display device 50. The notice information corresponding to the special process is a character corresponding to step 5 set in the advance notice pattern, and is the mammoth character MC. And the character based on step 5 is made to appear in the display period of the reach mode confirmation screen.

  In this case, when the notice information control means decides to display the notice information according to a special process by the notice information determination means in the second effect period in which the notice aspect display control means controls the display of the notice aspect, By controlling the display of the notice information according to a special process, the notice information can be displayed and controlled not only in the first effect period but also in the period during which the notification mode is controlled (part of the second effect period). The notice information can be controlled to be displayed for a longer period of time without disturbing attention to the effect executed after the display of the notification mode in the second effect period together with the stop display of each symbol information. Accordingly, more notice information can be displayed and controlled while sufficiently recognizing the contents of the notice information, and a decrease in the interest of the game can be suppressed.

(Solution 39)
When the special notice information determining means determines that the winning judgment means determines to give a profit to the player, the special notice information determining means has a higher notice according to the special process than when the profit is not determined to be given to the player. The gaming machine according to claim 38, wherein display of information is determined.

  Here, in the advance notice pattern table, a lot of judgment values are assigned to the advance notice pattern in which step 5 is incorporated with respect to the change display pattern that is a big hit rather than the change display pattern that is out of date. Yes.

  In this case, the advance notice determining means determines the advance information according to the special process at a higher rate when it is determined that the profit is given to the player by the winning judgment means than when the profit is not determined to be given to the player. By determining the display, it is possible to increase the player's sense of expectation regarding the state of profit provision when the advance notice information corresponding to a special process is displayed.

  In the gaming machine of the present invention, the derivation of the production pattern mode that is the basis for deriving the announcement production pattern is not biased, and the announcement production pattern showing the level of possibility of a big hit is determined in a well-balanced manner. It does not become monotonous and can suppress a decrease in the interest of the game.

  Hereinafter, preferred embodiments of the present invention will be described with reference to the drawings. First, the overall configuration of the pachinko machine according to the embodiment will be described with reference to FIGS. 1 and 2. FIG. 1 is a front view showing a pachinko machine. FIG. 2 is a perspective view showing the pachinko machine with the main body frame and the front frame opened.

  As shown in FIG. 1, a pachinko machine 1 as a gaming machine includes an outer frame 2, a main body frame 3, a game board 4, a front frame 5, and the like. The outer frame 2 is formed in a vertically rectangular frame shape by upper, lower, left and right frame members, and has a lower plate 6 that receives the lower surface of the main body frame 3 at the lower front side of the outer frame 2. A main body frame 3 is attached to the front side of the outer frame 2 by a hinge mechanism 7 so as to be opened and closed forward. The main body frame 3 is formed by integrally molding the front frame body 8, the game board mounting frame 9, and the mechanism mounting frame 10 with a synthetic resin material. The front frame 8 formed on the front side of the main body frame 3 is formed in a rectangular frame shape having a size corresponding to the outer shape excluding the support plate 6 on the front side of the outer frame 2. In the present embodiment, the line-of-sight direction in which the front of the pachinko machine 1 is viewed is the front side (front side), and the opposite side (for example, the main body frame 3 side with respect to the front frame body 8) is the rear side (back side). And

  The main body frame 3 is integrally formed of a synthetic resin material, and a game board mounting frame 9 is formed on the front side and a mechanism mounting frame 10 is formed on the back side. As a result, the synthetic resin main body frame 3 includes a conventional front frame (sometimes called an inner frame, a front frame, etc.) and a mechanism plate (sometimes called a back mechanism plate, a back set plate, etc.). It has a function.

  A game board 4 is attached to the game board mounting frame 9 integrally formed at the rear portion of the front frame body 8 so as to be attachable and detachable from the front. In addition, two engaging protrusions 33 are formed on the left side of the game board mounting frame 9 and two engagement recesses (not shown) are formed on the right side of the game board mounting frame 9. Has been. In addition, two locking holes (not shown) corresponding to the engaging protrusions 33 are formed on the left side of the board surface (front surface) of the game board 4 and corresponding to the right side of the board surface of the game board 4. Two engaging hooks 4c are formed vertically. The engagement hook 4c detachably engages the game board 4 and the game board mounting frame 9 with each other.

  Further, a locking hook 9a is formed in the lower left part of the game board 4, and an urging lock portion (not shown) corresponding to the locking hook 9a is provided in the lower left part of the game board mounting frame 9. When the game board 4 is mounted on the game board mounting frame 9, the urging lock portion urges the locking hook 9a downward to lock it. In addition, it is possible to lock the game board 4 while applying a downward biasing force by biasing the latching hook 9a downward by the biasing lock portion. As a result, the game board 4 comes into close contact with the lower edge of the game board mounting frame 9 and is pressed and fixed downward.

  A guide rail 11 having an outer rail and an inner rail is provided on the surface of the game board 4. Further, a lower speaker 14 is attached to one side of the front lower portion of the front frame body 8 located below the game board mounting frame 9. A launch rail 15 that guides a game ball toward the launch path of the game board 4 is attached to the upper portion in the lower region of the front surface of the front frame 8 in an inclined manner. On the other hand, a lower front member 16 is attached to a lower portion in the lower area of the front surface of the front frame body 8. A lower pan 17 is provided substantially at the center of the front surface of the lower front member 16, and an operation handle 18 is provided closer to one side.

  Further, as shown in FIG. 2, the main body frame 3 is locked to the outer frame 2 on the rear surface of the main body frame 3 (front frame body 8) opposite to the side on which the hinge mechanism 7 is provided. The locking device 19 having both the function to perform and the function to lock the front frame 5 to the main body frame 3 is mounted. The locking device 19 includes a plurality of upper and lower body frame locking hooks 21 that are detachably engaged with a closing tool 20 provided on the outer frame 2 to lock the main body frame 3 in a closed state, and an open side of the front frame 5. There are provided a plurality of upper and lower door locking hooks 23 that are detachably engaged with a closing tool 22 provided on the rear surface and lock the front frame 5 in a closed state.

  Thus, when the key is inserted into the key hole of the cylinder lock 24 and rotated in one direction, the engagement between the main body frame locking hook 21 and the closing tool 20 of the outer frame 2 is released, and the main body frame 3 is moved. When unlocked and the key is rotated in the opposite direction, the engagement between the door locking hook 23 and the closing tool 22 of the front frame 5 is released, and the front frame 5 is unlocked. It has become. The front end of the cylinder lock 24 is exposed to the front surface of the lower front member 16 through the front frame body 8 and the lower front member 16 so that the unlocking operation can be performed by inserting a key from the front of the pachinko machine 1. Are arranged.

  In the present embodiment, the main body frame 3 is unlocked with respect to the outer frame 2 by rotating the key in the clockwise direction, and the main body frame 3 is unlocked by operating the key in the counterclockwise direction. On the other hand, the front frame 5 is unlocked. Thus, either the main body frame 3 or the front frame 5 can be unlocked only by changing the direction of the rotation operation. Further, the locking device 19 locks the main body frame 3 so that the engagement between the main body frame locking hook 21 and the closing tool 20 of the outer frame 2 is not released by an external operation other than the key when the main body frame 3 is locked in the closed state. A lock mechanism for locking the hook 21 is further provided. Thus, when the main body frame 3 is locked in the closed state, the main body frame locking hook 21 is locked by the lock mechanism. Further, a rib is formed to project from the side closer to the gap between the outer frame 2 and the main body frame 3 (front frame 8) than the main body frame locking hook 21 (right side in FIG. 2), and the main body frame locking hook 21 is formed by the rib. However, even if an attempt is made to directly operate the main body frame locking hook 21 by inserting a wire or the like from the gap between the outer frame 2 and the main body frame 3 (front frame 8), the rib contacts the rib. Accordingly, it is possible to prevent an illegal act of illegally unlocking the main body frame 3 with a wire or the like from the gap between the outer frame 2 and the main body frame 3 (front surface frame 3).

  A front frame 5 is attached to one side of the front surface of the main body frame 3 by a hinge mechanism 25 so as to be opened and closed forward. The front frame 5 includes a door body frame 26, an upper plate 28, and operation buttons 18a (operation means). The door main body frame 26 is formed of a pressed metal frame member, and is formed in a size that covers a portion from the upper end of the front frame body 8 to the upper edge of the lower front member 16. A substantially circular opening window 30 through which a game area 12 of the game board 4 described later can be seen through from the front is formed in the approximate center of the door body frame 26. Further, a window frame 31 having a rectangular frame shape larger than the opening window 30 is provided on the rear side of the door body frame 26, and a transparent plate 32 is attached to the window frame 31.

  In this embodiment, the gaming area 12 formed on the game board 4 is formed by disposing the cylinder lock 24 below the game board 4 and thinning the locking device 19 arranged on the right side of the game board 4. The area of the player can be expanded more than before, and the interest for the player's visual recognition can be enhanced. Further, by enlarging the game area 12, it is difficult to guide the game ball to the ball entering device 56 disposed below the effect device 42 even if the effect device 42 described later is disposed in the center portion of the game region 12. And does not give the impression. In addition, the opening window 30 of the front frame 8 is enlarged in accordance with the enlargement of the game area 12, and the rigidity of the front frame 8 is reduced. However, the front frame 8 that integrally forms the upper plate 28 is used. Thus, a decrease in rigidity of the front frame 8 is suppressed.

  On the front side of the door body frame 26, around the opening window 30, an upper plate 28 is provided integrally with the front frame 8 at the lower portion, frame lamps 27 are mounted on both left and right sides, and an upper speaker 29 is mounted on the upper portion. Yes. In addition, an operation button 18 a is disposed on the left side of the upper plate 28. The frame lamp 27 is controlled to be turned on / off according to the effect of the effect performed by the liquid crystal display device 50 (symbol display means, image display means) described later, and the upper speaker 29 and the lower speaker 14 described above are controlled. The sound output control of a plurality of types of sound output modes is executed in accordance with the effect mode of the effects performed on the liquid crystal display device 50. In this way, by performing the lighting / extinguishing control of the frame lamp 27 and the sound output control of the upper speaker 29 and the lower speaker 14 in synchronization with the effect executed in the liquid crystal display device 50, the effect of the effect is enhanced, and the game It is intended to improve the interest of the elderly. Further, the upper speaker 29 and the lower speaker 14 also output a warning sound for notifying that an illegal act has been executed, an information sound for notifying that an error state relating to a game has occurred, and the like.

  FIG. 3 shows the game board 4 alone. A game area 12 is formed in a circular shape on the front surface of the game board 4. In the game area 12, a number of obstacle nails are driven in a predetermined arrangement, and a windmill 40 for guiding the ball is provided at an appropriate position. In the upper half of the game area 12, a remarkably large effect device 42 is arranged, and this effect device 42 has a design symbolizing the model of the pachinko machine 1, the game concept, and the like.

  The rendering device 42 has an elliptical outer shape that is flattened in the vertical direction, but has angular portions in some places. In particular, when viewed from the front, the top portion of the rendering device 42 protrudes in a mountain shape, and the upper edge portion extending left and right from the portion corresponding to the mountain top has a gentle downward slope. In addition, the left edge of the effect device 42 has a shape that is lumpy in the vertical direction, and thus has an outer shape in which the upper end and the lower end of the left edge are respectively squared. On the other hand, the right edge portion of the effect device 42 is curved in an arc shape along the outer edge of the game area 12, and the outline thereof is a smooth curve in contrast to the left edge portion. Further, the lower edge portion of the effect device 42 has a downward slope that is linearly narrowed toward the center, and is bent in the horizontal direction at the center position.

  A liquid crystal display device 50 is installed inside the effect device 42, and the liquid crystal display device 50 has a relatively large display screen. In addition, various decorative bodies 43a, 43b, and 43c and movable decorative bodies 44a, 44b, and 44c are arranged inside the rendering device 42 so as to surround the display screen of the liquid crystal display device 50, and the movable decorative body 44a. ˜44c, other decorative bodies 43d, 43e, and the like are arranged along the peripheral edge of the rendering device 42.

  In addition, fixed decorative bodies 45a, 45b, and 45c are installed at positions deeper than the movable decorative bodies 44a, 44b, and 44c when viewed from the front, respectively, and in areas around the fixed decorative bodies 45a, 45b, and 45c. Further, another decorative member 46 is installed. The decorative member 46 is laid so as to extend to both the left and right sides and the upper region of the liquid crystal display device 50, and is configured as a background region of the decorative bodies 43a, 43b, 43c and the movable decorative bodies 44a, 44b, 44c. ing.

  As described above, the rendering device 42 is visually provided with a design that symbolizes the game concept of the pachinko machine 1, and therefore, the individual decorative bodies 43a to 43e, the movable decorative bodies 44a to 44c, and the fixed decorative body 45a. ~ 45c, the decorative member 46 is uniquely shaped.

  In other words, the game concept in the pachinko machine 1 of the present embodiment is a creative story that comically expresses the life and behavior of human beings (primitives) and original starting materials living on the earth in this era with the background of the primitive earth. It stands on top. However, the “primitive era” here is not based on an accurate archaeological division, but is based on the “primitive era” as an image that has become established in society in general. Therefore, the appearance of the characters appearing there is a comical expression of modern humanity as well as “Mammoth”, “Ape”, “Saber Tiger”, “Mole” appearing as primitive mammals The appearances of these are expressed as characters arranged comically so that they look like animals of the primitive age.

  First, when the entire production device 42 is viewed, the appearance thereof is shaped with a motif of a rocky surface that is earthy and rough like the surface of the primitive earth. When looking at the upper edge of the production device 42, a decorative body 43a designed in the image of “mammoth” is arranged there, and this decorative body 43a has “mammoth” on its head. It expresses the appearance of creating a knob and turning it over. Corresponding to this, a decorative body 43d designed with a “stone ax” is arranged on the right side of the decorative body 43a, and this decorative body 43d is used as a tool for hunting by a character who is a primitive person. It is a design expression of "stone ax (= a tool with a stone attached to a stick). Therefore, the player who has seen the formation of the decorative bodies 43a and 43d can feel the story that the primitive man has finished the mammoth using the stone ax.

  Further, when looking at the right edge of the effect device 42, a decorative body 43e designed in the image of “mammoth tusks” is arranged. For this reason, when the player comes into contact with the modeling of the decorative body 43e, it is possible to feel the story that “the mammoth fangs that the primitive man has hunted for use are used as ornaments”. Note that the outer surface of the decorative body 43e (the surface corresponding to the side surface of the front unit 42a) also serves as a guide surface for guiding the flow of the game ball as it is.

  On the other hand, when looking at the lower edge of the production device 42, there are arranged decorative bodies 43c designed as "mammoth head and fangs" in a pair on the left and right. In addition, since the decoration which imaged the “grass grass” overgrown on the primitive earth is given in the vicinity of the ornamental body 43c, the player who has seen the ornamental body 43c is “the head of the mammoth looks out from the grassy field. It will have the image of

  Further, in the present embodiment, a decorative body reflecting the image of “mammoth head and fangs” and “grass grass” is arranged on the front side (facing the game board surface) of the stage unit of the production device 42. Thereby, the decoration of the production device 42 is enhanced, and the entry of the game ball flowing down the game area 12 from the game board 4 side to the stage unit (rolling unit) is moderately suppressed. It is possible to exhibit stable stage performance (performance of releasing a game ball to the upper start opening 52) in the stage portion. In other words, the decorative body is provided at a position that is easy to see (near) from the player, so that the decoration of the stage device 42 is enhanced, and a large amount of game balls are prevented from entering the stage portion, so that the game balls are crowded. It can roll smoothly in the stage part without doing.

  Further, when looking at the left side edge portion of the production device 42, there is arranged a decorative body 43b in the form of “K” and “N” in katakana characters. Furthermore, these decorative bodies 43b are designed as three-dimensional representations of the kana characters “go” and “n”, and the outer shape of the decorative body 43b is as if it were cut out of a rock. It has been subjected. Note that “go” and “n” represented by the decorative body 43b are used to continue reading these as “gon”, and “gon” is a character (hero) appearing in the above creative story. ) Name.

  Next, when the eyes are looked at from the upper edge to the right edge of the effect device 42, movable decorative bodies 44a, 44b, and 44c in the form of “Gi” and “O” are arranged there. The decorative bodies 44a, 44b, and 44c are also designed to express the kana characters “gi” and “o” in a three-dimensional shape, as if they were cut out of a rock. It has been decorated in a decorative shape.

  Among these, in the vicinity of the movable decorative body 44a located at the upper edge portion, a decorative body 45a that embodies “−” that is a long sound code is arranged together with “a” that is a lowercase letter of Katakana. The characters “a” and “−” represented by the decorative body 45a are used to continue reading from the “gi” represented by the movable decorative body 44a and to read “Gar” and the roaring sound for a long time. Similarly, in the vicinity of the movable decorative bodies 44b and 44c that are positioned side by side on the right edge, decorative bodies 45b and 45c that respectively represent “−” that is a long sound code are arranged. “−” Represented by these decorative bodies 45b and 45c is used to read “o” in a long sound continuously from “o” represented by the movable decorative bodies 44b and 44c. Note that “Gear” and “O” represented by the movable decorative bodies 44 a to 44 c and the decorative bodies 45 a to 45 c represent powerful screams such as characters appearing in the creative story.

  An upper start port 52 is disposed in the game area 12 below the stage device 42, and a lower start port 54 integrated with the ball entry device 56 is disposed immediately below the game region 12. A pair of left and right opening / closing members 56a are attached to the ball entry device 56. When the opening / closing member 56a is displaced to the left and right as shown in FIG. On the contrary, when the opening / closing member 56a is displaced to the closed state, the game ball does not win the lower start port 54. The ball entrance device 56 is also designed to symbolize the game concept of the pachinko machine 1, as with the effect device 42.

  A pair of gates 58 are arranged at left and right positions of the ball entry device 56. In addition, a big winning opening / closing device 60 is arranged at a position below the ball entry device 56. The special prize opening / closing device 60 has an opening / closing member 60 a for opening and closing the special prize opening 62. As shown in the figure, when the opening / closing member 60a is displaced so as to fall down toward the front side, the game ball flowing down from above is guided by the opening / closing member 60a and can enter the big prize opening 62, and conversely opens and closes. When the member 60a is displaced to a position along the board surface, the special winning opening 62 is closed and the game ball does not win.

  In addition, a general winning opening 66 is arranged in a pair at the left and right positions of the special winning opening / closing device 60. In addition, a pair of left and right side decoration members 64 are arranged along the lower edge of the game area 12, and a general winning opening 66 is formed in each of the side decoration members 64. These side decoration members 64 also have a design that symbolizes the game concept of the pachinko machine 1, similar to the production device 42, and a visual sense of unity with the production device 42 is given to the modeling.

  In the side decoration member 64, various information is displayed as the game progresses, and the display of various information can be displayed by lighting / flashing of the LED incorporated in each side decoration member 64. . For this reason, for example, the right side decorative member 64 is formed with four light emitting regions 64a, each of which has a small circular shape, and four are arranged in a diamond shape. . Further, two light emitting regions 64b and 64c are formed above the light emitting region 64a, and each of the light emitting regions 64b and 64c has a bone of an animal (a rod shape like a femur and a bulge that becomes a joint at both ends). Designed in the shape of a certain thing). The left side decorative member 64 is also formed with a total of four light emitting areas 64d and 64e. These light emitting areas 64d and 64e are both small circles and are arranged so as to draw one row in the vertical direction. Hereinafter, the outline of the light emitting regions 64a to 64e will be described.

  First, the four light emitting areas 64a arranged on the right side function as a special symbol display (lottery information display). The special symbol is for displaying to the outside that the special symbol lottery (big hit determination) is performed in the pachinko machine 1 and the result of the winning is given (lottery information). For example, if there is a prize for the upper start opening 52 or the lower start opening 54 in the normal game state (non-hit game) in the pachinko machine 1, the four light emitting areas 64a start blinking in various patterns. Then, the variation state of the special symbol is displayed. By such a change start of special symbols (so-called “start”), the player can recognize that the big hit determination has been performed (or that a lottery result will come out from now on). Thereafter, when a certain amount of time has elapsed, the blinking operation of the light emitting area 64a is stopped, and the special symbol is stopped and displayed in such a manner that the lottery result (winning result) at that time is displayed. As for the special symbol stop display mode, in a simple example, if all the four light emitting areas 64a are lit, a win (big hit) is indicated, and if any one of the four light emitting areas 64a is extinguished, the selection is lost. The aspect which represents is mentioned (however, there exists an aspect other than these). In the present embodiment, by using the liquid crystal display device 50 in addition to the four light emitting areas 64a, decorative designs (for example, designs of numbers “0” to “9”) are changed and stopped and displayed. Various effects related to the special symbol variation display and stop display can be performed.

  Further, four light emitting areas 48 are formed at the lower edge of the effect device 42 in relation to the special symbol display, and these four light emitting areas 48 function as a special symbol start memory lamp (winning indicator). . That is, the four light emitting areas 48 are individually designed in the form of numbers “1”, “2”, “3”, “4”, and the four light emitting areas 48 are “1” from left to right. "To" 4 "are arranged in order. These four light emitting areas 48 can represent the starting memory numbers (1 to 4) of special symbols by the light emission (lighting) modes of “1” to “4”.

  Next, of the two light emitting areas 64b and 64c disposed above the light emitting area 64a, the light emitting area 64c located on the right side can function as a normal symbol display by lighting and blinking. For example, when a game ball passes through the gate 58, the light emitting area 64c starts to turn on or blink in response to this, and thereby the fluctuation state of the normal symbol is displayed. On the other hand, the left light-emitting area 64b is turned on or off so that the internal game mode (a high probability game mode with a relatively high jackpot probability or a low probability game mode with a relatively low jackpot probability). ) Can be displayed.

  Of the four light emitting areas 64d and 64e that are arranged vertically on the left side decorative member 64, the lower two light emitting areas 64e are turned on and flashed to obtain the starting memory number (1 to 4) of normal symbols. Can be displayed. In addition, one of the upper two light emitting areas 64d is turned on when a big hit is made, so that the type of the big hit can be displayed. The jackpot type will be described later together with the configuration related to the control of the pachinko machine 1.

  FIG. 4 shows a specific manner of attaching the effect device 42 to the game board 4a. The production device 42 is roughly divided into two units divided forward and backward across the game board 4a. Specifically, the front unit 42a is located on the front side of the game board 4a, and the front unit 42a is attached to the game board 4a from the front side. Conversely, the rear unit 42b is located on the back side of the game board 4a, and the rear unit 42b is attached to the game board 4a from the back side. The liquid crystal display device 50 is attached to the rear unit 42b from the back side.

  The game board 4a is formed with a through hole 4b formed by penetrating the plywood material in the thickness direction (front-rear direction). The through hole 4b is greatly opened from the center of the game area 12 to a slightly higher range, and the shape of the opening substantially matches the outer shape of the front unit 42a.

  The front unit 42a is formed in an annular shape so as to constitute the outer peripheral portion of the effect device 42. Therefore, the inner portion of the front unit 42a is in a state of being greatly opened. The front unit 42a is formed in a shape in which the rear part 42r facing the game board 4a is fitted into the through hole 4b when viewed in the front-rear direction, and the rear part 42r is formed in the through hole 4b. The front unit 42a is attached to the game board 4a while being fitted in the game board 4a. In the present embodiment, no parts (for example, solenoids, LEDs, boards, etc.) that perform electrical operations are attached to the front unit 4a. For this reason, when attaching the front unit 42a, since there is no need to connect any electrical wiring through the through hole 4b, the front unit 42a is not particularly concerned about the electrical connection relationship with other components, It can be detachably attached to the game board 4a alone.

  The front unit 42a is formed with a flange portion 42n so as to surround the outer periphery, and the flange portion 42n extends in parallel with the front surface of the game board 4a. Therefore, the front unit 42a can bring the flange portion 42n into close contact with the front surface (the decorative sheet surface) of the game board 4a in a state where the half portion 42r is fitted in the through hole 4b. The flange portion 42n is formed with a screw hole at an appropriate position. When the front unit 42a is attached to the game board 4a, the front unit 42a is screwed through the screw hole of the flange portion 42n. ing.

  Further, the front unit 42a is formed with an engagement piece (first or second engagement piece) 42s that protrudes rearward from the rear portion 42r. There are a total of three engagement pieces 42s, one on the upper edge of the front unit 42a and two on the lower edge (only one is shown in FIG. 4). When inserted from the front side of the game board 4a through the hole 4b, it protrudes further rearward from the back side of the game board 4a.

  On the other hand, in the state where the front unit 42a is attached to the game board 4a, the front half part 42f, the decorative bodies 43b, 43d, 43e, etc. are all located on the front side of the game board 4a. On the contrary, the two decorative bodies 43c positioned at the lower edge are positioned in the through hole 4b together with the rear half portion 42r. The front half part 42f of the front unit 42a and the decorative bodies 43b, 43d, 43e are set to have substantially the same thickness as the guide rail 11 and the panel decoration 4c, for example. For this reason, when the front unit 42a is attached to the game board 4a, the front half part 4f and the decorative bodies 43b, 43d, 43e project forward from the board surface within the game area 12, thereby guiding the flow of the game ball. -Also functions as a guiding member.

  On the other hand, the rear unit 42b is attached to the back surface of the game board 4a without particularly forming a fitting relationship with the through hole 4b. Similarly, the rear unit 42b is screwed to the game board 4a through a screw hole of a flange portion (not shown in FIG. 4).

  Most of the rear unit 42b is located on the back side of the game board 4a in the mounted state. In particular, the fixed decorative bodies 45a, 45b, 45c and the decoration member 46 are slightly smaller than the back side of the game board 4a. Located behind. For this reason, when the player faces the game board 4, it is visually recognized that the fixed decorative bodies 45 a, 45 b, 45 c and the decorative member 46 are disposed at positions deeper from the through hole 4 b. You can feel the depth.

  However, the decorative unit 43a and the movable decorative bodies 44a, 44b, and 44c are attached to the rear unit 42b, and the decorative body 43a and the movable decorative bodies 44a, 44b, and 44c are both rear unit 42b (especially a decorative member). 46) to the front side. Therefore, when the rear unit 42b is attached to the game board 4a, the decorative body 43a and the movable decorative bodies 44a, 44b, 44c are in a state of entering the through hole 4b from the back side.

  The rear unit 42b is disposed over a wider area than the through hole 4b on the back surface of the game board 4a. That is, the rear unit 42b has an outer shape larger than the opening area of the through hole 4b, and only a part of the rear unit 42b is visible from the front side through the through hole 4b. For this reason, in the present embodiment, the rear unit 42b cannot be attached or detached by passing through the through hole 4b from the front side of the game board 4a.

  Furthermore, the rear unit 42b is formed with engagement holes 42h at three locations corresponding to the engagement pieces 42s of the front unit 42a (only the lower two locations are shown in FIG. 3). The joint hole 42h is formed in the engagement pieces (first or second engagement pieces) 68a, 68b and the like of the rear unit 42b. When the front unit 42a and the rear unit 42b are attached to the game board 4a from the front and rear, the three engagement pieces 42s reach the rear unit 42b through the through holes 4b and are respectively inserted into the corresponding engagement holes 42h. . Further, in this state, the individual engaging pieces 42s are engaged with the engaging holes 42h (engaging pieces 68a, 68b, etc.), whereby the front unit 42a and the rear unit 42b are positioned relative to each other. Note that the term “engagement” here does not indicate a restraining force in the front-rear direction, but a positional shift of the front unit 42a or the rear unit 42b in the up / down / left / right / oblique directions (directions along the board surface). It is a restraint.

  Ball guiding members 70 and 72 are arranged at the lower edge of the rendering device 42, that is, at a portion below the screen of the liquid crystal display device 50. The ball guiding members 70 and 72 can guide the game ball on the upper surface thereof and can give various changes in the rolling direction. As shown by a two-dot chain line in FIG. 4, the ball guide member 72 has a structure that can be separated to the front side together with the front unit 42a. The ball guide members 70 and 72 will be described in detail later.

  A display unit is attached to the game board 4 together with the effect device 42. The liquid crystal display device 50 is configured as a display unit integrated with a display control board, and is attached to the rear unit 42b from the back side in the state of the display unit. The liquid crystal display device 50 can display a stunning image on the screen. When the game board 4 is completed, the screen of the liquid crystal display device 50 is viewed from the front side through the through hole 4b. In the present embodiment, the display control board (120) is integrally attached to the back surface of the liquid crystal display device 50. The configuration of the display control board (120) will be described later with reference to FIG.

  FIG. 5 shows the rendering device 42 in a state of being disassembled into components. As already described, the production device 42 is roughly divided into a front unit 42a and a rear unit 42b, which are detachable from each other, but the rear unit 42b has two more spheres. The guide members 70 and 72 and the internal decoration body 74 are detachably attached.

  As shown in FIG. 5, the rear unit 42b is formed with a back wall 68 at a position below the display screen of the liquid crystal display device 50. The back wall 68 is formed by the rear unit 42b and the game board 4a. In the state attached to the board, it is positioned substantially parallel to the board surface. The back wall 68 expands so as to connect between the left and right edges of the rear unit 42b, and has a substantially inverted trapezoidal shape when viewed from the front.

  Engagement pieces 68a and 68b are respectively formed at both end portions of the back wall 68, and both of the engagement pieces 68a and 68b protrude from the back wall 68 toward the front side. The left and right engagement pieces 68a and 68b are formed in a flat cylindrical shape, and the left engagement piece 68a is flattened in the vertical direction when viewed from the front, and the right engagement piece 68b is flattened in the horizontal direction. ing. The engagement holes 42h are formed in the engagement pieces 68a and 68b, respectively. As shown in FIG. 5, an engagement piece 68s for forming a third engagement hole 42h is formed at the upper position of the rear unit 42b.

  A screw boss 68c is formed above the left and right engaging pieces 68a and 68b, respectively, and this boss 68c also protrudes to the front side (only the left boss 68c is shown in FIG. 5). It is shown). In addition, two bosses 68d are formed at the lower end portion of the back wall 68 at positions that are symmetrical from the center. These boss portions 68d also project from the back wall 68 to the front side. A screw through hole 68e is formed at a position above the two bosses 68d.

  The ball guiding members 70 and 72 and the internal decoration body 74 are all detachable from the back wall 68 from the front side. When viewed from the state shown in FIG. 5, the inner decorative body 74 is first attached to the back wall 68, the back side ball guiding member 72 is attached from the front side, and finally the front side ball is attached. The guide member 70 is attached.

  Among these, a U-shaped cutout 74 a is formed at the lower edge of the internal decoration body 74, and when the internal decoration body 74 is in close contact with the back wall 68, the cutout 74 a is located on the lower side. Interference with the two bosses 68d can be avoided. Although not shown in FIG. 5, two screw holes are formed on the back side of the internal decoration body 74, and these screw holes correspond to the through holes 68 e of the back wall 68, respectively.

  Engagement hole portions (engagement portions) 70a and 72a are formed at both ends of the rear and front ball guide members 70 and 72, respectively. These engagement holes 70a and 72a are formed so as to penetrate the ball guiding members 70 and 72 in the front-rear direction, and the opening shape thereof is slightly larger than the outer shape of the engagement pieces 68a and 68b. The ball guide members 70 and 72 are formed with screw holes at positions corresponding to the boss portions 68c and 68d, respectively. 5, screw holes 72b and 72c are shown only for the rear-side ball guiding member 72, but similar screw holes (reference numerals 70b and 70c are also distinguished for the front-side ball guiding member 70. ) Is formed.

  When the inner decorative body 74 is pressed against the back wall 68 from the state shown in FIG. 5, the inner decorative body 74 is positioned between the engagement pieces 68a and 68b. In this state, the internal decoration body 74 is screwed through the two through holes 68e from the back side of the rear unit 42b. The thickness dimension in the front-rear direction of the internal decoration body 74 is set to be smaller than the protruding dimensions of the left and right engagement pieces 68a and 68b and the boss portions 68c and 68d. Therefore, in the state in which the internal decoration body 74 is first attached, the left and right engagement pieces 68a and 68b and the boss portions 68c and 68d are still projected to the front side.

  In this state, when the back-side ball guiding member 72 is next superimposed on the front side of the internal decoration body 74, the left and right engagement pieces 68a and 68b are fitted into the corresponding engagement hole portions 72a, respectively. The ball guiding member 72 is positioned with respect to the rear unit 42b by the fitting. Further, in this state, the portions where the screw holes 72b and 72c of the ball guiding member 72 are located are in close contact with the front ends of the corresponding boss portions 68c and 68d, respectively. In this case, the left and right engaging pieces 68 a and 68 b still protrude to the front side, but the boss portions 68 c and 68 d are hidden behind the ball guiding member 72.

  Finally, when the front-side ball guide member 70 is superimposed on the front side of the back-side ball guide member 72, the left and right engagement pieces 68a and 68b are similarly inserted into the corresponding engagement holes 70a and 70b. The ball guide member 70 is positioned with respect to the rear unit 42b by fitting and fitting. In this state, the screw hole of the front ball guide member 70 is accurately positioned on the front side of the screw holes 72b and 72c of the rear ball guide member 72.

  Thereafter, the two ball guiding members 70 and 72 can be fixed to the rear unit 42b by tightening a fixing screw through the screw hole of the front ball guiding member 70.

  In the manufacturing process of the game board 4, when the rear unit 42b is first attached to the game board 4a, the internal decoration body 74 and the ball guide members 70 and 72 are first attached to the rear unit 42b by the above procedure. . Therefore, normally, the attaching operation of the effect device 42 to the game board 4a is performed only for the rear unit 42b and the front unit 42a.

  FIG. 6 shows a part of the left edge portion and the lower edge portion of the rendering device 42. When the front unit 42a and the rear unit 42b are attached to the game board 4a as described above, the front unit 42a is positioned on the front side of the rear unit 42b. At this time, the front unit 42a is in close contact with the front side of the screw holes 70b and 70c of the ball guide member 70 on the near side, and in this state, the screw holes 70b and 70c are shielded so that they cannot be seen from the front side. ing. In the present embodiment, the engaging pieces 68a and 68b are also shielded by the lower edge of the front unit 42a, so that all the configurations relating to the attachment and detachment and positioning of the ball guiding member 70 are visible from the front side. It is no longer being done. The engaging piece 68s at the upper position is also shielded from the front side by the upper edge portion of the front unit 42a.

  As shown in FIG. 6, a ball introduction port 76 that opens toward the side game area 12 is formed on the left side surface of the front unit 42a, that is, the left side surface of the decorative body 43b. In the front unit 42a, an upper warp passage 78a extending from the ball introduction port 76 to the inside is formed. The upper warp passage 78a is gently inclined downward from the sphere introduction port 76 to the lower right, and then is bent from the center of the decorative body 43b to the back and gently inclined downward.

  Thereafter, the upper warp passage 78a ends at the rear end position of the front unit 42a, and is connected to the lower warp passage 78b at a rear position from there. The lower warp passage 78b is formed so as to extend inside the left side edge of the rear unit, and when the lower warp passage 78b comes into contact with the innermost portion continuing from the upper warp passage 78a, the lower warp passage 78b It goes down all at once, bending down. The lower warp passage 78b bends to the right at the lower end position of the left edge of the rear unit 42b and is opened to the right at the end position. A warp outlet 78c (ball outlet) is formed at the end of the lower warp passage 78b, and the warp outlet 78c communicates with the upper surface of the ball guiding member 72 on the back side.

  Therefore, when a game ball flowing down the game area 12 jumps into the ball introduction port 76, it is guided to the inside of the effect device 42 through the upper warp passage 78a and the lower warp passage 78b, and guided to the back side from the warp outlet 78c. Released onto member 72.

  Thereafter, the game ball rolls so as to sequentially transfer from the back-side ball guide member 72 to the front-side ball guide member 70, and finally from the ball guide member 70 via the lower edge of the front unit 42a. It spills downward or enters the discharge passage 72d and is discharged directly from the lower discharge port 72e. At this time, the game ball released from the discharge port 72e passes directly between the two obstacle nails (life nails) arranged immediately below it, and wins the upper start port 52 with a relatively high probability. Can do. On the other hand, most of the game balls that spill through the upper edge of the front unit 42a are bounced back by the obstacle nail and the direction of the fall changes randomly, so that only a relatively low probability wins the upper start opening 52. No longer. Hereinafter, the manner of guiding the game ball by the ball guiding members 70 and 72 will be described.

  7 to 9 show the manner of guiding the game ball by the ball guiding members 70 and 72 and the manner of releasing the game ball from the front unit 42a. As described above, the game balls guided through the upper warp passage 78a and the lower warp passage 78b are delivered from the warp outlet 78c onto the back-side ball guide member 72 (first ball guide member). The upper stage 80 (upper stage ball rolling portion) is formed on the innermost ball guiding member 72 at the position farthest from the front (closer to the screen of the liquid crystal display device 50) as viewed from the front, and the front side of the upper stage 80. An intermediate stage 82 (intermediate ball rolling section) is formed.

  Of these, the upper stage 80 has a valley shape with a lower center, but the middle stage 82 has a mountain shape with a higher center. In addition, a recess 80 a (sending part) that is inclined toward the front side is formed at the center position of the upper stage 80. Therefore, the game ball decelerates while rolling left and right on the upper stage 80, eventually enters the central recess 80a, and moves from here to the middle stage 82. At this time, some of the game balls that have entered the central depression 80a do not move immediately onto the middle stage 82, but roll in such a manner that they slightly swing in the left-right direction within the depression 80a. .

  The middle stage 82 has a symmetrical shape on the left and right, and when the game ball moves on the middle stage 82, the rolling direction is assigned to either the left or right in the central sorting portion 81a (portion formed in a mountain shape). The game ball rolls along the inclination as it is. The middle stage 82 has a distributing portion 81a at the center, and has rear inclined surfaces 81b on both sides of the distributing portion 81a, and discharge inclined surfaces 81c at both left and right ends (the left side in FIGS. 7 and 8). Only reference signs are attached).

  The back-side inclined surface 81b is formed at a position slightly lower than the distributing portion 81a. The back-side inclined surface 81b not only has a downward slope in the left-right direction, but is also rearward in the front-rear direction, that is, the back It also has a slight downward slope to the side. For this reason, the back side inclined surface 81b can not only roll the game ball in the left and right downward tilt directions but also roll the game ball along the back wall surface. Thereby, in the back side inclined surface 81b, a game ball does not show the behavior which fluctuates back and forth, and the rolling mode can be stabilized.

  In addition, the discharge inclined surface 81c at both end portions is formed at a position slightly lower than the deep side inclined surface 81b. The discharge inclined surface 81c is slightly in the left-right direction as compared with the deep side inclined surface 81b. The downhill slope to is loose. Furthermore, the discharge inclined surface 81c has a slight downward inclination toward the near side (front). On the other hand, at both side ends of the middle stage 82, the side wall 82a is shaped so as to bend toward the near side as it approaches the both side ends. For this reason, when the game ball approaches the both side ends of the middle stage 82, it is guided to the near side along the curved side wall 82a and spills onto the ball guide member 70 on the near side through the discharge inclined surface 81c.

  The front ball guide member 70 (second ball guide member) has a lower stage 84 (lower ball rolling portion) formed on the upper surface thereof, and side walls of the middle stage 82 at both ends thereof. A guide wall 84a connected to 82a is formed. These guide walls 84a are curved and formed so as to go from both sides of the lower stage 84 to the front side, opposite to the side walls 82a. Therefore, the game ball guided to the side wall 82a of the middle stage 82 and spilled to the near side as described above is guided to make a U-turn along the guide wall 84a.

  The lower stage 84 is shaped such that the upper surface is wavy, and the central portion is slightly raised, and the left and right portions are recessed from the central portion so as to draw a gentle curve. In addition, the central portion and the left and right portions thereof are formed with recessed portions 84b and 84c, respectively, and the recessed portion 84b in the central portion has a downward slope toward the back side, and the recessed portions on the left and right portions thereof. On the contrary, the portion 84c has a downward slope toward the near side.

  As shown in FIG. 9, the discharge passage 72 d descends behind the lower stage 84 and is bent forward from a position below the lower stage 84 to be gently inclined. The discharge passage 72d leads to the inside of the front unit 42a, and opens to the front side at the discharge port 72e.

  Accordingly, among the game balls rolling on the lower stage 84, the left and right portions of the game ball pass through the hollow portion 84c and reach the central hollow portion 84b, and the discharge passage from the hollow portion 84b (first guide path). Since the game ball that has entered 72d is released directly downward from the discharge port 72e as described above, it is guided in such a manner that it wins the upper start port 52 with a relatively high probability (FIGS. 7 and 9).

  On the other hand, the left and right recesses 84c (second guide path) are guide paths for sending the game ball from the lower stage 84 to the lower edge of the front unit 42a. For this reason, among the game balls rolling on the lower stage 84, there was no momentum to reach the central portion, or there was momentum to reach the central portion, but either left or right after passing through the depression 84b The game balls that have fallen enter the hollow portions 84c on the left and right portions, and spill out from here. Note that some of the game balls that have entered the recess 84c roll so as to slightly swing left and right here. In any case, the game ball that has entered the recess 84c is eventually guided to the near side along the inclination and is sent to the lower game area 12 through the upper surface of the lower edge of the front unit 42a. It will be.

  The lower edge portion of the front unit 42a is formed in a valley shape having a lower central portion. Further, this central portion (portion above the discharge port 72e) is slightly inclined toward the front side, and further has a width that allows the game ball to roll in the left-right direction. Therefore, the game balls that have moved from the recess 84c of the lower stage 84 to the lower edge of the front unit 42a are collected at the center, where they change position while rolling in the left-right direction, and eventually downward. Spill down. In this case, since the game ball falls from various positions when viewed in the left-right direction, the game ball is guided in such a manner as to win the upper start opening 52 only with a relatively low probability (FIGS. 8 and 9).

  The above is the two stages of guidance by the lower stage 84, that is, the front-side ball guiding member 70, but the proportion of the game balls guided in the form of passing through the discharge passage 72d depends on the curved shape and the depression of the lower stage 84. It varies depending on the surface shapes of 84b and 84c. For example, if the depression 84b in the central portion is extremely greatly depressed from the upper surface of the lower stage 84 in the surrounding area, the game ball easily enters the depression 84b, and as a result, the game ball passes through the discharge passage 72d. The ratio induced by is relatively high. On the other hand, if the depression 84b in the central portion is not so depressed as compared with the upper surface of the lower stage 84 in the vicinity, the game ball is less likely to enter the depression 84b, and as a result, the game ball is released into the discharge passage 72d. The ratio induced in the mode passing through is relatively low (other various factors are conceivable, but are omitted here).

  The ratio at which the game balls are guided in the manner of passing through the discharge passage 72d as described above is related to the performance evaluation of the ball guide member 70 performed in the development process of the pachinko machine 1. That is, in the development process of the pachinko machine 1, a performance test is performed on the pachinko machine 1 produced in the prototype stage by trial shooting of a game ball, in which the performance of the ball guiding member 70 (the ratio of guidance to the discharge passage 72d) ) Is verified. As a result of the performance evaluation, if it is necessary to review the work, a specific shape of the ball guiding member 70 is changed, a test shot is performed again, and the performance evaluation is repeated on a daily basis. Alternatively, performance evaluation is also performed in which a plurality of ball guiding members 70 having different curved surface shapes are sequentially changed one by one and tested, and individual ball guiding performances are compared and examined. In this performance evaluation, the present embodiment adopts an advantageous structure related to the attaching / detaching operation of the ball guiding member 70, and the specific contents thereof will be described below.

  FIG. 10 specifically shows how the ball guide member 70 is attached and detached after the pachinko machine 1 is assembled. Here, “after assembly” refers to a state in which the pachinko machine 1 can be operated, that is, after being assembled into a state in which a game ball can be launched to play a game, a prize ball can be paid out, or a production operation can be performed. means. Accordingly, here, the front unit 42a and the rear unit 42b are already attached to the game board 4a, and the game board 4 is attached to the game board mounting frame 9 with all necessary components attached. Has been.

  As shown in FIG. 10, even after the pachinko machine 1 is assembled, it is possible to remove only the front unit 42a of the effect device 42 from the game board 4a by opening the front frame 5 thereof. Is possible. That is, since the front unit 42a is screwed to the game board 4a through the flange portion 42n at a plurality of locations, if the screws are loosened and removed, the front unit 42a is pulled to the near side. This can be easily detached from the game board 4a. In FIG. 10, even the main body frame 3 is shown as being opened from the outer frame 2 to the front side, but it is not essential here to open the main body frame 3. Therefore, in the following description, it is assumed that only the front frame 5 is open.

  When the front unit 42a is removed, the through hole 4b into which the front unit 42a has been fitted is exposed to the front side. At this time, the detachable space 86 of the ball guiding member 70 is formed (opened) in the lower portion of the through hole 4b. The attaching / detaching space 86 is positioned as a work path / space for attaching / detaching the front ball guiding member 70 to / from the rear unit 42b from the front side of the game board 4a. It is defined as a path / space having a projected area almost the same as or larger than the external dimension.

  Therefore, when the front unit 42a is attached to the game board 4a in a normal completed state, a part of the front side of the ball guide member 70 (a part including the engagement pieces 68a and 68b and the screw holes 70b and 70c) Since it is shielded by the lower edge portion of the front unit 42a, the detachable space 86 is not formed (closed) in this state.

  On the other hand, as shown in FIG. 10, when the front unit 42a is further removed from the game board 4a with the front frame 5 opened, the detachable space 86 is formed (opened). In this state, the developer / designer of the pachinko machine 1 can perform an operation of removing the existing ball guiding member 70 and replacing it with another newly prepared ball guiding member 70. At this time, the developer / designer can release the fastening at the two locations by first pushing the tool to the head of the screw exposed to the front surface through the attachment / detachment space 86, and turning the tool as it is to loosen the screw. When the developer / designer pulls the ball guiding member 70 toward the front side through the attachment / detachment space 86, the engagement hole portion 70a and the engagement pieces 68a, 68b of the rear unit 42b are disengaged. Only the ball guiding member 70 can be removed. At this time, the fastening of the back-side ball guiding member 72 is also released together, but the back-side ball guiding member 72 is in a state in which the engaging hole portion 72a is fitted to the engaging pieces 68a and 68b. Therefore, the back-side ball guiding member 72 is not dropped together with the front-side ball guiding member 70.

  When the existing ball guiding member 70 is removed as described above, the rear ball guiding member 72 remains in the rear unit 42b. Next, the designer / developer positions another ball guide member 70 prepared as a replacement in the attachment / detachment space 86, and the left and right engagement hole portions 70a are engaged with the engagement pieces 68a and 68b of the rear unit 42b. The ball guiding member 70 is pushed in so as to fit. If the engagement hole portions 70a and 70b are accurately fitted to the engagement pieces 68a and 68b, the ball guide member 70 is accurately inserted into the rear unit 42b simply by pushing the ball guide member 70 as it is. Positioned. Accordingly, the front-side ball guide member 70 is positioned so as to be superimposed on the back-side ball guide member 72. Then, the developer / designer screws the ball guiding members 70 and 72 together through the attachment / detachment space 86 to complete the attachment to the rear unit 42b.

  When the replacement of the ball guiding member 70 is completed in this way, the developer / designer simply attaches the front unit 42a to the game board 4a from the state shown in FIG. 10 and then closes the front frame 5 only. Thus, a performance test can be performed by a test shot of the pachinko machine 1.

  In the development process of the pachinko machine 1, it is repeatedly performed to perform the performance evaluation by frequently replacing the ball guiding member 70 per work day. In this embodiment, according to the result of such performance evaluation. Even when trial and error are repeated while changing the specific shape of the ball guiding member 70, the man-hours for development of the pachinko machine 1 can be greatly reduced by greatly improving workability. .

  On the other hand, normally, in the assembled state of the pachinko machine 1, since the detachable space 86 is not formed (closed) by the front unit 42a, the ball guiding member 70 does not fall off carelessly. . Therefore, since it can sufficiently withstand long-term performance tests and actual operation in an amusement hall, it can greatly contribute to the reliability, durability, quality improvement, etc. of the pachinko machine 1.

  In addition, since the fixing member (fastener) such as a screw for fixing the ball guiding member 70 is not visually recognized from the front side in the attached state of the front unit 42a, the ball guiding member 70 is removable from the player. Disappeared. For this reason, even if there is an unauthorized player who intends to make some modification to the structure of the pachinko machine 1, another illegally modified part of the ball guiding member 70 (extremely remodeled with a high percentage of winning in the upper starting opening 52). ), And the effect of preventing fraudulent acts can be achieved.

  In the present embodiment, since the fixing member (fastener) such as a screw for fixing the ball guiding member 70 is covered with the decorative body 43c of the front unit 42a, the appearance of the rendering device 42 is not impaired.

  FIG. 11 schematically shows a configuration for controlling the operation of the pachinko machine 1. The control of the pachinko machine 1 is roughly divided into a main board group and a peripheral board group, and among these, the main board group plays game operations (winning detection, winning judgment, special symbol display, prize ball payout, etc.) ), And a group of peripheral boards controls production operations (light emission decoration, sound output, liquid crystal display, etc.). All of these boards are installed on the back side of the pachinko machine 1 and are normally visible or operated from the front side unless the main body frame 3 is opened after unlocking the main body frame 3. There is no. In addition to this, the pachinko machine 1 is equipped with a power supply board, a launch control board, an interface board (in the case of a CR machine), and the like. Is omitted.

  The main board group includes a main board 101 and a payout board 105. The main board 101 includes a CPU 102 as a central processing unit, a ROM 103 as a read-only memory, a RAM 104 as a readable / writable memory, and the like. Among these, the CPU 102 executes a game control program stored in the ROM 103 and controls various games performed in the pachinko machine 1 in accordance with the execution. In addition, the CPU 102 creates commands (effect command, payout command, etc.) to be transmitted to the peripheral board group and the payout board 105. The RAM 104 temporarily stores information such as various data generated in various processes executed on the main board 101 and input signals.

  The main board 101 is connected to a gate switch 174a, start port switches 170a and 170b, a count switch 175a, a general prize opening switch 113a, and the like. Detection signals are input to the main board 101 from these switches. The Specifically, the gate switch 174a is installed corresponding to the gate 58 in the game area 12, and when the game ball passes through the gate 58 in the process of flowing down, the passage is detected by the gate switch 174a, and is detected. A signal is input to the main board 101. The start port switch 170a is installed corresponding to the upper start port 52, and the start port switch 170b is installed corresponding to the lower start port 54. Therefore, when a game ball wins the upper start port 52 or the lower start port 54, a detection signal is input to the main board 101 from the corresponding start port switches 170a and 170b. The count switch 175a is installed in correspondence with the big winning opening 62. When a game ball wins the big winning opening 62 during the big hit game, a detection signal is inputted from the count switch 175a to the main board 101. The general winning opening switch 113a is arranged corresponding to the general winning opening 66, and when a game ball wins the general winning opening 66, a detection signal is input from the general winning opening switch 113a to the main board 101.

  And CPU102 performs the process according to these input detection signals. That is, the CPU 102 determines the solenoids 171a and 176a, the special symbol display 141, the normal symbol display 144, the special symbol start memory lamp 147 (light emitter), the universal diagram start memory LED 148, the status display LED 145 based on the input detection signal. Each drive signal is output to the big hit type display LED 146 and the like. Further, the CPU 102 outputs a payout command for instructing payout of the game ball according to the winning to the payout board 105.

  The special figure start memory lamp 147 is a light emitter (LED) for emitting light from the light emitting area 48a of the front unit 42a. The special figure start memory lamp 147 is attached to the rear unit 42b together with the substrate. ing. For this reason, in this embodiment, the electrical wiring and the boards of the special figure start memory lamp 147 are not attached to the front unit 42a at all.

  The payout board 105 also includes a payout CPU 106 as a central processing unit, a payout ROM 107 as a read-only memory, a payout RAM 108 as a readable / writable memory, and the like. When a winning of a game ball is detected by the above-described start port switches 170a, 170b, count switch 175a, general winning port switch 113a, etc., a detection signal is input to the main board 101 from each switch. In the main board 101, a payout command for instructing the payout board 105 to pay out a specified number of game balls is transmitted from the CPU 102 based on the input detection signal. Then, the payout board 105 processes the payout command received from the main board 101, and outputs a drive signal to the payout device 109 (payout motor) to execute payout of a specified number of game balls. As a result, the specified number of game balls are actually paid out by the payout device 109.

  Further, a launch device 135 having a launch motor is connected to the payout board 105, and the launch device 135 can perform an operation of launching a game ball toward the game area 12 using the power of the launch motor. . When the player operates the operation handle 18 (twisting operation), the firing motor of the launching device 135 is driven, and thereby a game ball is launched.

  Although not shown in FIG. 11, the launching device 135 incorporates a touch sensor for detecting that the player's body is touching the operation handle 18. The launching device 135 can drive the firing motor when it is detected that the player is touching the operation handle 18. In this state, when the operation handle 18 is twisted clockwise from the initial position, the launching device 135 actually drives the firing motor to launch the game ball.

  Alternatively, a lower plate full tank switch is provided for detecting that the lower plate 17 is full, that is, the lower plate 17 is filled with paid out game balls, and a detection signal from the lower plate full tank switch is input. When the operation is performed, the operation of the operation handle 18 is controlled to be unacceptable, so that the firing motor 135 cannot be driven by the launching device 135. That is, the game balls paid out from the payout device 109 are temporarily stored in the upper plate 28. However, when a number of game balls that cannot be stored in the upper plate 28 are paid out, the amount of the game balls that cannot be stored. Are stored in the lower plate 17 communicating with the upper plate 28. In this state, the game ball is further paid out by the payout device 109, and when the lower plate 17 is finally full, a detection signal is output from the lower plate full tank switch, so that the operation of the operation handle 18 is accepted. Controlled to an impossible state. Further, in this case, when the detection signal from the lower pan full switch is not output, control may be performed to return to a state where the operation handle 18 can be accepted.

  The peripheral board group includes a sub-integrated board 111, a lamp driving board 119, an accessory control board 115, a display control board 120, and the like. Of these, the sub-integrated board 111 includes an integrated CPU 112, an integrated ROM 113, and an integrated RAM 114. The sub-integrated board 111 also includes a sound source IC 128 that performs control related to sound output, and also includes a sound ROM 127 as a read-only memory related to sound output. The integrated CPU 112 executes a process based on the effect command received from the main board 101 by executing the effect control program stored in the integrated ROM 113. Further, the integrated RAM 114 temporarily stores information such as various data and input / output signals generated in various processes executed by the sub-integrated board 111, effect commands received from the main board 101, and the like. When the integrated CPU 112 reads the effect command stored in the RAM 114, the integrated CPU 112 transmits a display command to the display control board 120 based on the read effect command, or sends a lamp lighting signal or solenoid to the lamp drive board 119. A drive signal is transmitted, or a drive signal is output to the frame lamp 27. In addition, the sub integrated substrate 111 reads out a sound output mode based on the effect command from the sound source IC 128 from the sound ROM 127 and outputs a drive signal corresponding to the read sound output mode to the upper speaker 29 and the lower speaker 14. Further, an operation signal is input to the integrated CPU 112 in accordance with the operation of the operation button 18a.

  The lamp driving board 119 transmits a lamp lighting signal received from the sub-integrated board 111 to the game board lamp, and transmits a solenoid driving signal received from the sub-integrated board 111 to the solenoid. The game board lamp and the solenoid are equipped in the effect device 42, and among these, the game board lamp is used for the light emitting effect in the effect device 42, and the solenoid is used to drive the movable decorative bodies 44a, 44b and 44c. Used. The lamp driving board 119 distributes the lamp lighting signal transmitted from the sub-integrated board 111 to each lamp (LED) and delivers it to the game board lamp, and also transmits the solenoid driving signal transmitted from the sub-integrated board 111 to the solenoid. The sub-integrated board 111 performs substantial control of the game board lamp and solenoid. Hereinafter, the lamp driving substrate 119 may be omitted for explanation.

  The display control board 120 includes a display CPU 121 as a central processing unit, a display ROM 122 as a read-only memory, and a display RAM 123 as a readable / writable memory. Among these, the display CPU 121 controls the liquid crystal display device 50 based on a display command from the sub-integrated substrate 111.

  Next, a game realized by the game board 4 provided with the various components and devices described above will be described. First, when the player twists the operation handle 18, a game ball is launched by the launching device 135 provided on the back side of the pachinko machine 1. When the game ball launched from the launching device 135 rises along the launch rail 15 and the guide rail 11, it is released to the upper part of the game area 12, and thereafter flows down while colliding with the obstacle nail or the like in the game area 12.

  When the game ball flowing down the game area 12 passes through the gate 58, the passage of the game ball is detected by the gate switch 174a. Based on this detection signal, the normal symbol display 144 (display area 64c) displays the fluctuation display of the normal symbol ( The display mode in which the LEDs are alternately lit in green and red is started.

  That is, when a game ball is detected by the gate switch 174a, the CPU 102 of the main board 101 extracts the normal random number per symbol from a counter that updates the normal random number per symbol within a predetermined range. Then, the CPU 102 determines whether or not to win based on the normal symbol determination random number at the start of the variation of the normal symbol by the normal symbol display 144, and in accordance with the determination result (in this embodiment, the hit) If there is a red lighting display, if it is off, a green lighting display is finally displayed).

  Further, when the game ball passes through the gate 58 while the normal symbol display 144 is displaying the fluctuation of the normal symbol, the random numbers determined by the normal symbol extracted by the CPU 102 are stored in the RAM 104 up to a predetermined number (four in this embodiment). Remembered. At this time, the stored number of determination random numbers per normal symbol is displayed according to the lighting mode of the normal diagram start storage LED 148 (light emitting area 64e). Specifically, when the passage of the game ball is detected by the gate switch 174a while the passage of the gate 58 is effective (when the number of start memories of the normal symbol is less than 4), the normal start memory LED 148 is detected each time. The lighting mode of is switched.

  In the present embodiment, for example, when the normal chart start memory number is 1, only one lower general chart start memory LED 148 (light emitting area 64e) is lit, and then when the general chart start memory number increases to 2, In addition to the lower side, the upper common start memory LED 148 (light emitting area 64e) is turned on (a mode in which two lights are turned on). Further, when the number of normal start memories increases to 3, the upper normal start memory LED 148 that has been simply lit up so far switches to a blinking state, and the lower normal start memory LED 148 remains in a simple lit state. When the normal start memory number reaches the maximum of 4, the two normal start memory LEDs 148 are in a blinking state. On the other hand, each time the normal symbol display is started on the normal symbol display 144, the number of memory for starting the normal symbol decreases by one. In this case, the normal symbol start is performed in the opposite manner to the above. The storage LED 148 is lit and blinks.

  In the present embodiment, when the CPU 102 determines that the winning symbol is based on the normal symbol determination random number at the start of the normal symbol variation, the normal symbol display 144 (light emitting area 64c) is lit red after a predetermined period. It is stopped and displayed. After that, the solenoid 171a is switched to the operating state (energized state) to expand the left and right opening / closing members 56a, and control is performed to open the ball entry device 56 for a predetermined period (for example, 0.5 seconds). . As a result, it becomes possible to win the lower start opening 54. Thereafter, when a predetermined period of time elapses, the solenoid 171a is returned to a non-operating state (non-energized state) to return the opening / closing member 56a to the initial position and to control the ball entry device 56 to a closed state.

  On the other hand, when the CPU 102 determines that the normal symbol change starts based on the normal random number per symbol, the normal symbol display 144 (light emitting area 64c) is lit in green after a predetermined period. Only the stop display is made, and in particular, the ball entrance device 56 is not controlled to be in an open state. Therefore, in this case, it is still impossible to win the lower start opening 54, but it is still possible to win the upper start opening 52.

  When a game ball flowing down in the game area 12 wins the upper start port 52 or the lower start port 54, the winning of the game ball is detected by the start port switch 170a or the start port switch 170b. In this case, if the special symbol variation display is in a state where it can be started (for example, it is not in the big hit game or the special symbol / decorative symbol variation display state), the special symbol indicator 141 (four In the light emitting area 64a), the special symbol variation display is started, and the liquid crystal display device 50 starts the variation display of the decorative symbols (for example, designed numbers “0” to “9”). In the present embodiment, the special symbol is represented by a combination of lighting of the four light emitting areas 64a. Three decorative symbols are displayed on the screen of the liquid crystal display device 50, ie, a left decorative symbol, a middle decorative symbol, and a right decorative symbol, and all of these decorative symbols are sequentially scrolled on the screen in a certain direction. In this way, the display is changed.

  The change display of the special symbol or the decorative symbol is stopped after a predetermined period of time, and when the special symbol is displayed in a specific mode (a combination of lighting of the plurality of light emitting areas 64a that are big hits: jackpot symbol), At the same time, the stop symbols of the decorative symbols (the state where all the left, middle and right decorative symbols are stopped) are also displayed in a specific manner (the same decorative symbol combination: jackpot symbol). In this case, the CPU 102 of the main board 101 starts control of the “hit game state”. Note that the period during which the variable display is performed is determined within a range of several seconds to several tens of seconds according to the jackpot determination random number or other random numbers.

  In the big hit gaming state, the CPU 102 operates the solenoid 176a to perform control for opening the special winning opening / closing device 60. That is, when the solenoid 176a is actuated, the opening / closing member 60a pivots with its lower edge portion as a fulcrum so as to fall down toward the front side of the pachinko machine 1, thereby making it possible to win a prize winning opening 62. Such opening control of the big prize opening / closing device 60 counts that a predetermined time (for example, 30 seconds) elapses or that a predetermined number (for example, ten) of game balls have won the big prize opening 62. This is continued until either condition detected by the switch 175a is satisfied.

  When any of the above conditions is satisfied, the CPU 102 returns the solenoid 176a to a non-operating (non-energized) state, and raises the opening / closing member 60a that has been tilted forward until then along the board surface. As a result, the special winning opening 62 is closed, and the special winning opening / closing device 60 is controlled to be closed. In the big hit game state, the CPU 102 repeatedly executes a control for making one open / close cycle (hereinafter also referred to as a round) from the opening of the special opening / closing device 60 to the closing state. When it is repeated up to a predetermined number of times (15 rounds), the big hit gaming state is ended there. As described above, since the big winning opening 62 is opened when the game state is changed to the big hit gaming state, the upper starting opening 52, the lower starting opening 54, and the general winning opening can be obtained by winning a game ball in the opened large winning opening 62. Since it is possible to acquire a large amount of game balls in a shorter time than winning game balls at 66, etc., it is possible to enhance the interest of the player.

  In this embodiment, the left, middle, and right decorative symbols are controlled to stop in the order of left decorative symbol → right decorative symbol → middle decorative symbol. The decorative symbol stop symbol is a symbol in which all the left, middle and right decorative symbols are stopped and displayed when the left, middle and right decorative symbols are changed and displayed. A combination of

  Further, in the present embodiment, the specific mode displayed when the special symbol is stopped includes a special mode (a combination of lighting of a plurality of light emitting areas 64a that are probable big hits), and the special symbol at the stop is a special mode. When displayed, the stop symbol of the decorative symbol is also in a special mode (probability big hit symbol: in this embodiment, a combination of the same odd symbols). In this case, it becomes a so-called “probable big hit”, and after the big hit gaming state is finished, the probability of winning next big hit gaming state (winning probability, big hit probability) becomes high (in this embodiment, 1/70 in the probability variation state). It is a probability, and is a probability of 1/490 except for the probability fluctuation state.) That is, when the special symbol at the time of stoppage is a special mode, it becomes a more advantageous state for the player in the “probability variation state” after the jackpot game is over.

  In this embodiment, when the probability variation state is reached after the end of the big hit game, the short hit control is performed in addition to the increase in the big hit probability. That is, in the probability variation state, the special symbol display 141 (four light emitting areas 64a) changes the time from the start of the special symbol variation display to the stop display of the special symbol, and the normal symbol display 144 (light emission). In the region 64c), control is performed to shorten the fluctuation time from the start of the normal symbol fluctuation display to the stop display of the normal symbol compared to the normal state. At the same time, control is performed to increase the probability that the result of the normal symbol variation display on the normal symbol display 144 (light emitting area 64c) will be “winning”. Further, when the normal symbol variation display is “winning”, the opening time of the opening / closing member 56a is extended from the normal state (in this embodiment, 0.5 seconds in the normal state, the short-time state and the probability variation). (In this state, 0.8 seconds), and control for increasing the number of times the pitching device 56 is opened more than in the normal state (in this embodiment, once in the normal state, three times in the short-time state and the probability variation state). Done.

  On the other hand, if the probability variation state does not occur after the end of the big hit game, the time reduction state is performed until the number of times the special symbol variation display is executed reaches a predetermined number (100 in this embodiment). That is, after the end of the big hit gaming state, the number of times the special symbol variable display is executed on the special symbol display 141 (four light emitting areas 64a) reaches a predetermined number (100 times in the present embodiment). Then, control is performed to shorten the variation time of the special symbol and the variation time of the normal symbol from the normal state. In addition, when the result of the normal symbol variation display is “winning”, the control for extending the opening time of the opening / closing member 56a from the normal state and the control for increasing the number of opening times of the opening / closing member 56a from the normal state is performed. Executed. In these short-time states, the winning probability to the lower start port 54 increases until the number of special symbol fluctuation displays executed by the special symbol indicator 141 reaches a predetermined number of times, and within a certain period of time. Since the number of executions of the special symbol variation display can be increased (that is, the lottery opportunity for the big hit is increased), the player is more advantageous to that extent. The normal state means a state that is not the probability variation state or the time-short state described above.

  In the present embodiment, a game ball is won at the upper start opening 52, and three game balls are paid out as a specified number when detected by the start opening switch 170a. When a winning is made and detected by the start switch 170b, a predetermined number of four game balls are paid out. Thus, by providing a difference in the number of payouts between the upper start port 52 and the lower start port 54, the following effects can be obtained.

  In other words, the lower start port 54 is normally closed by the opening / closing member 56a and has a structure in which there is no chance of winning unless the result of the normal symbol variation display is “winning”, whereas the upper start port 52 is Since it is a structure that can always accept a game ball from above, if there are too many payouts per game ball to the upper start opening 52, the player will be too advantageous compared to the game hall operator. . If it does so, winning a prize to a starting opening (upper starting opening 52 and lower starting opening 54) will be controlled as a measure of a disadvantage elimination of a game hall operator, and it will be judged whether it will be in a lottery game (a big hit game state as a result) ) May cause discomfort to the player. On the other hand, if the number of payouts for winning at the upper start opening 52 is too small, the number of game balls required for the lottery game increases, resulting in excessive investment and inconvenience to the player. It will give you a profit.

  On the other hand, the lower start port 54 provides a game advantageous to the player in the short-time state and the probability variation state, and the lower start port 54 is controlled by extending the opening time and the number of opening times of the opening / closing member 56a. The probability of winning is increased. However, if the number of payouts for winning a game ball is too small, the number of payouts will be reduced with respect to the number of shot balls, and the remaining number of game balls will gradually decrease in spite of the advantageous game state. By doing so, the player will be uncomfortable. In consideration of these events, in this embodiment, the number of payouts (three or four) for each of the upper start port 52 and the lower start port 54 is set.

  In addition, the display result of the special symbol on the special symbol display 141 corresponds to the display result of the decorative symbol on the liquid crystal display device 50. That is, when it is determined that a big hit is not made at the start of the variation of the special symbol, the LED (four light emitting areas 64a) is turned on according to a mode different from the above specific mode, that is, a mode out of the special mode. In addition to the stop display, the liquid crystal display device 50 displays an image of a decorative symbol in a manner of loss (a loss symbol: a symbol other than a jackpot symbol, in this embodiment, a combination of at least two types of identification information (symbols)). .

  Further, the decorative symbol is a symbol for the production different from the special symbol, and the contents of the special symbol variable display (flashing of the four light emitting areas 64a) are expressed in a dramatic manner by the dynamic decorative symbol variation display. This enhances the visual effect. In other words, when the LED of the special symbol display 141 is turned on and displayed in a specific manner, control to shift to the big hit gaming state is performed, but by any chance, the display result of the decorative symbols in the liquid crystal display device 50 becomes a specific manner. However, when the LED in the special symbol display 141 is not lit and displayed in a specific manner, control for shifting to the big hit gaming state is not performed.

  Further, in this embodiment, it is possible to control to one type of big hit gaming state in which “15 times” is set as the number of rounds executed in the big hit gaming state, but the benefits given to the player as the big hit gaming state are different. It may be configured to be controllable to multiple types of big hit gaming states. For example, it may be configured to control to a plurality of types of jackpot gaming states with different numbers of rounds executed in the jackpot gaming state. In this case, after determining the big hit based on the big hit determination random number, the number of rounds to be executed in the big hit gaming state may be determined, or different round numbers may be set based on the big hit determination random number It may be determined whether to control any one of the plurality of types of big hit gaming states.

  In the present embodiment, the state display LED 145 (light emitting region 64b) is controlled to be lit in red in the above-described probability variation state, and is controlled to be lit in green in the short-time state. Then, when the short-time state or the probability variation state ends and the normal state is reached, or when the game state shifts to the big hit gaming state, the state display LED 145 (light emitting area 64b) is turned off.

  In the present embodiment, the jackpot type display LED 146 (two light emitting areas 64d) is turned on during the jackpot game. Specifically, one or both of the upper and lower two light emitting areas 64d that become the big hit type display LED 146 are turned on according to the type of the big hit gaming state. In this embodiment, since it is possible to control only one type of big hit gaming state, it is not necessary to turn on the big hit type display LED 146, but when configured to be controllable to a plurality of types of big hit gaming state, By controlling on / off of the big hit type display LED 146 corresponding to the big hit game state, the type of the big hit game state can be easily grasped from the outside.

  For example, as a plurality of types of jackpot gaming states, the first jackpot gaming state in which “2 times” is set as the number of rounds executed in the jackpot gaming state, and the number of rounds executed in the jackpot gaming state is “15 times”. It is assumed that the second big hit gaming state in which "" is set is executable. In this case, the LED corresponding to the upper light emitting area 64d of the big hit type display LED 146 is turned on during execution of the first big hit gaming state, and the LED corresponding to the lower light emitting area 64d is executed during execution of the second big hit gaming state. You may make it perform control to light. Thus, it is understood that the pachinko machine 1 according to the present embodiment can be adapted to a configuration that can be controlled to a plurality of types of big hit gaming states.

  FIG. 12 shows the rendering device 42 alone (in a state where it is removed from the game board 4a). In FIG. 12, the front unit 42a and the rear unit 42b are shown in a state where they are combined with each other, that is, in a state where they are positioned with respect to each other. The relative positional relationship between 42a and the rear unit 42b is clear.

  As is clear from FIG. 12, when the front unit 42a and the rear unit 42b are positioned with respect to each other, the front unit 42a is arranged so as to overlap the front side of the rear unit 42b. Generally, the rear unit 42b has a larger outer shape than the front unit 42a when viewed from the front side, and therefore, the rear unit 42b is disposed so as to protrude around the front unit 42a. However, since the game board 4a is actually located between the front unit 42a and the rear unit 42b, the outer shape of the rear unit 42b shown in FIG. 12 is not visually recognized by the player.

  In FIG. 12, a part of the front unit 42a (the left half of the lower edge part and the lower half of the left edge part) is shown in a broken state. Therefore, the surface of the rear unit 42b is broken at this broken part. It is shown exposed on the front side.

  As shown in the broken part of the front unit 42a in FIG. 12, a lamp board 147a is attached to the ball guide member 70 on the front side, and the lamp board 147a serves as a special figure start memory lamp 147. An LED (light emitter) is mounted. One lamp substrate 147a is provided on each of the left and right sides of the discharge port 72e, and two special start memory lamps 147 (LEDs) are mounted on each lamp substrate 147a. In addition, as shown in the right half of the lower edge of the front unit 42a in FIG. 12 (the portion that is not the broken portion), each special figure start memory lamp 147 (LED) is seen from the front side as the light emitting region 48. Is positioned behind.

  Although not shown in FIG. 12, a harness is connected to the back surface of each lamp board 147a via a connector, and this harness passes through the interior of the rear unit 42b and is connected to the lamp driving board 119. Yes.

  FIG. 13 shows in detail the structure of the light guide passage 88 that leads from the special figure start memory lamp 147 to the light emitting region 48. As described above, since the special figure start memory lamp 147 (lamp board 147a) is attached to the ball guiding member 70, that is, the rear unit 42b, the special figure start memory lamp 147 (lamp board 147a) is viewed in the front-rear direction. ) Is located behind the front unit 42a on the back side of the game board 4a.

  On the other hand, since the light emitting area 48 is formed on the surface of the front unit 42a, there is a certain distance between the light emitting area 48 and the special figure start memory lamp 147 (in this embodiment, the thickness of the game board 4a). ) Will exist. Therefore, the front unit 42 a is provided with a light guide member 90 so as to fill a space between the light emitting region 48 and the special figure start memory lamp 147, and further, a light guide passage 88 is provided inside the light guide member 90. Is formed.

  The light guide passage 88 extends through the inside of the light guide member 90 in the front-rear direction, and both the front end and the rear end thereof are open. The front end of the light guide passage 88 is located immediately on the back side of the light emitting region 48, and the rear end is located so as to face the mounting surface of the lamp substrate 147a. In this state, the special figure start memory lamp 147 slightly enters the inside from the rear end of the light guide passage 88. For this reason, when the special figure start memory lamp 147 emits light, this light is guided to the front side through the light guide passage 88 and is transmitted through the light emitting region 48 and is visible from the front side.

  A light diffusing member 48a is attached to the front unit 42a together with the light guide member 90, and a light emitting region 48 is formed on the surface of the light diffusing member 48a. At this time, the light emitted from the special figure start memory lamp 147 is diffused by the light diffusing member 48a, so that the entire light emitting region 48 emits light with substantially uniform luminance. As a result, the player visually recognizes that the numbers “1” to “4” are turned on or off.

  The light guide member 90 is molded from a dark color resin material such as black or dark brown, and therefore the inner wall of the light guide passage 88 has a relatively high light shielding property. Accordingly, leakage of light from the light guide passage 88 to the surroundings is effectively prevented, so that the corresponding light emitting region 48 can be made to emit light clearly by the light emitted from the special figure start memory lamp 147.

  In FIG. 13, the light guide path 88 leading to one light emitting area 48 is shown, but the light guide member 90 is formed with four light guide paths 88 corresponding to all the four light emitting areas 48. ing. The light guide paths 88 adjacent to each other are partitioned by a partition wall 90a. In particular, in the present embodiment, the partition wall 90a has a double (two) structure. Therefore, light leakage between the two light emitting regions 48 adjacent to each other (for example, those representing the memory numbers “1” and “2” and those representing the memory numbers “3” and “4”) is strong. Has been prevented.

  As described above, the front unit 42a is completely equipped with special electrical parts, wiring, boards, etc., although the light emitting area 48 for displaying the number of starting memories of special symbols is formed. However, all the electrical components (LED, board, connector, harness) for performing the light emitting operation are provided in the rear unit 42b. For this reason, in the manufacturing process of the pachinko machine 1 (particularly, the assembly process of the game board 4), when the front unit 42a is assembled to the game board 4a, it is necessary to perform an operation of attaching electrical components to the front unit 42a. Therefore, it is possible to reduce the number of man-hours and greatly improve the manufacturing efficiency of the pachinko machine 1.

  In the present embodiment, since the front unit 42a is not provided with electrical components (LED, board, connector, harness), the front unit 42a can be screwed even after the pachinko machine 1 is assembled. It can be easily removed by simply removing it. Therefore, when replacing the ball guiding member 70 after the assembly of the pachinko machine 1, it is not necessary to repeat the electrical wiring operation every time the front unit 42a is attached / detached. It can be done quickly and easily.

  Furthermore, in this embodiment, when the replacement operation of the ball guide member 70 is performed after the pachinko machine 1 is assembled, it is only necessary to open the front frame 5 and remove the front unit 42a of the rendering device 42, so There is no need to remove the control board box 9 and the rear unit 42b from the game board mounting frame 9 from the game board 4a. In particular, in the present embodiment, the outer shape of the rear unit 42b is larger than the opening area of the through hole 4b, and the rear unit 42b itself cannot be detached from the front side of the game board 4a. The ball guide member 70 can be attached and detached through the through hole.

  Although the guidance mode of the game ball by the ball guiding members 70 and 72 has already been described, in the present embodiment, the upper stage 80 and the middle stage 82 formed on the inner ball guiding member 72 (first ball guiding member). It has a feature in the function. Hereinafter, features of the upper stage 80 and the middle stage 82 will be described.

  FIG. 14 shows the rolling paths of the game balls on the upper stage 80 and the middle stage 82. In the case of this embodiment, the warp passage (78b) and the discharge port 78c are provided only on the left side of the upper stage 80, so that the game ball approaches the upper stage 80 only from the left side. When changing from the upper stage 80 to the middle stage 82, the rolling direction is divided so that it is divided into left and right hands. Accordingly, the approach to the lower stage 84 is finally performed from both the left and right sides.

  Thus, in the lower stage 84, the middle stage 82 is lowered to the right, and the game ball that has made a U-turn at the end of the lower stage 84 vigorously enters from the right side. Both of the modes in which the game ball that has made a U-turn at the end of the vehicle vigorously enters from the left side are realized. As a result, in the lower stage 84, a rolling mode is realized in which a game ball can enter from the left or right direction with respect to the central discharge passage 72d, so that the warp passage (78a, 78a, Despite the fact that 78b) is not formed, the rolling mode does not become one pattern, and it is possible to have fun by various rolling modes.

  As described above, in the present embodiment, the rolling path of the game balls flowing into the upper stage 80 from the left side is distributed in the left-right direction by the middle stage 82, and various approaches are provided by providing two approaches to the lower stage 84. There is a feature in realizing the moving mode. For this reason, it is not necessary to roll the game ball in the left-right direction on the upper stage 80, and it is desirable to move the game ball to the middle stage 82 as quickly as possible. For this reason, in this embodiment, the device for realizing the smooth transition of the game ball from the upper stage 80 to the middle stage 82 is elaborated.

  First, guide ribs 72f and 72g for guiding the rolling of the game ball along the upper stage 80 are formed on the back-side ball guiding member 72. These guide ribs 72f and 72g are slightly above the upper surface of the upper stage 80. Protruding. Of these, the guide rib 72f on the back side as viewed from the front side has substantially the same length as the entire length of the upper stage 80, but the guide rib 72g on the near side is partially interrupted at the central recess 80a.

  The guide rib 72f is formed with a portion protruding forward so as to partially narrow the passage width of the upper stage 80, and this protruding portion functions as the braking portion 80b. The braking portions 80b are arranged one by one at equal intervals on the left and right sides from the central depression 80a. That is, the game ball that has flowed into the upper stage 80 from the discharge port 78c first collides with the left braking portion 80b in the process of rolling while tilting down toward the center, and the momentum is reduced. Some of the game balls that have lost their momentum have stalled when they have passed the central depression 80a and have just reached the right upward slope, and then returned to the left as they are. Some keep running up the right slope and collide with the right braking part 80b. Further, some of the game balls that have collided with the right braking portion 80b roll over toward the right end of the upper stage 80, while others have bounced back to the braking portion 80b and go down to the left.

  In any case, the game balls that have flowed into the upper stage 80 are given a braking force by colliding with the braking portion 80b during the rolling process, and gather in the central recess 80a relatively early, and then the central recess. The portion 80a smoothly transitions to the middle stage 82. Therefore, in this embodiment, there is no rolling loss such that the game ball sways in the left-right direction on the upper stage 80 and does not easily shift to the middle stage 82.

  Next, the internal decoration body 74 provided inside the ball guiding member 72 will be described. FIG. 15 specifically shows the internal decoration body 74 and its arrangement. In FIG. 5, the form of the internal decoration body 74 is shown in a simplified state. However, as shown in FIG. 15A, the actual internal decoration body 74 has “grass grass” as a whole. ”, And the character decorations 74b and 74c imitating the character of the primitive man and the character of the saber tiger, the primitive mammal, are integrally formed in the“ grass spot ”. Has been.

  In the creative story above, “Mammoth” and “Saber Tiger” are positioned as beasts, and they are hunting prey for primitive people and are feared on a daily basis. From the background on the story, the character decorating parts 74b and 74c are suddenly strained by a primitive man (the father of the main character) who was looking for a prey in the “grass spot” and “Saber Tiger”. It is a depiction of the growing scene. The internal decoration body 74 is molded from a green and light-transmitting resin material as a whole to match the image of “grass spot”, but the character decoration portions 74b and 74c have their own skin color and body color. Etc. are attached.

  In the present embodiment, the ball guide members 70 and 72 are formed of a transparent material, and therefore, as shown in FIG. 15B, an internal decoration body 74 is installed inside the ball guide member 72. In this state, the internal decorative body 74 can be seen through from the front side. In FIG. 15B, the front-side ball guide member 70 is omitted, but the front-side ball guide member 70 is also formed of a transparent material, so that the front-side ball guide member 70 is attached. The visibility of the internal decorative body 74 is not impaired in the state.

  In this way, if the ball guiding members 70 and 72 are molded from a transparent material and the inner decorative body 74 is disposed at the back of the ball guiding members 70 and 72, the ball guiding members 70 and 72 are molded from a coloring material. There is also an advantage that the decorativeness can be enhanced. In addition, in this case, even if the surface of the internal decoration body 74 is formed with a concavo-convex shape, the game ball does not come into direct contact with the internal decoration body 74. In this way, there is a double merit that there is no adverse effect.

  Next, FIG. 16 shows the positional relationship between the decoration area applied to the ball guiding member 72 on the back side and the internal decoration body 74. In FIG. 16, the hatched portion indicates a decorative region (reference symbol A) formed on the sphere guide member 72. In this decorative region A, the transparent material of the sphere guide member 72 is partially polished glass. A surface treatment layer is formed. Such a surface treatment layer can be formed, for example, by providing fine irregularities on the surface of the sphere guiding member 72 (in this embodiment, the inner surface as viewed from the front side). Alternatively, a polished glass-like translucent sheet cut out in accordance with the shape of the decoration region may be attached to the surface (inner surface) of the ball guiding member 72.

  As apparent from (a) of FIG. 16, the decorative region A is provided with an outline of an image in which “grass unevenness” undulates as a whole. Then, as shown in FIG. 16 (b), such a decoration area A is positioned on the front side of the internal decoration body 74, so from the player's point of view, the decoration area A on the near side is located. The pattern and the modeling of the internal decoration body 74 are visually recognized so as to overlap each other with a distance in the front and back direction. For this reason, when a player permeates the ball guiding member 72 and visually recognizes the internal decoration body 74, a three-dimensional depth is felt there.

  Furthermore, in this embodiment, since the internal decoration body 74 has light transmittance as described above, it is possible to irradiate the light from behind to make the internal decoration body 74 emit decorative light. At this time, the decoration area A can clearly highlight its own pattern (wave shape) by diffusing the light transmitted through the internal decoration body 74, so that the player can visually The decorativeness can be enhanced.

  Further, the decoration area A is disposed on a wall portion located behind the middle stage 82 when viewed from the front side and a wall portion located behind the lower stage 84 (two-dot chain line). That is, the decoration area A is formed at a position along the rolling path of the game ball defined by the middle stage 82 and the lower stage 84, respectively. On the other hand, when the game ball repeatedly rolls on the ball guiding members 70 and 72 (the middle stage 82 and the lower stage 84) as the pachinko machine 1 is used, the outer surface of the ball guiding member 72 has wear marks due to contact with the game ball. Is thought to occur. In particular, in this embodiment, since the ball guiding member 72 is molded from a transparent resin material, if wear marks (or scratch marks) are generated on the outer surface thereof, the transparency of the material tends to be lost at that portion. .

  However, in this embodiment, since the polished glass-like decorative region A is originally formed at a position where the wear mark is likely to be generated (position along the rolling path), the wear mark is generated on the outer surface of the ball guide member 72. Even so, its presence is less noticeable. On the other hand, since the decoration area A exists as a polished glass-like decoration pattern from a new state, even if a scratch mark is generated on the outer surface of the ball guiding member 72, the appearance of the decoration area A itself is extremely deteriorated. Do not mean. Therefore, this embodiment has an advantage that not only the appearance quality of the ball guiding member 72 is not easily lowered over a long period of time, but also the decorativeness can be maintained over a long period of time.

  In the present embodiment, as the rendering device 42 increases in size, the lower stage 84 that leads to the discharge passage 72 is provided only with the warp passages (78a, 78b) through which the game balls flow from the game area 12 on the left side. It is possible to diversify the rolling mode of the game ball in the game, thereby greatly improving the fun of the game. On the other hand, since it is possible to sufficiently secure the fun aspect of the rolling mode of the game ball simply by providing one warp passage (78a, 78b) on the left side (or right side), it is necessary to secure warp passages on both the left and right sides. In addition, there is an advantage that it is possible to freely increase the size of the rendering device 42 and increase the degree of freedom in determining the shape. Therefore, the diversification of the production by the production device 42 can be greatly improved, and the entertainment appealing to the player's vision can be greatly enhanced.

  Further, by disposing the internal decorative body 74 behind the ball guiding member 72, it is possible to enhance the decorativeness and to suppress deterioration in quality on the appearance over a long period of time.

  In the present embodiment, the internal decoration body 74 is detachable from the rear unit 42b as described above. On the other hand, since the internal decorative body 74 is relatively large and eye-catching in the production device 42, even if it is the same type of pachinko machine 1, if the internal decoration body 74 has a different shape and design, It is easy to be recognized as another type of pachinko machine 1 in appearance. For this reason, while setting most of the front unit 42a and the rear unit 42b as common parts and setting various design variations in the internal decoration body 74, series machines of the same series (for example, jackpot probability, probability variation entry rate) , Products with different specifications such as probability change probability and number of winning balls) can be easily supplied to the market.

  Next, the visual effect by the arrangement / structure of the rendering device 42 will be described. FIG. 17 shows the upper part of the game board 4, and in FIG. 17, the front unit 42 a is removed from the game board 4 a. For this reason, in FIG. 17, the magnitude relationship between the through hole 4b of the game board 4a and the rear unit 42b is more apparent.

  As described above, the rear unit 42b is arranged so as to extend over a range larger than the opening area of the through hole 4b on the back side of the game board 4a. For this reason, even if the front unit 42a is removed from the game board 4a, the entire rear unit 42b cannot be seen behind the through hole 4b when viewed from the front.

  As already described, among the constituent elements of the rear unit 42b, the decorative body 42a, the movable decorative bodies 44a to 44c, and the fixed decorative bodies 45a to 45c are positioned in the through hole 4b when viewed from the front. On the other hand, most of the decorative member 46 laid behind these is located inside the through hole 4b, but as shown by the broken line in FIG. It extends to the outside of the through hole 4b, and this portion is hidden behind the game board 4a when viewed from the front. In FIG. 17, the reference symbol “46” representing the decorative member is shown only in one place (left side edge) with one lead line, but the “decorative member 46” in this embodiment is It means a member laid out over a wide range from the left edge of the rear unit 42b to the upper edge and the right edge.

  Next, FIG. 18 specifically shows the attachment of the effect device 42 to the game board 4a. The front unit 42a of the effect device 42 has a flange portion 42n that protrudes around the through hole 4b, and a portion 42r for the latter half is fitted into the through hole 4b to decorate the peripheral portion of the through hole 4b. ing.

  On the other hand, the rear unit 42b is arranged so as to extend over a range wider than the opening area of the through hole 4b as described above. As shown in FIG. 18, the decorative member 46 is arranged behind the game board 4 a so as to extend to the outer region S located above the opening range P of the through hole 4 b as viewed in the vertical direction. It is understood that In FIG. 18, only the opening range of the through hole 4b as viewed in the vertical direction is shown, but the positional relationship between the opening range of the through hole 4b and the rear unit 42b and the decorative member 46 is the same in the horizontal direction. In other words, the decoration member 46 is arranged behind the game board 4a so as to extend to an outer region located on the side of the opening range of the through hole 4b as viewed in the left-right direction.

  In the present embodiment, a large number of LEDs 92 are arranged as game board lamps in the rear unit 42 b, and these LEDs 92 are installed behind the decorative member 46. The decorative member 46 is molded from a light-transmitting material. Therefore, when the LED 92 emits light, the light can be transmitted by transmitting the light forward.

  Here, as shown in FIG. 18, the front unit 42a itself is attached so as to be in close contact with the back surface of the game board 4a, but in the rear unit 42b, the back surface of the game board 4a and the decorative member 46 A certain amount of gap H is secured between the surface. For this reason, it is understood that the portion of the decorative member 46 located in the outer region S is not in contact with the back surface of the game board 4a but is located behind the back surface by a gap H.

  Next, FIG. 19 and FIG. 20 show the game board 4 as viewed from the left and right diagonally downward. 19 and 20, the game board 4 is shown alone. However, in the actual pachinko machine 1, since the game board 4 is supported by the main body frame 3, the game board 4 is opened in the front frame 5. Visible through 30.

  As shown in FIGS. 19 and 20, when the game board 4 is viewed from an obliquely lower angle, the gap H is secured between the back surface of the game board 4 a and the surface of the decorative member 46. Therefore, the portion hidden on the back side of the game board 4a in the decorative member 46 can be visually recognized from the gap H through the through hole 4b. For example, as shown in FIG. 19, in the state where the game board 4 is looked up obliquely from the lower left, the presence of the decorative member 46 is clearly present in the interior of the decorative body 43d located at the upper right edge of the front unit 42a. It is visually recognized. Further, as shown in FIG. 20, when the game board 4 is looked up from the lower right side, the presence of the decoration member 46 is clearly present in the back of the decoration body 43a located at the upper left edge of the front unit 42a. It is visually recognized.

  For this reason, in this embodiment, the player can visually recognize the presence of the decorative member 46 that should be hidden behind the game board 4a when viewed from the front, by visually recognizing the game board 4 from various angles. it can. Further, at this time, the decorative member 46 is arranged so as to extend to the outer region of the through hole 4b of the game board 4a, so that the player feels the depth in the front-rear direction and the upper and lower sides on the back side of the game board 4a. -Spatial expansion in the left-right direction and a feeling of openness can be generated.

  In addition, when the light emitting operation is performed in the decorative member 46, since the transmitted light is normally emitted from the decorative member 46 hidden behind the game board 4a when viewed from the front, the player has noticed the presence of the decorative member 46 until then. Even if it does not exist, it becomes easy to notice the presence of the decorative member 46 by the light emitting operation, and the effects of the visual depth feeling and the spatial spreading feeling can be sufficiently exhibited.

  In the present embodiment, the decorative member 46 has the following structure. As shown in FIGS. 19 and 20 and the like, the decorative member 46 is generally three-dimensionally shaped in a rugged shape, thereby creating a visual three-dimensional effect. Furthermore, the decorative member 46 has a multilayer structure in which two kinds of members are overlapped on the front and back. Specifically, the decorative member 46 is composed of a back decorative body molded from a transparent material and a front decorative body attached to the front side of the decorative member 46, and the front decorative body is colored red. Molded from a light transmissive material. Further, a lens cut (diamond cut or the like) for light diffusion is formed on the back decoration body, and light emitted from the back LED 92 is diffused well there.

  Although most of the front face exposed in FIGS. 19 and 20 are front face decorations, the front face decorations are partially missing, that is, partially broken. Yes. In a region where the front decorative body is partially missing, the transparent back decorative body behind the front decorative body is exposed to the front side.

  With the configuration described above, when the light emitting operation is performed in the decorative member 46, most of the red transmitted light is visually recognized from the front side. However, in some places, white light (LED emission color) is partially obtained. There is a region where is visible. In the present embodiment, the region in which white light is visually recognized (region where the front decorative body is missing) is designed in a shape imitating “lightning bolt”, so that the player can decorate the decorative member 46 from the front side. If you look at the light-emitting action, you will feel as if lightning has fallen, and you can enjoy the dramatic effects by recalling "the rough weather of the primitive earth".

  Next, the configuration of the movable decorative bodies 44a, 44b, and 44c will be described in detail. FIG. 21 shows an operation mode of the movable decorative bodies 44a, 44b, and 44c in the effect device 42. As indicated by arrows in FIG. 21, the movable decorative bodies 44a, 44b, and 44c can reciprocate in the left-right direction during operation. Among them, the movable decorative body 44a located on the upper edge (a shape of the katakana character “Gi”) and the movable decorative body 44b positioned on the right side thereof (a shape of the katakana character “o”) Are both rotated in the clockwise direction from the initial position, and the remaining movable decorative body 44c (in the shape of the katakana character “o”) is rotated in the counterclockwise direction from the initial position. . FIG. 21 shows a state in which the three movable decorative bodies 44a, 44b, and 44c are most displaced from their initial positions. In this maximum displacement state, the movable decorative bodies 44a, 44b, and 44c are connected to the front. An appropriate clearance is secured between the unit units 42a.

  Next, FIG. 22 shows the rear unit 42b from the back side, and here, in particular, a mechanism element for operating the movable decorative bodies 44a, 44b, 44c is shown. FIG. 22 shows only the inner casing that forms a part of the rear unit 42b. Actually, the rear unit 42b is configured by combining an outer cover (not shown) outside the inner casing. . The decorative body 43a, the movable decorative bodies 44a to 44c, the fixed decorative bodies 45a to 45c, the decorative member 46, the ball guide members 70 and 72, the internal decorative body 74, and the like that are visually recognized from the front side are all assembled in the inner casing. . On the other hand, the flange portion 42n is not shown in FIG. 22 because it is formed in the outer cover.

  The back side of the rear unit 42b, that is, the inner casing, is equipped with three solenoids (direct acting) 94a, 94b, 94c corresponding to the movable decorative bodies 44a, 44b, 44c. Further, drive levers 95a, 95b, and 95c are connected to the solenoids 94a, 94b, and 94c, respectively. The drive levers 95a, 95b, and 95c have their distal ends pin-connected to the corresponding solenoids 94a, 94b, and 94c via slide pins, and the base ends fixed to the rotating shafts 96a, 96b, and 96c. ing. The rotation shafts 96a, 96b, 96c are rotatably supported by the inner casing of the rear unit 42b. Therefore, the drive levers 95a, 95b, 95c are centered on the corresponding rotation shafts 96a, 96b, 96c. It can be freely rotated (oscillated) in the vertical direction. The drive shafts 96a, 96b, and 96c extend through the inner casing in the front-rear direction, and are connected to the drive levers 95a, 95b, and 95c at their rear ends, and are movable at their front ends. The decorative bodies 44a, 44b and 44c are connected.

  The drive levers 95a, 95b, and 95c are integrally formed with stopper portions 97a, 97b, and 97c for defining the rotation ranges (rotation angles) of the corresponding rotation shafts 96a, 96b, and 96c. Yes. The inner casing is formed with stopper housings 98a, 98b, and 98c corresponding to the stoppers 97a, 97b, and 97c. The stoppers 97a, 97b, and 97c are respectively provided with the corresponding stopper housings 98a, 98b, and 98c. It is in a state of being housed inside.

  In the above configuration, when any of the solenoids 94a, 94b, 94c is energized (excited), the corresponding drive levers 95a, 95b, 95c are pulled upward along with the lifting operation of the linear motion rod (armature). To be displaced. Conversely, when the solenoids 94a, 94b, 94c are in a non-energized (non-excited) state, the linear motion rod is returned to the initial position by the return spring, and the corresponding drive levers 95a, 95b, 95c are moved downward along with this return operation. It is displaced so that it can be pushed down. In this embodiment, the displacement angle of the drive levers 95a, 95b, and 95c at this time is set to about 30 °.

  By switching the energization / non-energization of the solenoids 94a, 94b, 94c as described above, the corresponding drive levers 95a, 95b, 95c are displaced so as to swing up and down, whereby the drive shafts 96a, 96b, 96c are moved. It is reciprocated. And the operation | movement of the movable decoration bodies 44a, 44b, and 44c as shown in FIG. 21 is implement | achieved by such reciprocating rotation of the drive shafts 96a, 96b, and 96c.

  In addition, LED boards 92a, 92b, 92c, and 92d (game board lamps) are installed in the inner casing of the rear unit 42b as other components. Among these, the LED board 92a disposed on the right side (left side when viewed from the front side) of the upper edge of the inner casing as seen in FIG. 22 corresponds to the decorative body 43a, and the LED board 92a includes Many LEDs (92) are mounted on the front side. In the present embodiment, the light emitting effect of the decorative body 43a is performed by the light emission of these LEDs (92).

  In addition, the LED board 92b located on the left side of the LED board 92a in FIG. 22 has a size that extends to the left half of the inner casing (right half when viewed from the front side), and the LED board 92b as a whole From the upper edge of the casing, it is laid in a hook shape so as to cover all the portions where the three solenoids 94a, 94b, 94c are installed. A large number of LEDs are similarly mounted on the large LED substrate 92b, and the light emission operation of the decorative member 46 is performed by the light emission of these LEDs. Furthermore, the LED board 92c positioned at the right edge (the left edge when viewed from the front side) of the inner casing as viewed in FIG. 22 is also for performing the light emitting operation of the decorative member 46. The LED board 92d located at the lower edge of the inner casing is for performing the light emitting operation of the internal decoration body 74 described above.

  23 and 24 show the movable decorative body 44a in a state where it is disassembled into components. In FIGS. 23 and 24, one movable decorative body 44a is taken as an example, but basically the same structure is adopted for the other movable decorative bodies 44b and 44c. Therefore, although one movable decorative body 44a is described below, the contents thereof are substantially the same for the other movable decorative bodies 44b and 44c.

  As shown in FIGS. 23 and 24, the movable decorative body 44a is roughly composed of four parts: an outer shell 200, a front lens 202, a built-in LED board 204, and a rear cover 206. Of these, the outer shell 202 constitutes the outer surface of the movable decorative body 44a, and a three-dimensional design that imitates the katakana character “Gi” is applied to its outer shape. Further, the outer shell 200 literally has a thin-walled hollow shell structure, and as shown in FIG. 24, the rear end portion is largely opened as a whole. On the other hand, at the front end portion of the outer shell 200, a character-shaped opening 200 a is formed in which the katakana character “gi” is cut out.

  The front lens 202 is molded from a plate-like translucent material having light transmittance or light diffusibility, and the front and back surfaces thereof are each three-dimensionally shaped like a lightning bolt. . The front lens 202 is attached so as to be fitted from the rear end opening of the outer shell 200, and is accommodated inside the outer shell 200 so as to close the character-shaped opening 200a. For this reason, the outer shape of the front lens 202 substantially matches the shape of the inner edge of the outer shell 200. Further, the front lens 202 has a character-shaped convex portion 202 a formed in a relief shape on the front end surface thereof, and the character-shaped convex portion 202 a has a shape that matches the character-shaped opening 200 a of the outer shell 200. Yes. Therefore, in a state where the front lens 202 is accommodated in the outer shell 200, the character-shaped convex portion 202 a of the front lens 202 fits exactly into the character-shaped opening 200 a and is positioned at the front end portion of the outer shell 200. In this state, the character-shaped convex portion 202 a forms the front surface of the movable decorative body 44 a together with the front end portion of the outer shell 200.

  The built-in LED board 204 is also attached so as to be fitted from the rear end opening of the outer shell 200. For this reason, the external shape of the built-in LED substrate 204 substantially matches the shape of the inner edge of the outer shell 200. However, the built-in LED board 204 does not penetrate deeply to the front end portion of the outer shell 200 like the front lens 202, and is positioned in the vicinity of the rear end opening with a certain distance from the back surface of the front lens 202.

  A large number of full-color LED chips 204a (electrical components) are mounted on the built-in LED board 204 as a part of the above-mentioned game board lamp, and these LED chips 204a are distributed on the mounting surface of the built-in LED board 204. Are arranged. Each of the LED chips 204a has red, green, and blue (RGB) LEDs, thereby enabling full color light emission. In the present embodiment, the mounting surface of the built-in LED substrate 204 is painted white, and therefore has high light reflectivity on the mounting surface. On the other hand, a female connector 204b for connecting a harness wire bundle (electrical wiring) is mounted on the back surface of the built-in LED substrate 204.

  The rear cover 206 is attached so as to close the rear end opening of the outer shell 200. For this reason, the outer shape of the rear cover 206 matches the shape of the rear end opening of the outer shell 200. As shown in FIG. 24, two boss portions 200b for screwing are formed inside the outer shell 200, and these boss portions 200b extend from the front end portion of the outer shell 200 toward the rear end opening. ing. The rear cover 206 comes into contact with the boss portion 200b while being fitted into the rear end opening of the outer shell 200, and further entry is restricted.

  On the other hand, the rear cover 206 is formed with two holding rods 206a on the front side thereof, and these holding rods 206a are integrally formed so as to protrude forward from the front surface of the rear cover 206. When the rear cover 206 is fitted into the rear end opening of the outer shell 200, the front ends of the holding rods 206 a abut against the back surface of the front lens 202, thereby fixing the arrangement of the front lens 202 in the outer shell 200. ing. In this state, the rear cover 206 is screwed to the outer shell 200.

  The front lens 202 and the built-in LED board 204 are formed with insertion holes 202c and 204c at positions corresponding to the two bosses 200b. The front lens 202 and the built-in LED board 204 are attached to the outer shell 200. The boss portion 200b is inserted into the insertion holes 202c and 204c. The built-in LED board 204 is also formed with an insertion hole 204d at a position corresponding to the holding rod 206a. When the built-in LED board 204 is attached to the rear cover 206, the two holding rods 206a are inserted into the corresponding insertion holes 204d. Is inserted.

  The built-in LED board 204 is disposed so as to be close to the back of the rear cover 206, and in this state, the built-in LED board 204 is screwed to the rear cover 206. A rectangular insertion hole 206c is formed in the rear cover 206 at a position corresponding to the female connector 204c of the built-in LED board 204. Therefore, in a state where the built-in LED board 204 is attached to the rear cover 206, the female connector 204c is attached to the female connector 204c. On the other hand, a male connector can be connected from the rear side of the rear cover 206.

  The drive shaft 96a is screwed to the rear cover 206 at its front end. Since the drive shaft 96a is firmly fixed to the rear cover 206 in this state, the rotation of the drive shaft 96a is directly transmitted to the entire movable decorative body 44a via the rear cover 206. In the rear cover 206, ribs for reinforcement are formed in a radial pattern as appropriate at the mounting portion of the drive shaft 96a.

  25 and 26 show the movable decorative body 44a in its completed state. As shown in FIG. 25 (b), the male connector 208 is connected to the female connector 204 c of the built-in LED board 204 with the rear cover 206 attached to the outer shell 200. A harness wire bundle 208 made up of a plurality of electrical wirings is connected to the connector 208, and this harness wire bundle 208 is fixed to the back surface of the rear cover 206 by an adhesive tape piece 210 (wiring fixing member) at a position away from the connector 208 ( Pasted).

  As is clear from FIG. 26, in this embodiment, the virtual center line in the front-rear direction of the movable decorative body 44a and the axis line of the drive shaft 96a are not parallel to each other. Therefore, even if the player visually recognizes the movable decorative body 44a from the axial direction (horizontal direction) of the drive shaft 96a, in addition to the front surface of the movable decorative body 44a, the player has an upper surface at a certain angle. Visible to. Further, in this state, when the movable decorative body 44a rotates around the axis of the drive shaft 96a, the virtual center line is displaced so as to perform a “slashing motion”. In this case, since the outer surface of the movable decorative body 44a is displaced at various angles with respect to the axis of the drive shaft 96a, even if the player views the movement of the movable decorative body 44a from a certain angle (for example, directly in front). The outer surface of the movable decorative body 44a can be displaced at various angles with respect to the direction of the player's line of sight, thereby causing a visual change.

  FIG. 27 shows a state in which the movable decorative bodies 44a, 44b, and 44c are removed from the rear unit 42b. As illustrated in FIG. 25B, a harness wire bundle 208 connected to the built-in LED board 204 is connected to each movable decorative body 44a, 44b, 44c, and the rear unit 42b is correspondingly connected thereto. Three wiring holes 212a, 212b, and 212c are formed on the front surface (the surface of the decorative member 46), and each harness wire bundle 208 is passed through the wiring holes 212a, 212b, and 212c inside the rear unit 42b (inner casing). It is to be inserted.

  At this time, the wiring holes 212a, 212b, and 212c are positioned so as to be hidden within the movable range of the corresponding movable decorative body 44a when viewed from the front side. Therefore, even if the movable decorative bodies 44a, 44b, 44c are operated, the presence of the wiring holes 212a, 212b, 212c remains hidden by the movable decorative bodies 44a, 44b, 44c. Further, in the present embodiment, the harness wire bundle 208 has a color similar to the surface color of the movable decorative bodies 44a, 44b, and 44c, so that the presence of the harness wire bundle 208 is not conspicuous.

  As described above, in this embodiment, the movable decorative bodies 44a, 44b, and 44c have electrical components such as the built-in LED board 204 and are operated by the solenoids 94a, 94b, and 94c. -Since the presence of the harness wire bundle 208 is not visually recognized from the front side during non-operation, the appearance can be greatly improved without impairing the appearance at the time of production.

  In the present embodiment, the movable decorative bodies 44a, 44b, and 44c can be operated independently, and two or more (two or all three) can be operated simultaneously or simultaneously. In particular, in the present embodiment, among the three movable decorative bodies 44a, 44b, 44c, the operating direction of the movable decorative body 44c located at the bottom (the shape of "O") is opposite to the other two. Therefore, when only the lowermost movable decorative body 44c is operated alone, the left side portion of the movable decorative body 44c moves away from the movable decorative body 44b on the lower side. Will work. This effectively eliminates the mutual interference of the movable decorative bodies 44b and 44c in the rendering device 42, thereby preventing damage to parts and occurrence of mechanical troubles and ensuring the certainty of the rendering operation. Can do.

  In the present embodiment, the shape of the inner peripheral surface of the front unit 42a is determined in consideration of the clearance for avoiding interference with the movable display bodies 44a, 44b, 44c. The decorative body 43d and the “mammoth tusks” type decorative body 43e are effectively arranged at positions where such a clearance can be secured. As a result, the limited space of the game area 12 and the production device 42 is effectively utilized to maximize the decorativeness, and the movable display bodies 44a, 44b, 44c have succeeded in securing a large movable range. Yes.

  Next, control of the movable decorative bodies 44a, 44b, and 44c will be described. Control of the movable decorative bodies 44a, 44b, and 44c is roughly divided into two types: control of the drive mechanism and light emission control of the LED chip 204a. Among these, the control of the drive mechanism is performed as drive control of the solenoids 94a, 94b, 94c constituting the drive mechanism. The light emission control is performed as light emission / light emission color / gradation control of the LED chip 204a.

  The above drive control and light emission control are performed by the sub-integrated substrate 111 already described (refer to FIG. 11 as appropriate). That is, the sub-integrated board 111 can input drive signals to the solenoids 94a, 94b, and 94c via the lamp drive board 119, thereby individually driving the solenoids 94a, 94b, and 94c. As a result, the corresponding movable decorative bodies 44a, 44b, and 44c are individually actuated, and the effect operation is executed in such a manner that “the character moves” at a position that is visible from the front side.

  When a lamp lighting signal is output from the sub-integrated board 111, the lamp lighting signal is distributed by the lamp driving board 119 and input to the corresponding LED chip 204a. As a result, the sub-integrated board 11 can perform control of light emission color and gradation control of the light emission luminance, including control of lighting / flashing / light-off of each LED chip 204a. As a result, the corresponding movable decorative bodies 44a, 44b, and 44c perform the light emitting operation individually, and the effect operation is executed in such a manner that “characters emit light” at a position that is visible from the front side.

  As described above, in the present embodiment, drive control and light emission control of the movable display bodies 44a, 44b, and 44c can be performed by the sub-integrated substrate 111, but what operation pattern is adopted in the sub-integrated substrate 111. It is determined based on the effect command transmitted from the main board 101. The sub-integrated board 111 interprets the lottery result (not only the winning result but also the variation / stop display mode of the special symbol, the presence / absence of the probability variation, etc.) from the effect command transmitted from the main board 101, and the movable display 44a , 44b, 44c are executed (decoration control means).

  In the integrated ROM 113 of the sub integrated substrate 111, effect pattern data corresponding to the effect command is stored in advance, and the sub integrated substrate 111 reads the corresponding effect pattern data based on the effect command received from the main board 101.

  In the effect pattern data, specific control contents regarding drive control / light emission control of the movable display bodies 44a, 44b, 44c are recorded in advance. For example, which of the three movable display bodies 44a, 44b, and 44c is to be operated (operation target), in which mode is to be operated (operation mode), and which of the three movable display bodies 44a, 44b, and 44c is lit Information on whether to perform the operation (emission target), how to perform the light emission operation by the LED chip 204a (emission pattern), and the like is set in detail.

  When the effect pattern data is selected on the sub-integrated board 111, solenoid drive signals corresponding to the movable display bodies 44a, 44b, 44c set as the operation targets in the effect pattern data are output from the sub-integrated board 111. As a result, the movable display bodies 44a, 44b, 44c to be actuated operate within the movable range. Further, if a plurality of types of operation modes are prepared in the effect pattern data, for example, the movable display bodies 44a, 44b, and 44c can be operated so as to wiggle, or can be operated slowly and reciprocally. .

  Similarly, lamp lighting signals corresponding to the movable display bodies 44 a, 44 b, 44 c set as light emission targets in the effect pattern data are output from the sub-integrated board 111. Thereby, light emission operation | movement is performed in the movable display bodies 44a, 44b, 44c used as light emission object. Further, if a plurality of types of light emission modes are prepared in the effect pattern data, for example, the light emission luminance of the movable display bodies 44a, 44b, 44c is changed to multiple gradations, the light emission color is changed stepwise, The lighting / flashing pattern can be changed.

  At this time, for example, if the result of the big hit determination is a win, an effect pattern that activates the three movable display bodies 44a, 44b, 44c all at once is adopted, or the three movable display bodies 44a, 44b, 44c are sequentially operated. By adopting an effect pattern such as activation, it is possible to express so-called “high hit reliability” in an effect.

  Alternatively, when a variation display pattern of reach variation is selected from the big hit random number value on the main board 101, the player can operate by operating the three movable display bodies 44a, 44b, 44c with contents similar to the above-described effect pattern. Reach production can also be provided.

  Furthermore, regarding the light emission mode of the LED chip 204a, it is possible to execute various effects based on the lottery results by variously setting the light emission mode depending on the variation display pattern such as the big hit variation and the reach variation.

  The present invention can be implemented with various modifications without being limited to the above-described embodiment.

  (1) In one embodiment, the light guide member 90 is provided in the front unit 42a. However, the light guide member can be installed in the rear unit 42b instead of the front unit 42a, and the front unit 42a and A light guide member can be installed on both of the rear units 42b.

  (2) In one embodiment, the light emission area of the front unit 42a is a display that displays the start memory number of a special symbol, but the light emission area of the front unit 42a is a special symbol itself. Alternatively, the normal symbol or the starting memory number of the normal symbol may be displayed. Alternatively, the light emitting area is not directly related to the symbol lottery and may have a property of performing a stunning operation.

  (3) In the above-described embodiment, in addition to the front-side ball guiding member 70 to be subjected to performance evaluation, the rear-side ball guiding member 72 is detachable from the rear unit 42b. However, the back-side ball guiding member 72 may be formed integrally with the rear unit 42b. That is, the back-side ball guiding member 72 is not directly related to the evaluation of the ball guiding performance unlike the front-side ball guiding member 70, and therefore the present invention can be implemented even if it is a structure integrated with the rear unit 42b. This is because there is no hindrance.

  (4) In one embodiment, when the game balls that have not been guided to the discharge passage 72d by the ball guide member 70 move to the lower edge of the front unit 42a, they are collected in the central portion (above the discharge port 72e). However, the game ball may be dropped from a position left and right away from the central portion. In this case, since the winning probability when the game ball is guided to the discharge passage 72d can be relatively increased, the effect of increasing the player's expectation for the movement of the game ball on the ball guide member 70 is increased.

  (5) In one embodiment, the ball guide member 72 on the back side is screwed to the rear unit 42b together with the ball guide member 70 to be exchanged, but these may be fixed separately.

  (6) In one embodiment, the engagement piece 42s protruding toward the front unit 42a is formed, and the engagement hole 42h for receiving the engagement piece 42h is formed toward the rear unit 42b. The positional relationship may be reversed.

  (7) In one embodiment, the warp passages (78a, 78b) are formed on the left side of the rendering device 42, but a mode in which a warp passage is formed on the right side may be employed.

  (8) In one embodiment, “Gi”, “A”, “O”, “-” are given as katakana characters represented by a movable ornament or a fixed ornament, but other types of characters are used. A character string having a different meaning in terms of language may be used.

  (9) In one embodiment, the movable decorative body has a shape of a katakana character. However, the movable decorative body has a shape of a character for various languages such as a foreign character in addition to a hiragana character and a kanji. It may be one that has been designed.

  (10) With respect to the arrangement of the movable decorative body, in one embodiment, a pachinko machine game board is taken as an example, but the movable display body is arranged inside the front door of a rotating game machine (slot machine), for example. It may be.

  (11) In addition, the specific forms of the front unit 42a and the rear unit 42b mentioned in the embodiment are merely examples, and it goes without saying that these can be appropriately modified.

  Next, various control processes executed on the main board 101 in accordance with the game progress of the pachinko machine 1 will be described with reference to FIGS. FIG. 28 is a flowchart showing an example of main processing executed by the CPU 102 mounted on the main board 101. FIG. 29 is a flowchart illustrating an example of processing upon occurrence of power interruption. FIG. 30 is a flowchart illustrating an example of timer interrupt processing. FIG. 31 is a table showing the random numbers updated in the main board 101. FIG. 32 is a flowchart showing an example of the game process. FIG. 33 is a flowchart showing the variation start process. FIG. 34 is a flowchart illustrating an example of the big hit determination process. FIG. 35 is a flowchart illustrating an example of the variable display pattern setting process. FIG. 36 is a list showing an example of the variable display pattern table. Note that the timer interrupt process is executed by the CPU 102 mounted on the main board 101 at a predetermined timing (in this embodiment, every 4 ms).

  As shown in FIG. 28, when the supply of power to the pachinko machine 1 is started, the CPU 102 executes a power-on process (step S1). In this power-on process, it is determined whether or not the backup data stored in the RAM 104 is normal (is a set value when a power failure occurs). If normal, the backup data stored in the RAM 104 is used. Executes processing to restore the power outage (power recovery processing), and if the backup data is abnormal, clears RAM104 and performs CPU peripheral device settings (normal initial settings: interrupt timing settings, etc.) . When power supply to the pachinko machine 1 is stopped during the game, the current game state is stored in the RAM 104 as backup data. If the RAM erase switch for instructing the clearing of the backup data stored in the RAM 104 is turned on in the power-on process, the RAM 104 is cleared and normal initialization is performed. If backup data is not stored in the RAM 104 mounted on the main board 101 in the power-on process, the RAM 104 is cleared and normal initialization is performed. In the power-on process, a process of setting a power-on command indicating that the main board 101 is activated to the sub-integrated board 111 when normal initial setting is executed is also executed. The power-on command notifies the sub integrated board 111 that the main board 101 has been activated. Note that the backup data is also stored in the RAM 104 even when the power supply to the pachinko machine 1 is stopped (when the power is turned off) when the amusement store is closed, etc., and the power is supplied when the power supply to the pachinko machine 1 is started again. Processing at the time of execution is executed.

  When the power-on process ends, the CPU 102 starts a loop process that repeatedly executes each process for gaming. At the start of this loop processing, the CPU 102 first determines whether or not a power failure notice signal has been detected (step S2). In this embodiment, the power supply voltage used in the pachinko machine 1 is generated by a power supply board (not shown). That is, since the plurality of types of devices mounted on the pachinko machine 1 operate with different power supply voltages, the power supply voltage supplied from the external power supply to the pachinko machine 1 is converted into a predetermined power supply voltage on the power supply board, Supplying to the device. Therefore, when a power failure occurs and the power supply voltage supplied from the external power supply to the power supply board is equal to or lower than the predetermined power supply voltage, a power failure notice signal indicating that the supply of power supply voltage from the power supply board to the main board 101 is stopped is transmitted. Is done. Then, when a power failure notice signal is detected by the CPU 102 mounted on the main board 101 in step S2, a process at the time of occurrence of power interruption is executed (step S4). When the power interruption occurs, the operation of the gaming machine is in a state before the power failure when the power supply voltage supplied to the power supply board after the power failure is restored (24V in this embodiment) (hereinafter referred to as power recovery). This is a process of storing the state at the time of the occurrence of a power failure as backup data in the RAM 104 in order to start from. Although the processing content will be described later, in the present embodiment, as shown in the figure, the power failure occurrence processing is not interrupt processing, but as branch processing that is executed immediately after the start of the loop depending on whether or not a power failure warning signal is detected. It is incorporated in the main process (main control process).

  When the power failure warning signal is not detected in step S2, that is, when the power from the external power supply is normally supplied, random number update processing 2 for updating various random numbers used in the game is performed (step S3). . The random number updated in the random number update process 2 will be described later.

  FIG. 29 is a flowchart illustrating an example of a process when a power interruption occurs (step S4). As described above, the power-off occurrence process is a process executed when a power failure warning signal is detected in the main process. First, the CPU 102 performs an interrupt prohibition setting so that the interrupt process is not executed (step S4a). Then, the checksum of the RAM 104 is calculated and stored in a predetermined area of the RAM 104 (step S4b). This checksum is used to check whether or not the contents of the RAM 104 before the power failure is retained at the time of power recovery.

  Next, the CPU 102 sets a specified value indicating that the process at the time of power-off occurrence has been performed in a backup flag provided in a predetermined area of the RAM 104 (step S4c). When the above processing is completed, the CPU 102 prohibits access to the RAM 104 (step S4d) and enters an infinite loop to prepare for stopping power supply. In this process, if the power supply voltage becomes unstable due to a very short power failure, etc. (hereinafter referred to as “instantaneous power interruption”), the process at the time of the occurrence of power interruption has started. Since the power supply voltage is not stopped, there is a possibility that it is impossible to return from the infinite loop in the above processing. In order to avoid such adverse effects, the CPU 102 of this embodiment is provided with a watchdog timer, and is configured to be reset if the watchdog timer is not updated for a predetermined time. The watchdog timer is periodically updated while the process is normally performed. However, the watchdog timer enters the process when the power is cut off and is not updated. As a result, even when the power interruption occurs due to a momentary power failure and the infinite loop of FIG. 29 is entered, a reset is applied after a predetermined period of time, and the CPU 102 is started in the same process as when the power is turned on.

  FIG. 30 is a flowchart illustrating an example of timer interrupt processing. As described above, in this embodiment, the timer interrupt process is executed every 4 ms by the CPU 102 mounted on the main board 101 during the execution of the main process. In the timer interrupt process, the CPU 102 executes the process from step S11 to step S19 after executing the register saving process (step S10). In the switch input process of step S11, a process of monitoring the detection signals of the above-described switches (gate switch 174a, start port switches 170a and 170b, count switch 175a, general winning switch 113a, etc.) is executed. In the payout operation process in step S12, a payout command for instructing payout of the game ball is transmitted to the payout board 105 based on the signal detected in the switch input process (step S11). In the random number update process 1 in step S13, a process of updating various random numbers used in the game is executed. In this embodiment, the random number updated in the random number update process 1 is different from the random number updated in the random number update process 2 described above. Although the random number will be described later, the random number updated in the random number update process 2 may be updated in the random number update process 1 as well.

  Moreover, in the game process of step S14, the process which controls the pachinko machine 1 according to the progress state of a game is performed. In the normal symbol game of step S15, control processing related to the normal symbol display 144 is executed. In the ordinary electric accessory game in step S16, processing for opening / closing control of the opening / closing member 56a is executed. In the special symbol game of step S17, control is executed to display the special symbol display 141 in a variable manner based on the result of the game process (step S14). In the special electric accessory game of step S18, the solenoid 176a is controlled to move and the opening / closing control of the opening / closing member 60a is executed. In the command transmission output process of step S19, a process of transmitting the effect command set in the game process (step S14) to the sub-integrated board 111 is executed. In the command transmission output process (step S19), a process of transmitting the power-on command set in the power-on process (step S1) to the sub integrated board 111 when power supply to the pachinko machine 1 is started. Done. In the I / O port output process of step S20, a process of outputting a state signal indicating a gaming state to the outside of the pachinko machine 1 (for example, a management computer), a process of outputting a drive signal to the special figure start memory lamp 147, etc. Execute. When the processing from step S11 to step S20 is executed, the register restoration processing (step S21) is executed, and the processing is terminated.

  Here, various random numbers updated by the CPU 102 mounted on the main board 101 in the random number update process 1 (step S13) and the random number update process 2 (step S3) described above will be described with reference to FIG. As shown in FIG. 31, in this embodiment, as various random numbers used in the game, a big hit determination random number used for determining whether or not to generate a big hit gaming state (big hit determination), a big hit gaming state in the big hit determination Is a probability variation determination random number used to determine whether or not to make a probability variation big hit (probability variation determination) when it is determined that a big hit gaming state is not to be generated in the big hit determination, it is out of reach with a reach mode Reach determination random number used for the determination (reach determination), variation display pattern random number used to determine the variation display pattern of the special symbol displayed on the special symbol display 141, the entrance device 56 There is a normal random number per symbol used to determine whether or not the open / close member 56a is controlled to be in an open state (normal symbol per determination). The variable display pattern of the special symbol may be determined using the reach determination random number, and the variable display pattern of the decorative symbol controlled by the liquid crystal display device 50 may be determined.

  Among these random numbers, in the random number update process 1, the big hit determination random number related to the occurrence of the big hit gaming state, the probability variation determination random number, and the normal symbol related to whether or not to control the opening / closing member 56a of the entrance device 56 to the open state Update the decision random number. That is, the random number used for the determination regarding whether the big hit gaming state is generated and whether the opening / closing member 56a of the pitching device 56 is controlled to the open state is updated every 4 ms as a predetermined timing. By doing so, the probability (probability to determine that the big hit gaming state is generated, probability to determine to control the opening / closing member 56a of the pitching device 56 to be in the open state) in each random number in a predetermined period is made constant. It is possible to prevent the player from being disadvantaged. On the other hand, in the random number update process 2, the reach determination random number and the variable display pattern random number are updated regardless of the occurrence of the big hit gaming state and the display result of the normal symbol. Note that the random numbers updated on the main board 101 are not limited to those described above, and in the random number update processing 2, the initial value of the big hit determination random number that starts counting next when the counter that updates the big hit determination random number makes one round. The initial value determination random number and the like are also updated.

  FIG. 32 is a flowchart showing an example of the game process (step S14). In the game control process, the CPU 102 first determines whether or not a game ball has won the upper start port 52 and the lower start port 54 (step S30). Specifically, it is determined whether or not a detection signal is output from the start port switches 170a and 170b. If a detection signal is output from the start port switches 170a and 170b, the upper start port 52 or the lower start port 54 is output. If it is determined that the game ball has won (YES in step S30) and no detection signal is output from the start port switches 170a and 170b, no game ball has been won in the upper start port 52 and the lower start port 54 ( In step S30, NO is determined. When it is determined in step S30 that the game ball has won the upper start port 52 or the lower start port 54, various random numbers (big hit determination random number, probability variation determination random number, etc.) are acquired, and the number of reserved balls provided in the RAM 104 It is determined whether or not the counter value is less than 4 which is the upper limit value (step S31). Then, if the held ball number counter is less than 4 in step S31, start memory storage processing is performed (step S32). If the start port switches 170a and 170b are not turned on in step S30 and if the value of the reserved ball number counter is 4 in step S31, the start storage storing process is not executed. Thereafter, the CPU 102 refers to the value of the process selection flag indicating the progress of the game, and performs any one of steps S40 to S44.

  In the start memory storing process, the process of adding “1” to the held ball number counter and the lighting display mode (number of lamps to be turned on) of the special figure start memory lamp 147 are changed in accordance with the addition of the held ball number counter. A process, and a process of storing the acquired random number value (in this embodiment, a big hit determination random number, a probability variation determination random number) in a storage area of the start memory provided in the RAM 104 in correspondence with the count value of the reserved ball number counter; I do. Thus, the reserved ball number counter is a counter indicating the number of random numbers stored in the storage area of the start memory. If the value of the reserved ball number counter is the upper limit value in step S31, the random number value acquired in step S30 is discarded. When it is determined in step S30 that a game ball has won the upper start opening 52 or the lower start opening 54, various random numbers may be acquired between step S30 and step S32. For example, various random numbers are acquired in step S30. Instead, after it is determined in step S31 that the reserved ball number counter is less than the upper limit value, various random numbers may be acquired, or may be acquired in the start storage storage process (step S32).

  In the variation start process (step S40) executed when the process selection flag is “0”, the start memory number is confirmed. If the start memory number is not 0, the setting for starting the variation display of the special symbol is made. Do. As will be described in detail later, specifically, it is determined whether or not a big hit gaming state is to be generated, and if a big hit gaming state is to be generated, it is determined whether or not to be a promising big hit. In the variable display pattern setting process (step S41) executed when the process selection flag is “1”, settings relating to the variable display of special symbols and decorative symbols are performed. Specifically, although the details will be described later, the variation display pattern of the special symbol is determined, and the variation time set corresponding to the variation display pattern (the variation display of the special symbol is started by the special symbol display 141). To the stop display) is set in the timer. In the changing process (step S42) executed when the process selection flag is “2”, the timer set with the changing time in the changing display pattern setting process (step S41) is monitored, and the timer is timed out. Then, the special symbol display 141 performs a process of stopping the special symbol variation display. At this time, if it is determined that the big hit gaming state is made in the variation start process (step S40), the process selection flag is updated to “3”, and if it is not judged that the big hit gaming state is made, the process selection flag is set. Update to “0”.

  In the big hit game start process (step S43) executed when the process selection flag is “3”, a setting for starting the big hit game state is performed. Specifically, a jackpot start command for instructing execution of the start display of the jackpot gaming state is transmitted to the sub-integrated board 111, and the number of times the attacker device 60 is opened is set.

  In the big hit game processing (step S44) executed when the process selection flag is “4”, the number of game balls detected by the count switch 175a is determined when the big hit gaming state is started, and the predetermined number In order to place the attacker device 60 in a closed state when (10 in this embodiment) game balls have won the big prize opening 62 or when a predetermined period (30 seconds in this embodiment) has elapsed. And a big hit command for instructing the sub-integrated board 111 to execute a display in the big hit gaming state (for example, round display). If the number of rounds in the big hit gaming state has not reached the predetermined number (15 in this embodiment), the process for opening the attacker device 60 is performed again, and the number of rounds in the big hit gaming state is increased. When the predetermined number of times is reached, a jackpot end command is sent to the sub-integrated board 111 to instruct execution of the jackpot gaming state end display, and the process selection flag is updated to “0”.

  FIG. 33 is a flowchart showing an example of the variation start process (step S40). In the variation start process, the CPU 102 determines whether or not the value of the reserved ball number counter is 0 (step S401). As described above, since the value of the held ball number counter indicates the number of random numbers stored in the start memory storage area, if the value of the held ball number counter is 0 in step S401, the start memory is stored. It is determined that there is no data, and the process ends.

  On the other hand, if the value of the reserved ball number counter is not 0 in step S401, a start memory transfer process is executed (step S402). In the start memory transfer process, the process of subtracting 1 from the reserved ball number counter, and after shifting various random numbers stored in the start memory storage area provided in the RAM 104, the start ball storage counter of the start memory storage area A process of reading various random numbers (such as jackpot determination random numbers) stored in the storage area corresponding to 0 is performed. Specifically, various random numbers stored in the storage area corresponding to n (n = 1, 2, 3, 4) of the reserved ball number counter in the storage area of the start memory are stored in the storage area of the start memory. The number is stored in a storage area corresponding to n-1 (n = 0, 1, 2, 3) of the number counter.

  Next, in step S402, it is determined whether or not to generate a big hit gaming state using the big hit determination random number read from the storage area corresponding to 0 of the reserved ball number counter among the storage areas of the reserved memory, and the big hit gaming state is determined. In the case of generating, after the big hit determination process for determining whether or not the probability variation big hit is made (step S403), the process selection flag is updated to “1” (step S404). By updating the process selection flag to “1”, the timer interrupt process occurs next, and the variable display pattern setting process (step S41) can be executed when the game process (step S14) is executed.

  FIG. 34 is a flowchart illustrating an example of the big hit determination process (step S404). In the big hit determination process, the CPU 102 determines whether or not the probability variation flag set in the big hit game process (step S44) is in an ON state (set) (step S51). If the probability variation flag is ON, a probability variation state big hit determination table (not shown) is selected (step S52). A determination table (not shown) is selected (step S53). In the promiscuous state jackpot determination table, 14 jackpot determination values that are determined to generate a jackpot gaming state by matching the jackpot determination random number among 980 jackpot determination random numbers from 0 to 979 are set. The jackpot probability, which is the probability of a jackpot, is 1/70. On the other hand, in the normal / short time state big hit determination table, two big hit determination values are set out of 980 big hit determination random numbers from 0 to 979, and the big hit probability is 1/490.

  Then, the determination value set in the probability change state big hit determination table selected in steps S52 and S53, or the normal / short-time state big hit determination table, and the value of the big hit determination random number read out in the start memory transfer process in step S402 And whether or not to generate a big hit gaming state is determined (step S54). The determination value set in the probability change state big hit determination table selected in steps S52 and S53, or the normal / short-time state big hit determination table, and the value of the big hit determination random number read in the start memory transfer process in step S402 (hold) The jackpot flag is set to ON when it is determined that the jackpot gaming state is to be generated based on the match with the value of the jackpot determination random number stored in the storage area corresponding to 0 of the ball counter. Later (step S55), it is determined based on a probability variation determination table (not shown) in which a predetermined criterion value is set whether or not the probability variation big hit is made (step S56). Specifically, it is set in the probability variation determination table and the value of the probability variation determination random number read in the start memory transition process in step S402 (value of the probability variation determination random number stored in the storage area corresponding to 0 of the reserved ball number counter). It is determined whether or not it is a probable big hit based on whether or not the determination value matches. In the present embodiment, the probability variation entry ratio (the ratio of the probability variation to the probability variation big hit) is 2/3, that is, the probability variation big hit among the nine probability variation determination random numbers from 0 to 8. Six determination values to be determined are set in the probability variation determination table.

  If it is determined in step S56 that the determination value set in the probability variation determination table and the value of the probability variation determination random number read in the start memory transfer process in step S402 match, the probability variation state is determined. The flag is turned on (set) (step S57). On the other hand, when it is determined in step S54 that a big hit is not made (deviated) and in step S56 it is decided that a probability variation big hit is not made (non-probable variation big hit), the following processing is executed. The process ends without Note that the ON / OFF state (set state, reset state) of the big hit flag and the probability variation state flag is stored in the RAM 104. Further, the OFF state (reset state) of the big hit flag and the probability change state flag is a value of “0”, and the ON state (set state) of the big hit flag and the probability change state flag is a value of “1”. Is set.

  Note that the big hit flag is a flag indicating control for shifting to the big hit gaming state. If the big hit flag is set in the big hit game start process (step S43), the big hit gaming state is generated. The probability change state flag is a flag indicating the transition control to the probability variation state after the big hit gaming state is finished, and the probability change state flag is set when the big hit gaming state is ended in the big hit gaming process (step S44). Then, the process of resetting the probability variation state flag and setting the probability variation flag indicating the probability variation state is executed. In the state in which the probability variation flag is set, the probability variation state is controlled as described above. For example, the probability variation state big hit determination table in step S52 described above is selected and the state other than the probability variation state (normal state, time reduction state). The probability of determining that a big hit gaming state is to be generated is increased. If the probability variation flag is set in the big hit game start processing (step S43), processing for resetting the probability variation flag is executed.

  FIG. 35 is a flowchart showing an example of the variable display pattern setting process (step S41). In the variable display pattern setting process, the CPU 102 determines whether or not a big hit is made as a result of the current variable display, that is, whether or not the big hit flag is set (step S410), and the big hit flag is set. If it is ON (if it is in the ON state), the big hit time fluctuation display pattern table (see FIG. 36) in which the fluctuation display pattern used when the big hit is set is selected (step S412). If the big hit flag is not set (if it is OFF), a reach determination random number is acquired and stored in a predetermined storage area of the RAM 104 and set in a reach determination table in which a predetermined determination value is set. It is determined whether or not reach is determined based on whether or not the determined determination value matches the value of the acquired reach determination random number (step S411). When it is determined that the reach mode is selected, a reach-time variation display pattern table (see FIG. 36) in which a variation display pattern showing a mode for deriving an outlier design with a reach mode is selected is selected (step S413), and reach is performed. When it is determined not to be an aspect, an out-of-fluctuation variation display pattern table (see FIG. 36) in which a variation display pattern showing an aspect for deriving an out-of-sequence symbol without a reach aspect is set is selected (step S414). In the reach determination table, the reach probability (reach mode ratio) is 1 / 12.5, that is, two determination values out of 25 reach determination random numbers from 0 to 24 are reach determination. Set in the table.

  Then, the random display pattern random number is acquired and stored in a predetermined storage area of the RAM 104, and the big hit variation display pattern table, the reach variation display pattern table selected in Steps S411, S413, and S414, the deviation variation display pattern. The variation display pattern in which the determination value set in any one of the variation display pattern tables matches the value of the acquired variation display pattern random number is determined (step S415).

  In addition, the fluctuation display pattern table at the time of loss includes a table in which only a fluctuation display pattern of “normal fluctuation” of fluctuation number 1 and a fluctuation display pattern of “slip off” of fluctuation number 27 described later, And a table in which only the variation display pattern of “variation” is set, and when the above-mentioned time-shortening control is not executed, the variation display pattern of “normal variation” of variation number 1 and “slip slip” of variation number 27 When only the variable display pattern of “” is selected and the time-shortening control is being executed, the table in which only the variable display pattern of “shortened variation” of variation number 2 is set is selected. That is, when the time reduction control is not executed, the fluctuation display pattern of “normal fluctuation” of the fluctuation number 1 or the fluctuation display pattern of “slip off” of the fluctuation number 27 is determined and the time reduction control is executed. Is determined to be a variation display pattern of variation number 2 of “shortening variation”. The variation display pattern (table) of variation number 2 for “shortening variation” is a jackpot extracted based on the detection by the start port switches 170a and 170b even when the time reduction control is not executed. The value of the reserved ball number counter indicating the stored number of determination random numbers can be selected when any one of the conditions such as the upper limit value and the probability variation state is satisfied.

  Next, a variation display pattern command is set as an effect command for designating the variation display pattern determined in step S415 (step S416), and a variation time corresponding to the variation display pattern is provided in the RAM 104 mounted on the main board 101. A timer (in this embodiment, a valid period timer) is set (step S417). In step S417, the variation time set in the variation display pattern determined in step S415 is set in the effective period timer. Note that the variable display pattern command set in step S416 is transmitted to the sub-integrated board 111 in the command transmission output process (step S19). Further, when a variable display pattern command is transmitted to the sub-integrated board 111 by command transmission output processing, a drive signal is output to the special symbol display 41 in a special symbol game to start the variable symbol variable display.

  Here, the variation display pattern command is data of 2 bytes. Each variation display pattern command displays the variation display of the special symbol after the special symbol variation display is started on the special symbol display 41. Data for specifying the variation time until reach and reach production are included. Of the 2-byte variable display pattern command, the first byte is data that can specify a variable display pattern, and the second byte is data that can specify a variable number (variable display pattern). . That is, the integrated CPU 112 mounted on the sub-integrated board 111 can recognize the variable display pattern based on the first byte data, and further identifies the variable display pattern based on the second byte data. .

  The variable display pattern determined in step S415 will be described with reference to FIG. FIG. 36 is a table showing an example of the variable display pattern. In the liquid crystal display device 50, the variation display pattern is changed to the variation display pattern during the variation time of the special symbol (the time from the start of the variation display of the special symbol on the special symbol display 141 until the variation display of the special symbol is stopped). The resulting effect mode is displayed as an image. Here, in accordance with the game concept of the pachinko machine 1 of the present embodiment, the main character “Gon” (Gon character GC), which is a character appearing in a creative story, and “Gon Father” (Gon Father character TC) surrounding him. : Father of the hero), “Pico” (Pico character PC: Female friend of the hero), “Ape” (Ape character RC), “Mole” (Mole character MOC), “Mammoth” (Mammoth character MC), “Saber Tiger” ”Etc. are expressed comically against the background of the primitive era, improving the expectation of the results of the defeat and suppressing the decline in the interest of the game.

  The “normal fluctuation” of the fluctuation number 1 is a fluctuation display pattern without a reach mode. The variation number 2 “shortening variation” is a variation display pattern in which the variation time of the special symbol and the decorative symbol is shorter than the “normal variation”. The “normal reach” of the variation numbers 3 and 4 is a variation display pattern in which the super reach effect is not executed after the normal reach effect is executed with the reach mode. The super reach effect is a reach effect that is performed after the first to third stage effects are executed after the first to third stage effects described later are executed after the normal reach effect is executed.

  In addition, “Gon father reach” of variation numbers 5 and 6 is a super reach production after the execution of the normal reach production, and the father character TC vigorously moves the stone axes toward a plurality of decorative symbols arranged in one direction. This is a variable display pattern for executing a Gohan father reach effect by crushing the decorative design by throwing it away and using the remaining decorative design as a stop design.

  Further, the “ape reach” of the variation numbers 9 and 10 is a super reach production after execution of the normal reach production, and a plurality of decorative symbols in which the ape character RC is stacked in one direction are sequentially arranged from the lower decoration design by bare hands. This is a variable display pattern for executing an ape reach effect that uses a decorative pattern that has been crushed and that cannot be crushed as a stop pattern. In addition, the banana which is favorite food of the ape character RC has appeared on the some decorative symbol piled up.

  Further, “Gonreach” of variation numbers 13 and 14 means that the Goon character GC and the Peco character PC are driven by the saber tiger character SC to the cliff as a super reach production after the execution of the normal reach production. This is a variable display pattern for executing a gore-reaching effect using the decorative symbol that has fallen at the end and finally dropped under the cliff as a stop symbol.

  Moreover, the “cliff break reach” of the variation numbers 7, 8, 11, 12, 15 and 16 is the development effect after the execution of the super reach effect of any one of the Goon father reach production, the ape reach production or the Gon reach production. The trio of Gon father character TC, ape character RC, and Gon character GC go back and forth to the decorative pattern falling one after another from the cliff, and the trio collaborates on the cliff in a scene where it can no longer escape If it is lifted and lifted, it is a variable display pattern for executing a landslide reach effect with the decorative symbol as a stop symbol, and when it is not lifted, a decorative symbol other than the decorative symbol as a stop symbol. This landslide reach production may be via any of the super reach productions of Gon Father Reach Production, Ape Reach Production or Gon Reach Production, and Gon Father Character TC, Ape Character RC or Gon Character GC respectively say “Gah”. It is a common development effect that is executed on the occasion.

  In addition, the “ball riding reach” of the variation numbers 17 and 18 is a decorative pattern in which the Goon father character TC, the ape character RC, and the Gon character GC are respectively rotated in one direction as a super reach production after execution of the normal reach production. This is a variable display pattern for executing a ball riding reach effect in which a stop symbol is determined while changing to a decorative symbol approaching one after another.

  In addition, “Stone character reach” of variation numbers 19 and 20 is thrown into the entrance of the volcano as the Gon character GC is blown off by a rotating decorative design as an effect of development after execution of the ball riding reach production. It is a fluctuating display pattern that executes a stone character reach effect that determines a stop symbol while repeating an explosive eruption as it jumps out of the earth with a decorative symbol.

  In addition, the “single reach” of the variation numbers 21 to 26 is a super reach effect after the execution of the normal reach effect. Corresponding symbols corresponding to the decorative symbols are displayed as constellation groups in the night sky (corresponding symbol display control means). This is a variable display pattern for executing a song reach effect (predetermined reach effect) for determining a stop symbol while the display pattern of the corresponding symbol is sequentially changed according to each phrase of the song flowing during the song reach. Note that “Song Reach” includes “Song Short Reach (short-cut effect)” with variable numbers 21 to 23, and “Song” with variable numbers 24-26 with a longer production period than “Song Short Reach”. "Long reach (specific winning effect)". In addition, there are two types of variation display patterns in which “Song Short Reach” is the winning display result, “Song Short Reach A” with variation number 22 and “Song Short Reach B” with variation number 23. "" Song Long Reach A "with a variation number 25 and" Song Long Reach B "with a variation number 26.

  In addition, “mammoth reach” of variation numbers 27 and 28 means that the ape character RC and the Gon character GC are driven into a cliff by the mammoth character MC as a super reach production after the execution of the normal reach production. There is a decorative symbol between the mammoth character MC, and the giant mammoth character MC tries to break the decorative symbol on the sole of the foot, while the duo try to prevent this from stopping. It is a change display pattern which performs the mammoth reach production to determine.

  In addition, “Mammoth Reach Development” with variation numbers 29 and 30 means that the mammoth character MC rolls the decorative design at the tip of the nose as the development effect after execution of the mammoth reach production, and the duo of the ape character RC and the goon character GC is tracked down. On the other hand, this is a variable display pattern for executing a mammoth reach development effect in which a stop symbol is determined by bargaining in which the duo tries to prevent it.

  In addition, the “reaper reaper” of the variable numbers 31 and 32 is whether the reaper character SC erases a plurality of decorative symbols one by one as a special reach effect that does not execute the normal reach effect (and the display of the reach mode confirmation screen). A variation that executes a Reaper Reach effect that determines one of the two decorative symbols (however, one of them includes a symbol that is a combination of jackpots) and decides one of them as a stop symbol. It is a display pattern. Further, the “full rotation reach” of the variation number 33 is a change display pattern that executes a full rotation reach effect that synchronously fluctuates a decorative symbol that is a combination of a big hit symbol as a big hit finalizing effect that does not execute a normal reach effect.

  The variation number 34 “slip off” is accompanied by a slip variation in which the decorative symbol that is about to be stopped (in this embodiment, the right decorative symbol) is shifted to another decorative symbol and stopped. It is a variable display pattern. In this embodiment, the slip fluctuation is displayed as if the decorative pattern for determining whether or not to form the reach mode is stopped after the transition from the high speed fluctuation to the low speed fluctuation. The father character TC or the ape character RC appears, and the decoration symbol once stopped by the stone ax or the ape character RC held by the Gon father character TC is crushed so that another decoration symbol appears and is stopped and displayed. .

  Further, each of the variation numbers 35 to 59 has a slip effect and the same reach effect (normal reach effect, super reach effect, development) as the change display pattern of the change numbers 3 to 20 and 24 to 30 without the slip change. This is a variable display pattern in which an effect or the like is executed. That is, in the process of deriving the reach effect, each reach effect includes a change display pattern that does not involve a slip change (a change display pattern with change numbers 3 to 20 and 24 to 30), and a change display pattern that includes a slip change (changes). Or a variable display pattern of numbers 35 to 59).

  In addition, for each variation display pattern, the variation time of the special symbol (the time from the start of the variation display of the special symbol on the special symbol display 141 until the variation display of the special symbol is stopped) is set. ing. The variation time of the special symbol is set to substantially coincide with the variation time of the decorative symbol designated by the variation display pattern command transmitted to the sub-integrated board 111. In step S415, the variation corresponding to the variation time of the special symbol is set. The variation display pattern having the symbol variation time is determined. In other words, the variation time of the special symbol and the variation time of the decorative symbol do not have to completely coincide.

  In addition, each variation display pattern is set to have a long variation time for special symbols and decorative symbols as the execution time of the representation becomes longer as the reach effect is executed more after the reach mode. Specifically, the variation time of the special symbol and the decorative symbol is a variation display pattern in which the super reach effect is executed after execution of the normal reach effect, rather than the change display pattern (for example, variation numbers 3 and 4) in which only the normal reach effect is executed. (For example, variation numbers 5, 6, 9, 10, 13, 14, 17, 18, 27, and 28) are set longer, and further, a variation display pattern (for example, for executing the development effect after execution of the super reach effect) Variation numbers 7, 8, 11, 12, 15, 16, 19, 20, 29, 30) are set longer.

  Further, the variation display patterns of the variation numbers 35 to 59 are the variation display patterns in which the same reach effect is executed as the variation display patterns of the variation numbers 3 to 20 and 24 to 30 with the slip variation and without the slip variation. However, the special symbol and decorative symbol variation time is set to be long only for the time when the slip variation is executed (in this embodiment, about 4 seconds). This means that if there is a slip variation, it will likely be stopped at the timing when the decorative symbol is stopped when there is no slip variation. This is because the stop display of the decorative symbol is delayed only for the time of.

  Further, in the variation display patterns of variation numbers 3 to 32 and 35 to 59, the reach effect is executed in the same or similar effect mode at the time of the big hit and the time of losing according to the result of the winning, and according to the reach effect. Since the variation time of the special symbol and the decorative symbol are set to be almost the same, it is difficult to recognize the success / failure only by looking at the production, which can make the player throbbing and reduce the interest of the game Absent.

  In this embodiment, in the big hit hour fluctuation display pattern table selected in step S411, the fluctuation display pattern (in FIG. (Variable display patterns marked with a circle in the fluctuation display pattern table shown) are set, and determination values are assigned to these variable display patterns. In addition, the reach variation display pattern table selected in step S413 includes a variation display pattern (variation display pattern shown in FIG. Fluctuation display patterns marked with “x” are set in the winning table, and determination values are assigned to these variation display patterns.

  In addition, the table selected when the above-described time-shortening control is not executed among the variation display pattern tables at the time of losing, the variation display pattern and variation number of “normal variation” of variation number 1 that results in a loss of the result of the win In the table selected when the time-shortening control is executed in the variation display pattern table at the time of the deviation, the variation number at which the winning result is out of order is assigned to the variation display pattern of 27 “slip out”. All the judgment values are assigned to the fluctuation display pattern of 2 “shortening fluctuation”.

  In addition, in the big hit time fluctuation display pattern table and the reach deviation time fluctuation display pattern table, determination values are distributed to the respective fluctuation display patterns so that the big hit expectation degree differs depending on the type of reach effect. Specifically, the variable display pattern that executes the super reach effect is set to have a higher expectation level than the variable display pattern that executes only the normal reach effect, and the advanced effect is executed after the super reach effect is executed. The big hit expectation degree is set so as to increase in the order of the variable display pattern to be executed and the variable display pattern to execute a special reach effect (Reaper Reach effect) without executing the normal reach effect. In the variation display pattern for executing the super reach production, the Gon father reach production (variation numbers 5, 6, 37, 38), the ape reach production (variation numbers 9, 10, 41, 42), and the Gon reach production (variation number). 13, 14, 45, 46), the jackpot expectation degree of the variation display pattern is set to the same level, and then the ball riding reach effect (variation numbers 17, 18, 49, 50), the mammoth reach effect (variation number 21, 22, 56, 57), landslide reach production (variation numbers 7, 8, 11, 12, 15, 16, 39, 40, 43, 44, 47, 48), stone character reach production (variation numbers 19, 20, 51, 52), song reach production (variation numbers 21-26, 53-55), mammoth reach development production (variation numbers 23, 24, 58, 59), Shinigami reach production (variation number 31, Jackpot expectations varying display patterns 2) is set to turn higher.

  Next, the CPU 102 checks whether or not the probability variation state flag is set (step S418). When the probability variation state flag is set, the CPU 102 sets a probability variation big hit command, which is an effect command indicating that the probability variation big hit ( Step S419). Then, the process selection flag is updated to “2” (step S420). Note that the probability variation jackpot command set in step S419 is transmitted to the sub integrated substrate 111 in the command transmission output process (step S19) together with the variation display pattern command. As a result, the integrated CPU 112 mounted on the sub-integrated board 111 can recognize that the current variation display results in a probable big hit.

  In the variable display pattern setting process, whether or not the big hit flag and the probable change status flag are set in addition to the probable big hit command as an effect command indicating the winning result is confirmed, the big hit flag is set. A process is executed for setting a winning command indicating an uncertain variable big hit when the status flag is not set, and a winning command indicating a deviation when the big hit flag is not set. The integrated CPU 112 mounted on the sub-integrated board 111 can recognize that the current variation display results in an uncertain variation big hit based on the winning command transmitted together with the variation display pattern command. In this embodiment, the variable display pattern command also includes information indicating the winning result, and the integrated CPU 112 determines whether or not the winning results indicated by the variable display pattern command and the winning command match. ing. This allows the integrated CPU 112 to reliably recognize the result of the current fluctuation display, and prevents malfunctions such as failure to receive a command due to the influence of external noise, etc., and displaying an incorrect fluctuation display result. Can do.

  Also, in the variation display pattern setting process, it is confirmed whether or not the probability variation flag or the time reduction flag is set as an effect command indicating the gaming state, and the gaming state is the probability variation state when the probability variation flag is set. A process for setting a game state command indicating that the game state is in a short time state when the time state flag is set is executed. The gaming state command is transmitted to the sub integrated board 111 in the command transmission output process (step S19) together with the change display pattern command and the winning command. The integrated CPU 112 mounted on the sub-integrated board 111 can recognize that the gaming state is a certain change state when the gaming state command indicates a certain change state, and the gaming state is a short time state by indicating the short time state. I can recognize that.

  Note that the hourly flag is a flag that is set when it is determined in step S56 of the big hit determination process that the probability change big hit is not made (non-probability variable big hit is made), and the big hit gaming state in the big hit game processing (step S44). Processing to be set when ending is executed. When the time reduction flag is set, the time is controlled to the time reduction state. For example, in step S414, the variation time 2 of “variation of shortening” of the variation number 2 in which the variation time of the special symbol is shortened from the normal state from the variation display pattern table at the time of deviation. A variable display pattern is selected. Further, when it is determined in step S54 of the big hit determination process that the next big hit gaming state is to be generated until the predetermined number of special symbol fluctuation display is executed after the big hit gaming state ends, or after the big hit gaming state ends. When the special symbol variable display is executed for the number of times, a process for resetting the hourly flag is executed. Note that the ON / OFF state (set state, reset state) of the time reduction flag is stored in the RAM 104. Further, the OFF state (reset state) of the time reduction flag means that a value of “0” is set, and the ON state (set state) of the time reduction flag means that a value of “1” is set.

  The effective period timer set with the variation time in step S417 is started when the variation display pattern command is transmitted to the sub-integrated board 111 in the command transmission output process (step S19), and in the variation process (step S42). When the effective period timer times out, a special signal indicator 141 is output to drive the special symbol to be controlled by the CPU 102, and the production command (instructing the sub-integrated board 111 to stop changing the decorative symbol display) Send variable stop command). The sub-integrated board 111 performs control for confirming and displaying the stop of the decorative symbol based on the reception of the change stop command.

  In addition, when a plurality of display areas are provided on the display device and symbols are displayed in a variable manner in each display area, the display is stopped at a specific display result when the big hit determination process is performed. When there are multiple display lines to be displayed, when a symbol that has not been stopped on any display line stops at a predetermined symbol, the symbol that is stopped and displayed on the display line becomes a specific display result. Alternatively, a state in which all the symbols are synchronously displayed in a combination such that a specific display result is obtained on any one of the display lines is referred to as a reach mode. In other words, the reach mode is a mode (a mode immediately before a big hit) representing a step before a specific display result (big hit display). In this embodiment, there is only one display line as described above, and among the left, middle and right decorative symbols displayed on the liquid crystal display device 50, the left decorative symbol, the right decorative symbol, and two arbitrary decorative symbols. May be stopped) with the same symbol, and the medium decorative symbol (the remaining decorative symbol when the combination of two arbitrary decorative symbols is stopped) is variably displayed, or the liquid crystal display device 50 All the decorative symbols displayed on the screen are displayed in a synchronized manner with the same symbol combination (for example, the left, middle, and right decorative symbols are displayed in a synchronized manner so that they always have the same design. State) is called a reach mode, and after the reach mode is reached, an effect (such as the frame lamp 27, the game board lamps 92, 204a, the liquid crystal display device 50, the upper speaker 29, the lower speaker 14, etc. Example, lighting or blinking the frame lamp 27 in a predetermined manner, a predetermined image displayed on the liquid crystal display device 50, a predetermined voice output at the top speaker 29 and lower speaker 14) of the reach demonstration.

  Next, processing executed by the integrated CPU 112 mounted on the sub integrated substrate 111 will be described. FIG. 37 is a flowchart showing an example of sub-main processing, and FIG. 38 is a flowchart showing an example of 16 ms steady processing.

  As shown in FIG. 37, when the power supply to the pachinko machine 1 is started, the integrated CPU 112 performs an initial setting process (step S71). In the initial setting process, a process of clearing the integrated RAM 114 mounted on the sub-integrated board 111 is performed. Note that interrupts are prohibited during this initial setting process, and interrupts are permitted after the initial setting process. When the initial setting process (step S71) ends, a loop process for monitoring whether or not the 16 ms elapsed flag T is set is started (step S72).

  In this embodiment, the integrated CPU 112 generates an interrupt every 2 ms and executes a 2 ms steady process. In the 2 ms steady process, a process of counting up the 16 ms progress monitoring counter (adding 1 to the 16 ms progress monitoring counter) is executed, and when the value of the 16 ms progress monitoring counter reaches 8, that is, 16 ms elapses. While the flag T is set, a 16 ms progress monitoring counter is reset (set to 0). As described above, the 16 ms elapsed flag T is set (set) to “1” every 16 ms in the 2 ms steady process, and is normally set (reset) to “0”. If the 16 ms elapsed flag is set in step S72 (the 16 ms elapsed flag T is “1”), the 16 ms elapsed flag is reset (step S73), and then the 16 ms steady process is performed (step S74).

  In the 16 ms steady process, a process for controlling the liquid crystal display device 50, the frame lamp 27, the game board lamps 92 and 204a, the speakers 14 and 29, and the like is executed based on the effect command received from the main board 101. When the 16 ms steady process ends, the process returns to step S72 again, and every time the 16 ms elapse flag T is set, that is, every 16 ms, the above steps S73 to S74 are repeated. On the other hand, if the 16 ms elapsed flag T is not set in step S72 (the 16 ms elapsed flag T is “0”), the loop processing is performed until the 16 ms elapsed flag T is set.

  FIG. 38 is a flowchart illustrating an example of a 16 ms steady process executed every 16 ms in the sub main process. In the 16 ms steady process, the sub-integrated CPU 112 executes the processes of steps S91 to S95. In the command analysis process of step S91, the effect command received from the main board 101 is analyzed. In the effect control process in step S92, a control process related to the liquid crystal display device 50 is executed based on the variable display pattern command. Specifically, a notice effect to be described later is set, a decorative symbol stop symbol is determined, and the like.

  Moreover, in the sound control process of step S93, the control process regarding the speakers 14 and 29 is performed. In the lamp control process in step S94, control processes related to the game board lamps 92 and 204a and the frame lamp 27 are executed. In the information output process in step S95, a display command is transmitted to the display control board 120, and a solenoid driving signal and a lamp lighting signal are transmitted to the lamp driving board 119. In the random number update process of step S96, a process of updating random numbers used for various settings in the effect control process (step S92) is executed.

  Here, various random numbers updated by the integrated CPU 112 mounted on the sub-integrated board 111 in the above-described random number update process (step S96) will be described with reference to FIG. As shown in FIG. 39, in this embodiment, a probabilistic big hit symbol random number used for determining a probabilistic big hit symbol as a decorative symbol stop symbol, and a non-probable big hit symbol used for determining a non-probable big hit symbol as a decorative symbol stop symbol. Random symbols used as design symbols for stoppage of design random symbols and decoration symbols. Used to determine whether or not to execute advance notices, and to decide on advance notice patterns when it is determined that advance notice is to be executed. The advance notice pattern random number to be used, the notice state relating to the determination of the advance notice pattern, the notice state determination random number used for determining whether or not to change the first notice state to the second notice state, and a specific development notice pattern are determined. , The button notice pattern random number used to determine the button notice pattern when executing the button notice as part of the advance notice, When the display pattern is determined to be a variable display pattern for singing reach production, a button production pattern random number used for determining a button production pattern accompanying the singing reach production, a character selection random number used for deciding a character at the time of button production, etc. There is.

  It should be noted that various random numbers (probability big hit symbol random number, non-probable big hit symbol random number, outlier symbol random number, evolution notice pattern random number, notice state determination random number, etc.) are received from the main board 101 in the command analysis process (step S91). Although it is acquired when the command is a variable display pattern, the button notice pattern random number is acquired when an operation signal is input from the operation button 18a within a predetermined button input valid period. The button effect pattern random number is acquired when it is determined in the button effect process (step S751) of the decorative symbol change process (step S701) described later that the change display pattern is a song reach effect, and the character selection random number is It is acquired when an operation signal is input from the operation button 18a within a predetermined button input effective period in the button effect process (step S751).

  In addition, the processes in steps S91 to S96 in the 16 ms steady process are completed within 16 ms. Even if it takes 16 ms or more from the start of the 16 ms steady process to the end of the 16 ms steady process, the 16 ms steady process is started from the beginning immediately after the 16 ms has elapsed since the start of the 16 ms steady process (step S91 described later). Do not execute) That is, when 16 ms elapses during execution of the 16 ms steady process, only the 16 ms elapse flag is set, and when it is determined in step S72 that the 16 ms elapse flag is set after the end of the 16 ms steady process, the 16 ms steady process is performed. To start.

  In this embodiment, the random number update process (step S96) is executed in the 16 ms steady process to update various random numbers. However, the timing (timing) for updating the various random numbers is limited to this. It is not something that can be done. For example, various random numbers may be updated in one or both of the loop process in the sub-main process and the 16 ms steady process.

  FIG. 40 is a flowchart illustrating an example of command analysis processing (step S91). In the command analysis process, the integrated CPU 112 first determines whether or not an effect command has been received from the main board 101 (step S601). In this embodiment, when an effect command is received from the main board 101, other processes such as a 16 ms steady process are interrupted to generate a command reception interrupt process, and the received command is mounted on the sub-integrated board 111. The data is stored in the received command storage area in the integrated RAM 114. The reception command storage area is provided with a plurality of areas corresponding to the reception order of the production commands, and in the command reception interrupt process, the reception command storage areas are stored in the respective areas corresponding to the reception order of the production commands. In step S601, the contents of the received command storage area are confirmed. If the received command is stored, the effect command in the order of reception in the received command storage area is read (step S602).

  Then, it is determined whether or not the read effect command is a variable display pattern command (step S603). If the read effect command is a variable display pattern command (YES in step S603), a variable display pattern reception flag is set. Then, it is stored in the variable display pattern storage area in the integrated RAM 114 mounted on the sub-integrated board 111 (step S604).

  On the other hand, if the read effect command is not a variation display pattern command (NO in step S603), it is determined whether the read effect command is a probability change jackpot command (step S605), and if the read effect command is a probability change jackpot command. If (YES in step S605), a probability variation jackpot flag is set (step S606). If the read effect command is not a probability change jackpot command (NO in step S605), it corresponds to the received effect command (a winning command other than the probability change jackpot command, a gaming state command, a variable stop command, a jackpot start command, etc.). A flag is set (step S607).

  FIG. 41 is a flowchart showing an example of the effect control process (step S92). In the effect control process, the integrated CPU 112 performs one of steps S700 to S702 with reference to the value of the process selection flag indicating the progress of the game.

  In the decorative symbol variation start process (step S700) executed when the process selection flag is “0”, a setting for starting the decorative symbol variation display is performed if a variation display pattern command is received. Specifically, the stop symbol of the decorative symbol is determined according to the variable display pattern command and the probability variation jackpot command, the notice effect is set, and the process selection flag is updated to “1”.

  In the decorative symbol variation process (step S701) executed when the process selection flag is “1”, when the variation stop command is received, a display command is transmitted to the display control board 120 to stop the decorative symbol variation display. Control is performed, and if the big hit start command is received from the main board 101, the processing selection flag is updated to “2”. If the big hit start command is not received from the main board 101, the processing selection flag is updated to “0”. To do. Further, if a specific advance notice pattern or song reach production is executed, after setting the button input effective period of the operation button 18a, it is monitored whether or not the button input effective period, and the button input effective period is monitored. Button notices and button effects are set according to the operation signal input from the operation button 18a during the period.

  In the jackpot display process (step S702) executed when the process selection flag is “2”, a display indicating the start of the jackpot gaming state is performed on the liquid crystal display device 50 in accordance with the jackpot start command transmitted from the main board 101. At the same time, a control for displaying a big hit gaming state (for example, round display etc.) according to the big hit game command transmitted from the main board 101 is executed, and if the big hit end command is received, An end display is performed and the process selection flag is updated to “0”.

  FIG. 42 is a flowchart illustrating an example of the decorative symbol variation start process (step S700). In the decorative symbol variation start process, the integrated CPU 112 first determines whether or not the variation display pattern reception flag is set (step S710). The variation display pattern reception flag is a flag that is set in step S604 of the command analysis process (step S91) described above and indicates that a variation display pattern command has been received from the main board 101. That is, if the variable display pattern reception flag is not set in step S710 (NO in step S710), it is determined that a variable display pattern command has not been received, and the process ends.

  On the other hand, if the variable display pattern reception flag is set (YES in step S710), the variable display pattern reception flag is reset (step S711), and the variable display pattern based on the received variable display pattern command generates a big hit. It is determined whether it is a variable display pattern (whether it is a hit pattern) (step S712). Whether or not the pattern is a hit pattern can be confirmed by referring to the second byte data of the variable display pattern command.

  If the variation display pattern is not a winning pattern (NO in step S712), a stop symbol of the off symbol is determined (step S713). If the variation display pattern is a hit pattern (YES in step S712), it is determined whether the probability variation big hit flag is set (step S714). If the probability change big hit flag is set (YES in step S714). Then, a stop symbol of the probable big hit symbol is determined (step S715), and if the received variation display pattern command is a re-lottery pattern for executing the above-described re-lottery effect (YES in step S715), the re-lottery effect is executed. A temporary stop symbol to be displayed on the liquid crystal display device 50 before is determined (step S715b). Note that the temporary stop symbol determined in step S715b is determined to be a non-probable big hit symbol at a high rate. By configuring in this manner, the non-probable big hit symbol is changed to the probable big hit symbol in the re-lottery effect, and the player's interest is improved compared to when the probable big hit symbol is stopped and displayed before the re-lottery effect is executed. be able to.

  On the other hand, if the probability variation big hit flag is not set in step S714 (NO in step S714), the stop symbol of the non-probable big hit symbol is determined (step S716). The probability variation big hit flag is reset when the big hit gaming state is started in the big hit display process (step S702). The time when the probability variation jackpot flag is reset is not limited to this. For example, when the variation display of the decorative symbol is stopped in the decorative symbol variation processing (step S701), specifically, when the variation stop command is received. It may be reset, or may be reset when the big hit gaming state is ended in the big hit display process (step S702). Thus, in this embodiment, when the received variation display pattern command is a re-lottery pattern, the temporary stop symbol is determined only when the probability variation big hit is reached. On the other hand, when the received variation display pattern command is a re-lottery pattern, if the probability variation big hit is not achieved, the stop symbol determined in step S716 is used in common with the temporary stop symbol.

  In addition, when the received variation display pattern command is a re-lottery pattern, the temporary stop symbol may be determined even when the probability variation big hit is not achieved. In this case, the non-probable variable big hit symbol is changed to the temporary stop symbol. You may decide. In other words, if the probability variation big hit symbol is not displayed as a temporary stop symbol, the player's interest may be drastically reduced if the re-lottery effect is executed and the non-probable big hit symbol is confirmed and displayed. Therefore, it is possible to prevent a decrease in interest by making the temporary stop symbol a non-probable big hit symbol. If you want to drastically reduce the interest of the player, even if the variable display pattern command received is a re-lottery pattern, even if the non-probable big hit symbol is determined to be a temporary stop symbol Good.

  In this embodiment, a combination symbol is determined as a stop symbol out of a combination of odd numbers (specific symbols) that are the same odd symbol (specific symbol) as a probable variation jackpot symbol of a decorative symbol, and the same even symbol as a non-probable variable jackpot symbol of a decorative symbol One of the combinations of (non-specific symbols) is determined as a stop symbol. In step S713, when determining the stop symbol of the shift symbol, it is determined whether it is a variable display pattern with a reach mode. Among them, the left and right decorative symbols are the same symbol, and the middle decorative symbol is determined as a stop symbol that is different from the left and right decorative symbols. On the other hand, if it is a variable display pattern not accompanied by a reach mode, the left, middle, and right decorative symbols are determined as stop symbols that are different from each other.

  Next, the integrated CPU 112 executes a notice selection process for determining whether or not a notice effect is to be executed based on the notice determination random number (step S717), and is then stored in a variable display pattern and a notice type storage area described later. A display command is set according to the notice pattern and the decorative symbol stop symbol determined in steps S713, S715, and S716 (step S718). Then, the process selection flag is updated to “1” and the process ends (step S719). The display command set in step S718 is transmitted to the display control board 120 in the information output process (step S95), and based on the display command received by the display CPU 121 mounted on the display control board 120. The liquid crystal display device 50 starts to execute the decorative symbol variation display. When the notice pattern stored in the notice type storage area is read in step S718, the contents of the notice type storage area are cleared after reading the notice pattern. Thus, it is possible to prevent the notice effect of the notice pattern determined when the change display of the previous decoration symbol is erroneously started in the next decoration pattern change display from being executed.

  FIG. 43 is a flowchart showing an example of the advance notice selection process (step S717) executed in the decorative symbol variation start process (step S700). In the notice selection process, the integrated CPU 112 first extracts the development notice pattern random number and the notice state determination random number used in this process (step S731), and stores them in a predetermined storage area of the integrated RAM 114. Note that the advance notice pattern random number and the notice state determination random number are updated in the random number update process (step S96). Whether or not to change the notice state (change from the first notice state to the second notice state or from the second notice state to the first notice state) based on the notice state determination random number and the upper limit number of each notice state The notice state determination process (step S732) for performing the determination is executed.

  Next, the integrated CPU 112 determines whether or not the first notice state flag is set (step S733). If the first notice state flag is set, the first notice state development notice table (see FIGS. 44 to 47) is selected (step S734), and if the first notice state flag is not set (second notice) If the state flag is set), the second advance notice state development advance notice table (see FIGS. 48 to 51) is selected (step S735). Then, the judgment value set in the first notice state development notice pattern table or the second notice state development notice pattern table selected in steps S734 and S735, and the value of the development notice pattern random number extracted in step S731. Are determined to match the advance notice pattern (step S736).

  The first notice state flag and the second notice state flag are flags that respectively store the notice state of the first notice state or the second notice state, and the first notice state flag is set. For example, the first notice state development notice pattern table is referred to, and if the second notice state development flag is set, the second notice state development notice pattern table is referred to. The first notice state is an advance notice effect (in this embodiment, an advance notice pattern of development notice patterns Nos. 1 to 27 described later) centered on display control of images such as characters on the liquid crystal display device 50. The second notice state is a development notice effect centering on drive control and light emission control of the movable decorative bodies 44a to 44c (in this embodiment, a development notice pattern number described later). 28 to 49 development notice patterns) are executed at a very high rate. Further, ON / OFF states (set state and reset state) of the first notice state flag and the second notice state flag are stored in the integrated RAM 114.

  Next, when it is determined to execute the advance notice (step S737), the advance notice pattern determined in step S736 is stored in the notice type storage area of the integrated RAM 114 mounted on the sub-integrated board 111 (step S737). S738). If the advance notice pattern number 7, 8, 16, 17 has been determined in step S736 (step S739), a button notice execution flag is set (step S740).

  Next, the integrated CPU 112 determines whether or not the gaming state is a certain change state (step S741). Whether or not the game state is a probability change state is determined by receiving a game state command indicating the probability change state from the main board 101, and a game state command indicating the probability change state set in step S607 of the command analysis process (step S91). It can be confirmed by the flag corresponding to. If the gaming state is not a probable change state (NO in step S741), it is determined whether the first notice state flag is set (step S742).

  If the first advance notice state flag is set (YES in step S742) and the advance notice pattern of the advance notice pattern numbers 28 to 49 is determined in step S736 (YES in step S743), it corresponds to the daytime background. The displayed command is set (step S744). In addition, the second notice state flag is set instead of the first notice state flag (NO in step S742), or the development notice pattern numbers 1-27 are developed instead of the development notice pattern numbers 28-49 in step S736. If the notice pattern is determined (NO in step S743), a display command corresponding to the night background is set (step S745).

  On the other hand, if the gaming state is a certain change state (YES in step S741), a display command corresponding to the evening background is set (step S746). The display command set in steps S735 to S737 is transmitted to the display control board 120 in the information output process (step S95), and the display command is received by the display CPU 121 mounted on the display control board 120. Basically, during the normal variation period from the start of the variation display of the decorative symbol to whether or not the reach mode is formed, the liquid crystal display device 50 controls display of any of the daytime background, night background, and evening background as a background image. To do.

  The first notice state development notice pattern table is shown in FIGS. 44 to 47, and the second notice state development notice pattern table is shown in FIGS. 48 to 51. FIG. In these advance notice pattern tables, 50 kinds of advance notice pattern numbers 0 to 49 are prepared as advance notice patterns. When the advance notice pattern number 0 is determined, the advance notice is not executed. That is, in the advance notice pattern table, it is determined whether or not the advance notice is executed based on the advance notice pattern random number, and when the advance notice is decided to be executed, it is decided which of the advance notices is executed. To do. It should be noted that a random number for determining whether or not to execute the advance notice is separately provided, and any one of the advance notice pattern numbers 1 to 49 based on the advance notice pattern random number is determined based on the random number. Alternatively, it may be determined as one development notice pattern. In addition, a random number for determining whether or not to execute Step 5 in the advance notice to be described later is separately provided, and whether or not Step 1 to Step 4 or Step 0 ′ to Step 4 ′ is executed is based on this random number. Whether or not to execute step 5 may be determined.

  Further, in this embodiment, predetermined steps among steps 1 to 4 or steps 0 ′ to 4 ′ and step 5 are set in the advance notice pattern, and based on the decided advance notice pattern. Although the steps are sequentially executed as the advance notice effect, whether or not to execute the steps may be determined individually starting from step 1. For example, first, it is determined whether or not to execute step 1, and when it is determined that step 1 is to be executed, step 1 or step 0 ′ to step 5 is executed so as to determine whether or not step 2 is to be executed. Repeat the determination of whether or not. In this case, as the random number for determining whether or not to execute at each step, only the above-described evolution notice pattern random number may be used, or a different random number may be used for each step.

  Here, in the advance notice pattern of the advance notice pattern numbers 1 to 27, an advance notice effect centering on display control of an image such as a character is set in the liquid crystal display device 50. As shown in FIG. 52 and FIG. 54 (A), the advance notice pattern No. 1 starts displaying the decorative symbols in a variable manner, and the surface of the soil swells as if something is moving in the flat soil. This is an advance notice pattern for executing the effect display (step 1-1) in which the embankment comes toward the front in the screen but the mole character MOC does not appear. In addition, the advance notice pattern number 2 starts to display the decorative pattern variation, and the soil surface swells as if something is moving in the flat soil, and the soil surface is directed forward in the screen. Later, it is an advance notice pattern in which the mole character MOC performs an effect display (step 1-2) in which it appears from the top of the earth.

  The advance notice pattern number 3 executes the effect display (step 1-2) of the mole character MOC in the same manner as the advance notice pattern of the advance notice pattern number 2, and the father character TC appears after a predetermined period (step 2-1). ) Is a development advance notice pattern that executes staged effect display. Further, the advance notice pattern number 4 sequentially executes the effect display of the mole character MOC (step 1-2) and the effect display of the gon father character TC (step 2-1) in the same manner as the advance notice pattern of the advance notice pattern number 3. In addition, this is an advance notice pattern in which a step-by-step effect display is executed by causing an ape character RC to appear (step 3-1) after a predetermined period.

  The advance notice pattern number 5 is similar to the advance notice pattern of the advance notice pattern number 4 and the effect display of the mole character MOC (step 1-2), the effect display of the father father character TC (step 2-1), and the ape character RC. This is a development advance notice pattern in which effect display (step 3-1) is sequentially executed, and step-by-step effect display is executed by causing a gon character GC to appear after a predetermined period of time (step 4-1). Further, the advance notice pattern number 6 is the effect display of the mole character MOC (step 1-2), the effect display of the gona character TC (step 2-1), the ape character, like the advance notice pattern of the advance notice pattern number 4. RC effect display (step 3-1) is sequentially executed, and a step-by-step effect display is executed by causing a pair of characters, a gon character GC and a pico character PC, to appear after a predetermined period of time (step 4-2). This is an advance notice pattern.

  The advance notice pattern number 7 displays the effect of the mole character MOC (step 1-2) in the same manner as the advance notice pattern of the advance notice pattern number 2, and the raccoon character TAC appears after a predetermined period (step 2-2). When the operation button 18a is operated during a predetermined button input valid period set within the appearance period of the raccoon character TAC (when an operation signal is input from the operation button 18a to the sub-integrated board 111), the raccoon character This is a development advance notice pattern in which a staged effect display is executed by causing a mode in which the TAC has changed to appear (step 3-2). Note that when the operation button 18a is not operated during the button input valid period (when no operation signal is input from the operation button 18a to the sub-integrated board 111), a mode in which the raccoon character TAC is changed does not appear. In addition, as a mode in which the raccoon character TAC is changed by one step, contents based on a button notice pattern determined in a button notice selection process described later are displayed.

  In the advance notice pattern number 8, the effect display of the mole character MOC (step 1-2) and the effect display of the raccoon character TAC (step 2-2) are sequentially executed in the same manner as the advance notice pattern of the advance notice pattern number 7. When the operation button 18a is operated during a predetermined button input effective period set within the appearance period of the character TAC (when an operation signal is input from the operation button 18a to the sub-integrated board 111), the character TAC changes. Development that executes stepwise effect display by causing the appearance of the first stage to appear (Step 3-2) and then causing the appearance of the second stage changed by one more stage to appear (Step 4-3) It is a notice pattern. When the operation button 18a is not operated during the button input effective period (when an operation signal is not input from the operation button 18a to the sub-integrated board 111), the character TAC is displayed in the same manner as the advance notice pattern of the advance notice pattern number 7. None of the changed first-stage and second-stage modes appears. In addition, contents based on a button notice pattern determined in a button notice selection process to be described later are effect-displayed as the first and second stages in which the raccoon character TAC has changed.

  The advance notice pattern numbers 9 to 17 display the reach form as a combination of decorative symbols after executing the same effect display as each of the advance notice pattern numbers 0 to 8, and then the reach effect is executed. This is a development advance notice pattern in which staged effect display is executed by causing the mammoth character MC to appear (step 5) during the execution period of the effect display (reach mode confirmation screen) to be recognized by the person.

  The advance notice pattern number 18 executes the effect display of the mole character MOC (step 1-2) in the same manner as the advance notice pattern of the advance notice pattern number 2, and the goon father character TC having a gourd appears after a predetermined period of time ( Step 2-3) is a development advance notice pattern that executes stepwise effect display. Here, in Step 2-1 and Step 2-3, the Gon father character TC appears as the same character, but what is in his hand is a stone ax (Step 2-1) or gourd ( Step 2-3) is a different effect display. Further, the advance notice pattern number 19 is an effect display of the mole character MOC (step 1-2) and an effect display of the gourd father character TC with a gourd (step 2-3), like the advance notice pattern of the advance notice pattern number 18. ) Are sequentially executed, and the skull DC imitating the skull already displayed in the screen from the effect display (step 1-2) of the mole character MOC starts to oscillate in small increments (step 3-3) after a predetermined period of time elapses. This is an advance notice pattern for performing staged effect display.

  The advance notice pattern number 20 is an effect display of the mole character MOC (step 1-2), an effect display of the gourd father character TC with a gourd (step 2-3), like the advance notice pattern of the advance notice pattern number 19. The effect display (step 3-3) at which the skull DC begins to shake is sequentially executed, and the step-by-step effect display is executed by causing the squirrel character RIC to appear from the soil under the skull DC (step 4-4) after a predetermined period. It is an advance notice pattern. Further, the advance notice pattern number 21 is an effect display of the mole character MOC (step 1-2) and an effect display of the gourd father character TC with a gourd (step 2-3), like the advance notice pattern of the advance notice pattern number 19. ), The effect display (step 3-3) at which the skull DC starts to shake is sequentially executed, but unlike the advance notice pattern of the advance notice pattern number 20, the reaper character SC appears with the skull DC as the head after a lapse of a predetermined period ( Step 4-5) is a development advance notice pattern that executes stepwise effect display.

  The advance notice pattern numbers 22 and 23 are different from the advance notice pattern numbers 20 and 21 of the advance notice pattern numbers 20 and 21 after the mole character MOC effect display (step 1-2) is executed. The squirrel character RIC (step 4-4) or the reaper character SC (step 4-5) is executed without executing the display (step 2-3) and the effect display in the middle of the effect display (step 3-3) where the skull DC starts to shake. ) Is a development advance notice pattern that performs stepwise effect display.

  The advance notice pattern numbers 24 to 27 display the reach form as a combination of decorative symbols after executing the effect display similar to each of the advance notice pattern numbers 18 to 20 and 22, and then the reach effect is executed. This is an advance notice pattern in which a staged effect display is executed by causing the mammoth character MC to appear (step 5) during the execution period of the effect display (reach mode confirmation screen).

  Further, in the advance notice pattern of the advance notice pattern numbers 28 to 49, an advance notice effect centering on drive control and light emission control of the movable decorative bodies 44a to 44c is set. As shown in FIG. 53 and FIG. 54 (B), the advance notice pattern number 28 starts the display of variation of the decorative design and executes the effect display (step 0′-1) in which the entire image on the screen is shaken in small steps. This is an advance notice pattern. In addition, the advance notice pattern number 29 starts to display the decorative symbols in a variable manner, and the entire image on the screen shakes little by little. This is an advance notice pattern for executing an effect (step 0′-2) that makes it appear as if lightning has fallen.

  The advance notice pattern number 30 executes the light emission control (step 0′-2) of the decorative member 46 in the same manner as the advance notice pattern of the advance notice pattern number 29, and the lowermost of the movable decoration bodies 44a to 44c after the elapse of a predetermined period. Development that executes a staged effect to clearly recognize the character of “O” by controlling the light emission of the decorative body 45c disposed in the vicinity thereof together with the movable body 44c disposed in the light emission control to white (step 1′-1). It is a notice pattern.

  The advance notice pattern number 31 is the same as the advance notice pattern of the advance notice pattern number 30, and the light emission control of the decorative member 46 (step 0'-2), the light emission control of the movable decoration body 44c and the decoration body 45c (step 1'-1). ) Are sequentially executed, and after the lapse of a predetermined period, the movable decorative body 44b disposed in the middle of the movable decorative bodies 44a to 44c and the decorative body 45b disposed in the vicinity thereof are controlled to emit light in white (step 2'-1). This is a development advance notice pattern that executes a staged effect that clearly recognizes the character “O”.

  The advance notice pattern number 32 is the same as the advance notice pattern of the advance notice pattern number 31, and the light emission control of the decorative member 46 (step 0'-2), the light emission control of the movable decoration body 44c and the decoration body 45c (step 1'-1). ), The light emission control (step 2′-1) of the movable decorative body 44b and the decorative body 45b is sequentially executed, and the movable decorative body 44a disposed above the movable decorative bodies 44a to 44c after the predetermined period has passed. This is a development advance notice pattern in which the decorative body 45a to be arranged is controlled to emit light in white (step 3'-1) and a step-by-step effect for clearly recognizing the character "Gya" is executed.

  The advance notice pattern number 33 is the same as the advance notice pattern of the advance notice pattern number 32, the light emission control of the decorative member 46 (step 0'-2), and the light emission control of the movable decorative body 44c and the decorative body 45c (step 1'-1). ), The light emission control of the movable decorative body 44b and the decorative body 45b (step 2′-1), and the light emission control of the movable decorative body 44a and the decorative body 45a (step 3′-1) are sequentially executed, and the movable decoration is performed after a predetermined period. This is a development advance notice pattern in which stepwise effects are performed by driving the body 44c (step 4'-1) and rotating it multiple times (in this embodiment, 8 times) counterclockwise from the initial position.

  The advance notice pattern number 34 is the same as the advance notice pattern of the advance notice pattern number 32, and the light emission control of the decorative member 46 (step 0'-2) and the light emission control of the movable decoration body 44c and the decoration body 45c (step 1'-1). ), The light emission control of the movable decorative body 44b and the decorative body 45b (step 2′-1), and the light emission control of the movable decorative body 44a and the decorative body 45a (step 3′-1) are sequentially executed, and the movable decoration is performed after a predetermined period. The bodies 44b and 44c are simultaneously driven and controlled (step 4'-2), and the movable decorative body 44b is rotated clockwise from the initial position and the movable decorative body 44c is rotated counterclockwise a plurality of times (in this embodiment, 8). This is an advance notice pattern that executes a staged effect of turning.

  The advance notice pattern number 35 is the same as the advance notice pattern of the advance notice pattern number 32, the light emission control of the decorative member 46 (step 0'-2), and the light emission control of the movable decoration body 44c and the decoration body 45c (step 1'-1). ), The light emission control of the movable decorative body 44b and the decorative body 45b (step 2′-1), and the light emission control of the movable decorative body 44a and the decorative body 45a (step 3′-1) are sequentially executed, and the movable decoration is performed after a predetermined period. The bodies 44b to 44c are simultaneously driven and controlled (step 4'-3) to move the movable decorative bodies 44a and 44b clockwise from the initial position and the movable decorative body 44c multiple times counterclockwise (in this embodiment) , 8 times) This is a development advance notice pattern that executes a staged effect of rotating.

  The advance notice pattern number 36 executes the light emission control (step 0′-2) of the decorative member 46 in the same manner as the advance notice pattern of the advance notice pattern number 29, and the movable ornament 44c and the decor 45c are turned white after a predetermined period. In addition to the light emission control, the movable decorative body 44c is driven and controlled (step 1'-2) to produce a staged effect of rotating a plurality of times (in this embodiment, 8 times) counterclockwise from the initial position. This is an advance notice pattern to be executed.

  The advance notice pattern number 37 is a movable decorative body in addition to the light emission control of the decorative member 46 (step 0'-2) and the light emission control of the movable decorative body 44c and the decorative body 45c, similarly to the advance notice pattern of the advance notice pattern number 36. The drive control of 44c (step 1'-2) is sequentially executed, and the movable decorative body 44b and the decorative body 45b are controlled to emit white light after a predetermined period of time, and the movable decorative body 44b is driven and controlled (step 2'-2). Then, this is a development advance notice pattern that executes a staged effect that is rotated a plurality of times (in this embodiment, eight times) in the clockwise direction from the initial position.

  The advance notice pattern number 38 is a movable decorative body in addition to the light emission control of the decorative member 46 (step 0'-2) and the light emission control of the movable decorative body 44c and the decorative body 45c, similarly to the advance notice pattern of the advance notice pattern number 37. In addition to the drive control of 44c (step 1'-2) and the light emission control of the movable decorative body 44b and the decorative body 45b, the drive control of the movable decorative body 44b (step 2'-2) is sequentially executed, and is movable after a predetermined period of time. The decorative body 44a and the decorative body 45a are controlled to emit light in white, and the movable decorative body 44a is driven and controlled (step 3'-2), so that the decorative body 44a and the decorative body 45a are rotated clockwise from the initial position a plurality of times (in this embodiment, 8 times). It is an advance notice pattern that performs a staged effect of turning.

  The advance notice pattern number 39 is the advance notice pattern of the advance notice pattern number 35 after executing the effect display (step 0′-1) in which the entire image on the screen oscillates in the same manner as the advance notice pattern of the advance notice pattern number 28. Unlike the pattern, the light emission control of the decorative member 46 (step 0'-2), the light emission control of the movable decorative body 44c and the decorative body 45c (step 1'-1), the light emission control of the movable decorative body 44b and the decorative body 45b ( Step 2′-1), without performing the light emission control of the movable decorative body 44a and the decorative body 45a (step 3′-1) in sequence, suddenly after the predetermined period has elapsed, the movable decorative bodies 44b to 44c are suddenly driven and controlled simultaneously (step 4′-3) and moving the movable decorative bodies 44a, 44b in the clockwise direction and the movable decorative body 44c in the counterclockwise direction from the initial position a plurality of times (in this embodiment) 8 times) it is an evolution notice pattern to perform stepwise effect pivoting.

  The advance notice pattern numbers 40 to 49 are executed in the same manner as the advance notice pattern numbers 28, 29, and 32 to 39. The mammoth character MC appears (step 5) during the execution period of the effect display (reach mode confirmation screen) for displaying and then allowing the player to recognize that the reach effect is executed, thereby executing stepwise effect display. This is an advance notice pattern.

  In the advance notice effect executed in this embodiment, the effect set in a plurality of stages is sequentially executed from the effect set in the lower stage to the effect set in the higher stage. As shown in FIG. 55, the advance notice effect (in this embodiment, the advance notice pattern of the advance notice pattern numbers 1 to 27 in this embodiment) is the lowest in the liquid crystal display device 50 centering on the display control of images such as characters. An effect (Step 1-1) in which the mole character MOC does not appear from the heap is set in one stage (Step 1), and an effect (Step 1-2) in which the mole character MOC appears from the heap is set in two stages (Step 2). An effect in which a Gon father character TC with a stone ax appears (step 2-1), an effect in which a raccoon character TAC appears (step 2-2), and an effect in which a Gon father character TC with a gourd appears (step 2-3) ), And the ape character RC appears in three stages (step 3) (step 3-1), the raccoon character TAC An effect in which the changed first stage appearance appears (step 3-2) and an effect in which the skull DC starts to swing (step 3-3) are set, respectively, and an effect in which only the gon character GC appears in four stages (step 4). (Step 4-1), an effect in which the pico character PC appears together with the Gon character GC (Step 4-2), an effect in which the second stage mode in which the raccoon character TAC has changed (Step 4-3), and the squirrel character RIC Is set (step 4-4) and the appearance (step 4-5) where the reaper character SC appears, and the highest five steps (step 5) are set where the mammoth character MC appears. .

  Here, in the first stage (step 1), the same aspect of the production is performed until the embankment moves forward in the screen, and whether or not the mole character MOC appears thereafter is different. Then, only when an effect (step 1-2) in which the mole character MOC appears after the earthing is executed, it can be continued in two stages (step 2).

  Further, in the second stage (step 2), it can appear in the subsequent three and four stages depending on which of the Gon father character TC with the stone ax, the raccoon character TAC, or the Gon father character TC with the gourd appears. The production mode of characters and the like is different. Specifically, when an effect (step 2-1) in which a Gon father character TC with a stone ax appears is performed (step 2-1), an effect in which an ape character RC appears in three stages (step 3-1), four stages It is possible to successively continue the effect in which only the gon character GC appears (step 4-1) or the effect in which the pico character PC appears together with the gon character GC (step 4-2). It should be noted that at the four stages (step 4) after the production (step 3-1) in which the ape character RC appears, at least a similar production mode in which the gon character GC appears, and the peony character PC together with the gon character GC. Whether or not appears. In this case, when either the effect in which only the Gon character GC appears (Step 4-1) or the effect in which the Pico character PC appears together with the Gon character GC (Step 4-2) is executed, there are five stages (Step 5). ) Can be continued.

  In addition, when an effect (step 2-2) in which the raccoon character TAC appears is performed, an effect (step 3-2) in which the first stage aspect in which the raccoon character TAC has changed in the three stages appears, four stages. It is possible to successively continue the effect (step 4-3) in which the second stage mode in which the raccoon character TAC has changed appears. However, if the operation button 18a is not operated during the button input valid period set in step 2-2, the effects in which the first stage and the second stage in which the raccoon character TAC has changed appear (steps 3-2, 4). -3) are not continued sequentially.

  Further, when an effect (step 2-3) in which a gourd father character TC with a gourd appears (step 2-3), an effect (step 3-3) in which the skull DC starts to shake in the third stage (step 3-3), and a squirrel character RIC in the fourth stage. Can be successively continued to the effect (step 4-4) in which appears, or the effect (step 4-5) in which the reaper character SC appears. In this case, when an effect (step 4-4) in which the squirrel character RIC appears is executed, it can be continued in five stages (step 5), while an effect in which the reaper character SC appears (step 4-5). ) Is executed, the reach mode confirmation screen is not displayed, so the process is not continued in five steps (step 5), and the same character (reaper character SC) as in step 4-5 is used. It is continuously executed for Reaper Reach Production (variation display patterns with variation numbers 25 and 26).

  Further, in the advance notice effect centering on the display control of the image of the character or the like on the liquid crystal display device 50, a predetermined advance that is sequentially executed from the effect set at the low level to the effect set at the high level. There are multiple types of notice flow. Specifically, in order from the lowest one stage (step 1), the effect that the mole character MOC appears from the heap (step 1-2), the effect that the gon father character TC with a stone ax appears (step 2-1). , An effect in which an ape character RC appears (step 3-1), an effect in which only a gon character GC appears (step 4-1), or an effect in which a pico character PC appears with a gon character GC (step 4-2), the highest A predetermined production flow up to the mammoth character MC set in five stages (step 5) is set as a mainstream development notice production (development notice patterns Nos. 1 to 6, 9 to 15).

  On the other hand, as a predetermined production flow derived from the lowest one stage (step 1-2), the production in which the raccoon character TAC appears (step 2-2), the first stage mode in which the raccoon character TAC has changed. A sidestream development notice effect (development notice) in which a button notice effect is executed until an effect (step 3-2) in which the appearance of the tanuki character TAC changes and an effect (step 4-3) in which the second stage appearance appears. Development notice pattern of pattern numbers 7, 8, 16, and 17), an effect in which a gourd father character TC with a gourd appears (step 2-3), an effect in which skull DC starts to shake (step 3-3), a squirrel character A reaper reach effect is performed until an effect in which RIC appears (step 4-4) or an effect in which reaper character SC appears (step 4-5). A development announcement attraction of whether the sidestream and (development notice pattern development notice pattern number 18 to 27), the. In this way, by having the mainstream development notice effect and the substream development notice effect derived from the mainstream, it is possible to enrich the variation of the production flow in the development notice effect. Therefore, it is difficult to predict which character will be displayed at the next stage of the displayed stage, the flow of the advance notice effect is not monotonous, and attention is paid to the flow of the advance notice effect to the player. It is possible to suppress the decrease in the interest of the game.

  In this embodiment, a sidestream development notice effect (development notice pattern Nos. 7, 8, 16, and 17) in which a button notice effect is executed, and whether or not a reaper reach effect is executed. The stream development notice effect (development notice pattern of development notice pattern numbers 18 to 27) is derived from the same one stage (step 1-2), but different stages (for example, one is one stage and the other is The production flow may be derived from the second stage. Further, as a predetermined production flow, there may be a secondary secondary development announcement effect that is further derived from the secondary development advance announcement production.

  For example, in the sidestream development notice effect whether or not the Reaper Reach Production is executed, the Gon father character TC holding the gourd in two stages (step 2-3) throws the gourd, and the gourd is left on the left of the screen. Directly hit the other skull DC until the skull DC begins to shake (step 3-3), the effect that the squirrel character RIC appears (step 4-4), or the effect that the reaper character SC appears (step 4-5) In addition to the flow of the production, the production of the ape character RC appears from the right side of the screen when the gourd rolls to the right side of the screen, and the production until the production of the Gon character GC, the pico character PC, etc. selectively appear You may have the flow of.

  Also in this case, the button input effective period is set in the effect that the ape character RC appears, and the operation button 18a is operated in the button input effective period (the operation signal is input from the operation button 18a). It is desired to proceed to the next stage (production in which the Gon character GC, the pico character PC, etc. selectively appear). As a result, an effect equivalent to the execution of the button advance notice effect (secondary advance notice effect) is performed on the mainstream advance notice effect, whether or not the Shinigami reach effect is executed. Even if a secondary advance notice of whether or not the Reaper Reach effect is executed is started in two stages (step 2-3), the button notice effect is You can have an expectation that it will be executed. In addition, the secondary advance notice of whether or not the Reaper Reach will be executed starts in two stages (Step 2-3) and then branches into branches and leaves, and the flow of the advance notice is diversified. Therefore, it is impossible to predict which effect will be executed even if the advance notice effect of the secondary flow is executed, and it is possible to make the player pay attention to the flow of the advance notice effect, and the interest of the game is reduced. Can be suppressed.

  It should be noted that the fifth stage (step 5) is executed independently of the staged effects without executing part or all of the stage 1 (step 1) to stage 4 (step 4) effects. (Development notice pattern with development notice pattern numbers 9 to 14 and 16). Similarly, in step 5 (step 5), whether or not the operation button 18a is operated during the button input effective period (whether or not an operation signal is input from the operation button 18a to the sub-integrated board 111), that is, This may be executed regardless of whether the first and second modes in which the character TAC has changed are displayed or displayed (development announcement pattern numbers 7, 8, 16, and 17). That is, even if the staged effects are finished before the 4th stage (step 4), the 5th stage (step 5) effects may be executed, and it is possible to make the staged attention to the end.

  Further, in the advance notice effect (in this embodiment, the advance notice pattern of the advance notice pattern numbers 28 to 49) centering on drive control and light emission control of the movable decorative bodies 44a to 44c, as shown in FIG. In addition to the advance notice effect centering on the display control of the image of the character or the like on the display device 50, the effect that the entire image on the screen sways in small steps (step 0'-1) at the lowest 0 stage (step 1), Immediately after the entire image on the screen is shaken in small increments, an effect (step 0'-2) for controlling the emission of the decoration member 46 is set, and the movable decoration body 44c and the decoration body 45c are emitted in one stage (step 1 '). An effect to control (step 1′-1) and an effect (step 1′-2) to control the light emission of the movable decorative body 44c and the decorative body 45c and to drive and control the movable decorative body 44c are set. Production (step 2′-1) of controlling the light emission of the movable decorative body 44b and the decorative body 45b in two stages (step 2 ′), controlling the light emission of the movable decorative body 44b and the decorative body 45b, and driving control of the movable decorative body 44b The effect (step 3′-1), the movable decorative body 44a, and the decorative body for controlling the light emission of the movable decorative body 44a and the decorative body 45a in three stages (step 3 ′) are set respectively. An effect (step 3'-2) for controlling the light emission of 45a and driving the movable decorative body 44a is set, and an effect (step 4'-1) for driving and controlling the movable decorative body 44c in four stages (step 4 '). ), Effects (step 4'-2) for driving and controlling the movable decorative bodies 44b and 44c, and effects (step 4'-3) for driving and controlling the movable decorative bodies 44a, 44b and 44c. Set, is set to effect the mammoth character MC appears on the highest out (Step 5 ').

  Here, in stage 0 (step 0 ′), the same effect is produced until the entire image on the screen is shaken in small increments, and whether or not the decorative member 46 is controlled to emit light immediately after that is different. Only when the light emission control of the decorative member 46 (step 0'-2) is executed, it can be continued in one stage (step 1 ').

  In the first stage (step 1 '), the presentation modes that can be executed in the subsequent two to four stages differ depending on whether or not the movable decorative body 44c is driven and controlled. Specifically, when the movable decorative body 44c and the decorative body 45c are controlled to emit light without being driven and controlled, the movable decorative body 44b and the decorative body in two stages are controlled. An effect in which the light emission is controlled 45b (step 2'-1) and an effect in which the movable decorative body 44a and the decorative body 45a are controlled to emit light in three stages (step 3'-1) While some or all of the effects (one of steps 4'-1 to 4'-3) can be sequentially controlled, the movable decorative body 44c and the decorative body 45c are controlled to emit light and are movable. When the decorative body 44c is driven and controlled (step 1'-2), the movable decorative body 44b and the decorative body 45b in two stages are controlled to emit light and the movable decorative body 4 is controlled. An effect in which b is driven and controlled (step 2′-2), and an effect in which the movable decorative body 44a and the decorative body 45a in the three stages are controlled to emit light and the movable decorative body 44a is driven and controlled (step 3′-2). It can be continued sequentially.

  Note that, in the fifth stage (step 5), the first stage (step 1) to the fourth stage (step 4) are produced in the same manner as the development notice effect centering on the display control of the image of the character or the like on the liquid crystal display device 50. Some or all of them are not executed, and may be executed regardless of the effects that are sequentially executed (development notice pattern numbers 40 to 42, 46 to 49). That is, even if the staged effects are finished before the 4th stage (step 4), the 5th stage (step 5) effects may be executed, and it is possible to make the staged attention to the end.

  Further, in the advance notice effect centered on the display control of the image of the character or the like on the liquid crystal display device 50, the normal variation period from the start of the variation display of the decorative symbols 50a to 50c to whether or not the reach mode is formed. While a total of 4 stages from 1 stage (Step 1) to 4 stages (Step 4) are set, in the advance notice effect centering on drive control and light emission control of the movable decorative bodies 44a to 44c, 0 stage is set. A total of five stages from (Step 0 ′) to four stages (Step 4 ′) are set, and the liquid crystal display device 50 produces one stage more than the advance notice effect centering on display control of images such as characters. Is set. In the advance notice effect centering on display control, actions and behaviors associated with the appearance of the character are included in the effect form, but in the advance notice effect centering on drive control and light emission control, the movable decorative body 44a. -44c is limited to a simple operation of whether or not to emit light and / or whether or not to rotate, and even if the execution time per stage is short, the production itself can be sufficiently recognized, and display control can be performed. It is possible to perform more productions than the development advance notice production.

  Further, even in the advance notice effect centering on the drive control and the light emission control of the movable decorative bodies 44a to 44c, as in the advance notice effect centering on the display control of the image of the character or the like on the liquid crystal display device 50, it is at a low stage. There are multiple types of predetermined advance notice effects that are sequentially executed from the set effect to the effect set at a higher stage. Specifically, in order from the lowest 0 stage (step 0 ′), the decoration member 46 is controlled to emit light immediately after the entire image on the screen is shaken in small steps (step 0′-2), the movable decorative body 44c. The effect that the decorative body 45c is controlled to emit light (step 1'-1), the effect that the movable decorative body 44b and the decorative body 45b are controlled to emit light (step 2'-1), the movable decorative body 44a and the decorative body 45a emit light. Production to be controlled (step 3′-1), production in which part or all of the movable decorative bodies 44a to 44c are drive-controlled (any of step 4′-1 to step 4′-3), the highest five stages The predetermined flow of production up to the mammoth character MC set in (Step 5) is the mainstream development notice production (development notice pattern numbers 28 to 35, 39 to 45, 49). To have.

  On the other hand, as a predetermined production flow derived from the lowest 0 stage (step 0′-2), the movable decorative body 44c and the decorative body 45c are controlled to emit light and the movable decorative body 44c is driven and controlled. (Step 1′-2), the movable decorative body 44b and the decorative body 45b are controlled to emit light and the movable decorative body 44b is driven and controlled (Step 2′-2), and the movable decorative body 44a and the decorative body 45a emit light. It has a flow of a secondary flow advance notice effect in which the drive control is executed together with the light emission control up to the effect (step 3′-2) where the movable decorative body 44a is driven and controlled. Similar to the development notice effect centering on the display control of the image of the character or the like on the liquid crystal display device 50, the development notice is provided by having the mainstream development notice effect and the substream development notice effect derived from the mainstream. It is possible to enrich the variation of the production flow in the production. Therefore, the flow of the advance notice effect does not become monotonous, the player can pay attention to the flow of the advance notice effect, and the decrease in the interest of the game can be suppressed.

  44 to 47, when the first notice state flag is set and the first notice state is in the first notice state, the first notice state development notice pattern table is based on the development notice pattern random number in step S731. It is a table for determining a pattern. In the first advance notice state development advance notice pattern table, the advance notice pattern random number values are assigned to 50 advance notice patterns of advance notice pattern numbers 0 to 49 corresponding to the variable display pattern commands.

  In the first notice state development notice pattern table, a development notice pattern (development notice pattern numbers 28 to 49) centering on the effect of emitting and / or rotating the movable decorative bodies 44a to 44c by light emission control and / or drive control. Development notice pattern random number in the advance notice pattern (developed notice pattern number 1 to 27 of advance notice pattern numbers) centering on the effect of displaying an image such as a character by display control. It is distributed at a high rate. That is, in the first notice state, an image of a character or the like is displayed by display control with respect to the development notice pattern centering on the effect of emitting and / or rotating the movable decorative bodies 44a to 44c by light emission control and / or drive control. The advance notice pattern centered on the effect to be displayed is executed at a very high rate.

  Specifically, for example, 555 (97.7%) judgment values are assigned to the advance notice patterns of the advance notice pattern numbers 1 to 27 with respect to the Gon father reach production (outside) of the change number 5, and the development is performed. Thirteen (2.3%) judgment values are assigned to the advance notice patterns of the notice pattern numbers 28 to 49. In addition, for example, 457 judgment values (90.7%) are assigned to the advance notice patterns of the advance notice pattern numbers 1 to 27 for the Gon father reach production (win) of the change number 6, and the advance notice pattern number. 47 (9.3%) judgment values are assigned to the 28 to 49 advance notice patterns.

  Here, in the first notice state development notice pattern table, a development notice pattern (development notice pattern numbers 28 to 44) centering on the effect of emitting and / or rotating the movable decorative bodies 44a to 44c by light emission control and / or drive control. 49 development notice patterns), the decision values are assigned at a very low ratio (10% or less in this embodiment) of the development notice pattern random numbers. The determination values are distributed at a very low rate, and the determination values are distributed at a relatively high rate for the fluctuation display pattern at the time of hitting. That is, in the first notice state, the big hit expectation degree is set to be higher with respect to the development notice pattern centering on the effect of emitting and / or rotating the movable decorative bodies 44a to 44c by light emission control and / or drive control. Has been.

  Further, in the first notice state, when an advance notice pattern centering on the effect of displaying an image of a character or the like is executed by display control, the liquid crystal display device 50 uses the daytime background (however, in the probability fluctuation state). In the case where an advance notice pattern centering on the effect of emitting and / or rotating the movable decorative bodies 44a to 44c by light emission control and / or drive control is executed. Then, the liquid crystal display device 50 performs display control of the night background as a background image. As a result, when the background image is changed from the daytime background to the night background, it is not possible to determine whether or not it is in the first notice state. There is also a possibility that the advance notice patterns of numbers 28 to 49 are executed, and as a result of the present fluctuation display, it is possible to enhance the expectation that a big hit will be derived.

  As shown in FIGS. 48 to 51, the second notice state development notice pattern table is based on the development notice pattern random number in step S731 when the second notice state flag is set and the second notice state is in the second notice state. It is a table for determining an advance notice pattern. In the second notice state development notice pattern table, as in the first notice state development notice pattern table, 50 kinds of development notice patterns of development notice pattern numbers 0 to 49 corresponding to each of the variable display pattern commands are developed notice patterns. Random values are distributed.

  In the second notice state development notice pattern table, more development notice pattern random numbers are assigned to the development notice patterns Nos. 1 to 49 than the first notice state development notice pattern table. That is, the rate at which the advance notice effect is executed is higher in the second notice state than in the first notice state. This is because, as will be described later, the upper limit number of times that the second notice state is smaller than the first notice state (in this embodiment, the first notice state is 100 times, whereas the second notice state is 20 times. ) Is changed to a different notice state, but in the notice state (second notice state) where the execution rate is low, the development notice effect is executed at a higher rate, so that “what The expectation that “it will happen” can be particularly enhanced, and the excitement of gaming can be enhanced.

  Further, in the second notice state development notice pattern table, the light emission control and the development notice pattern centering on the effect of displaying the image of the character or the like by the display control (the development notice patterns of the development notice pattern numbers 1 to 27) are performed. The development notice pattern random number is very large in the development notice pattern (development notice pattern of the development notice pattern numbers 28 to 49) centering on the effect of emitting and / or rotating the movable decorative bodies 44a to 44c by drive control. It is distributed at a high rate. That is, in the second notice state, the movable decorative bodies 44a to 44c are caused to emit light and / or turn by the light emission control and / or the drive control with respect to the development notice pattern centering on the effect of displaying the image of the character or the like by the display control. A development advance notice pattern centered on the production to be moved is executed at a very high rate.

  More specifically, for example, 23 (2.8%) judgment values are assigned to the advance notice patterns of the advance notice pattern numbers 1 to 27 for the Gon father reach production (out of) of the change number 5, and the development is performed. 792 (97.2%) judgment values are assigned to the advance notice patterns of the notice pattern numbers 28 to 49. In addition, for example, 49 (6.3%) judgment values are assigned to the advance notice pattern numbers 1 to 27 for the advance notice pattern number 1 to the advance notice pattern number 1 to 27 with respect to Gon father reach production (variation number 6). 724 (93.7%) judgment values are assigned to the 28 to 49 advance notice patterns.

  Here, in the second notice state development notice pattern table, the development notice pattern random number is added to the development notice pattern (the development notice pattern of the development notice pattern numbers 1 to 27) centering on the effect of displaying an image such as a character by display control. The determination value is distributed at a very low ratio (in this embodiment, 10% or less), but among them, the determination value is distributed at a very low ratio for the fluctuation display pattern at the time of loss. The determination values are distributed at a relatively high rate for the variation display pattern at the time of hit. That is, in the first notice state, the big hit expectation is set higher for the development notice pattern centering on the effect of displaying an image such as a character by display control.

  Further, in the second notice state, the advance notice pattern centering on the effect of displaying an image of a character or the like by display control, or the movable decorative bodies 44a to 44c emit light and / or rotate by light emission control and / or drive control. The liquid crystal display device 50 controls display of the night background as a background image, regardless of which of the advance notice patterns centering on the effect to be performed. As a result, when the advance notice pattern of the advance notice pattern Nos. 1 to 27 having a high expectation level for big hits is executed while the display of the night background is being controlled as a background image, The derived sense of expectation can be enhanced.

  As described above, in the first notice state, the value of the development notice pattern random number is very large in the development notice pattern (development notice pattern of development notice pattern numbers 1 to 27) centering on the effect of displaying an image such as a character by display control. In the second advance notice state, the advance notice pattern (development notice pattern number 28 to 44) that focuses on the effect of emitting and / or rotating the movable decorative bodies 44a to 44c by light emission control and / or drive control. 49 development notice patterns) are distributed at a very high rate, and the contents of the production differ greatly depending on the notice state. Therefore, the first notice state or the second notice value can be obtained without paying attention to the background image or the like. The player can detect which of the notice states is in the notice state.

  In the first advance notice state development advance notice pattern table and the second advance notice state advance notice pattern table, the advance notice pattern numbers 9-17, 24-27, The advance notice pattern random numbers are not assigned to the 40 to 49 advance notice patterns. This is an effect that causes the player to recognize that the effect of step 5 incorporated in the advance notice pattern of the advance notice pattern numbers 9 to 17, 24 to 27, 40 to 49 is executed after the reach form is displayed. It is an effect executed during the execution period of the display (reach mode confirmation screen), and when the change display pattern with the change numbers 1, 2, 31 to 34 is executed, the effect display (reach mode determination screen) is executed. Because it is not done.

  Further, in the second notice state development notice pattern table, the value of the development notice pattern random number is not assigned to the development notice pattern other than the development notice pattern numbers 28 to 30 with respect to the fluctuation display pattern of the fluctuation number 2. This is a variation display pattern in which the variation display pattern of variation number 2 is a variation display pattern in which the variation time of the special symbol and the decorative symbol is shortened. This is because it is limited to an execution time in which execution from the 0 stage (step 0 ′) to the 1 stage (step 1 ′) is possible. In the first advance notice state development advance notice pattern table, the advance notice pattern random numbers are not assigned to the advance notice patterns of the advance notice pattern numbers 1 to 49 with respect to the change display pattern of the change number 2.

  Further, in the first advance notice state development advance notice pattern table and the second advance notice state advance notice pattern table, the advance notice pattern numbers 15, 43 to 49 are only applied to the fluctuation display patterns of the hit numbers 3 to 32 and 35 to 59. The advance notice pattern random numbers are assigned to the advance notice pattern. That is, when the effects of Step 1-2, Step 2-1, Step 3-1, Step 4-2, and Step 5 incorporated in the advance notice pattern of the advance notice pattern number 15 are sequentially executed, or the advance notice. When some or all of Step 1 ′ to Step 4 ′ incorporated in the development notice patterns of pattern numbers 43 to 49 and the effect of Step 5 are sequentially executed, a big hit is derived as a result of the current variation display.

  Further, in the first notice state development notice pattern table and the second notice state development notice pattern table, only the change display patterns of the change numbers 31 and 32 are changed to the advance notice patterns of the advance notice pattern numbers 21 and 23. All random numbers are distributed. That is, when the effect of step 4-5 incorporated in the advance notice pattern of the advance notice pattern numbers 21 and 23 is executed, the reaper reach effect is always executed based on the change display patterns of the change numbers 31 and 32.

  In this embodiment, an advance notice pattern with the advance notice pattern numbers 21 and 23, that is, an effect in which a gourd father character TC having a gourd appears (step 2-3), an effect in which the skull DC starts to shake (step 3-3). ), The side effect of the advance notice until the appearance of the reaper character SC (step 4-5) is a special advance notice effect when the reaper reach effect is executed. On the other hand, the development notice pattern of development notice patterns 20, 22, 26, and 27, that is, the appearance that the Goong father character TC with gourd appears as a similar sidestream development notice effect (step 2-3), skull The side effect of the advance notice until the effect of starting the DC swing (step 3-3) and the appearance of the squirrel character RIC (step 4-4) is the advance notice when the reach effect other than the Shinigami reach effect is executed. Production. Here, the Shinigami Reach Production is a reach production with a particularly high expectation of jackpot, and the player expects a sidestream development notice performance to be executed, but the sidestream development notice is expected. It is possible to determine whether or not the reaper reach effect is executed until four stages (step 4-4 or step 4-5) of whether or not the reaper character SC appears even if the effect is started. It is not possible to pay attention to the flow of sidestream development notice. In the mainstream development notice production, the expectation of jackpot is suggested according to the progress, but even if the mainstream development notice production is not executed, the development of the substream has an interesting effect different from the mainstream development notice production. By providing the notice effect, the development notice effect is not monotonous, and a decrease in the interest of the game can be suppressed.

  In addition, even if there is a substream development announcement effect derived from the mainstream, and even if there are a wide variety of production flow variations in the development announcement performance, the reach production derived from the mainstream and substream advance notice production and its jackpot If the degree of expectation is the same or low, there is no difference between the mainstream and the substream, or the player's attention cannot be drawn to the flow of the substream development notice, and the substream development notice There is a possibility that attention will not be paid to the production. However, if the sidestream development notice effect is not executed, the death reaper reach effect with a particularly high degree of jackpot expectation will not be executed, and the sidestream development notice effect will be a promising notice effect. The flow can be noticed by the player, and a decrease in the interest of the game can be suppressed.

  Further, in the first notice state development notice pattern table, the development notice pattern numbers 1 to 6, 9 to 15 are developed more than the development notice patterns of the development notice pattern numbers 7, 8, 16 to 27 (secondary development notice effect). A large number of development notice pattern random numbers are assigned to the notice pattern (mainstream advance notice production) (however, only the change display pattern of “Reaper Reach” with the change numbers 31 and 32 is excluded). That is, in the advance notice effect (development notice pattern of development notice pattern numbers 1 to 27) centering on the display control of an image of a character or the like on the liquid crystal display device 50, the mainstream advance notice effect is the secondary advance notice effect. Is executed at a higher rate.

  In the first notice state development notice pattern table, the main notice of advance notice (development notice pattern numbers 1 to 6, 9 to 15) in the development notice effect centering on the display control of images of characters and the like on the liquid crystal display device 50. Development forecast pattern) is set such that the degree of jackpot expectation varies depending on the progress of the development notice. Specifically, as the production finally displayed in the advance notice is the previous step (for example, step 2-1 than step 1-2, step 3-1 than step 2-1), It is set so that the big hit expectation is high. That is, the big hit expectation degree of the advance notice pattern of the advance notice pattern numbers 14 and 15 incorporating the effect of step 5 is the highest. Note that the development advance notice pattern numbers 9 to 13 in which the effect in step 5 is executed even though part or all of the effects in step 1 to step 4 are not sequentially executed are also the advance notice pattern numbers 14 and 15. A big hit expectation is set to the same extent as the development notice pattern.

  Further, in the first notice state development notice pattern table, even when the effect finally displayed in the advance notice is the same one stage (step 1), the advance notice pattern number in which the effect in step 1-1 is executed. The advance notice pattern of the advance notice pattern number 2 in which the effect of step 1-2 is executed is set to have a higher jackpot expectation than the advance notice pattern of 1. Further, even if the effects displayed in the advance notice are in the same four stages (step 4), the step 4-2 is more advanced than the advance notice patterns of the advance notice pattern numbers 5 and 14 in which the effect in step 4-1 is executed. The advance notice pattern numbers 6 and 15 in which the effect is executed are set such that the degree of expectation for jackpot is higher.

  On the other hand, in the first notice state development notice pattern table, the secondary notice of the advance notice (development notice pattern numbers 7, 8, 16) in the development notice effect centered on the display control of images of characters and the like on the liquid crystal display device 50. With respect to -27 development advance notice patterns), the jackpot expectation is set almost independently of the progress of the advance notice. As mentioned above, for the mainstream development notice production, the big hit expectation is higher as the production finally displayed in the development notice is the previous step. Although the effect set at a high level is executed, the effect set at a high level is rarely executed because the ratio of jackpot (the probability of jackpot) is low. In other words, since the rate of losing is high, the rate of finishing at the stage set at a low stage is high. However, even if the mainstream development notice effect ends at a low stage by setting the substream development notice effect derived from the lower stage (one stage) of the mainstream development notice effect, In the advance notice effect, it is possible to give an interesting effect that is different from the mainstream advance notice effect, such as the effect of executing the button notice effect or the effect of whether to derive the Reaper Reach effect. Therefore, it is possible to suppress a decrease in the interest of the game.

  Further, in the second advance notice state development advance notice pattern table, the advance notice pattern numbers 28 to 35, 39 to 45, 49 rather than the advance notice patterns of the advance notice pattern numbers 36 to 38 and 46 to 48 (secondary development notice effect). There are a lot of random numbers for the advance notice pattern in the advance notice pattern (mainstream advance notice effect). That is, also in the advance notice effect (the advance notice pattern of the advance notice pattern numbers 28 to 49) centering on the drive control and the light emission control of the movable decorative bodies 44a to 44c, the mainstream advance notice effect is the secondary advance notice effect. Is executed at a higher rate.

  In the second notice state development notice pattern table, the main notice of advance notice (development notice pattern numbers 28 to 35, 39 to 45, development notice effects in the development notice effect centering on drive control and light emission control of the movable decorative bodies 44a to 44c is provided. 49 advance notice patterns), the jackpot expectation is set differently depending on the progress of the advance notice. Specifically, the final display in the advance notice is the previous step (for example, 1'-1 than step 0'-1 and step 2'-1 than step 1'-1). Along with it, it is set so that the expected degree of jackpot is high. That is, the big hit expectation degree of the advance notice pattern of the advance notice pattern numbers 43 to 45 in which the effect of step 5 is incorporated is the highest. The advance notice patterns of the advance notice pattern numbers 40 to 42 and 46 to 49 in which the effect of step 5 is executed even though part or all of the effects of step 0 ′ to step 4 ′ are not executed sequentially are also big hits. The degree of expectation is set to be the same as or very high as the advance notice pattern of the advance notice pattern numbers 43 to 45.

  On the other hand, in the second advance notice state advance notice pattern table, the secondary notice of advance notice (development notice pattern numbers 36 to 38, 46 to 46) in the advance notice effect centering on drive control and light emission control of the movable decorative bodies 44a to 44c. For the 48 advance notice patterns), the jackpot expectation is set almost independently of the progress of the advance notice.

  Further, in the second notice state development notice pattern table, even if the effects displayed in the advance notice are in the same four stages (step 4 ′), the advance notice pattern number 33 in which the effect in step 4′-1 is executed. The advance notice pattern number 34 where the effect of step 4'-2 is executed is more advanced than the advance notice pattern number 34 where the effect of step 4'-2 is executed. The advance notice pattern number 35 in which is executed is set so that the big hit expectation is higher.

  FIG. 57 is a flowchart showing an example of the notice state determination process (step S732) executed in the notice selection process (step S717). In the notice state determination process, the integrated CPU 112 first determines whether or not the state is a certain change state (step S720). If the gaming state is not a probable change state (NO in step S720), it is determined whether the first notice state flag is set (step S721).

  If the first notice state flag is set (YES in step S721), it is determined whether or not the upper limit number of times of the first notice state (in this embodiment, 100 times) (step S722). If it is not the upper limit number of times of the first notice state (NO in step S722), the first notice state determination table (see FIG. 58A) is selected (step S723) and set in the first notice state determination table. Is determined to be in the same notice value as the notice state determination random number extracted in step S731 (step S724). In the first advance notice state determination table, as shown in FIG. 58 (A), the second advance notice state is changed from the first advance notice state by matching the advance notice state determination random number among 120 advance notice state determination random numbers from 0 to 119. One determination value determined to be changed to the advance notice state is set, and the change probability to the second advance notice state is 1/120.

  Next, when it is determined to change from the first notice state to the second notice state (YES in step S725), the first notice state flag is reset and the second notice state flag is set (step S726). . If it is determined to continue the first notice state (NO in step S725), the process ends with the first notice state flag set.

  On the other hand, if it is the upper limit number of times of the first notice state in step S722 (YES in step S722) or if the second notice state flag is set instead of the first notice state flag in step S721 (in step S721) NO), it is determined whether the upper limit number of times of the second notice state (in this embodiment, 20 times) (step S727). If it is not the upper limit number of times of the second notice state (YES in step S727), the second notice state flag is reset and the first notice state flag is set (step S728). If it is determined to continue the second notice state (NO in step S727), the process ends with the second notice state flag set.

  If the gaming state is a probable change state in step S720 (YES in step S720), it is determined whether the second notice state flag is set (step S729). If the second notice state flag is set (YES in step S729), the second notice state flag is reset and the first notice state flag is set (step S730). If the first notice state is set instead of the second notice state flag (NO in step S729), the process ends with the first notice state flag set. As described above, when the gaming state is the probability change state, the first notice state is always continued without being changed to the second notice state.

  In this embodiment, the first notice state and the second notice state are continued until the respective upper limit counts are reached, so that even in the notice state (second notice state) with a low ratio of execution, it is surely executed. Can be biased to one of the notice states. Further, when the previous notice state in the variable display is the first notice state, when it is decided in step S724 of the notice state determination process (step S732) to change from the first notice state to the second notice state. Is also changed to the second advance notice state, but a predetermined change probability with a higher execution rate than the upper limit number of times of the first advance notice state (the upper limit number of times of the first advance notice state is 1 in 100 times) The determination is executed with a change probability of once every 120 times), so that it can have a certain degree of randomness without being biased to any one of the notice states, and at the transition timing of the second notice state. Can be sharpened.

  In this embodiment, when the previous notice state in the previous variable display is the first notice state, the first notice state is changed to the second notice state in step S724 of the notice state determination process (step S732). The first notice state is continued until it is determined or the upper limit number of times of the first notice state is reached in step S722. At this time, the liquid crystal display device 50 mainly executes an advance notice effect (development notice pattern of the advance notice pattern numbers 1 to 27) centering on image display control, and also performs step S744 of the notice selection process (step S717). Then, a display command corresponding to the daytime background is set, and the daytime background is displayed as the background image of the liquid crystal display device 50 during the normal fluctuation period. Further, in the case of a development notice effect (development notice pattern of development notice pattern numbers 28 to 49) centering on drive control and light emission control of the movable decorative bodies 44a to 44c, which are rarely executed in the first notice state, a notice is given. A display command corresponding to the night background is set while the state is the first notice state, and the night background is displayed instead of the day background as the background image.

  Further, if the previous notice state in the previous variable display is the second notice state, the game state is changed to the first notice state until the upper limit number of times of the second notice state is reached in step S727 unless the gaming state shifts to the certain change state. The second notice state is continued. At this time, an advance notice effect (development notice pattern of the advance notice pattern numbers 28 to 49) centering on drive control and light emission control of the movable decorative bodies 44a to 44c is mainly executed, and the notice selection process (step S717) is performed. In step S745, a display command corresponding to the night background is set, and the night background is displayed as the background image of the liquid crystal display device 50 during the normal fluctuation period. Even in the case of a development notice effect (development notice pattern of development notice pattern numbers 1 to 27) centering on image display control that is rarely executed in the second notice state, the daytime background is displayed as the background image. Display the night background without having to.

  Here, in the case of executing the advance notice effect (the advance notice pattern of the advance notice pattern numbers 28 to 49) centering on the drive control and the light emission control of the movable decorative bodies 44a to 44c in the first notice state, While the image is changed to the night background and displayed, the advance notice effect (development notice pattern Nos. 1-27 of the advance notice pattern numbers 1 to 27) is in the second notice state and the display control of the image is performed in the liquid crystal display device 50. ), The background image is displayed with the night background.

  As a result, when the background image is displayed with the background changed from the daytime background to the nighttime background, the advance notice effect (development notice pattern of development notice pattern numbers 28 to 49) having a high jackpot expectation is executed in the first notice state. If the background image is changed again from the daytime background to the nighttime background and displayed again in the next fluctuation display, the advance notice effect is executed in the first notice state and with a high expectation of jackpot. On the other hand, if the night background is continuously displayed, it is possible to recognize that it is the timing of transition to the second notice state, and that it is not a development notice effect with a high expectation of jackpot. . Further, when the night background is displayed as the background image, the advance notice effect (the advance notice pattern of the advance notice pattern numbers 1 to 27) centered on the image display control is executed on the liquid crystal display device 50. In this variation display, it is possible to grasp that the advance notice effect has a high degree of expectation of jackpot, and it is possible to enhance the expectation of being a jackpot. In this way, even if the advance notice effect is rarely executed in each notice state, the player's way of enjoying differs depending on which notice state was the previous notice state, and the player is interested in the advance notice effect. There is no loss. Assuming that the transition timing from the first notice state to the second notice state is reached only when the upper limit number of times of the first notice state has been reached, even if the background image is changed to a night background and displayed, the development with a high degree of expectation of jackpot Although the player knows whether or not the notice effect (development notice pattern Nos. 28 to 49 of the advance notice pattern) is being executed, the player changes to the second notice state (mainly night background) depending on the predetermined change probability. By doing so, it is difficult to grasp in the present fluctuation display.

  Furthermore, even if the previous notice state in the variable display is either the first notice state or the second notice state, if the gaming state shifts to the certain change state, the first notice state is continued or the first notice state is changed from the second notice state to the first. The first notice state is always continued until the game state is ended with the subsequent change display to the notice state. At this time, the advance notice effect (development notice pattern Nos. 1 to 27 of the advance notice pattern numbers) mainly focusing on image display control is mainly executed on the liquid crystal display device 50, and step S746 of the notice selection process (step S717). Then, a display command corresponding to the evening background is set, and the evening background is displayed as the background image of the liquid crystal display device 50 during the normal fluctuation period. Even in the case of a development notice effect (development notice pattern of development notice pattern numbers 28 to 49) centering on drive control and light emission control of the movable decorative bodies 44a to 44c, which are rarely executed in the first notice state. The evening background is displayed without displaying the night background as the background image. As a result, when the evening background is displayed as the background image, it is possible to easily recognize that the gaming state is the probability variation state.

  FIG. 59 is a flowchart showing an example of the decorative symbol variation process (step S701). In the decorative symbol variation process, the integrated CPU 112 first monitors whether or not an operation signal is input from the operation button 18a during the button input effective period, and when the operation signal is input, the integrated CPU 112 determines any of the buttons based on the button notice pattern random number. After executing the button notice process (step S751) for determining whether to execute the button notice effect, it is determined whether or not it is a variable display pattern for executing the song reach effect, and the variable display pattern for executing the song reach effect is determined. In some cases, a button effect process (step S752) for executing a button effect accompanying the song reach effect is executed.

  Next, the integrated CPU 112 determines whether or not the fluctuation stop command reception flag is set (step S755). The variation stop command reception flag is a flag that is set in step S604 of the command analysis process (step S91) described above and indicates that a variation stop command has been received from the main board 101. That is, if the variable stop command reception flag is not set in step S755 (NO in step S755), it is determined that the variable stop command has not been received, and the process ends.

  On the other hand, if the variable stop command reception flag is set (YES in step S755), the variable stop command reception flag is reset (step 756), and a display command for instructing stop of the decorative symbol is set (step S757). . The display command set in step S757 is transmitted to the display control board 120 in the information output process (step S95), and based on the display command received by the display CPU 121 mounted on the display control board 120. On the liquid crystal display device 50, the decorative pattern change display stop is confirmed.

  Next, the integrated CPU 112 determines whether or not the big hit start command reception flag is set (step S758). The jackpot start command reception flag is a flag that is set in step S604 of the command analysis process (step S91) described above and indicates that a jackpot start command has been received from the main board 101. That is, if the jackpot start command reception flag is not set in step S758 (NO in step S758), it is determined that the jackpot start command is not received, the process selection flag is updated to “0”, and the process ends. (Step S759). On the other hand, if the jackpot start command reception flag is set (YES in step S758), the jackpot start command reception flag is reset (step S760), the process selection flag is updated to “2”, and the process ends ( Step S761).

  FIG. 60 is a flowchart showing an example of the button notice process (step S751) executed in the decorative symbol variation process (step S701). In the button notice process, the integrated CPU 112 first determines whether or not the button notice execution flag is set (step S771). The button notice execution flag is a flag that is set in step S740 of the notice selection process (step S717) described above and is determined to be the advance notice pattern of the advance notice pattern numbers 7, 8, 16, and 17 in step S736. . These advance notice patterns of the advance notice pattern numbers 7, 8, 16, and 17 are advance notice patterns in which the effects of step 3-2 and / or step 4-3 are incorporated and the button notice effects are executed. That is, if the button notice execution flag is not set in step S771 (NO in step S771), it is determined in step S733 that the other advance notice pattern that does not execute the button notice effect is determined, and the process ends. To do.

  On the other hand, if the button notice execution flag is set (YES in step S771), it is determined whether or not the button input valid period during which the operation signal input from the operation button 18a is permitted (step S772). That is, if it is not the button input valid period in step S772 (NO in step S772), it is determined that the input of the operation signal from the operation button 18a is not permitted, and the process is terminated. The button input valid period is set for each of the advance notice patterns of the advance notice pattern numbers 7, 8, 16, and 17, and any of the advance notice patterns of the advance notice pattern numbers 7, 8, 16, and 17 in step S733. If it is determined, it is set together with the button notice execution flag in step S737. In this embodiment, the button input effective period is the same as the advance notice pattern of the advance notice pattern numbers 7, 8, 16, and 17, and the appearance period of the raccoon character TAC in two stages (step 2-2). Is set in.

  On the other hand, if it is the button input valid period (YES in step S772), it is determined whether an operation signal is input from the operation button 18a (step S773). If an operation signal is input from operation button 18a (YES in step S774), it is determined that operation button 18a has been operated by the player, and any button notification effect is executed based on the button notification pattern random number. A button notice selection process (step S774) for determining whether or not to be performed is executed, the button notice execution flag is reset (step S775), and the process ends. Here, when an operation signal is input from the operation button 18a during the button input effective period, the button notice execution flag is reset to reset the operation signal from the operation button 18a in the remainder of the subsequent button input effective period. Input is not allowed.

  FIG. 61 is a flowchart showing an example of the button notice selection process (step S774) executed in the button notice process (step S751). In the button notice selection process, the integrated CPU 112 first extracts a button notice pattern random number used in this process (step S781) and stores it in a predetermined storage area of the integrated RAM 114. The button notice pattern random number is updated by the random number update process (step S96). Then, it is determined whether or not the advance notice pattern determined in step S733 of the notice selection process is the advance notice pattern number 7 or 16 (step S782). If the advance notice pattern is the advance notice pattern number 7 or 16 (YES in step S782), the one-step change button notice pattern table (see FIG. 62) is selected (step S783), and the advance notice pattern is the advance notice pattern number 8. , 12 (NO in step S782), the two-stage change button notice pattern table (see FIGS. 64 and 65) is selected (step S784).

  Next, the integrated CPU 112 matches the determination value set in the one-step change button notice pattern table selected in step S783 with the button notice pattern random number value extracted in step S781. Alternatively, the two-stage change button notice pattern in which the determination value set in the two-stage change button notice pattern table selected in step S784 matches the button notice pattern random number extracted in step 781 is determined. (Step S785). It should be noted that the content of the button notice pattern determined in step S785 is executed in three stages (step 3-2) of the advance notice effect in the case of the one-stage change button notice pattern, and developed in the case of the two-stage change button notice pattern. This is executed in three stages (step 3-2) and four stages (step 4-3) of the notice effect. In this embodiment, a common button notice pattern random number is used when determining the one-stage change button notice pattern or the two-stage change button notice pattern, but different random numbers may be used.

  In this embodiment, the advance notice pattern (the advance notice pattern of the advance notice pattern numbers 7, 8, 16 and 17) incorporating the button notice effect is received from the main board 101 in the command analysis process (step S91). While the production command is a variation display pattern (at the start of the variation display of decorative symbols), the one-stage change button notice pattern or the two-stage change button notice pattern executed in the button notice effect is This is determined when an operation signal is input from the operation button 18a. In this way, by determining at the time of determining the advance notice pattern whether or not to execute the button notice effect and whether to change the first stage change or the two stage change in the button notice effect, The button notice effect can be executed as a part of the development notice effect without breaking the derivation balance of the degree of progress of the steps.

  Next, the integrated CPU 112 sets a display command corresponding to the one-stage change button notice pattern or the two-stage change button notice pattern determined in step S786 (step S786). The display command set in step S786 is transmitted to the display control board 120 in the information output process (step S95), and based on the display command received by the display CPU 121 mounted on the display control board 120. In the liquid crystal display device 50, the first and second tiers in which the character TAC is changed are changed at a predetermined timing.

  A one-stage change button notice pattern table is shown in FIG. In this one-stage change button notice pattern table, nine types of one-stage change button notice patterns 0 to 8 are prepared as one-stage change button notice patterns. Also, when the one-step change button notice pattern number 0 is determined, the button notice is not executed.

  Further, as shown in FIG. 63, the one-step change button notice pattern numbers 1 to 8 are “leaf”, “banana” as an aspect in which the character TAC has changed one step in response to the input of the operation signal from the operation button 18a. ”,“ Pineapple ”,“ Hyotan ”,“ Gon father character TC ”,“ Ape character RC ”,“ Gon character GC ”,“ Gi-character ”(a representation of“ Gi ”, the kana character) Each is a one-stage change button notice pattern executed in three stages (step 3-2) of the advance notice effect.

  As shown in FIG. 62, in the one-stage change button notice pattern table, when the development notice patterns of the advance notice pattern numbers 7 and 16 are determined, the one-stage change button notice pattern is displayed based on the button notice pattern random number in step S785. It is a table for determining. In the one-stage change button notice pattern table, the button notice pattern random number values are distributed to nine types of one-stage change button notice patterns 0 to 8 corresponding to the change display pattern. However, since the change display patterns of the change numbers 1, 3 to 30, 34 to 59 have already been determined as the advance notice pattern in which the execution of the button notice effect is incorporated, the one-stage change button notice pattern number 0 On the other hand, the button notice pattern random numbers are not distributed to the change display patterns of the change numbers 2, 31 to 33, and the advance notice pattern incorporating the execution of the button notice effect is not executed. All of the one-stage change button notice pattern random numbers are assigned to the stage change button notice pattern number 0.

  Further, in the one-stage change button notice pattern table, the button notice pattern random number value is added to the one-stage change button notice pattern of the first-stage change button notice pattern number 2 with respect to the change display pattern accompanied by the slip fluctuation of the change numbers 34 to 59. Is distributed. That is, when an effect display based on the one-stage change button notice pattern of the first-stage change button notice pattern number 2 is executed, “banana” is displayed as a first-stage mode in which the tanuki character TAC has changed one stage, and at least reach In the process in which a decorative symbol for determining whether or not to form a mode is stopped and displayed, a sliding variation is involved. Further, among the variation display patterns of variation numbers 34 to 59, the one-step change button notice pattern number 2 corresponds to the variation display patterns of variation numbers 41 to 44 in which the ape reach effect in which “ape character RC” appears is executed. A large number of button notice pattern random numbers are assigned to the one-stage change button notice pattern. That is, when an effect display based on the one-stage change button notice pattern of the first-stage change button notice pattern number 2 is executed, “banana” is displayed as the first-stage form in which the tanuki character TAC has changed by one stage, and the reach form After the formation of, the rate at which the ape reach production where “banana” appears is derived.

  However, in addition to the above-described variation display pattern, the button announcement pattern is changed to the one-step change button announcement pattern of the first-stage change button announcement pattern number 2 with respect to the hourly variation display pattern not accompanied by the slip fluctuation of the variation numbers 3 to 30. Random values are distributed. As described above, when “banana” is displayed as the first mode in which the raccoon character TAC is changed by one level, when there is no slip variation in the process of forming the reach mode, As a result, a jackpot is derived.

  In the one-step change button notice pattern table, the button notice pattern random number value is added to the one-stage change button notice pattern of the three-stage change button notice pattern number 3 for the change display patterns of the change numbers 3 to 30 and 35 to 59. Is distributed. That is, when an effect display based on the one-stage change button notice pattern of the first-stage change button notice pattern number 3 is executed, “pineapple” is displayed as the first-stage mode in which the raccoon character TAC has changed one stage, and at least reach An indication of the aspect is derived.

  Further, in the one-stage change button notice pattern table, the button notice pattern is added to the one-stage change button notice pattern of the one-stage change button notice pattern number 4 only for the hit variation display patterns of the change numbers 3 to 30 and 35 to 59. Random values are distributed. That is, when an effect display based on the first-stage change button notice pattern of the first-stage change button notice pattern number 4 is executed, “Gourd” is displayed as the first-stage mode in which the tanuki character TAC has changed by one stage. As a result of the variable display, the jackpot is derived.

  Further, in the one-stage change button notice pattern table, the one-stage change button notice pattern number 5 is set so that the big hit expectation degree differs depending on the type of the character that appears as the first-stage mode in which the raccoon character TAC changes by one stage. The value of the button notice pattern random number is assigned to the one-step change button notice pattern of .about.7. Specifically, the “Gon father character TC” effect display based on the one-stage change button notice pattern of the first-stage change button notice pattern number 5 and the one-stage change button notice pattern of the one-stage change button notice pattern number “ The big hit expectation is set in the order of the effect display of “ape character RC” and the effect display of “Gon character GC” based on the one-step change button notice pattern. That is, the big hit expectation degree of the one-stage change button notice pattern of the first-stage change button notice pattern number 7 in which “Gon character GC” appears is the highest. The order of the jackpot expectation degree according to the character type based on the one-step change button notice pattern is “Gon father character TC” (step 2-1) and “ape character RC” (step 2-1) appearing based on the development notice pattern. This is the same as the order of the jackpot expectation in Step 3-1) and “Gon Character GC” (Step 4-1 or Step 4-2). Thus, even if the player does not grasp the order of jackpot expectation according to the character based on the one-step change button notice pattern, the player knows the order of jackpot expectation according to the character based on the advance notice pattern. In other words, it is possible to easily grasp the order of the jackpot expectation according to the character based on the one-step change button notice pattern that appears rarely than the character based on the development notice pattern.

  Further, in the one-stage change button notice pattern table, the button notice pattern is added to the one-stage change button notice pattern of the one-stage change button notice pattern number 8 only for the hit variation display patterns of the change numbers 3 to 30 and 35 to 59. Random values are distributed. That is, when an effect display based on the one-stage change button notice pattern of the first-stage change button notice pattern No. 8 is executed, “gi-character” is displayed as the first-stage mode in which the tanuki character TAC has changed by one stage. As a result of the fluctuation display, a jackpot is derived.

  The two-stage change button notice pattern table is shown in FIGS. In this two-stage change button notice pattern table, 23 types of two-stage change button notice patterns 0 to 22 are prepared as two-stage change button notice patterns. If the two-stage change button notice pattern number 0 is determined, the notice of button notice is not executed.

  In addition, as shown in FIG. 66, the two-stage change button notice pattern numbers 1 to 22 are “leaf” as the first-stage mode in which the character TAC is changed by one stage triggered by the input of the operation signal from the operation button 18a. ”,“ Banana ”,“ Pineapple ”,“ Hyotan ”,“ Gon Father Character TC ”,“ Ape Character RC ”,“ Gon Character GC ”, each of three stages of advance notice effect (step 3-2) As the second stage mode in which the raccoon character TAC is further changed by one stage after the execution, “Gon father character TC”, “Ape character RC”, “Gon character GC”, “Gi character” (kana characters “ This is a two-stage change button notice pattern in which the effect display of “Gi” is executed in four stages (step 4-3) of the development notice effect. Here, when the appearance displayed as the first stage and the second stage of the tanuki character TAC are both characters, the character displayed as the second stage is the first stage. As the progress of the advance notice effect, the lower character or the same character may be effected and displayed as the button notice effect progresses. Absent.

  As shown in FIGS. 64 and 65, when the two-step change button notice pattern table is determined to be the advance notice pattern of the advance notice pattern numbers 8 and 17, the two-step change button notice button is selected based on the button notice pattern random number in step S785. It is a table for determining a notice pattern. In the two-stage change button notice pattern table, the value of the button notice pattern random number is distributed to 23 types of two-stage change button notice patterns of two-stage change button notice pattern numbers 0 to 22 corresponding to the change display pattern. However, since the change display patterns of the change numbers 1, 3 to 30, 34 to 59 have already been determined to be the advance notice pattern in which the execution of the button notice effect is incorporated, the two-stage change button notice pattern number 0 On the other hand, the random number of the button notice pattern is not distributed to the change display patterns of the change numbers 2, 31 to 33, and the advance notice pattern incorporating the execution of the button notice effect is not executed. All of the two-stage change button notice pattern random numbers are assigned to the stage change button notice pattern number 0.

  In the two-stage change button notice pattern table, the two-stage change button notice pattern of the two-stage change button notice pattern numbers 2, 6, 11, and 17 is changed with respect to the change display pattern accompanied by the slip fluctuation of the change numbers 34 to 59. The value of the button notice pattern random number is distributed. That is, the effect display based on the two-stage change button notice pattern of the two-stage change button notice pattern numbers 2, 6, 11, and 17 is executed in the same manner as the one-stage change button notice pattern of the first-stage change button notice pattern number 2. And “banana” is displayed as the first-stage mode in which the raccoon character TAC has changed by one level, and at least whether or not the reach mode is formed regardless of the second-level mode in which the raccoon character TAC has further changed by one level. In the process in which the decorative symbol for discriminating is stopped and displayed, there is slip fluctuation. In addition to the above-described variation display patterns, the two-stage change buttons of the two-stage change button notice pattern numbers 2, 6, 11, and 17 are also provided for the hit-time fluctuation display pattern of the fluctuation numbers 3 to 30 that is not accompanied by the slip fluctuation. The value of the button notice pattern random number is distributed to the notice pattern. As described above, when “banana” is displayed as the first mode in which the raccoon character TAC is changed by one level, when there is no slip variation in the process of forming the reach mode, As a result, a jackpot is derived.

  Further, in the two-stage change button notice pattern table, the two-stage change button notice of the two-stage change button notice pattern numbers 3, 7, 12, and 18 with respect to the hit-time fluctuation display patterns of the change numbers 3 to 30 and 34 to 59. The value of the button notice pattern random number is distributed to the pattern. That is, when an effect display based on the two-stage change button notice pattern of the two-stage change button notice pattern numbers 3, 7, 12, and 18 is executed, the tanapple character TAC is changed by one stage as “pineapple”. Is displayed, and the jackpot is derived as a result of the current variation display regardless of the second stage mode in which the raccoon character TAC further changes by one stage.

  Here, when an effect display based on the one-stage change button notice pattern of the first-stage change button notice pattern No. 3 is executed, and “pineapple” is displayed as the first-stage mode in which the tanuki character TAC has changed by one stage. On the other hand, the display of at least the reach mode is derived, while the effect display based on the two-stage change button notice pattern of the two-stage change button notice pattern numbers 3, 7, 12, 18 is executed, and the raccoon character TAC is changed by one stage. When the second stage, which is further changed by one stage after “pineapple” is displayed as the mode of the stage, a big hit is derived as a result of the current fluctuation display. As described above, when “pineapple” is displayed as the first stage mode in which the raccoon character TAC has changed by one stage, “at least the reach mode display is derived”, “The big hit is derived” is more useful information for the player, and expects that the tandem character TAC will be displayed in the second tier, which is further changed by one tier. You can focus on changes.

  However, when an effect display based on the first-stage change button notice pattern of the first-stage change button notice pattern No. 4 is executed, and “Gourd” is displayed as the first-stage mode in which the tanuki character TAC has changed by one stage, As a result of this variable display, a jackpot is derived, while an effect display based on the two-stage change button notice pattern of the two-stage change button notice pattern numbers 4, 8, 13, 19 is executed, and the raccoon character TAC changes by one stage. If the second stage, which is further changed by one stage after “Gourd” is displayed as the first stage, the jackpot may not be derived. In this way, when “Gourd” is displayed as the first stage mode in which the raccoon character TAC has changed by one stage, “this time fluctuation display is more effective than“ the big hit is derived as a result of the current fluctuation display ”. As a result, it is more disadvantageous for the player that the jackpot character TAC is not derived, and it is expected that the second-stage mode in which the raccoon character TAC has further changed by one stage will not be displayed. As in the case where “pineapple” is displayed as the changed first-stage mode, it can be noted whether or not the first-stage mode is changed to the second-stage mode. Therefore, by paying attention to the change from the first stage to the second stage in the button notice effect, the button notice effect is executed without being bored with the button notice effect which is a part of the development notice effect. In this case, it is possible to increase the willingness to operate the operation button 18a, and to suppress a decrease in the interest of the game.

  Further, in the two-stage change button notice pattern table, the character changes in one stage further from the character in the second stage mode than when the character appears as the first stage mode in which the raccoon character TAC changes by one stage. The value of the button notice pattern random number is distributed to the two-stage change button notice pattern of the second-stage change button notice pattern numbers 9, 14, and 15 so that the expected degree of jackpot is higher when it appears. Specifically, the two-stage change button notice pattern of the four-stage change button notice pattern numbers 4 and 9 rather than the effect display of “Gon father character TC” based on the one-stage change button notice pattern of the first stage change button notice pattern number 5 The production display of “Gon father character TC” → “Ape character RC” or “Gon character GC” based on the production of “Ape character RC” based on the 1st change button notice pattern number 6 of the 1st change button notice pattern number 6 The effect display of “ape character RC” → “Gon character GC” based on the two-stage change button notice pattern of the two-stage change button notice pattern number 15 is set to have a higher jackpot expectation than the display. In this way, even if the lower character appears as the first-stage aspect in which the raccoon character TAC changes by one stage, it is expected that the higher-order character will appear as the second-stage aspect further changed by one stage. In addition, attention can be paid to the change in the mode from the first stage to the second stage.

  Further, in the two-stage change button notice pattern table, the buttons for the two-stage change button notice pattern of the two-stage change button notice pattern numbers 16 to 22 are only applied to the fluctuation display patterns of the hit numbers 3-30 and 35-59. The value of the notice pattern random number is distributed. That is, when the effect display based on the two-stage change button notice pattern of the two-stage change button notice pattern numbers 16 to 22 is executed in the same manner as the one-stage change button notice pattern of the first-stage change button notice pattern number 8, the tanuki character Regardless of the first stage in which the TAC has changed by one stage, the “gi-character” is displayed as the second stage in which the raccoon character TAC has further changed by one stage. As a result of the current fluctuation display, the big hit is derived. .

  FIG. 67 is a flowchart showing an example of the button effect process (step S751) executed in the decorative symbol variation process (step S701). In the button effect process, the integrated CPU 112 first determines whether or not a button effect pattern determination flag is set (step S801). The button effect pattern determination flag is a flag indicating whether or not a button effect pattern has been determined, and is set in step S805 described later. When the button effect pattern flag is set in step S801 (YES in step S801), the process proceeds to later-described step S806. When the button effect pattern flag is not set in step S801 (NO in step S801), the variable display pattern command determined to be received in step S603 of the command analysis process (step S91) is the variable display pattern of the song reach effect. It is determined whether or not there is, in other words, whether or not the number of the variation display pattern is any one of variation numbers 21 to 26 and 53 to 55 (step S802). If it is not the change display pattern of the singing reach effect in step S802 (NO in step S802), the button effect process is ended as it is.

  On the other hand, if it is a variable display pattern of song reach production in step S802 (YES in step S802), button production pattern random numbers (512 random numbers of “0 to 511” in total) used in this process are extracted (step S802). S781), and stored in a predetermined storage area of the integrated RAM 114. The button effect pattern random number is updated by the random number update process (step S96). Then, referring to the button effect pattern table shown in FIG. 69A, the button effect pattern is determined from the value of the button effect pattern random number extracted in step S803 (step S804). Thereafter, the button effect pattern determination flag is set (step S805), the character selection process is executed (step S806), and the button effect process is terminated.

  In the button effect pattern table shown in FIG. 69 (A), five types of button effect patterns of patterns 1 to 5 are prepared, and the determination values for these patterns 1 to 5 are variable numbers 21 to 26, 53 to. Sorted by 55. Specifically, in the song short reach that is the variation number 21, 384 decision values are assigned to pattern 1, 128 decision values are assigned to pattern 2, and the other patterns 3 to 5 are assigned. The judgment value is not distributed. In the song short reach A (per hit) with the variation number 22, 128 judgment values are assigned to pattern 1, 384 judgment values are assigned to pattern 2, and the other patterns 3 to 5 are judged. The value is not assigned. In the song short reach B (per hit) with the variation number 23, 128 judgment values are assigned to pattern 1, 384 judgment values are assigned to pattern 2, and the other patterns 3 to 5 are judged. The value is not assigned. That is, in the song short reach production, either pattern 1 or pattern 2 is selected. When the display result is out of sync (in the case of song short reach), pattern 1 is selected at a high rate, and the display result is hit (in the case of song short reach A / B (win)) ), Pattern 2 is selected at a high rate. In other words, the button effect pattern 1 is an effect pattern with a low jackpot reliability in the song short reach effect, and the button effect pattern 2 is an effect pattern with a high jackpot reliability in the song short reach effect.

  In addition, in the song long reach (out of line) with the variation numbers 24 and 53, 384 judgment values are assigned to pattern 3, 128 judgment values are assigned to pattern 4, and the other patterns 1, 2, 5 are assigned. No judgment value is assigned to. In song long reach A (per hit) with variation numbers 25 and 54, 192 judgment values are assigned to pattern 3, 272 judgment values are assigned to pattern 4, and 48 judgment values are assigned to pattern 5. The determination values are not distributed to the other patterns 1 and 2. In song long reach B (per hit) with variation numbers 26 and 55, 192 decision values are assigned to pattern 3, 272 decision values are assigned to pattern 4, and 48 decision values are assigned to pattern 5. The determination values are not distributed to the other patterns 1 and 2. That is, in the song long reach production, one of the patterns 3 to 5 is selected. When the display result is out of sync (in the case of song long reach), pattern 3 is selected at a high rate, and the display result is hit (in the case of song long reach A / B (win)) ), Pattern 4 is selected at a high rate. In other words, the button effect pattern 3 is an effect pattern with a low jackpot reliability in the song long reach effect, and the button effect pattern 4 is an effect pattern with a high jackpot reliability in the song long reach effect. However, for the button effect pattern 5, although the number of determination values to be distributed is small, the determination values are distributed only to the song long reach A / B (per hit) of the variation numbers 25, 26, 54, and 55. It has been broken. For this reason, the button effect pattern 5 is an effect pattern that is executed only at the time of singing long reach, and determines that it will be a big hit before derivation of the big hit symbol.

  By the way, in each of the reach effects of the above-mentioned song short reach B and song long reach B, three types of stop display timings of display results are set, and one of the three types of timings is selected and the display result is stopped and displayed. It is supposed to be. However, the performance execution period of the song short reach B and the song long reach B is performed for a predetermined period individually, and only the stop display timing of the display result is performed at any one of the three types. It has become. The process for determining the stop display timing of the display result is executed by the integrated CPU 112 of the sub integrated board 111 in the button effect process (step S51), which is not shown. Specifically, when the integrated CPU 112 determines that the variable display pattern command for which reception has been determined is either song short reach B or song long reach B, the timing determination for determining the stop display timing of the display result accordingly. A random number is extracted and stored in a predetermined storage area of the integrated RAM 114. The timing determination random number includes a total of three random numbers “0 to 2” and is updated in the random number update process (step S96). The timings (1) to (3) described in detail later with respective extracted values. One of the stop display timings (see FIG. 83) is determined (timing determining means).

  In addition, the timings (1) to (3) as described above are phrases (measures: specific phrases) having a sense of termination in the music played with the reach performance (Song Short Reach B and Song Long Reach B). ) End timing. For this reason, since the display result can be stopped and displayed at a time when the music is likely to end, the display result can be stopped and displayed without a sense of incongruity in the reach production accompanied by the music performance. The specific phrases played at the timings (1) to (3) are composed of the same phrases, and are repeatedly played in the second half of the music. For this reason, a plurality of timings for stopping and displaying the display result can be set repeatedly in the second half of the music, in other words, in the second half of the reach production (Song Short Reach B and Song Long Reach B). As a result, it can enhance the interest of reach production.

  FIG. 68 is a flowchart showing an example of the character selection process (step S806) executed in the button effect process (step S751). In the character selection process, the integrated CPU 112 first determines whether or not it is a button input valid period during which an operation signal input from the operation button 18a is permitted (step S811). That is, if it is not the button input valid period in step S811 (NO in step S811), it is determined that the input of the operation signal from the operation button 18a is not permitted, and the process is terminated. It should be noted that the button input effective period is set for each of the song reach effects of variable numbers 21 to 26 and 53 to 55, and in step S804, the button effect patterns for various song reach effects (variable numbers 21 to 26, 53 to 55). It is set when any one of 1 to 5 is determined. Specifically, in the song short reach production of the variation numbers 21 to 23, the button input effective period is set once at a predetermined timing during the reach production. In other words, in the song short reach effect, the button effect that causes the player to press the operation button 18a is performed only once. On the other hand, in the song long reach production of variation numbers 24 to 26, the button input valid period is set seven times at a predetermined timing during the reach production. In other words, in the song long reach effect, a button effect that causes the player to press the operation button 18a is performed seven times.

  On the other hand, if it is the button input valid period (YES in step S811), it is determined whether an operation signal is input from the operation button 18a (step S812). If an operation signal is input from operation button 18a (YES in step S812), it is determined that operation button 18a has been operated by the player, and a character selection random number (“0 to 99”) used in this process is determined. Are extracted (step S813) and stored in a predetermined storage area of the integrated RAM 114. The character selection random number is updated by random number update processing (step S96). Here, when an operation signal is input from the operation button 18a during the button input effective period, the button input effective period set in step S812 is ended, and the operation button 18a in the remainder of the subsequent button input effective period is ended. The operation signal input is not permitted.

  Next, the integrated CPU 112 determines a character from the character selection random number extracted in step S813 with reference to the character selection table shown in FIG. 69B (step S814). Then, a display command corresponding to the character determined in step S814 is set (step S815), and the character selection process is terminated. The display command set in step S815 is transmitted to the display control board 120 in the information output process (step S95), and based on the display command received by the display CPU 121 mounted on the display control board 120. In the liquid crystal display device 50, a corresponding symbol corresponding to an interior decoration symbol to be described later is changed to a character display mode at a predetermined timing.

  In the character selection table shown in FIG. 69 (B), there are three types of characters: a Gon character (see FIG. 84 (D)), a guy character (see FIG. 84 (E)), and a mammoth character (see FIG. 84 (F)). Are prepared, and the determination value for each of these characters is assigned to each of the button effect patterns 1 to 5. Specifically, in the button effect pattern 1, 80 determination values are assigned to the Gon character, 20 determination values are assigned to the guy character, and no determination value is assigned to the mammoth character. In the button effect pattern 2, 45 determination values are allocated to the Gon character, 45 determination values are allocated to the guy character, and 10 determination values are allocated to the mammoth character. In the button effect pattern 3, 80 determination values are assigned to the Gon character, 10 determination values are assigned to the guy character, and 10 determination values are assigned to the mammoth character. In the button effect pattern 4, 40 determination values are distributed to the Gon character, 30 determination values are distributed to the guy character, and 30 determination values are distributed to the mammoth character. In the button effect pattern 5, 100 determination values are assigned to the mammoth character, and no determination value is assigned to the Gon character and the guy character.

  That is, in the button effect pattern 1 that is an effect pattern with a low jackpot reliability in the song short reach effect, the Gon character is made to appear easily and the mammoth character is not allowed to appear. On the other hand, in the button effect pattern 2 which is an effect pattern with a high jackpot reliability in the singing short reach effect, the Gon character and the guy character are likely to appear equally and the mammoth character is difficult to appear. Further, in the button effect pattern 3 which is an effect pattern with a low jackpot reliability in the song long reach effect, it is set to make it easy for the gon character to appear and to make it difficult for the guy character and the mammoth character to appear. On the other hand, in the button effect pattern 4 which is an effect pattern with a high hit reliability in the song long reach effect, the Gon character, the skeleton character, and the mammoth character are set to appear evenly. Further, in the button effect pattern 5 which is the effect pattern for determining the big hit in the song long reach effect, only the mammoth character is set to appear. For this reason, in the button production during the song reach production, a notice is given as to whether or not it is easy for the player to hit the player with a high-appearing character. Specifically, the higher the rate at which the mammoth character appears, the higher the jackpot reliability, and the higher the rate at which the gon character appears, the lower the jackpot reliability.

  In the above-described character selection process, the integrated CPU 112 selects a variation display pattern (variation numbers 24 and 53) that is out of the song long reach effect, and when the same character is selected seven times, FIG. With reference to the character switching table shown in (C), control for forcibly switching the character that appears for the seventh time is performed. Specifically, when a Gon character is selected seven times in succession, the seventh time is forcibly switched to a guy character to appear. If a guy character is selected seven times in succession, the seventh character is forcibly switched to a Gon character to appear. If the mammoth character is selected seven times in succession, the seventh time is forced to switch to the Gon character and appear. In the character selection process, the step is performed at the end of the button effect (at the end of one button input effective period for the song short reach effect, or at the end of the seventh button input effective period for the song long reach effect). Processing for resetting the button effect pattern determination flag set in S805 is performed.

  Next, an example of an advance notice effect centering on display control of an image of a character or the like on the liquid crystal display device 50 will be described with reference to FIG. FIG. 70 is an explanatory diagram showing an example of the advance notice effect based on the advance notice pattern of the advance notice pattern number 13. When the variable display pattern command is received by the sub-integrated board 111, various advance notices determined based on the variable display pattern are displayed together with the display command corresponding to the variable display pattern and the stop symbol in step S718 of the decorative symbol variation start process. A display command corresponding to the pattern (here, the advance notice pattern of the advance notice pattern number 9) is set and transmitted to the display control board 120 in the information output process (step S95). The display CPU 121 mounted on the display control board 120 reads process data from the display ROM 122 based on the received display command, sets a timer (indicating display image switching timing, etc.) based on the process data, and displays liquid crystal. A drive signal is output to the display device 50 to start the variable display of the decorative symbols 50a to 50c (FIG. 70A).

  The decorative symbols 50a to 50c are variably displayed by shifting from low-speed fluctuation to high-speed fluctuation from the upper side to the lower side of the screen of the liquid crystal display device 50 at the start of the variable display. In addition, the decorative symbols 50a to 50c are variably displayed in an opaque manner, but the background image on the back of the variably display area of the decorative symbols 50a to 50c can be seen through by changing the decorative symbols 50a to 50c in an opaque manner. In addition, before each of the decorative symbols 50a to 50c is stopped and displayed, the player can recognize that the decorative symbols 50a to 50c are stopped and displayed by changing again from the high speed fluctuation to the low speed fluctuation. At the same time, it is possible to easily recognize which symbol is likely to be stopped and displayed. In this embodiment, the decorative symbols 50a to 50c are always displayed in a variable manner in an opaque manner. In the process of shifting from high-speed fluctuation to low-speed fluctuation, the fluctuation may be displayed again in an opaque manner.

  In this embodiment, ten types of symbols “0” to “9” are used as the decorative symbols 50a to 50c. Further, the decorative symbols 50a to 50c are five kinds of odd symbols “1”, “3”, “5”, “7”, “9”, and “0”, “2”, “4”. ”,“ 6 ”,“ 8 ”and five types of non-specific symbols, which are even symbols, and are stored in the display ROM 122 of the display control board 120. Then, the combination of specific symbols is determined as the stop symbol of the probability variation big hit symbol determined in step S715 of the decorative symbol variation start process described above, and the combination of the specific symbols is determined as non-probable big hit symbol stop symbol determined in step S716. Decide on any combination of specific symbol combinations.

  The decorative symbols 50a to 50c are thick so that various numbers can be seen three-dimensionally, and the surface portion is rugged as if a huge rock was cut out. As a result, it creates an image that is likely to collapse if a strong force is applied. In addition, the decorative symbols 50a to 50c, which are specific symbols, are red in color and have a mode in which the numeric side is rotated slightly to the left so as not to interfere with the player's recognition of the symbols (numbers). The decorative symbols 50a to 50c, which are non-specific symbols, have a blue color scheme and are slightly rotated to the right on the numeric side, so that the specific symbols or non-specific symbols can be seen by the player at first glance. It is possible to easily distinguish which symbol is a symbol.

  As shown in FIG. 70 (A), when starting the variation display of the decorative symbols 50a to 50c based on the process data, the soil surface swells like a mokomoko as if something is moving in the flat soil. The display mode is controlled so that the earth is directed forward in the screen of the liquid crystal display device 50.

  In FIG. 70 (A), after the display mode in which the embankment is directed toward the front of the screen is controlled, a process based on the process data is further executed, and the mole character MOC suddenly appears from the top of the embankment after a predetermined time has elapsed. The display mode is controlled (FIG. 70 (B)). In addition, the above-described one-step step 1-2 is a state in which the step is developed from the step in which the flat soil is displayed and controlled to the one step in which the production mode in which the mole character MOC appears after filling is displayed and controlled. is there.

  In FIG. 70 (B), after the display mode for the appearance of the mole character MOC is displayed and controlled, processing based on the process data is further executed. TC appears quickly from the right side of the screen to the vicinity of the center, and the display mode is controlled so as to appeal the existence by raising the stone axe (FIG. 70C). Note that the above-described two-stage step 2-1 is a stage from the first stage in which the production mode in which the mole character MOC appears is controlled to the second stage in which the production mode in which the Gon father character TC appears is controlled. It is a developed state.

  In FIG. 70 (C), the display mode of the appearance of the appearance of the dad father character TC is displayed, and further processing based on the process data is executed. Instead, display control is performed for an effect mode in which the ape character RC quickly appears from the right side of the screen to the vicinity of the center (FIG. 70D). Note that the above-described three-stage step 3-1 is a stage from the two stages in which the presentation mode in which the Gon father character TC appears is controlled to the three stages in which the presentation mode in which the ape character RC appears is display-controlled. It is a developed state.

  In FIG. 70 (D), after the display mode of the appearance of the ape character RC appears, the process based on the process data is further executed, and the ape character RC runs away from the vicinity of the center of the screen to the rear after a predetermined time. Next, the display mode is controlled so that the duo of the Gon character GC and the pico character PC appear by walking from the right side of the screen to the vicinity of the center (FIG. 70 (E)). In addition, the above-described four-step step 4-2 is the display control of the effect mode in which the duo of the Gon character GC and the pico character PC appears from the 3rd step in which the effect mode in which the ape character RC appears is displayed and controlled. It is the state which developed the stage to four stages. Further, the left decorative symbol 50a is variably displayed by shifting from high-speed fluctuation to low-speed fluctuation at a timing after the duo of the Gon character GC and the pico character PC appears from the right side of the screen.

  In FIG. 70 (E), after the left decorative symbol 50a shifts to low speed fluctuation, processing based on the process data is further executed, and after the predetermined time has passed, the left decorative symbol 50a is one symbol before the designated symbol (in the same figure). Then, “6” is shown as an example), but the Gon character GC moves from the right to the left in the screen and crosses the front of the left decorative symbol 50a. The display design is controlled so that the next pattern (stopped pattern: “7” is illustrated in the figure) is crushed by crushing the pattern immediately before the one pattern, and the left decorative pattern 50a is stopped and displayed (FIG. 70). (F)). At this time, the display mode is also controlled so that the stone ax possessed by the Gon character GC is used to strike the symbol in front of the one symbol, so that it may appear as if the stop symbol specified by the Gon character GC has appeared. it can.

  In this embodiment, the left decorative design 50a and the Gon character GC overlap, that is, the left decorative design 50a is stopped and displayed at the timing when the variable display area of the left decorative design 50a and the passing display area of the Gon character GC intersect. The As a result, even for a player who is gazing at the characters that are sequentially displayed as the advance notice effect, it is possible to notice the stop display of the left decorative symbol 50a, and the viewpoint between the Gon character GC and the left decorative symbol 50a. Therefore, the left decorative pattern 50a can be naturally watched. In other words, even for a player who wants to quickly recognize whether the stop symbol of the left decorative symbol 50a is a specific symbol or a non-specific symbol, the characters sequentially displayed as the advance notice effect can be watched with peace of mind. .

  After the left decorative symbol 50a is stopped and displayed in FIG. 70 (F), the process based on the process data is further executed, and after a predetermined time elapses, the duo of the Gon character GC and the pico character PC leaves to the left in the screen, Further, as with the left decorative symbol change display, the right decorative symbol 50c is displayed as if it was temporarily stopped one symbol before the designated stop symbol. A display mode is controlled in which the design (stop design) is crushed and crushed. Here, the right decorative design 50c is stopped and displayed based on the process data at the same stop design as the left decorative design 50a (in the figure, “7” is illustrated) (FIG. 70G). That is, although the medium decorative symbol 50b is still displayed in a variable manner, the left and right decorative symbols 50a and 50c are stopped and displayed, thereby forming a reach mode.

  Next, a reach mode is formed, and a display mode in which the character of “reach” for recognizing that the start of the run of the reach effect is started from the rear of the screen toward the front of the screen is displayed and controlled as a reach mode determination screen 51a. (FIG. 70 (H)). In addition, on the reach mode confirmation screen 51a, the display mode is also controlled in which the three mammoth characters MC move from the rear in the screen toward the front in the screen while raising the soil smoke together with the characters “reach”. Note that the above-described five-step step 5 has been developed from the four-step where the duo of the Gon character GC and the pico character PC appears to the five-step where the display mode of the appearance of the mammoth character MC appears. State.

  In this embodiment, by switching the characters to appear at each stage, the player can be surely recognized at each stage and the stage of the advance notice effect can be grasped. When the stage is developed, a character continuously appears (for example, the mole character MOC and the gon father character TC appear in the second stage), so that a plurality of characters appear in each stage. The display mode may be controlled. In this case, the player can grasp the stage of the advance notice effect based on the number of characters that have appeared, and the stage of the advance notice effect further develops, so that the big hit expectation is increased, The expectation that a big hit is derived according to the number of characters present can be enhanced.

  Next, the relationship between the development notice effect and the stop timing of the variable display of the decorative symbols 50a to 50c will be described with reference to FIG. FIG. 71 is an explanatory diagram showing an example of a timing chart of the advance notice effect.

  As shown in FIG. 71, the effect modes set in the change display pattern include “normal change” and “reach effect” (including normal reach, super reach, and development effect) as the change time (effect time) elapses. It is executed in order. It should be noted that the “normal fluctuation” performance time until the reach mode is formed corresponds to the advance notice pattern determined from the advance notice pattern table (see FIGS. 44 to 51) based on the change display pattern. Thus, a predetermined effect display in Step 1 (1 stage) to Step 4 (4 stages) is executed. In this embodiment, about 11 seconds is set as the effect time of “normal fluctuation”, about 2 seconds in each stage of step 1 to step 3 executed in the “normal fluctuation”, and step in step 4 About 3 seconds, which is slightly longer than the stages 1 to 3, are set. As a result, by switching the characters to appear every about 2 seconds (about 3 seconds in the case of step 4), it is possible to secure sufficient time for the player to recognize each character at each stage. , It is possible to grasp the stage of advance notice production.

  In this embodiment, when the reach mode is not formed, that is, based on the fluctuation display pattern of fluctuation number 1, the advance notice of development notice pattern numbers 4 to 6 from the advance notice pattern table (see FIGS. 44 to 51). The pattern is not determined and the effect display of step 3 and step 4 is not executed, but the advance notice pattern of the advance notice pattern numbers 4 to 6 can be determined, and the effect display of step 3 and step 4 May be executed. Also in this case, as in the case where the reach mode is formed, the predetermined effect display of Step 1 (1 stage) to Step 4 (4 stages) is executed within the predetermined effect time of “normal fluctuation”.

  Further, as described above, the variation display of the decorative symbols 50a to 50c shifts from the low-speed variation to the high-speed variation at the start of the variation display, and after the predetermined time elapses, the left decorative symbol 50a and the right decorative symbol 50c are changed from the high-speed variation. Shifting to low speed fluctuation, the decorative symbols 50a and 50c are sequentially stopped and displayed with the designated stop symbols. More specifically, after the Gon character GC appears at the start of Step 4 in the advance notice effect, the left decorative symbol 50a (first stopped symbol) that is first stopped and displayed among the decorative symbols 50a to 50c is slowed down from the high speed fluctuation. Through the process of transitioning to fluctuation, the display is stopped with the specified stop symbol. Then, at the same time when the left decorative symbol 50a is stopped and displayed, the right decorative symbol 50c (second stopped symbol) displayed next to the left decorative symbol 50a is shifted from high-speed fluctuation to low-speed fluctuation. Stop display with the specified stop symbol.

  In this embodiment, until the left decorative symbol 50a is stopped and displayed with the designated stop symbol, the Gon character GC in Step 4 in the advance notice effect appears. In general, when a jackpot is derived as a result of the variable display, the same symbol combination is displayed as the jackpot symbol, and the middle decorative symbol 50b and the right decorative symbol 50c (the symbols other than the first stop symbol) are on the left. Since the stop symbol is the same as the stop symbol of the decorative symbol 50a (first stop symbol), when the left decorative symbol 50a is stopped and displayed with either the specific symbol or the non-specific symbol, the probability variation big hit symbol or the non-probable symbol is displayed. It is possible to determine which of the jackpot symbols (a combination of a specific symbol or a non-specific symbol). Whether the probability variation jackpot symbol or the non-probability variation jackpot symbol is directly related to the player's profit (whether or not the probability variation state is obtained) obtained after the jackpot gaming state ends. We will pay attention to the whereabouts of the variable display.

  For example, when the appearance of the character in the advance notice effect and the stop display of the left decorative symbol 50a (first stop symbol) are executed at the same time, the game paying attention to the changing display of the left decorative symbol 50a For those who have not been able to pay attention to the appearance of the character even though the advance notice effect has been executed, the appearance of the character may be missed. However, by causing the gon character GC in step 4 in the advance notice effect to appear until the left decorative symbol 50a is stopped and displayed with the designated stop symbol, the left decorative symbol 50a can be displayed naturally from the appearance of the gon character GC. The player's consciousness can be transferred to. Accordingly, the appearance of the character in the advance notice effect and the stop display of the left decorative symbol 50a (first stop sign) can be missed together, and the effect of the advance notice effect can be fully exhibited. It is possible to suppress a decrease in interest.

  Furthermore, in this embodiment, the Gon character GC of Step 4 in the advance notice effect is caused to appear before the shift to the low-speed fluctuation, which is the stage before the left decorative symbol 50a is stopped and displayed. As a result, when the left decorative symbol 50a (first stop symbol) shifts to low speed fluctuation and the player's consciousness begins to face in which symbol the left decorative symbol 50a is likely to be stopped and displayed, the step is already performed. 4 characters have appeared, no new characters have appeared, the appearance of characters in the advance notice effect has not been overlooked, and the effects of the advance notice effect can be fully demonstrated. Can be suppressed.

  In this embodiment, the goon character GC of step 4 in the advance notice effect appears until the left decorative design 50a is stopped and displayed with the designated stop design, but the end of step 4 (the goon character GC) Until you leave the screen). However, until the left decorative symbol 50a is stopped and displayed with the designated stop symbol, it is sufficient to cause at least the step 4 gon character GC to appear in the advance notice effect. As shown in FIG. 72, the left decorative symbol 50a is designated. Step 4 in the advance notice effect may be ended before the stop display is performed with the stopped symbol.

  Specifically, after step 4 in the advance notice effect is ended (the Gon character GC is left from the screen), the left decorative symbol 50a (first stop) which is first stopped and displayed among the decorative symbols 50a to 50c. Through a process of shifting the symbol) from high-speed fluctuation to low-speed fluctuation, the display is stopped at the designated stop symbol. Then, at the same time when the left decorative symbol 50a is stopped and displayed, the right decorative symbol 50c (second stopped symbol) displayed next to the left decorative symbol 50a is shifted from high-speed fluctuation to low-speed fluctuation. Stop display with the specified stop symbol. In this case, both the appearance of the character in the advance notice effect and the stop display of the left decorative symbol 50a (first stop symbol) are not missed, and the player uses the gon character GC in step 4 of the advance notice effect. Ensuring sufficient time for recognition makes it possible to easily grasp the stage of the advance notice effect, can fully demonstrate the effect of the advance notice effect, and suppresses the decline in the interest of the game be able to.

  In addition, as shown in FIG. 71, the development notice pattern table (based on the variable display pattern ( In accordance with the advance notice pattern determined from FIG. 44 to FIG. In this embodiment, about 2 seconds is set as the presentation time of the “reach mode determination screen 51a”.

  In this embodiment, after the left decorative symbol 50a and the right decorative symbol 50c are stopped and displayed with the designated stop symbol, the mammoth character MC of step 5 in the advance notice effect is made to appear. Generally, at the timing when the right decorative symbol 50c (second stop symbol) is stopped and displayed, whether or not the right decorative symbol 50a (first stop symbol) is stopped and displayed with the same symbol as the stop symbol of the left decorative symbol 50a (first stop symbol) is formed. Left decoration symbol 50a because it is related to whether or not the jackpot may be derived as a result of the subsequent variation display (depending on the stop symbol of middle decoration symbol 50b). In the same manner as the change display where the change display is performed, attention is also paid to the change display where the right decorative symbol 50c is displayed.

  However, in this embodiment, at the timing when the left decorative symbol 50a (first stop symbol) and the right decorative symbol 50c (second stop symbol) are stopped and displayed, the character does not appear due to the advance notice effect, and the left It does not preclude paying attention to the stop display of the decorative design 50a and the right decorative design 50c. Thereby, the advance notice effect (step 1 to step 4) before the left decorative symbol 50a is stopped and displayed, the stop display of the left decorative symbol 50a and the right decorative symbol 50c, and the advance notice effect on the reach mode confirmation screen (step 5). In the flow of reach production after the reach mode confirmation screen, each player can naturally shift the player's consciousness. Therefore, both the appearance of the character in the advance notice effect and the stop display of the left decorative symbol 50a (first stop symbol) and the right decorative symbol 50c (second stop symbol) are not missed. Can be fully demonstrated, and the fall of the interest of a game can be suppressed.

  Further, in this embodiment, the left decorative design 50a and the right decorative design are displayed while the Gon character GC of step 4 in the advance notice effect appears before the left decorative design 50a is stopped and displayed with the designated stop design. After the symbol 50c is stopped and displayed with the designated stop symbol, the mammoth character MC of step 5 in the advance notice effect is caused to appear. Here, if the mammoth character MC of step 5 in the advance notice effect is to appear before the left decorative symbol 50a is stopped and displayed with the designated stop symbol, the player recognizes each character at each stage. As a result, it is difficult to ensure the time for the advance notice effect. However, by causing the character to appear on the “reach mode determination screen 51a”, it is possible to prevent the player from paying attention to the stop display of the left decorative symbol 50a and the right decorative symbol 50c, and the player can select five levels of characters. It is possible to secure a sufficient time for recognition, and to easily grasp the stage of the advance notice effect.

  Next, an example of the button notice effect executed as part of the development notice effect will be described with reference to FIG. FIG. 73 is an explanatory diagram showing an example of a button notice effect executed as part of the advance notice effect based on any of the advance notice patterns of the advance notice pattern numbers 7, 8, 16, and 17. When the variable display pattern command is received by the sub-integrated board 111, various advance notices determined based on the variable display pattern are displayed together with the display command corresponding to the variable display pattern and the stop symbol in step S718 of the decorative symbol variation start process. A display command according to the pattern (here, the advance notice pattern number 7, 8, 16, 17) is set and transmitted to the display control board 120 by the information output process (step S95). The display CPU 121 mounted on the display control board 120 reads process data from the display ROM 122 based on the received display command, sets a timer (indicating display image switching timing, etc.) based on the process data, and displays liquid crystal. A drive signal is output to the display device 50 to start the variable display of the decorative symbols 50a to 50c (FIG. 73A). The decorative symbols 50a to 50c are not the opaque mode shown in FIG. 70, but exemplify a case where the display is changed in a translucent manner in the process of shifting from the low speed change to the high speed change.

  As shown in FIG. 73 (A), when starting the variation display of the decorative symbols 50a to 50c based on the process data, the soil surface swells as if something is moving in the flat soil, The display mode is controlled so that the earth is directed forward in the screen of the liquid crystal display device 50.

  In FIG. 73 (A), after the display mode in which the embankment is directed forward in the screen is controlled, processing based on the process data is further executed, and the mole character MOC suddenly appears from the top of the embankment after a predetermined time has elapsed. The display mode is controlled (FIG. 73 (B)). In addition, the above-described one-step step 1-2 is a state in which the step is developed from the step in which the flat soil is displayed and controlled to the one step in which the production mode in which the mole character MOC appears after filling is displayed and controlled. is there.

  In FIG. 73 (B), after controlling the display of the appearance mode in which the mole character MOC appears, the process based on the process data is further executed. The display mode is controlled so that the character TAC that is taken on the screen appears from the right side of the screen to the vicinity of the center (FIG. 73C). Note that the above-described two-stage step 2-2 is expanded from the first stage in which the production mode in which the mole character MOC appears to the second stage in which the production mode in which the raccoon character TAC appears is displayed and controlled. It is the state made to do.

  In FIG. 73 (C), after the display mode for the appearance of the raccoon character TAC is displayed, the process based on the process data is further executed. The display mode is controlled so as to start chanting the spell for changing with (FIG. 73D). At this time, in the upper left part of the screen, a button input effective period in which an operation signal is permitted to be input from the operation button 18a by controlling the display of the characters “PUSH !!” together with the image 51b in which the operation button 18a is copied This is notified to the player and prompts the operation of the operation button 18a.

  In FIG. 73D, the button input valid period is started. However, when the button input valid period ends without the operation button 18a being operated (without an operation signal being input from the operation button 18a), Processing based on the process data is executed, and display control is performed so that the tanuki character TAC leaves to the left in the screen after the button input valid period ends (FIG. 73 (E)).

  In an example of the button notice effect executed as a part of the above-described advance notice effect, the operation button 18a is not operated during the button input valid period, and the effect display after three stages based on the advance notice pattern (button notice pattern) is displayed. Although the case where it was not executed was explained, next, the operation button 18a is operated during the button input effective period, and the effect display of the button notification effect in which the effect display of the third and subsequent stages based on the advance notice pattern (button notice pattern) is executed is executed. An example will be described with reference to FIG.

  FIG. 74 shows a button notice effect executed as a part of the advance notice effect based on the advance notice pattern of any of the advance notice pattern numbers 8 and 17 and the two stage change button notice pattern of the two stage change button notice pattern number 14. It is explanatory drawing which shows an example. When the variable display pattern command is received by the sub-integrated board 111, various advance notices determined based on the variable display pattern are displayed together with the display command corresponding to the variable display pattern and the stop symbol in step S718 of the decorative symbol variation start process. A display command corresponding to the pattern (here, the advance notice pattern of any of advance notice pattern numbers 8 and 17) is set and transmitted to the display control board 120 in the information output process (step S95). The display CPU 121 mounted on the display control board 120 reads process data from the display ROM 122 based on the received display command, sets a timer (indicating display image switching timing, etc.) based on the process data, and displays liquid crystal. A drive signal is output to the display device 50 to start variable display of the decorative symbols 50a to 50c (FIG. 74A).

  74 (A) until display control is performed until the effect mode in which the tanuki character TAC begins to cast a spell in the screen after controlling the effect mode in which the earth is directed forward in the screen in FIG. 74 (A). It is the same as the display control of the effect mode of 73 (A)-FIG. 73 (D).

  In FIG. 74D, after the button input effective period starts, the player operates the operation button 18a until the button input effective period ends, and an operation signal is input from the operation button 18a on the sub-integrated board 111. And a display command corresponding to the button notice pattern determined here based on the change display pattern and the development notice pattern (here, the two-stage change button notice pattern of the two-stage change button notice pattern number 14), The information is transmitted to the display control board 120 in the information output process (step S95). The display CPU 121 mounted on the display control board 120 newly reads process data from the display ROM 122 based on the received display command, and sets a timer (indicating display image switching timing, etc.) based on the process data. Then, the dog character TAC that has output the drive signal to the liquid crystal display device 50 is successively changed to the first and second stages. It should be noted that at the operation timing of the operation button 18a, the tanuki character TAC is not changed to the first stage mode, and the display mode of FIG. 74D is continuously displayed until the original button input valid period ends. is doing.

  In FIG. 74 (D), after the button input valid period ends, the process based on the process data is further executed. When the raccoon character TAC is wrapped by the smoke screen 51c and the smoke screen 51c is clear, the raccoon character TAC is changed by one step. A display mode in which the Gon father character TC appears as a stage mode is controlled (FIGS. 74E and 74F). Here, as a remnant of the change caused by the raccoon character TAC, display effects are controlled such that the tail of the raccoon character TAC is left on the father father character TC. Note that the above-described three-step step 3-2 is an effect mode in which the character mode TAC changes by one step from the second step in which the effect mode in which the character character TAC appears is controlled, and the first step mode appears. This is a state in which the stages are developed into three stages in which display control is performed.

  In FIG. 74 (F), the display mode is controlled so that the father character TC in which the raccoon character TAC is changed by one step is displayed. Then, the process based on the process data is further executed, and the father character TC is wrapped again by the smoke screen 51c. When the smoke screen is clear, display control is performed for the effect mode in which the gon character GC appears as the second level mode that has been further changed by one level (FIGS. 74H and G). Here too, as a remnant of the change caused by the raccoon character TAC, the effect mode in which the tail of the raccoon character TAC is left on the Gon character GC is displayed and controlled. Note that the above-described four-step step 4-3 is a second-stage change from the third stage in which the display mode is changed from the three-stage display mode in which the appearance of the first-stage mode is changed by one step of the character character TAC. In this state, the stage is developed into four stages in which the display mode is controlled.

  Then, the left decorative symbol 50a changes from high speed fluctuation to low speed fluctuation after the gon character GC appears as the second stage aspect in which the raccoon character TAC has changed, in the same manner as the four stages in the advanced type notice where the button notice effect is not executed. The display is stopped and displayed with the specified stop symbol.

  Next, the relationship between the development notice effect and the button notice effect executed as a part of the development notice effect will be described with reference to FIG. FIG. 75 is an explanatory diagram showing an example of a timing chart of the button notice effect executed as part of the development notice effect.

  As shown in FIG. 75, the effect modes set in the change display pattern include “normal change” and “reach effect” (including normal reach, super reach, and development effect) as the change time (effect time) elapses. It is executed in order. It should be noted that the “normal fluctuation” performance time until the reach mode is formed corresponds to the advance notice pattern determined from the advance notice pattern table (see FIGS. 44 to 51) based on the change display pattern. Thus, a predetermined effect display in Step 1 (1 stage) to Step 4 (4 stages) is executed.

  First, the advance notice pattern of the advance notice pattern numbers 7, 8, 16, and 17 incorporating the button notice effect is determined, but the operation button 18a is not operated during the button input effective period set in the advance notice pattern. The case will be described with reference to FIG. When the advance notice pattern of the advance notice pattern number 7, 8, 16, 17 is determined, the effect display of “mole character MOC” and the effect display of “tanuki character TAC” are sequentially executed. The button input valid period is set within the rendering time of step 2 in “normal fluctuation”, and specifically, the button input valid period is erased (departed) after the raccoon character TAC appears in the screen of the liquid crystal display device 50. It is set up to. If the operation button 18a is not operated during the button input valid period, the process does not proceed to the steps after step 3 based on the advance notice pattern.

  As described above, if the operation button 18a is not operated during the button input valid period, the process does not proceed to the next stage in the advance notice effect, and the operation button for a player who is not interested in or feels unnecessary for the advance notice effect. It is not necessary to operate 18a. On the other hand, for a player who wants to enjoy the enjoyment of the advance notice effect, the operation button 18a may be operated, and whether or not to proceed to the next stage in the advance notice effect can be left to the player's intention. Therefore, it does not proceed to the next stage in the advance notice effect against the player's intention, and it is possible to suppress a decrease in the interest of the game.

  In this embodiment, the button input effective period is set within the production time of step 2 in “normal fluctuation”, but may be set within the production time of other steps. For example, if the button input valid period is set within the production time of step 1, the advance notice production will not occur without moving to the stage after step 2 unless the operation button 18a is operated during the button input valid period. For a player who is not interested in or who does not want to use the operation button 18a, the advance notice effect can be terminated without proceeding with one stage.

  Further, in this embodiment, the button input effective period is set within the limited presentation time of step 2 in “normal fluctuation”, but may be set within the presentation time over a plurality of steps. When the button input valid period is set within the limited stage 2 production time, the button input valid period is as short as about 2 seconds, and it is also operated for a player who wants to proceed to the next stage in the advance notice production. There is a possibility that the operation timing of the button 18a may be missed. For example, the button input effective period can be extended by setting the button input effective period within the production time from step 2 to step 3. The operation button 18a can be operated with a margin without the player being panicked.

  Next, when the advance notice pattern of the advance notice pattern numbers 7 and 16 incorporating the button notice effect is executed and the operation button 18a is operated during the button input valid period set in the advance notice pattern, FIG. A description will be given with reference to B). When the advance notice pattern with the advance notice pattern numbers 7 and 16 is determined, the effect display of “mole character MOC” and the effect display of “tanuki character TAC” are sequentially executed. Then, when the operation button 18a is operated during the button input valid period, it is possible to shift to the step 3 based on the advance notice pattern. In the production time of step 3, the first stage where the character TAC has changed according to the first stage change button notice pattern determined from the first stage change button notice pattern table (see FIG. 62) based on the variation display pattern. The effect display of the aspect is executed.

  In this embodiment, even if the operation button 18a is operated during the button input effective period, the effect display of the first stage in which the character TAC is changed at the start of the effect time of step 3 after the button input effective period ends. However, it is also possible to execute the effect display of the first stage in which the character TAC is changed immediately after the operation button 18a is operated. In this case, it is possible to execute more when the player changes the character string TAC by executing the effect display in the first stage in which the character character TAC has changed immediately after the operation button 18a is operated. Even if the operation button 18a is operated during the button input effective period, it is not felt uneasy whether or not the operation signal is actually input from the operation button 18a and proceeds to the next stage in the advance notice effect.

  Further, in this embodiment, with the end of the production time of step 3, it is set to erase (leave) the production display of the first stage in which the raccoon character TAC has changed. The effect display in the first stage may be continuously executed until the effect time of 4. When the effect display of the first stage mode is to be erased at the end of the effect time of Step 3, the game is in effect that the effect display of the second stage mode in which the raccoon character TAC further changes is not executed at the time of deletion. However, it is difficult to determine when the second stage effect display is executed, for example, by continuing the first stage aspect display until the step 4 effect time. It is possible to maintain the player's sense of expectation that the second stage aspect is displayed.

  Next, when the advance notice pattern of the advance notice pattern numbers 8 and 17 incorporating the button notice effect is executed and the operation button 18a is operated during the button input valid period set in the advance notice pattern, FIG. A description will be given with reference to FIG. When the advance notice pattern of the advance notice pattern numbers 8 and 17 is determined, the effect display of “mole character MOC” and the effect display of “tanuki character TAC” are sequentially executed. Then, when the operation button 18a is operated during the button input valid period, it is possible to shift to the steps 3 and 4 based on the advance notice pattern. In the production time of step 3 and step 4, the raccoon character TAC changes according to the two-stage change button notice pattern determined from the two-stage change button notice pattern table (see FIGS. 64 and 65) based on the variation display pattern. The effect display in the first and second stages is sequentially executed.

  As described above, even if the presentation display of the character TAC based on the advance notice pattern is executed, if the operation button 18a is not operated during the button input effective period, the advance notice pattern of the advance notice pattern numbers 7 and 16 is used. Therefore, it is not possible to determine whether the process proceeds to the step 3 or whether the process proceeds to the step 4 based on the advance notice patterns of the advance notice pattern numbers 8 and 17. Therefore, a player who is interested in the advance notice effect can be expected to go to which stage of step 3 or step 4 and can be prompted to operate the operation button 18a.

  In this embodiment, when the operation button 18a is operated during the button input effective period, after the button input effective period ends, the effect display of the first stage in which the raccoon character TAC has changed is displayed. Although the effect display is sequentially executed, the trigger for executing the effect display in the second stage may be provided separately from the trigger for executing the effect display in the first stage. For example, the second button input valid period is set within the production time of step 4 in which the first stage mode in which the raccoon character TAC has changed is displayed, and the operation button 18a is pressed during the second button input valid period. Whether or not to perform the effect display in the second stage may be determined depending on whether or not the operation is performed (whether or not an operation signal is input from the operation button 18a). In addition, when an operation signal is input from the operation button 18a during the second button input effective period, a button notice pattern random number (a random number different from the button notice pattern random number may be extracted) again, and the extracted button notice is extracted. The type of the second stage may be determined based on the pattern random number.

  Further, in this embodiment, the operation button 18a by the player is used as an opportunity to execute the effect display of the first-stage aspect in which the raccoon character TAC has changed, that is, the opportunity to advance to the next stage in the advance notice effect. However, it may be a predetermined opportunity that the condition is satisfied by the player's operation. For example, the operation button 18a may be operated a plurality of times or a switch type operation, or the operation handle 18 may be operated. It is also possible to aim at a prize opening (for example, the general prize opening 66 etc.) by the operation of and win the prize at this prize opening. Also in this case, whether or not to proceed to the next stage in the advance notice effect can be left to the player's intention, and a decrease in the interest of the game can be suppressed.

  Next, an example of the advance notice effect that is executed when the variable display pattern of the variable display pattern numbers 25 and 26 is determined as the variable display pattern of “Reaper Reach” will be described with reference to FIG. FIG. 76 is an explanatory diagram showing an example of the advance notice effect based on the advance notice pattern of the advance notice pattern number 21. When the sub-integrated board 111 receives the variable display pattern command based on the variable display pattern numbers 25 and 26, the variable display is displayed together with the display command corresponding to the variable display pattern and the stop symbol in step S718 of the decorative symbol variation start process. A display command corresponding to various notice patterns determined here based on the pattern (here, the advance notice pattern of the advance notice pattern number 21) is set and transmitted to the display control board 120 in the information output process (step S95). The display CPU 121 mounted on the display control board 120 reads process data from the display ROM 122 based on the received display command, sets a timer (indicating display image switching timing, etc.) based on the process data, and displays liquid crystal. A drive signal is output to the display device 50 to start the variable display of the decorative symbols 50a to 50c (FIG. 76A). The decorative symbols 50a to 50c are not the opaque mode shown in FIG. 70, but exemplify a case where the display is changed in a translucent manner in the process of shifting from the low speed change to the high speed change.

  As shown in FIG. 76 (A), when starting the variation display of the decorative symbols 50a to 50c based on the process data, the soil surface swells as if something is moving in the flat soil, The display mode is controlled so that the earth is directed forward in the screen of the liquid crystal display device 50.

  In FIG. 76 (A), after the display mode in which the embankment is directed toward the front of the screen is controlled, processing based on the process data is further executed, and after a predetermined time has elapsed, the mole character MOC suddenly appears from the top of the embankment. The display mode is controlled (FIG. 76 (B)). In addition, the above-described one-step step 1-2 is a state in which the step is developed from the step in which the flat soil is displayed and controlled to the one step in which the production mode in which the mole character MOC appears after filling is displayed and controlled. is there.

  In FIG. 76 (B), after the display mode for the appearance of the mole character MOC is displayed, the process based on the process data is further executed. After the predetermined time has elapsed, the mole character MOC is returned to the soil, and the Gon father character is replaced. TC appears quickly from the right side of the screen to the vicinity of the center, picks up the gourd, starts drinking booze, and controls the display of an effect mode that takes a break with puja (FIG. 76 (C)). Note that the two-stage step 2-3 described above is a two-stage display mode in which an effect mode in which a gourd father character TC with a gourd appears is displayed from a stage in which the mode in which the mole character MOC appears is controlled. It is a state where the stage has been developed.

  In FIG. 76 (C), after the presentation mode in which the gon father character TC appears is displayed and controlled, the process based on the process data is further executed, and when the gon father character TC runs backward from the vicinity of the center of the screen after a predetermined time has elapsed. By throwing out the gourd that was held in the hand, the display mode is controlled so that the gourd hits the skull DC directly (FIG. 76D). Then, when the gourd hits directly, an anger mark appears in the upper right of the skull DC, and an effect mode in which the skull DC starts to wiggle up and down as if it has been awakened is displayed and controlled (FIG. 76E). Note that the above-described three-stage step 3-3 is changed from the two stages in which the display mode in which the gourd father character TC appears with the gourd to the three stages in which the display mode in which the skull DC starts to swing is controlled. It is the state which developed the stage.

  In FIG. 76 (E), the display mode is controlled so that the skull DC begins to sway, and further processing based on the process data is executed. After a predetermined time has elapsed, the skull DC begins to sway more intensely in the vertical direction and remains high in the upward direction. At that time, the display mode is controlled so that the grim reaper character SC suddenly appears on the left side of the screen with the skull DC as the head (FIG. 76 (F1)). Note that the above-described four steps 4-5 are developed from the three steps in which the display mode in which the skull DC starts to swing is changed to the four steps in which the display mode in which the reaper character SC appears is controlled. It is in the state.

  In FIG. 76 (F1), after the display mode for the appearance of the reaper character SC appears, processing based on the process data is further executed, and the left and right decorative symbols 50a and 50c are the same stop symbol (in the figure, “7 "" Is displayed in order). In this case, even if the reach mode is formed, the reach mode confirmation screen 51a is not displayed, and after that, the reaper reach effect (variation display pattern of the variation numbers 25 and 26) is executed, and the reaper from the advance notice effect is performed. Display control is performed for a series of effects using the character SC continuously.

  When the grim reaper character SC appears, the background image is changed from the daytime background to the nighttime background to control the display, and the decorative member 46 (LED 92) and the movable decorative bodies 44a and 44b arranged around the liquid crystal display device 50 are controlled. , 44c (full color LED chip 204a) turn-off control, movable decoration body 44a, 44b, 44c drive stop control, etc. are also executed, and the entire rendering device 42 is darkened, so that the atmosphere of the reaper character SC is amazed. It is brewing. When the reaper character SC appears and the display control is performed on the night background, the display mode is controlled so that the reaper light is run by the reaper character SC. At this time, the decoration member 46 (LED 92) and the movable ornaments 44a, 44b, 44c are controlled. By performing lighting / flashing control of the (full-color LED chip 204a), drive control of the movable decorative bodies 44a, 44b, 44c, and the like, the entire display device 42 is made noisy, so that the display content of the liquid crystal display device 50 stands out. Can be made. In this way, by making the decorative member 46 and the movable decorative bodies 44 a, 44 b, 44 c arranged around the liquid crystal display device 50 interlock with the display content of the liquid crystal display device 50, it is possible to further enhance the effect.

  In this embodiment, the skull DC is a normal fluctuation period from the start of the fluctuation display of the decorative symbols 50a to 50c to whether or not the reach mode is formed, that is, one stage (step 1) to four stages (step 4). ), The display is always controlled in front of the variable display area of the left decorative symbol 50a. As a result, the skull DC always enters the player's field of view during the normal fluctuation period, and the reaper character SC with the skull DC as the head appears, and the ratio of derivation of the big hit is higher than other reach effects. It is possible to maintain the player's expectation that the performance (variation display patterns of the variation numbers 25 and 26) is executed, and to increase the expectation that the big hit is derived.

  In the above description, the case where the development advance notice pattern of the advance notice pattern number 21 is determined based on the change display pattern of the “Reaper Reaper” of the change display pattern numbers 25 and 26 is shown, but based on the other change display patterns. If the advance notice pattern number 20 is determined, the display mode in which the skull DC starts to swing in FIG. 76 (E) is displayed, and further processing based on the process data is executed. After a predetermined time has passed, the soil under the skull DC The display mode is controlled so that the squirrel character RIC suddenly makes a face (FIG. 76 (F2)). In addition, the above-described four-step step 4-4 is developed from the three-step display mode in which the effect mode where the skull DC begins to shake is changed to the four-step mode in which the display mode in which the squirrel character RIC appears is controlled. It is in a state.

  In this embodiment, step 4 in the advance notice effect is started, and the big hit is derived until either the grim reaper character SC (step 4-5) or the squirrel character RIC (step 4-4) appears. It is not possible to determine whether or not a reaper reach effect (variation display patterns with variation numbers 25 and 26) having a higher ratio than other reach effects is executed. As a result, when the display mode (step 3-3) where the skull DC starts to swing in step 3 which is the previous stage of step 4 is displayed and controlled, the player knows that the reaper character SC (step 4-5) appears. You can expect and pay attention to the whereabouts of the production. Therefore, even if the mainstream advance notice effect is not executed, by executing an effect that attracts the player in the secondary advance notice effect, the advance notice effect becomes an interesting effect, The decrease can be suppressed.

  Next, an example of an advance notice effect centering on drive control and light emission control of the movable decorative bodies 44a to 44c will be described. Here, an example of the advance notice effect based on the advance notice pattern of the advance notice pattern number 35 is shown. When the variable display pattern command is received by the sub-integrated board 111, various advance notices determined based on the variable display pattern are displayed together with the display command corresponding to the variable display pattern and the stop symbol in step S718 of the decorative symbol variation start process. A display command corresponding to the pattern (here, the advance notice pattern with the advance notice pattern number 35) is set and transmitted to the display control board 120 in the information output process (step S95). If the advance notice pattern of the advance notice pattern numbers 28 to 49 is determined, a display command corresponding to the night background is also set as the background image and transmitted to the display control board 120 in the information output process (step S95). The display CPU 121 mounted on the display control board 120 reads process data from the display ROM 122 based on the received display command, sets a timer (indicating display image switching timing, etc.) based on the process data, and displays liquid crystal. A drive signal is output to the display device 50 to start the variable display of the decorative symbols 50a to 50c.

  Further, when the development notice pattern of the development notice pattern numbers 28 to 49 is determined, the integrated CPU 112 selects a light emission pattern and a drive pattern corresponding to the development notice pattern and drives a timer (driving the movable decorative bodies 44a to 44c). Time, drive start time, etc.) are set, and drive signals are sequentially output to the solenoids 94a to 94c and the LED 204a via the lamp relay board 119 based on the selected light emission pattern, drive pattern and timer. Accordingly, the movable decorative bodies 44a to 44c are driven and controlled in a predetermined drive pattern in synchronization with the variable display of the decorative symbols 50a to 50c on the liquid crystal display device 50, and the LEDs 204a provided in the movable decorative bodies 44a to 44c, respectively. Etc. can be controlled with a predetermined light emission pattern, and an effect synchronized with the display of the liquid crystal display device 50 is executed. The integrated ROM 113 mounted on the sub-integrated board 111 has a plurality of driving patterns in which driving modes (solenoids to be driven, driving order, etc.) of the solenoids 94a to 94c are written, and light emission modes (light emission) such as LEDs 204a. , A plurality of light emission patterns in which light emission color, gradation, etc. are written are stored.

  First, when starting the variable display of the decorative symbols 50a to 50c based on the process data, the display mode is controlled so that the entire image on the screen of the liquid crystal display device 50 is wiggled. At this time, if the background image in the previous variation display is the day background, the display is controlled by changing from the day background to the night background, and if the background image in the previous variation display is the night background, the night background is continued. Display control. Immediately after performing display control of the effect mode in which the entire image in the screen is wiggled, the process based on the process data is further executed, and the effect mode in which the lightning is dropped from the upper side to the lower side of the screen is displayed and controlled. A drive signal based on the pattern is output to the LED 92, and light emission control is performed so that the decorative member 46 blinks like a thundercloud in synchronization with lightning display control. Note that the above-described step 0′-2 of the 0 stage is that the entire image in the screen is wiggled from the stage where only the background image is controlled to display, and immediately after that, the lightning is displayed and the decorative member 46 is moved. This is a state in which the stage is developed to the 0 stage where the light emission is controlled.

  When the daytime background is controlled as a background image, the LED 92 and the LED 204a provided on the game board 4 are occasionally turned on / flashed to increase the normal fluctuation period. When the image is changed from the daytime background to the night background, all the LEDs 92 and the LED 204a are controlled to be turned off. As described above, the entire background of the liquid crystal display device 50 is darkened in accordance with the background image of the liquid crystal display device 50 having a low brightness such as a night background. It is possible to give a strong impression to the player that the game has been changed to (or that the advance notice effect centering on drive control and light emission control of the movable decorative bodies 44a to 44c is executed).

  Next, a driving signal based on the light emission pattern is sequentially output to the movable decorative body 44c and the decorative body 45c, the movable decorative body 44b and the decorative body 45b, the LEDs 92 and 204a provided in the movable decorative body 44a and the decorative body 45a, respectively. The light emitting modes in which the movable decorative body 44c and the decorative body 45c, the movable decorative body 44b and the decorative body 45b, and the movable decorative body 44a and the decorative body 45a are lit white are sequentially controlled to emit light. Note that the above-described one-step step 1′-1 is a state in which the steps are developed from the zero step in which the decorative member 46 is controlled to emit light to the one step in which the movable decorative body 44c and the decorative body 45c are controlled to emit light. Yes, step 2′-1 described above is a state in which the stage is developed from one stage to two stages in which the movable decorative body 44b and the decorative body 45b are controlled to emit light. In this state, the stage is developed from two stages to three stages in which the movable decorative body 44a and the decorative body 45a are controlled to emit light.

  Next, a driving signal based on the light emission pattern is output to the LEDs 92 and 204a provided in the movable decorative bodies 44a to 44c and the decorative bodies 45a to 45c, and the movable decorative bodies 44a to 44c and the decorative bodies 45a to 45c are lit in red. At the same time, the light emitting mode is controlled to emit light, and driving signals based on the driving pattern are output to the solenoids 94a to 94c. The movable decorative bodies 44a and 44b are rotated clockwise from the initial position, and the movable decorative body 44c is counterclockwise from the initial position. Drive control is performed simultaneously in the rotation direction a plurality of times (in this embodiment, 8 times). Note that the above-described step 4′-1 is developed from three stages in which the movable decorative body 44a and the decorative body 45a are controlled to emit light to four stages in which the movable decorative bodies 45a to 45c are controlled to emit light and are movable. It is a state.

  The left decorative pattern 50a is driven and light-emitted by the movable decorative bodies 44a to 44c in the same manner as the four stages (step 4) in the advanced notice centering on the display control of images of characters and the like on the liquid crystal display device 50. Also in the four stages (step 4 ') in the development notice effect centering on control, after the movable decorative bodies 45a to 45c are light emission controlled / moved controlled, the high-speed fluctuation is changed to the low-speed fluctuation, and the designated stop pattern is used. Stopped display.

  Next, the reach effect of the decorative pattern by the liquid crystal display device 50 will be described with reference to FIGS. 77 to 82. FIG. 77 is an explanatory diagram showing the flow of reach production. 78 to 82 are explanatory diagrams showing examples of reach effects.

  As shown in FIG. 77, when the variation display of the special symbol and the decoration symbol can be started, the liquid crystal display device 50 performs the normal variation of the decoration symbol. On the other hand, when it is determined that the reach effect different from the normal variation is performed, the normal reach effect is performed in a state where the reach mode is displayed after the reach mode is formed. Then, after the reach form is formed, first to third stage effects are performed as the reach effects performed before the decorative symbols are stopped (stage effect execution means). If it is determined that the first stage effect will be performed without progressing to the second to third stage effects, the decorative design (middle design) that has not yet stopped due to the active performance of the father father character TC. Gon father reach production that tries to stop with a combination of jackpot symbols, apes reach production that tries to stop decoration designs (middle symbols) that have not yet stopped by the ape character RC active, In addition, the first stage super reach production (second reach production) of the goon reach production which tries to stop the decorative design (middle design) which has not yet stopped by the active use of the Gon character GC with the combination of the big hit design Is done.

  Next, when it is determined that the development effect of the first stage super reach production is performed as the reach production, the first stage super reach production (Gon father reach production, apes reach production, or Gon reach production) described above. Continuing from the beginning, the landslide reach production that tries to stop the decorative symbol (middle symbol) that has not stopped yet by the combination of the big hit symbol by the success of the Gon father character TC, the ape character RC, and the Gon character GC ( Third reach production) is performed.

  When it is determined that the second stage effect will be performed without progressing to the third stage effect after the first stage effect is performed, the Gon father character TC, the ape character RC, and the Gon character GC are displayed in the decorative pattern. A decorative design (middle design) that has been put on like a ball rider and has not yet stopped is stopped by a combination of a jackpot design and a corresponding design depending on each phrase of the song The second stage super reach effect is performed among the song reach effects that determine the stop symbols of the decorative symbols (middle symbols) that have not yet been stopped by sequentially changing the display mode. Next, when it is determined that the development effect of the ball ride reach production, which is the second stage super reach production, is performed as the reach production, the volcanic volcano continues from the second stage super reach production (ball ride reach production). As the eruption is repeated, the stone character reach effect (fourth reach effect) for determining the stop symbol of the decorative symbol (middle symbol) that has not yet stopped is performed. Note that there are two types of song reach production, which is the second stage super reach production, the song short reach production and the song long reach production in which the production period is set longer than the song short reach production. It is set as a special production for super reach production.

  If it is determined that the third stage effect is to be performed after the first stage effect and the second stage effect are sequentially performed, it is determined that the mammoth character MC tries to break the decorative design. A mammoth reach effect that attempts to stop the decorative symbol (medium symbol) that has not stopped yet by the combination of jackpot symbols by the GC's two-person group playing an active role is performed as the third stage super reach effect. Next, when it is determined that the development effect of the third stage super reach production is performed as the reach production, the mammoth character MC is an ape character continuously from the third stage super reach production (mammoth reach production). The mammoth reach development effect which tries to stop the decoration design (middle design) which has not stopped yet by combining the RC and Gon character GC's attempt to hunt down the duo with a combination of jackpot symbols Is called.

  In addition, as a reach effect, there is a case where an effect that is not performed when the normal reach effect is passed, and a reaper reach effect that determines a decorative symbol (middle symbol) that the reaper character has not stopped yet may be performed. . That is, the Reaper Reach Production is set as a Normal Superach Production and a Special Super Reach Production that does not go through the first stage production to the third stage production. Furthermore, it is an effect that is not performed when going through the normal reach production, and the specific jackpot symbol is displayed by changing all the symbols synchronously in combination with the jackpot symbol without going through the formation of reach A full-rotation reach effect that is stopped by either a combination of the above or a combination of non-specific jackpot symbols may be performed as a jackpot finalizing effect.

  Note that when the above-described reach effect is performed, the probability that the stop symbol of the decorative symbol is a combination of the jackpot symbol (reliability of jackpot: the ratio that the reach effect is executed when the jackpot is hit / hit and miss The ratio at which the reach effect is sometimes performed) is determined based on the distribution display pattern random number distribution setting in the change display pattern table shown in FIG. 36, the normal reach effect, the first stage super reach effect (Gon father, ape, and Gon's Reach Production), 2nd Stage Super Reach Production (Random Reach Production), 3rd Stage Super Reach Production (Mammoth Reach Production), 1st Stage Super Reach Production Development (Clipping Reach Production), 2nd Stage Super-reaching production development (stone character reach production), 2nd stage super-reaching special production (Song Lee) Effect), the development effect of the third stage super reach effect (Mammoth reach development effect), special super reach demonstration (Death reach demonstration), it is set to be higher in the order of jackpot definite effect (full rotation reach demonstration).

  First, specific contents of the normal reach effect will be described with reference to FIGS. 79 (A) and 79 (B). In the case where the normal reach effect is executed in a state where the reach mode is displayed after the reach mode is formed, the reach mode screen 51a displaying the characters “reach” shown in FIG. As shown in 78 (A), the left and right decorative symbols 50a and 50c are switched to the reach mode in which the same stop symbol is stopped and displayed. In this display mode, the vulture character HC sequentially drops the medium decorative symbols 50b in the order of arrangement. The effect display to be executed is executed as a normal reach effect. When the normal reach effect ends without progressing to the first stage effect to the third stage effect, as shown in FIG. 78 (B), the middle decorative symbol 50b that the vulture character HC has finally dropped is the stop symbol. Thus, the display result is derived (in the figure, the case where the stop symbol of the middle decorative symbol 50b is “3” and the off symbol of “7, 3, 7” is derived is illustrated).

  Next, specific contents of the super reach effect via the first stage effect to the third stage effect will be described with reference to FIGS. 78 (C) to (G) to FIG. In the case of developing into a super reach production via the above-described normal reach production, it is shown in FIGS. 78 (C) and (D) from the display mode of the off symbol after the normal reach production shown in FIG. 78 (B). In this way, the next middle decoration symbol 50b of the middle decoration symbol 50b for which the outlier design has been determined (in the figure, the middle decoration symbol “4” is illustrated) and the next middle decoration symbol 50b. The effect display that the vulture character HC takes away 50b just before the ground is performed.

  Thereafter, as shown in FIG. 78 (E), an effect display in which the vulture character HC follows the triplet of the gon father character TC, the ape character RC, and the gon character GC is performed as the display of the first stage effect (expected effect). Execution means). When progressing from the first stage production to the second stage production, as shown in FIG. 78 (F), the escaped three-person group (Gon father character TC, ape character RC, and Gon character GC) emits smoke in front of it. The effect display to be discovered is performed as the second stage effect. In the case of progressing from the second stage effect to the third stage effect, as shown in FIG. 78 (G), the mammoth character MC appears from the front of the smoke and the triplet (Gon father character TC, ape character RC, In addition, an effect display in which the Gon character GC) is surprised is performed as a third stage effect. In the display form of the first stage effect to the third stage effect, the left and right decorative symbols 50a and 50c are stopped at the left and right lower ends of the display screen of the liquid crystal display device 50 (in FIG. Is displayed), and the player is made aware of which symbol the reach form is formed on.

  In addition, the structure of the above-described anticipation effect execution means is to display a triplet of the Gon father character TC, the ape character RC, and the Gon character GC as the first stage production, and thereafter, the Gon father character TC, The player is expected to branch in advance to one of three types of reach production (Gon father reach production, apes reach production, Gon reach production) with either the ape character RC or the Gon character GC as the main character. Therefore, when transitioning to any one of the three types of reach production, the reach production can be smoothly transitioned. On the other hand, when progressing from the first stage production to the second stage production, the reach production (Gon father reach production) with one of the three characters (Gon father character TC, ape character RC, Gon character GC) as the main character. (The ape reach production, the goon reach production) The third party performs the production display as the second stage production, in which the three people discover the dust in front of it, and makes the player surprised in the production display. You can develop your reach production.

  Next, the specific content of the Gon father reach production that is the first stage super reach production will be described with reference to FIGS. 79 (A) to 79 (D). In the Gon father reach production, the vulture character HC does not progress from the display mode (first stage production) shown in FIG. 78 (E) to the display mode (second stage production) shown in FIG. 45 (F). The ape character RC and the Gon character GC of the three-person group (Gon father character TC, ape character RC, and Gon character GC) who have been chased by the person fall down, and the remaining Gon father character TC is displayed on the liquid crystal display device 50. The effect display displayed on the full screen is performed as the branch determination effect of the first stage super reach effect (see FIG. 79A: branch effect executing means). In other words, by displaying the Gon father character TC of FIG. 79 (A), it is determined that the first stage super reach production (Gon father reach production, apes reach production, and Gon reach production) has been decided as Gon father reach production. Make players aware.

  Thereafter, as shown in FIGS. 79 (B) and 79 (C), the father father character TC throws the stone axes vigorously toward the plurality of medium decorative symbols 50b arranged in the order of arrangement, thereby successively creating the medium decorative symbols 50b. The production display that shatters is performed as Gon father reach production. Then, when the Gon father reach production does not develop, the middle decoration symbol 50b remaining without being crushed becomes the stop symbol, and the display result is derived. When the cliff collapse reach production is performed as the development production of the Gon father reach production, the medium decorative design 50b that determines the off symbol is directed to the Gon father character TC from the display form of the off symbol after the completion of the Gon father reach production. Rolling out, an effect display is performed in which the inner decorative pattern 50b crushes the Gon father character TC, and then the Gon father character TC and the “Gear” character 52 are displayed on the liquid crystal display device 50 so as to fill the display screen. Effect display is performed as the development decision effect of the first stage super reach effect (see FIG. 79D).

  Next, the specific content of the ape reach production that is the first stage super reach production will be described with reference to FIGS. 79 (E) to 79 (H). In the ape reach production, the vulture character HC does not progress from the display mode (first stage production) shown in FIG. 78 (E) to the display mode (second stage production) shown in FIG. 78 (F). Among the chased three-person group (Gon father character TC, ape character RC, and Gon character GC), the Gon father character TC and the Gon character GC fall, and the remaining ape character RC is displayed on the display screen of the liquid crystal display device 50. The effect display that is displayed in full is performed as the branch determination effect of the first stage super reach effect (see FIG. 79E: branch effect execution means). That is, by displaying the ape character RC of FIG. 79 (E), it is determined that the ape reach effect is determined among the first stage super reach effects (Gon father reach effect, ape reach effect, and Gon reach effect). To recognize.

  Thereafter, as shown in FIGS. 79 (F) and 79 (G), an effect display is performed as an ape reach effect in which ape characters RC are crushed one after another with bare hands one after another in a sequence. . When the ape reach production does not develop, the lowermost middle decoration symbol 50b remaining without being crushed becomes a stop symbol and a display result is derived. When the cliff-climbing reach production is performed as the development effect of the apes reach production, the ape character RC with the bare hands swollen is displayed from the display mode of the off-set pattern after the ape reach production is finished, and thereafter An effect display in which the ape character RC that raises a scream and the character 52 of “Gear” is displayed on the entire display screen of the liquid crystal display device 50 is performed as the development decision effect of the first stage super reach effect (see FIG. 79 (H)). ).

  Next, the specific contents of the Gon Reach effect, which is the first stage Super Reach effect, will be described with reference to FIGS. In the gon reach production, the vulture character HC is chased without progressing from the display mode (first stage production) shown in FIG. 78 (E) to the display mode (second stage production) shown in FIG. 78 (F). Among the three groups (Gon father character TC, ape character RC, and Gon character GC), the Gon father character TC and the ape character RC fall and the remaining Gon character GC is full of the display screen of the liquid crystal display device 50. Is displayed as a branch determination effect of the first stage super reach effect (see FIG. 80A: branch effect execution means). That is, by displaying the Gon character GC in FIG. 80 (A), the player is notified that the first stage super reach production (Gon father reach production, Ape Reach production, and Gon Reach production) has been decided as the Gon Reach production. Recognize.

  Thereafter, as shown in FIGS. 80 (B) and 80 (C), the gon character GC and the pico character PC that have been caught up by the saber tiger character SC are placed on the upper ends of the plurality of medium decorative symbols 50b stacked in the arrangement order, An effect display in which the plurality of medium decorative symbols 50b are successively dropped below the cliff is performed as a gon reach effect. Then, when the gonreach effect does not develop, the last intermediate decoration symbol 50b that has fallen becomes the stop symbol, and the display result is derived. When a cliff-climbing reach effect is performed as a development effect of the goon reach effect, an effect display that crushes the gon character GC due to the fall of the middle decorative symbol 50b that has determined the error symbol from the display form of the missed symbol after the end of the goon reach effect. After that, an effect display in which the Gon character GC that raises a scream and the character 52 of “Gear” is displayed on the entire display screen of the liquid crystal display device 50 is performed as the development decision effect of the first stage super reach effect (FIG. 79). (See (D)).

  Next, specific contents of the landslide reach effect as the development effect of the first stage super reach effect will be described with reference to FIGS. In the landslide reach production, after the development decision production of any one of FIGS. 79 (D), (H) and 80 (D) is performed, as shown in FIG. 80 (E), on the cliff. A plurality of medium-decorated symbols 50b arranged in the order of arrangement are displayed as cliff-break reach productions, falling one after another on the cliff's three-person group (Gon father character TC, ape character RC, and Gon character GC). Is called. Thereafter, when the medium decorative symbol 50b (in the figure, the “7” medium decorative symbol is illustrated) that determines the jackpot is about to fall, as shown in FIG. 80 (G), a triplet (Gon father character TC, An effect display is performed in which the ape character RC and the Gon character GC) try to lift the medium decorative symbol 50b by the shoulder wheel. If the display result is out of place, as shown in FIG. 80 (G), the trio cannot lift the middle decorative symbol 50b on the cliff, and the middle decorative symbol 50b ("7") that determines the big hit. The middle decoration symbol 50b (the middle decoration symbol “8”) falls to the bottom of the cliff, and a detached symbol is derived (in the figure, the stop symbol of the middle decoration symbol 50b is “ 8 ”and“ 7, 8, 7 ”outliers are derived). On the other hand, when the display result is a big hit, as shown in FIG. 80 (H), a big hit symbol is derived by three persons lifting the middle decorative symbol 50b on the cliff (in the same figure, the middle decorative symbol is derived). An example of a case where the stop symbol of 50b is “7” and the jackpot symbol of “7, 7, 7” is derived).

  In the above-described display mode of the first stage super reach effect (including the development effect), stop symbols (in the embodiment, “7 ”Is displayed, and the player is made to recognize which pattern has reached the reach mode.

  Next, the specific contents of the ball ride reach effect that is the second stage super reach effect will be described with reference to FIGS. 81 (A) to (D). In the ball riding reach effect, an effect display that progresses from the display mode (first stage effect) shown in FIG. 78 (E) to the display mode (second stage effect) shown in FIG. 78 (F) is performed. That is, the triplet (Gon father character TC, ape character RC, and Gon character GC) chased by the vulture character HC escapes from the vulture character HC without falling and discovers dust in the forward direction. Thereafter, without progressing to the display mode (third stage effect) shown in FIG. 78 (G), the smoke gradually moved away and stopped, and the three-person group (Gon father character TC, ape character RC, and Gon An effect display in which the character GC) is displayed on the entire display screen of the liquid crystal display device 50 is performed as a branch determination effect of the second stage super reach effect (see FIG. 81A). That is, by displaying the triplet (Gon father character TC, ape character RC, and Gon character GC) of FIG. 81 (A), the player is made aware that the second stage super reach effect has been decided. In the display mode of the branch determination effect of the second stage super reach effect shown in FIG. 81 (A), stop symbols (in the embodiment, left and right decorative symbols 50a and 50c are respectively displayed on the left and right lower ends of the display screen of the liquid crystal display device 50. , “7” is shown as an example), and the player is made aware of which symbol the reach form is formed.

  Thereafter, as shown in FIGS. 81 (B) and 81 (C), the ape character RC, the Gon character GC, and the Gon father character TC ride on the decorative patterns 50a to 50c on the left, middle, and right as if they were balls. An effect display in which the left and right decorative symbols 50a and 50c on which the ape character RC and the gon father character TC ride is successively switched by a collision with the left and right decorative symbols 50a and 50c approaching from behind is performed as a ball ride reach effect. If the ball riding reach production does not develop, the left, middle, and right decorative symbols 50a to 50c remaining without being crushed after the collision with the left and right decorative symbols 50a and 50c approaching from behind become stop symbols and the display result is derived. (In the figure, the case where the outlier symbol of “6, 7, 6” is derived is illustrated).

  On the other hand, when the stone character reach effect is performed as the development effect of the ball ride reach effect, the effect display that the volcano suddenly erupts as shown in FIG. Next, as shown in FIGS. 81 (F) and 81 (G), the gon character GC riding on the stone pillar-shaped left and right decorative symbols 50a to 50c jumps out toward the universe from the crater of the volcano. An effect display is performed as a stone character reach effect. Then, after the stone pillar-shaped decorative symbols 50a to 50c and the gon character GC are pulled back to the crater, the gon character GC riding on the stone pillar-shaped decorative symbols 50a to 50c again jumps out from the crater toward the universe. Each time it is repeatedly performed, the combinations of the decorative symbols 50a to 50c are rearranged (variable display of the decorative symbols 50a to 50c is performed). Finally, as shown in FIG. At the time when an effect display in which only 50a to 50c jumps out toward the universe is performed, the decorative symbol 50a to 50c of the combination becomes a stop symbol and a display result is derived (in the figure, “8, 7, 8 ”Is an example of the case where the off-line symbol is derived).

  Next, the specific content of the mammoth reach effect that is the third stage super reach effect will be described with reference to FIGS. 82 (A) to (D). In the mammoth reach effect, an effect display that progresses from the display mode (first stage effect) shown in FIG. 78 (E) to the display mode (second stage effect) shown in FIG. 78 (F) is performed. Subsequently, an effect display that progresses from the display mode (second stage effect) shown in FIG. 78 (F) to the display mode (third stage effect) shown in FIG. That is, the trio chased by the vulture character HC (Gon father character TC, ape character RC, and Gon character GC) escaped from the vulture character HC without falling, and found dust in the forward direction. The mammoth character MC appears from the inside, and a stunning display is performed for the triplet (Gon father character TC, ape character RC, and Gon character GC). After that, an effect display in which the mammoth character MC appearing from the smoke is displayed on the entire display screen of the liquid crystal display device 50 is performed as a branch determination effect of the third stage super reach effect (see FIG. 82A). That is, by displaying the mammoth character MC of FIG. 82A, the player is made aware that the third stage super reach effect has been determined. In the display mode of the branch determination effect of the third stage super reach effect shown in FIG. 82 (A), stop symbols (in the embodiment, left and right decorative symbols 50a and 50c are respectively displayed on the left and right lower ends of the display screen of the liquid crystal display device 50. , “7” is shown as an example), and the player is made aware of which symbol the reach form is formed.

  Thereafter, as shown in FIGS. 82 (B) and 82 (C), the ape character RC and the Gon character GC are dug up by the mammoth character MC, and the mammoth character MC becomes a wall between the duo. An effect display that attempts to break the medium decorative design 50b is performed as a mammoth reach effect. At this time, the left and right decorative symbols 50a and 50c forming the reach mode are three sets from the one set of reach modes (reach mode of "7, 7" in the same figure) shown in Fig. 82 (A). The reach mode (in the figure, the reach mode of “5, 5”, “6, 6”, “7, 7”) is increased. That is, the effective line that determines the big hit is increased from 1 line to 3 lines. Incidentally, in the display mode of FIG. 82 (B), three effective lines of “5, 5”, “6, 6”, “7, 7” are formed, and the mammoth character MC is an effective line of “5, 5”. This is an aspect in which the middle decorative pattern 50b that determines the big hit is about to be crushed. On the other hand, the display mode of FIG. 82 (C) is the same as the display mode of FIG. 82 (B), in which the middle decorative pattern 50b of “5” is crushed and the active line of “5, 5” is also crushed (disappears). After the middle decorative pattern 50b of “6” is crushed and the effective line of “6, 6” is also crushed (disappears), only the effective line of “7, 7” remains and the mammoth character MC determines the jackpot. This is an aspect in which the medium decorative pattern 50b of “7” is being crushed. If the mammoth reach production does not develop, as shown in FIG. 82 (D), the left middle right decorative symbols 50a to 50c remaining without being crushed by the mammoth character MC become stop symbols and the display result is derived. (In the figure, the case where the outlier symbol of “7, 8, 7” is derived is illustrated). At this time, the two-person group (the ape character RC and the Gon character GC) is hung on the cliff.

  On the other hand, when the mammoth reach development effect is performed as the development effect of the mammoth reach production, as shown in FIG. 82 (E), the two-person group (the ape character RC and the ape character RC) An effect display in which the Gon character GC) falls below the cliff is performed. At this time, three sets of left and right decorative symbols 50a and 50c are displayed on the left and right ends of the display screen of the liquid crystal display device 50, respectively. In other words, three sets of reach modes (in the figure, the reach modes of “5, 5”, “6, 6”, “7, 7”) are displayed again, and the development effect of mammoth reach production (mammoth reach development production) ) Will be recognized by the player.

  In the mammoth reach development, as shown in FIGS. 82 (F) and (G), the mammoth character MC chases a pair of an ape character RC and a gon character GC while rolling a plurality of medium decorative patterns 50b at the nose. Along with this, an effect display that crushes the medium decorative design 50b is performed as a mammoth reach development effect. Then, as shown in FIG. 82 (H), the left middle right decorative symbols 50a to 50c remaining without being crushed by the mammoth character MC become stop symbols, and the display result is derived (in the figure, “7 , 7,7 ”jackpot symbol is derived). In the display mode of FIG. 82F, three sets of effective lines “5, 5”, “6, 6”, “7, 7” are formed, and the mammoth character MC is an effective line of “5, 5”. This is an aspect in which the middle decorative pattern 50b that determines the big hit is about to be crushed. On the other hand, the display mode of FIG. 82 (G) is the same as the display mode of FIG. 82 (F), in which the middle decorative pattern 50b of “5” is crushed and the effective line of “5, 5” is also crushed (disappears). After the middle decorative pattern 50b of “6” is crushed and the effective line of “6, 6” is also crushed (disappears), only the effective line of “7, 7” remains and the mammoth character MC determines the jackpot. This is an aspect in which the medium decorative pattern 50b of “7” is being crushed.

  Next, the production contents of the singing reach production accompanied by the button production (special production of the second stage super reach production) will be described with reference to FIG. 83 and FIG. FIG. 83 is a time chart showing an example of song reach production. FIG. 84 is an explanatory diagram showing an example of song reach production. In the following description, the left and right decorative symbols 50a and 50c are stopped and displayed with the symbol "7", and the singing reach effect is started from the state where the reach aspect of "7, 7" is formed, and the middle decorative symbol 50b. An example in which the symbol “1” is displayed first in the variable display of FIG. However, in the singing reach effect, as the variable display of the medium decorative symbol 50b, the corresponding symbol 50d (see FIG. 84) whose display mode can be changed based on the pressing operation of the operation button 18a is displayed in a variable manner corresponding to the medium decorative symbol 50b. It has come to be.

  As shown in FIG. 83, in the song reach production (song long reach A • B and song short reach A • B), the music composed of the first to ninth phrases is included in each speaker 14 during the reach production. , 36 and the accompanying effect display is performed on the liquid crystal display device 50. In Song Long Reach A, the 2nd measure of the 1st to 8th phrases is played as the whole song, and in Song Long Reach B, the 1st to 9th phrases of the 1st phrase are played. All music is played (specific correspondence music generation control means). On the other hand, in Song Short Reach A, the songs of Song Long Reach A (2nd measure of 1st to 8th phrases) from which 2nd to 6th phrases are omitted are played as all songs. In Song Short Reach B, the songs from Song Long Reach B (4th measure from 1st to 9th phrases) from which 2nd to 6th phrases are omitted are played as all songs. (Shortening corresponding music generation control means). In addition, in the song reach production (Song Long Reach A and B and Song Short Reach A and B), the breaks of the music played during the song reach production (specifically, the breaks in the lyrics that flow along with the music performance) The symbols (corresponding symbols in the embodiment) are sequentially switched and displayed in a variable manner (music corresponding variation display control means).

  First, in Song Long Reach A, the performance of the music (the first phrase) starts (specifically, the lyrics “Nothing, nothing, nothing at all”) flow as the lyrics of the first phrase At the same time, the corresponding symbol 50d corresponding to the medium decoration symbol 50b of “1” is displayed. If the operation button 18a is pressed during the effective period of the operation button 18a within the display period of the “1” symbol, the display mode of the corresponding symbol 50d is displayed at the same time as the third measure of the first phrase is started. (Refer to FIGS. 84D to 84F) The character display mode is displayed (changed) and displayed (corresponding symbol change display control means). The effective period of the operation button 18a is set to a period from the start time of the first measure to the time immediately before the end of the second measure in each phrase (effective period setting means).

  Thereafter, simultaneously with the start of the second phrase, the corresponding symbol 50d is switched to the display mode corresponding to the medium decorative symbol 50b of “2”. If there is no pressing operation of the operation button 18a during the effective period of the operation button 18a within the display period of the “2” symbol, the “2” symbol immediately before the end of the second phrase without changing to the character display mode. At the same time as the start of the third phrase, the corresponding symbol 50d is switched to a display mode corresponding to the middle decorative symbol 50b of “3”. Thereafter, in the same way, in each of the third to seventh phrases, the display mode of the corresponding symbol 50d is changed so that the middle decorative symbols 50b are sequentially displayed one by one, and the operation button 18a in each phrase is changed. Each time the operation button 18a is pressed during the effective period, the display mode of the corresponding symbol 50d is switched to the character display mode and displayed.

  Thereafter, simultaneously with the start of the seventh phrase, a corresponding symbol 50d corresponding to the middle decorative symbol 50b of “7” is displayed, and the operation button 18a is displayed during the effective period of the operation button 18a within the display period of the “7” symbol. When the pressing operation is performed, the corresponding symbol 50d is switched to the character display mode and displayed simultaneously with the start of the third measure of the seventh phrase. When the eighth phrase is started, the corresponding symbol 50d is displayed again in a display mode corresponding to the medium decorative symbol 50b, so that the display mode of the corresponding symbol 50d is the final medium decorative symbol 50b. It becomes a stop symbol and is confirmed at the end of the second measure of the eighth phrase. In the eighth phrase that is the last phrase of the song long reach A, the period from the start time of the first measure to the time immediately before the end of the second measure is not set as the valid period of the operation button 18a. Also, in the song long reach A in FIG. 83, the case where the corresponding symbol 50d corresponding to the middle decorative symbol 50b of “7” is displayed in the eighth musical phrase and the jackpot is determined is illustrated.

  In the song long reach B, as in the song long reach A, the display mode of the corresponding symbol 50d is changed so that the middle decorative symbols 50b are sequentially displayed one by one in each of the first to seventh musical phrases. At the same time, each time the operation button 18a is pressed during the effective period of the operation button 18a in each phrase, the display mode of the corresponding symbol 50d is switched to the character display mode and displayed. Thereafter, simultaneously with the start of the eighth phrase, the corresponding symbol 50d corresponding to the middle decorative symbol 50b of “8” is displayed, and the corresponding symbol 50d is displayed once before the end of the second measure of the eighth phrase. Is called. Then, at the same time as the start of the third measure, the corresponding symbol 50d corresponding to the middle decorative symbol 50b of “8” is displayed again. The corresponding symbol 50d is displayed in the display mode, and the display result is fixed at the end of the fourth measure of the ninth phrase. In the 9th phrase that is the last phrase of Song Long Reach B and the 8th phrase that is 1 phrase before, the period from the start of measure 1 to the point just before the end of measure 2 is It is not set as the effective period of the operation button 18a.

  In the song long reach B in FIG. 83, the timing (3) based on the extraction of the timing determination random number described above, that is, the start point of the first measure of the ninth phrase (the fourth phrase of the eighth phrase as the specific phrase). The case where the corresponding symbol 50d corresponding to the middle decorative symbol 50b of “7” is stopped and displayed (phrase corresponding stop display control means) at the measure end timing) is illustrated. When the timing (1) is determined based on the extraction of the timing determination random number, the display result at the start time of the first measure of the eighth phrase (end timing of the fourth measure of the seventh phrase as the specific phrase) Is stopped (phrase-corresponding stop display control means), and when the timing (2) is determined based on the extraction of the timing determination random number, the start point of the third measure of the eighth phrase (the eighth phrase to be the specific phrase) The display result is stopped and displayed at the end of the second measure of the phrase (phrase correspondence stop display control means). However, even when the display result is stopped and displayed at any timing (1) to (3), the performance of the song long reach B is continued until the end of the fourth measure of the ninth phrase. (Reach production continuation means).

  In the song short reach A, the corresponding symbol 50d corresponding to the middle decorative symbol 50b of “1” is displayed simultaneously with the start of the performance of the music (first phrase). If the operation button 18a is pressed during the effective period of the operation button 18a within the display period of the “1” symbol, the display mode of the corresponding symbol 50d is displayed at the same time as the third measure of the first phrase is started. The display mode is switched to the display mode. Thereafter, in the song short reach A, the effects of the second to sixth phrases performed in the song long reach A and B are omitted (deleted), and then the effect of the seventh phrase is performed. That is, the music flowing from each speaker 14, 36 is not performed in the order of the first phrase, the second phrase to the sixth phrase, and the seventh phrase, but the first phrase, the seventh phrase. Done in order. Along with this, the effect display on the liquid crystal display device 50 indicates that the corresponding symbol 50d is “4” at the same time as the start of the seventh phrase (specifically, the lyrics “to nothing on the earth” begin to flow). Is switched to a display mode corresponding to the medium decoration symbol 50b. In other words, the fluctuation display of the symbol jumped from the “1” symbol to the “4” symbol is performed without performing the fluctuation display of the “2” symbol and the “3” symbol (array jump variation display control means). For this reason, as the music performance, the lyrics of the first phrase “Nothing, nothing, nothing at all”, followed by the seventh phrase “Nothing in the Earth” Even though the phrase performance (lyrics) in the middle is omitted, the performance without any sense of incongruity is performed. Further, the symbol (“4” symbol in the embodiment) that is displayed first after such symbol jumping is selected randomly (random identification information selection means). This makes it difficult for the player to guess the stop position of the symbols even when the symbols are displayed in a sequence that jumps in the order of arrangement, so that the symbols that are stopped and displayed can not be predicted. Decline can be suppressed.

  Then, simultaneously with the start of the second measure of the seventh phrase, the corresponding symbol 50d is switched to the display mode corresponding to the middle decorative symbol 50b of “5”, and then, at the same time as the third measure of the seventh phrase is started. The display mode is switched to the display mode corresponding to the middle decorative symbol 50b of the symbol 50d, and simultaneously with the start of the fourth measure of the seventh musical phrase, the display mode corresponding to the middle decorative symbol 50b of the seventh symbol is "7". Switch to In other words, during the period of the seventh phrase, the variable display from the “4” symbol to the “7” symbol is sequentially performed one symbol at a time. That is, when the symbol variation after jumping the arrangement order is performed, the symbols are sequentially switched and displayed at a tempo faster than normal (jumping variation variation display control means). In the seventh phrase in which the three symbols change from the “4” symbol to the “7” symbol, the period from the start of the first measure to the end of the second measure is the effective period of the operation button 18a. Not set.

  Simultaneously with the start of the eighth phrase, the corresponding symbol 50d is displayed in a display mode corresponding to the final stop symbol of the middle decorative symbol 50b, and the display result is confirmed at the end of the second measure of the eighth phrase. To do. In the eighth phrase that is the last phrase of the song short reach A, the period from the start time of the first measure to the time immediately before the end of the second measure is not set as the valid period of the operation button 18a. That is, in the song short reach A, the button effect is enabled (the operation button 18a is valid) only in the first phrase (first phrase) in the song reach effect. Also, in the song short reach A in FIG. 83, the case where the corresponding symbol 50d corresponding to the middle decorative symbol 50b of “7” is displayed in the eighth musical phrase and the jackpot is determined is illustrated.

  In the song short reach B, as in the case of the song short reach A, the corresponding symbol 50d corresponding to the middle decorative symbol 50b of “1” is displayed simultaneously with the start of the performance of the music (first phrase). When the operation button 18a is pressed during the effective period of the operation button 18a within the symbol display period, the display mode of the corresponding symbol 50d is switched to the character display mode simultaneously with the start of the third measure of the first phrase. After that, the effects of the second to sixth phrases are omitted (deleted) and the effect of the seventh phrase is performed. That is, simultaneously with the start of the seventh phrase, the corresponding symbol 50d is switched to the display mode corresponding to the middle decorative symbol 50b of “4” (array jump variation display control means), and “4” is displayed during the seventh phrase. The change display from the symbol “7” to the symbol “7” is sequentially performed one symbol at a time. Also, in the song short reach B, as in the song short reach A, in the seventh phrase that changes three symbols from “4” symbol to “7” symbol, the second measure from the start of the first measure. The period up to the point just before the end is not set as the effective period of the operation button 18a.

  Thereafter, simultaneously with the start of the eighth phrase, the corresponding symbol 50d corresponding to the middle decorative symbol 50b of “8” is displayed, and the corresponding symbol 50d is displayed once before the end of the second measure of the eighth phrase. Is called. Then, at the same time as the start of the third measure, the corresponding symbol 50d corresponding to the middle decorative symbol 50b of “8” is displayed again. The corresponding symbol 50d is displayed in the display mode, and the display result is fixed at the end of the fourth measure of the ninth phrase. In the 9th phrase that is the final phrase of Song Short Reach B and the 8th phrase that is before the 1st phrase, the period from the start of measure 1 to the end of measure 2 is It is not set as the effective period of the operation button 18a.

  In the song short reach B in FIG. 83, the timing (3) based on the extraction of the timing determination random number described above, that is, the start point of the first measure of the ninth phrase (the fourth phrase of the eighth phrase as the specific phrase) The case where the corresponding symbol 50d corresponding to the middle decorative symbol 50b of “7” is displayed at the end timing of the measure (the phrase correspondence stop display control means) and the big hit is determined is illustrated. When the timing (1) is determined based on the extraction of the timing determination random number, like the song long reach B, the starting point of the first measure of the eighth phrase (the fourth phrase of the seventh phrase as the specific phrase). If the timing (2) is determined based on the extraction of the timing determination random number, the display result is stopped and displayed at the end of the measure (end timing of measure), and the third measure of the eighth phrase is determined. The display result is stopped and displayed at the start time (end timing of the second measure of the eighth phrase as a specific phrase) (phrase correspondence stop display control means). However, even when the display result is stopped and displayed at any timing (1) to (3), the production of the song short reach B is continued until the end of the fourth measure of the ninth phrase. (Reach production continuation means).

  Next, the specific content of the song reach effect will be described with reference to FIG. In the song reach effect, an effect display that progresses from the display mode (first stage effect) shown in FIG. 78 (E) to the display mode (second stage effect) shown in FIG. 78 (F) is performed. That is, the triplet (Gon father character TC, ape character RC, and Gon character GC) chased by the vulture character HC escapes from the vulture character HC without falling and discovers dust in the forward direction. Thereafter, without progressing to the display mode (third stage effect) shown in FIG. 78 (G), the smoke gradually moves away, and as shown in FIG. An effect display in which the shooting star NB falls before the TC, the ape character RC, and the Gon character GC is performed. That is, by performing an effect display in which the shooting star NB falls before the triplet (Gon father character TC, ape character RC, and Gon character GC) in FIG. Let the player recognize that it has been decided.

  Thereafter, as shown in FIG. 84 (B), the entire background is switched to the background image of the night sky, and the pico character PC and the letter 53 "Let's press the button when a shooting star appears!" Then, an effect display that prompts the player to press the operation button 18a is performed (change promotion display control means). Next, as shown in FIG. 84 (C), the corresponding symbol 50d corresponding to the middle decorative symbol 50b is displayed in the center of the display screen of the liquid crystal display device 50 in the display form of the constellation group (in the figure, “1” is displayed). The corresponding symbol 50d of the constellation group imitating the medium decorative symbol 50b is illustrated), and at the same time, the effect display in which the shooting star NB flows is performed. Also, at the same time when the display of the corresponding symbol 50d is started, the above-mentioned music flows from the speakers 14 and 36, and at the lower end of the display screen of the liquid crystal display device 50, the lyric characters 54 corresponding to the music are displayed. Is displayed.

  The shooting star NB is displayed on the liquid crystal display device 50 in correspondence with the above-described effective period of the operation button 18a (the period from the start time of the first measure to the time immediately before the end of the second measure in each piece of music). It has become so. That is, when the display of the shooting star NB is started (when the display of the corresponding symbol 50d corresponding to the medium decorative symbol 50b is started, the shooting star NB starts flowing simultaneously), the effective period of the operation button 18a is started. When the display of the shooting star NB ends (when the shooting star NB disappears), the effective period of the operation button 18a ends (period recognition display control means).

  After that, when the operation button 18a is pressed during the above-mentioned shooting star NB display period (within the effective period of the operation button 18a), a corresponding symbol 50d of the constellation group imitating the interior decoration symbol 50b is obtained. A constellation group simulating a Gon character shown in FIG. 84 (D), a constellation group simulating a skeleton character shown in FIG. 84 (E), or a constellation group simulating a mammoth character shown in FIG. 84 (F). It changes to any character display mode. Thereafter, as shown in FIG. 84 (G), the display pattern of the constellation group in which the corresponding symbol 50d corresponds to the next middle ornamental symbol 50b (the constellation imitating the middle ornamental symbol 50b of “2” in the same figure). The group decoration symbol 50b is displayed by changing to the group corresponding symbol 50d as an example), and at the same time, the effect display in which the shooting star NB flows is performed. However, an effect display in which the shooting star NB flows is performed in a state where the corresponding symbol 50d is changed to the display form of the constellation group corresponding to the next middle decorative symbol 50b, in other words, the pressing operation of the operation button 18a is effective. As described above, the song long reach production (song long reach A / B) is executed, and when the song short reach production (song short reach A / B) is executed, An effect display in which the shooting star NB flows is performed only during the period in which the first musical phrase is played (the pressing operation of the operation button 18a is effective).

  Thereafter, in the same manner, when the operation button 18a is pressed during the display period of the shooting star NB (within the effective period of the operation button 18a), the corresponding symbol of the constellation group imitating the interior decoration symbol 50b is accompanied accordingly. 50d is a constellation group imitating the Gon character shown in FIG. 84D, a constellation group imitating the skeleton character shown in FIG. 84E, or a constellation imitating the mammoth character shown in FIG. The character display mode changes to one of the groups. Then, the variation display of the medium decoration symbol 50b accompanied with such a change to the character display mode (actually, the display in which the corresponding symbol 50d corresponding to the medium decoration symbol 50b changes to the next display mode) is repeatedly performed. Then, as shown in FIG. 84 (H), the corresponding symbol 50d is displayed in the display mode corresponding to the stop symbol of the medium decorative symbol 50b in the final phrase of the music, and the display result is confirmed. In FIG. 84 (H), the case where the corresponding symbol 50d corresponding to the middle decorative symbol 50b of “7” is stopped and displayed and the jackpot symbol of “7, 7, 7” is derived is illustrated. . Further, in the display mode of the second stage super reach effect shown in FIGS. 84A to 84H, the left and right decorative symbols 50a and 50c are stopped at the left and right ends of the display screen of the liquid crystal display device 50 (in the embodiment, in the embodiment). , “7” is shown as an example), and the player is made aware of which symbol the reach form is formed.

  In the song reach production described above, the movable decorative bodies 44a, 44b, 44c (movable members) are controlled by the control by the sub-integrated board 111 (operation control means, light emission control means) in accordance with the execution of the reach production ( The solenoids 94a, 94b, and 94c (electrical drive source) are driven and controlled), and the LED 92 and the LED chip 204a (light emitting means) provided on the game board 4 are controlled to be turned on, so that the singing reach effect is enhanced. It has become.

  As described above, according to the configuration of the present embodiment, when the song long reach (specific winning effect) is executed, the first phrase to the last phrase (the song 8 in the song long reach A) The song, song long reach B, generates music composed of all the phrases up to the fourth measure of the ninth phrase), while the first phrase is performed when the song short reach is performed. A song in which some of the phrases (2nd to 6th phrases) among all the phrases from the first to the last phrase are omitted is generated. Thereby, the reach effect (shortened winning effect) accompanying the music performance can be executed without making it redundant. In addition, according to this configuration, a theme song with the main theme as a motif is provided by providing a reach effect (specific win effect) that plays the entire song from the first (first phrase) to the last (last phrase). It is possible to give a feeling of satisfaction to a player who has a passion for music such as.

  In the embodiment, the identification information according to the present invention is used as a decorative design, and the specific state of the identification information one step before the big hit is set as a reach mode. However, the present invention is not limited to this. For example, while displaying a character as identification information, it is good also as the said character performing a specific operation | movement etc. about the specific state of the identification information before a big hit.

  Further, according to the configuration of the present embodiment, when execution of the singing reach effect is determined (when a predetermined condition is satisfied), display is performed between the symbol display mode corresponding to the decorative symbol and the character display mode for displaying the character. Corresponding symbols whose modes can change are displayed in place of decorative symbols, and the character display mode is displayed within the period until the corresponding symbol is switched to the next symbol display mode based on the detection of the operation of the operation button 18a. Change. Thus, even when the operation button 18a is not operated, the content of the effect of displaying the corresponding symbol in place of the identification information does not give the player an unpleasant feeling. In addition, the symbol variation can be performed discontinuously, and as a result, the identification information can be varied and displayed in a novel way that has never been achieved before.

  In addition, according to the configuration of the present embodiment, the execution of the song long reach B or the song short reach B is determined on the condition that the music is generated in accordance with the execution of the reach effect (in this embodiment, the execution of the song long reach B or the song short reach B is determined. The condition for stopping and displaying the display result is selectively determined from a plurality of types of timings (1) to (3) that match the end timing of the specific phrase in the predetermined musical phrase of the music. The display result is stopped and displayed at the timing. Accordingly, in the configuration in which the music is played in accordance with the reach effect, a plurality of types of timings at which the display result is stopped and displayed in accordance with the end timing of the specific phrase in the predetermined phrase of the music (in this embodiment, timing (1) to (3) (3)) By setting, it is possible to make it impossible for the player to know at what timing of the music performance the display result is stopped and displayed. It can give a sense of tension. In addition, as such a configuration, there is a full rotation reach effect in which the display result of the identification information is stopped and displayed and then the display result is repeatedly displayed. It is a premium effect that confirms the big hit at that time by displaying the stop, and the display result of whether or not the big hit like the present invention is stopped and displayed at any one of a plurality of timings It is obviously a different production.

  In the embodiment, at timings (1) and (2), after the symbol for determining the big hit is stopped, the effect of switching to the same symbol (the symbol for determining the big hit) again at a predetermined switching timing is performed. However, the present invention is not limited to this, and once the symbol that determines the big hit is stopped and displayed, the symbol may be continuously stopped and displayed until the end without performing switching display in the middle. . By doing this, there is no symbol display switching in the middle, so once the symbol that determines the big hit is stopped and displayed, it will not switch to the symbol that determines the loss, and the player can be relieved it can.

  Next, the specific content of the re-lottery effect will be described with reference to FIG. In the pachinko machine 1 of the present embodiment, there are two types of re-lottery effects: a re-lottery effect A executed before the big hit gaming state is started and a re-lottery effect B executed during the big hit gaming state. Is set. However, when the non-probable variation jackpot symbol is changed to a probable variation jackpot symbol due to the re-lottery effect A, the re-lottery effect B is not executed. In other words, the re-lottery effect B is for giving the player a chance to be re-established during the jackpot game state if the re-lottery effect A executed before the start of the jackpot game state has not been promoted to the probable big hit symbol. It has been directed. For the re-lottery effect B, three types of effect contents to be displayed on the liquid crystal display device 50 are set.

  First, in the re-lottery effect A, after the non-probable variation big hit symbol that is a temporary stop symbol is stopped and displayed, as shown in FIG. 85 (A), the display screen of the liquid crystal display device 50 is filled to the non-probable big hit symbol (the same figure). In the example, “4, 4, 4” is shown as an example of a non-probable big hit symbol), and a display mode of a re-lottery effect is displayed in which the character 55 “PUSH !!” is displayed in the upper left part of the display screen. . The character 55 “PUSH !!” is a display for prompting the player to press the operation button 18a.

  Then, the big hit symbol composed of the combination of the left, middle and right decorative symbols 50a to 50c in the rock form is gradually crushed, the next big hit symbol is displayed on the display screen, and then the next big hit symbol is gradually crushed. By repeatedly performing the effect, the effect display in which the jackpot symbol sequentially changes frame by frame is performed. Specifically, the non-probable big hit symbol of “4, 4, 4” is crushed and then the probable big hit symbol of “5, 5, 5” is displayed, followed by the probable big hit symbol of “5, 5, 5”. The effect display is repeatedly performed such that the symbol is crushed and then the uncertain change big hit symbol of “6, 6, 6” is displayed. Thereafter, when the smashing of the big hit symbol (the left middle right decorative symbols 50a to 50c in the form of rocks) is stopped and the frame advance change of the big hit symbol is finished, the final display result is stopped and the re-lottery effect A is finished. When the final display result (big hit symbol) becomes a probable big hit symbol, the accuracy is confirmed. On the other hand, when the final display result (big hit symbol) becomes an uncertain change big hit symbol, it is determined that no ascension is achieved.

  In the above-described re-lottery effect A, a predetermined number or more of operation signals from the operation buttons 18a are input to the sub-integrated board 111 within a predetermined button input valid period on the condition that advancement is determined in advance. Then, as shown in FIG. 85 (B), by displaying the mammoth character MC on the display screen, the player is notified that the final display result will be improved before being stopped and displayed. It has become.

  On the other hand, in the re-lottery effect B, when the 12th round is started in the big hit gaming state, as shown in FIG. 85 (C), a character 57 of “Gongon Chance !!” is displayed on the display screen of the liquid crystal display device 50. Is displayed. In addition, on the display screen in the jackpot gaming state, the round display portion 56a (the character “12ROUND” is illustrated in FIG. 85A) indicating the number of rounds currently in progress and the occurrence of the jackpot gaming state are determined. The symbol display portion 56b indicating the type of the jackpot symbol (the symbol “6” is illustrated in FIG. 85A), and the number of winning balls indicating the number of winning balls to the big winning opening / closing device 60 during the current round The display unit 56c (the character “2COUNT” is illustrated in FIG. 85A) is displayed.

  Thereafter, on the display screen of the 12th round, as shown in FIG. 85 (D), the character 58 (in the same figure) that makes the player recognize which of the three types of redrawing effects B is executed. Is displayed as an example. Next, as shown in FIG. 85 (E), an effect display in which the father Gon character TC fishes in the sea is performed. In addition, as the re-lottery effect B other than “Let's pick up the big game!”, Two types of “Let's go hunting!” And “Let ’s pick fruit!” Are set. Then, when the re-drawing effect B of “Let's go hunting!” Is selected, after the character 58 “Let's go hunting!” Is displayed, the effect display that the character hunts is displayed. When the re-drawing effect B of “Let's pick fruit!” Is selected, the character 58 picks fruit after the character 58 “Let ’s pick fruit!” Is displayed. Is done.

  FIG. 85 (E) illustrates an effect display in which the Gon father character TC is fishing, but is not limited to this, and any one of the Gon father character TC, the Gon character GC, and the apes character RC. An effect display for fishing when a character is selected is performed. Similarly, for the redrawing effect B of “Let's go hunting!” And “Let ’s pick fruits!”, One of the characters Gon father character TC, Gon character GC, and ape character RC is selected. An effect display for performing each operation is performed.

  Thereafter, on the display screen of the 13th round, as shown in FIG. 85 (F), an effect display is performed in which the Gon father character TC fishes various things (fish, bananas etc. are illustrated in the figure) On the display screen of the 14th round, as shown in FIG. 85 (G), an effect display is performed in which the fishing rod is pulled and the Gon father character TC is likely to fall into the sea. Then, on the display screen of the 15th round, which is the final round, as shown in FIG. 85 (H), the gon father character TC desperately struggles to catch the lithographic KS engraved with the letters “probable change”. As a result, the confirmation of the ascending is confirmed when an effect display is performed in which the lithograph KS engraved with the characters “probability change” is finally displayed. On the other hand, on the display screen of the 15th round, which is the final round (not shown), there is an effect display in which the father father character TC is pulled and falls into the sea without picking up the lithograph KS engraved with the word “probability” It will be confirmed that it will not be promoted.

  In the redrawing effect B of “Let's go hunting!”, After the character 58 “Let's go hunting!” Is displayed on the display screen of the 12th round, the character (Gon father character TC, An effect display in which the Gon character GC or the ape character RC) hunts on the display screen from the 12th round to the 14th round is performed. Then, on the display screen of the 15th round, which is the final round, the confirmation is confirmed when an effect display that has succeeded hunting is performed, while it is determined that the confirmation is not confirmed when an effect display that has failed to hunt is performed. In the re-drawing effect B of “Let's Pick Fruits!”, After the character 58 “Let's Pick Fruits!” Is displayed on the display screen of the 12th round, the character (Gon father character TC, On the display screen from the 12th round to the 14th round, any one of the Gon character GC and the ape character RC) is presented with an effect display for struggling to pick palm fruit from the palm tree. Then, on the display screen of the 15th round, which is the final round, when an effect display that succeeds in taking a palm is performed, confirmation is confirmed. On the other hand, when an effect display that fails in palm harvest is performed, no confirmation is made. It is fixed.

  In the above embodiment, the pachinko machine 1 is shown as a gaming machine. However, even a gaming machine other than a pachinko machine, for example, a gaming machine formed by fusing a pachinko machine and a slot machine, etc. The invention can be applied.

It is a front view of a pachinko machine. It is a perspective view which shows the state which open | released the front frame and main body frame of the pachinko machine. It is a front view of a game board. It is a disassembled perspective view of a game board. FIG. It is the figure which showed the left side edge part and lower edge part of the production device partially. It is a figure for demonstrating the guidance aspect of the game ball by a ball guide member. It is a figure for demonstrating the guidance aspect of the game ball by a ball guide member. 9 is a cross-sectional view taken along line IX-IX in FIGS. It is a figure for demonstrating the attachment or detachment operation | work of a ball guide member. It is a block diagram showing the structure regarding control of a pachinko machine. It is the front view which showed the production | presentation apparatus independently. FIG. 13 is a cross-sectional view (including a game board) taken along line XIII-XIII in FIG. 12. It is sectional drawing which follows the XIV-XIV line | wire in FIG. It is the front view which showed the arrangement | positioning relationship between an internal decoration body and a ball | bowl guide member. It is the front view which showed specifically arrangement | positioning of a decoration area | region. It is the front view which showed the upper part of the game board. FIG. 18 is a cross-sectional view of the game board taken along line XVIII-XVIII in FIG. It is the perspective view which looked up the upper part of the game board from the diagonally lower left angle. It is the perspective view which looked up the upper part of the game board from the diagonally lower right angle. It is the front view which showed the operation state of the movable decoration body. It is a rear view of a rear unit (inner casing). It is a disassembled perspective view of a movable decoration body. It is a disassembled perspective view of the movable decoration body seen from the direction different from FIG. It is the front view and back view of a movable decoration body. It is sectional drawing which follows the ZZ line in FIG. It is a front view of the rear unit showing the arrangement of wiring holes. It is a flowchart which shows the main process performed by CPU mounted in a main board | substrate. It is a flowchart which shows the process at the time of the power failure generation | occurrence | production performed by CPU mounted in a main board | substrate. It is a flowchart which shows the timer interruption process performed by CPU mounted in a main board | substrate. It is a table | surface figure which shows the random number updated by CPU mounted in the main board | substrate. It is a flowchart which shows the game process performed by CPU mounted in a main board | substrate. It is a flowchart which shows the change start process in a game process. It is a flowchart which shows the big hit determination process in a fluctuation | variation start process. It is a flowchart which shows the change display pattern setting process in a game process. It is explanatory drawing which shows an example of a fluctuation | variation display pattern table. It is a flowchart which shows the main process performed by the integrated CPU mounted in a sub integration board | substrate. It is a flowchart which shows the 16ms timer interruption process performed by the integrated CPU mounted in a sub integration board | substrate. It is a table | surface figure which shows the random number updated by the integrated CPU mounted in a sub integration board | substrate. It is a flowchart which shows the command analysis process in a 16 ms timer interruption process. It is a flowchart which shows the presentation control process in a 16 ms timer interruption process. It is a flowchart which shows the decoration design change start process in an effect control process. It is a flowchart which shows the notice selection process in a decoration design change start process. It is explanatory drawing which shows an example of a 1st notice state development notice pattern table. It is explanatory drawing which shows an example of a 1st notice state development notice pattern table. It is explanatory drawing which shows an example of a 1st notice state development notice pattern table. It is explanatory drawing which shows an example of a 1st notice state development notice pattern table. It is explanatory drawing which shows an example of the 2nd notice state development notice pattern table. It is explanatory drawing which shows an example of the 2nd notice state development notice pattern table. It is explanatory drawing which shows an example of the 2nd notice state development notice pattern table. It is explanatory drawing which shows an example of the 2nd notice state development notice pattern table. It is a table | surface figure which shows an example of an advance notice pattern. It is a table | surface figure which shows an example of an advance notice pattern. It is a table | surface figure which shows an example of an advance notice pattern. It is explanatory drawing which shows an example of the flow of an advance notice effect. It is explanatory drawing which shows an example of the flow of an advance notice effect. It is a flowchart which shows the notice state determination process in a notice selection process. It is explanatory drawing which shows an example of a notice state determination table. It is a flowchart which shows the decoration design change process in an effect control process. It is a flowchart which shows the button notice process in a decoration design change process. It is a flowchart which shows the button notice selection process in a button notice process. It is explanatory drawing which shows an example of the 1 step | paragraph change button notice pattern table. It is a table | surface figure which shows an example of a 1 step | paragraph change button notice pattern. It is explanatory drawing which shows an example of a 2 step | paragraph change button notice pattern table. It is explanatory drawing which shows an example of a 2 step | paragraph change button notice pattern table. It is a table | surface figure which shows an example of a 2 step | paragraph change button notice pattern. It is a flowchart which shows the button effect process in a decoration design change process. It is a flowchart which shows the character selection process in a button production process. FIG. 4A is a list showing a button effect pattern table, FIG. 4B is a list showing a character selection table, and FIG. 4C is a list showing a character replacement table. It is. It is explanatory drawing which shows an example of an advance notice effect. It is explanatory drawing which shows an example of the timing chart of an advance notice effect. It is explanatory drawing which shows an example of the timing chart of an advance notice effect. It is explanatory drawing which shows an example of a button notice effect. It is explanatory drawing which shows an example of a button notice effect. It is explanatory drawing which shows an example of the timing chart of button notice effect. It is explanatory drawing which shows an example of an advance notice effect. It is explanatory drawing which shows the flow of reach production. It is explanatory drawing which shows an example of reach production. It is explanatory drawing which shows an example of reach production. It is explanatory drawing which shows an example of reach production. It is explanatory drawing which shows an example of reach production. It is explanatory drawing which shows an example of reach production. It is a time chart which shows an example of song reach production. It is explanatory drawing which shows an example of a song reach production. It is explanatory drawing which shows an example of a re-lottery effect.

Explanation of symbols

GC Gon character MOG Mole character MC Mammoth character RC Ape character TC Gon father character 1 Pachinko machine 3 Main body frame 4 Game board 4a Game board 4b Through hole 5 Front frame 8 Front frame body 9 Game board installation frame 10 Mechanism installation frame 12 Game area 42 Staging device 42a Front unit 42b Rear unit 42s Engagement piece 42h Engagement holes 44a, 44b, 44c Movable decoration body 46 Decoration member 48 Light emitting region 48a Light diffusion member 50 Liquid crystal display devices 50a, 50b, 50c Decoration pattern 52 Upper start Port 54 Lower start port 62 Big prize opening 68a Engagement piece 68b Engagement piece 70 Ball guiding member 72 Ball guiding member 74 Inner decorative body 80 Upper stage 80a Depressed part 82 Middle stage 84 Lower stage 86 Removable path 88 Light guide path 90 Light member 90a Partition wall 92 LED
101 Main board 102 CPU
111 Sub-integrated board 112 Integrated CPU
120 Display control board 147 Special figure start memory lamp 208 Harness wire bundle 210 Adhesive tape pieces 212a, 212b, 212c Wiring holes

Claims (1)

  1. A winning determination means for determining whether or not to give a predetermined profit to the player based on the establishment of a predetermined determination condition;
    Fluctuation display means for variably displaying at least a plurality of types of symbol information based on the determination result by the corresponding drop determination means;
    Profit grant state control means for controlling to a profit grant state that grants a profit to the player when it is determined that the win is determined by the winning determination means,
    After the variable display means starts the variable display of the plurality of types of symbol information and displays the specific display mode, the profit provision state control means causes the profit to be displayed when the predetermined specific display result is stopped and displayed. In the gaming machine that controls to the grant state,
    A first effect period in which the variable display means starts the variable display of the plurality of types of symbol information and displays a predetermined display mode;
    A second effect period for displaying the specific display mode as the predetermined display mode and displaying a display result as to whether or not to control the profit granting state,
    The symbol information control means for starting display of the variation of the plurality of types of symbol information and controlling display until each symbol information is stopped and displayed in order.
    Notice state storage means for storing a plurality of kinds of notice states related to determination of notice information expressed in the first presentation period and associated with the determination result of the winning judgment means;
    Notice state switching determination means for determining whether or not to switch to a notice state different from the previous notice state every time the predetermined judgment condition is satisfied;
    A notice state switching means for switching the notice state based on a determination result of the notice state switching determination means;
    Notice state switching storage means for storing the notice state switched by the notice state switching means;
    Notice information storage means for storing a plurality of kinds of notice information;
    Notice information determining means for determining any of the notice information stored in the notice information storage means in accordance with the notice state stored by the notice state switching storage means;
    A notice information control means for controlling the notice information determined by the notice information determining means,
    The notice state storage means includes
    Memorize at least the main notice state and the sub notice state that is less frequently derived than the main notice state;
    The notice state switching determination means includes
    A first number of times that whether or not to switch to the sub-notice state is determined with a predetermined probability, and that the predetermined determination condition is established higher than the predetermined probability after switching to the main notification state Main notice state switching determination means for determining whether or not
    Sub-pre-notification state switching determination means for determining whether or not the establishment of the predetermined determination condition has reached a second number less than the first number after being switched to the sub-pre-notification state,
    The notice state switching means is
    When it is determined by the main advance notice state switching determination means to switch to the secondary advance notice state with the predetermined probability, or when it is determined that the first number of times is reached, the main advance notice state is changed to the auxiliary advance notice state. While switching to
    A gaming machine that switches from the sub-notice state to the main notice state when the second number of times is determined by the sub-notice state switching determination unit.
JP2005213747A 2005-07-25 2005-07-25 Game machine Expired - Fee Related JP4827050B2 (en)

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JP2008229129A (en) * 2007-03-22 2008-10-02 Heiwa Corp Game machine
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