JP4972213B1 - Amusement stand - Google Patents

Amusement stand Download PDF

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JP4972213B1
JP4972213B1 JP2011030707A JP2011030707A JP4972213B1 JP 4972213 B1 JP4972213 B1 JP 4972213B1 JP 2011030707 A JP2011030707 A JP 2011030707A JP 2011030707 A JP2011030707 A JP 2011030707A JP 4972213 B1 JP4972213 B1 JP 4972213B1
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effect
special
control
jackpot
game
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JP2012165945A (en
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敬史 野口
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株式会社大都技研
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Abstract

An object of the present invention is to provide a game stand that can improve the interest of a player by performing various effects.
A first period is selected after a 15R jackpot start effect in (a), and an effect that causes a player to select an effect from a plurality of effects in the first R in (b) within the first period. First effect control for performing acceptance control of the selection operation is executed, and then, in (c), third effect control for executing the effect selected by the player is executed. After the 8R big hit start effect in (d), the second period is selected, and the second effect control for adding a specific effect to the plurality of effects in (e) is executed within the second period.
[Selection] Figure 13

Description

  The present invention relates to a game table represented by a ball game machine (pachinko machine) and a spinning machine (slot machine).

  In conventional game machines, various effects are performed in order to improve the interest of the player.

JP 2008-200302 A

  However, there is a problem that the interest of the player is reduced because a predetermined performance is performed without considering the player's preference.

  An object of the present invention is to provide a game stand that can improve the interest of a player by performing various effects in consideration of the player's preference.

The object is to determine whether or not the game is successful when a predetermined success / failure determination condition is satisfied, and when the result of the determination is a specific success / failure determination result, the player's advantage is the first advantage. Control state transition means for shifting the control state from the first control state, which is higher than the first advantage, to the second control state, which is the second advantage, and effect means for effecting the game And an effect control means for controlling the effect operation in the effect means, a decoration symbol display device for performing various displays used for decoration symbols and effects, and a variable prize opening provided with a door member that can be freely opened and closed. The specific winning / failing determination result includes at least a first jackpot and a second jackpot, and the control state transition means is configured so that the determination result is the first jackpot. The first control state Migrate first control state to the jackpot control state of al the second control state, the control state means, if the propriety of the result of the determination is the second big hit, the first The control state shifts from a control state to a second jackpot control state that is more disadvantageous to the player than the first jackpot control state of the second control state, and the effect control means is configured to perform the first jackpot control state. During the control state, a first effect control is performed to perform reception control of an effect selection operation that causes the player to select an effect from among a plurality of effects, and the effect control means is in the second jackpot control state In addition, it is possible to execute a second effect control for adding a specific effect to the plurality of effects , and a first stop symbol corresponding to the result of the determination as to whether the success / failure is the second jackpot The mode is stopped and displayed on the decorative symbol display device Then, as the second big hit control state, the variable winning a prize opening is opened a predetermined number of times, and the second stop symbol form corresponds to the decoration symbol display corresponding to the result of the success / failure determination being a small hit. After the stop display on the device, the variable winning a prize opening is operated as a small hit control state, and the decorations of the first and second stop symbol forms that are stopped and displayed on the decoration design display device The symbol combinations of symbols are the same symbol combination, and the effect control means is achieved by a game stand characterized in that the first and second effect controls are not executed during the small hit control state. Is done.

  According to the present invention, it is possible to improve the interest of the player by performing various effects.

It is the external appearance perspective view which looked at the pachinko machine 100 by one embodiment of this invention from the front side (player side). It is the external view which looked at the pachinko machine 100 by one embodiment of this invention from the back side. 1 is a schematic front view of a game board 200 of a pachinko machine 100 according to an embodiment of the present invention as viewed from the front. It is a circuit block diagram of the control part of the pachinko machine 100 by one embodiment of the present invention. It is an example of the display pattern in the pachinko machine 100 by one embodiment of the present invention, (a) shows an example of a stop display design of a special figure, (b) shows an example of a decoration design, (c) FIG. 3 is a diagram showing an example of a normal stop display pattern. It is a flowchart which shows the flow of the main control part main process of the pachinko machine 100 by one embodiment of this invention. It is a flowchart which shows the flow of the main control part timer interruption process of the pachinko machine 100 by one embodiment of this invention. It is a flowchart which shows the flow of a process in the 1st sub control part of the pachinko machine 100 by one embodiment of this invention, (a) shows the flow of a 1st sub control part main process, (b) is 1st. The flow of the sub-control unit command reception interrupt process is shown, (c) shows the flow of the first sub-control unit timer interrupt process, and (d) shows the flow of the first sub-control unit image control process. ing. It is a flowchart which shows the flow of a process in the 2nd sub control part of the pachinko machine 100 by one embodiment of this invention, (a) shows the flow of the 2nd sub control part main process, (b) is the 2nd The flow of the sub control unit command reception interrupt process is shown, and (c) shows the flow of the second sub control unit timer interrupt process. 6 is a flowchart illustrating in more detail command processing in the first sub-control unit of the pachinko machine 100 according to the first embodiment of the present invention. FIG. 10 is a flowchart illustrating in detail the effect selection process in the command process in the first sub control unit of the pachinko machine 100 according to the first embodiment of the present invention. It is Example 1 by one embodiment of this invention, Comprising: It is a figure which shows operation | movement of the pachinko machine 100 in time series. It is Example 1 by one embodiment of this invention, Comprising: It is a figure which shows the effect (the 1) displayed on the decoration symbol display apparatus 208 of the pachinko machine 100. FIG. It is Example 1 by one embodiment of this invention, Comprising: It is a figure which shows the effect (the 2) displayed on the decoration symbol display apparatus 208 of the pachinko machine 100. FIG. 12 is a flowchart showing in more detail command processing in the first sub-control unit of the pachinko machine 100, which is Example 2 according to an embodiment of the present invention. It is Example 2 by one embodiment of this invention, Comprising: It is a figure which shows operation | movement of the pachinko machine 100 in time series. It is the schematic front view which looked at the slot machine as a game stand by the modification of one embodiment of this invention from the front. It is a figure which shows the game machine by the modification of one embodiment of this invention, (a) shows the casino machine 2000, (b) is a portable provided with the memory | storage part which memorize | stores the electronic data which implement | achieves this invention. A telephone 3000 is shown, (c) shows a portable game machine 4000 having a storage unit for storing electronic data for realizing the present invention, and (d) has a storage unit for storing electronic data for realizing the present invention. A home video game machine 5000 is shown, and (e) shows a data server 6000 storing electronic data for realizing the present invention.

  Hereinafter, a gaming machine (for example, a ball game machine such as a pachinko machine 100 or a spinning game machine such as a slot machine) according to an embodiment of the present invention will be described in detail with reference to the drawings. First, the overall configuration of the pachinko machine 100 according to the present embodiment will be described with reference to FIG. In addition, the figure is the external appearance perspective view which looked at the pachinko machine 100 from the front side (player side). As an external structure, the pachinko machine 100 includes an outer frame 102, a main body 104, a front frame door 106, a door 108 with a ball storage tray, a launching device 110, and a game board 200 on the front surface.

  The outer frame 102 is a wooden frame member having a vertical rectangular shape for fixing to an installation location (island facilities or the like) provided in a gaming machine installation sales shop. The main body 104 is referred to as an inner frame, and is a member that is provided inside the outer frame 102 and serves as a longitudinal rectangular gaming machine base body that is rotatably attached to the outer frame 102 via a hinge portion 112. The main body 104 is formed in a frame shape and has a space 114 inside. In addition, when the main body 104 is opened, an inner frame opening sensor (not shown) that detects the opening of the main body 104 is provided.

  The front frame door 106 is attached to the front surface of the main body 104 on the front side of the pachinko machine 100 so as to be openable and closable with a lock function, and is configured in a frame shape so that the inner side of the front frame door 106 can be opened and closed. Is a door member having an opening 116. The front frame door 106 is provided with a transparent plate member 118 made of glass or resin at the opening 116, and a speaker 120 and a frame lamp 122 are attached to the front side. A game area 124 is defined by the rear surface of the front frame door 106 and the front surface of the game board 200. Further, a front frame door opening sensor (not shown) that detects opening of the front frame door 106 when the front frame door 106 is opened is provided.

  The door 108 with a ball storage tray is a door member attached to the lower side of the main body 104 on the front surface of the pachinko machine 100 so as to have a lock function and be openable and closable. The ball storage tray-equipped door 108 is capable of storing a plurality of game balls (hereinafter simply referred to as “balls”), and an upper plate 126 provided with a passage for guiding the game balls to the launching device 110. A lower plate 128 that stores game balls that cannot be stored in the upper plate 126, a ball removal button 130 that discharges the game balls stored in the upper plate 126 to the lower plate 128 by the player's operation, A ball discharge lever 132 that discharges game balls stored in the lower plate 128 to a game ball collection container (common name, dollar box) by operation, and a game ball guided to the launching device 110 by operation of the player 200 ball launching handles 134 for launching into the game area 124, chance buttons 136 for changing the effects of the various effects devices 206 by the player's operation, and the chance button 136 to emit light. Sub button lamp 138, ball lending operation button 140 for instructing ball lending to a card unit (CR unit) installed in the game store, and return operation button for instructing the card unit to return the player's balance 142, and a ball rental display unit 144 for displaying the balance of the player and the state of the card unit. In addition, a lower plate full tank sensor (not shown) that detects that the lower plate 128 is full is provided.

  The launching device 110 is attached to the lower side of the main body 104, and a launching rod 146 that rotates when the ball launching handle 134 is operated by the player, and a launching rod 148 that strikes the game ball at the tip of the launching rod 146. .

  The game board 200 has a game area 124 on the front surface, and is detachably attached to the main body 104 using a predetermined fixing member so as to face the space 114 of the main body 104. The game area 124 can be observed from the opening 116 after the game board 200 is mounted on the main body 104.

  FIG. 2 is an external view of the pachinko machine 100 of FIG. 1 viewed from the back side. The upper part of the back surface of the pachinko machine 100 has an opening that opens upward, a ball tank 150 for temporarily storing game balls, and a lower part of the ball tank 150 that is formed at the bottom of the ball tank 150. A tank rail 154 for guiding a ball that has passed through the communicating hole and dropped to the dispensing device 152 located on the right side of the back surface is provided.

  The payout device 152 is formed of a cylindrical member, and includes a payout motor, a sprocket, and a payout sensor (not shown) inside. The sprocket is configured to be rotatable by a payout motor. The sprocket that temporarily passes through the tank rail 154 and flows down into the payout device 152 is temporarily retained, and the payout motor is driven to rotate by a predetermined angle. Thus, the temporarily accumulated game balls are sent one by one downward to the payout device 152.

  The payout sensor is a sensor for detecting the passage of the game ball sent out by the sprocket. When the game ball is passing, either a high signal or a low signal is passed. Either the high signal or the low signal is output to the dispensing control unit 600. The game ball that has passed through the payout sensor passes through a ball rail (not shown) and reaches the upper plate 126 disposed on the front side of the pachinko machine 100. The pachinko machine 100 has this configuration. To pay out the ball to the player.

  On the left side of the payout device 152 in the figure, a main board case 158 that houses the main board 156 that constitutes the main control section 300 that performs control processing for the entire game, and control related to effects based on the processing information generated by the main control section 300 The first sub-board case 162 that houses the first sub-board 160 that constitutes the first sub-control unit 400 that performs processing, and the second sub-board that performs control processing related to effects based on the processing information generated by the first sub-control unit 400. An error canceling switch that configures a second sub-board case 166 that houses the second sub-board 164 that constitutes the control unit 500, a payout control unit 600 that performs control processing related to the payout of game balls, and that releases an error by the operation of a game clerk Discharge board case 172 for storing a payout board 170 provided with 168, launch board constituting a launch control unit 630 for performing control processing relating to the launch of a game ball A launch board case 176 for storing 74, a power control unit 660 for supplying power to various electrical gaming machines, and a power switch 178 for turning on / off the power by the operation of a game clerk and an RWM clear by being operated when the power is turned on A power board case 184 that houses a power board 182 that includes an RWM clear switch 180 that outputs a signal to the main controller 300, and a CR interface 186 that transmits and receives signals between the payout controller 600 and the card unit are provided. ing.

  FIG. 3 is a schematic front view of the game board 200 as viewed from the front. In the game board 200, an outer rail 202 and an inner rail 204 are arranged, and a game area 124 in which a game ball can roll is defined. An effect device 206 is disposed in the approximate center of the game area 124. The effect device 206 is provided with a decorative symbol display device 208 at substantially the center, and around the normal symbol display device 210, the first special symbol display device 212, the second special symbol display device 214, and the normal symbol. A holding lamp 216, a first special symbol holding lamp 218, a second special symbol holding lamp 220, and a high-probability medium lamp 222 are provided. The effect device 206 performs the effect by operating the effect movable body 224, and details thereof will be described later. In addition, hereinafter, the normal symbol may be referred to as “general symbol”, the special symbol as “special symbol”, the first special symbol as “special symbol 1”, and the second special symbol as “special symbol 2”.

  The decorative symbol display device 208 is a display device for performing various displays used for decorative symbols and effects. In the present embodiment, the decorative symbol display device 208 is configured by a liquid crystal display device (Liquid Crystal Display). The decorative symbol display device 208 is divided into four display areas: a left symbol display area 208a, a middle symbol display area 208b, a right symbol display area 208c, and an effect display area 208d. The right symbol display area 208c displays different decorative symbols, and the effect display area 208d displays an image used for the effect. Furthermore, the position and size of each display area 208a, 208b, 208c, 208d can be freely changed within the display screen of the decorative symbol display device 208. In addition, the decorative symbol display device 208 has a display range in which one small, for example, circular symbol can be displayed, and a fourth symbol display region (not shown in FIG. 3) provided at, for example, the lower left corner of the effect display region 208d. (Shown). In addition, although the liquid crystal display device is employ | adopted as the decoration symbol display apparatus 208, it is not a liquid crystal display device, What is necessary is just the structure which can display various effects and various game information, for example, a dot matrix display device Other display devices including a 7-segment display device, an organic EL (ElectroLuminescence) display device, a reel (drum) display device, a leaf display device, a plasma display, and a projector may be adopted.

  The general map display device 210 is a display device for displaying a general map, and is configured by a 7-segment LED in this embodiment. The special figure 1 display device 212 and the special figure 2 display device 214 are display devices for displaying the special figure, and are configured by 7-segment LEDs in this embodiment.

  The multi-purpose hold lamp 216 is a lamp for indicating the number of general-purpose variable games (details will be described later) that are on hold. In this embodiment, the general-purpose variable games are reserved up to a predetermined number (for example, two). It is possible to do. The special figure 1 hold lamp 218 and the special figure 2 hold lamp 220 are lamps for indicating the number of special figure variable games that are held (details will be described later). In the present embodiment, a predetermined number of special figure variable games are displayed. It is possible to hold up to (for example, four). The high-probability medium lamp 222 is a lamp for indicating that the gaming state is a high probability state in which a big hit is likely to occur or a high probability state, and the gaming state is changed from a low probability state in which a big hit is unlikely to occur. Turns on when switching to the probability state, and turns off when switching from the high probability state to the low probability state.

  In addition, there are predetermined ball entrances such as a general prize opening 226, a general figure start opening 228, a special figure 1 start opening 230, a special figure 2 start opening 232, and a variable prize opening around the rendering device 206. 234 is provided.

  In the present embodiment, a plurality of general winning holes 226 are arranged on the game board 200, and when a predetermined ball detection sensor (not shown) detects a ball entering the general winning holes 226 (wins in the general winning holes 226). In this case, the payout device 152 is driven, and a predetermined number (for example, 10) of balls are discharged to the upper plate 126 as prize balls. The player can freely take out the balls discharged to the upper plate 126. With these configurations, the player can pay out the winning balls to the player based on winning. The ball that has entered the general winning opening 226 is guided to the back side of the pachinko machine 100 and then discharged to the amusement island side. In the present embodiment, a game ball is a ball that is paid out to a player as a consideration for winning (hereinafter, sometimes referred to as “prize ball”), and a ball that is lent to a player (hereinafter referred to as “lending ball”). Is included).

  The normal start port 228 is configured by a device called a gate or a through chucker for determining whether or not a ball has passed a predetermined area of the game area 124. In this embodiment, the left side of the game board 200 is used. One is arranged. Unlike the ball that has entered the general winning opening 226, the ball that has passed through the usual starting port 228 is not discharged to the amusement island side. When a predetermined ball detection sensor detects that a ball has passed through the general map starting port 228, the pachinko machine 100 starts a general map variable game by the general map display device 210.

  In the present embodiment, only one special figure 1 starting port 230 is provided at the center of the game board 200. When a predetermined ball detection sensor detects a ball entering the special opening 1 starting port 230, a later-described payout device 152 is driven, and a predetermined number (for example, three) of balls is discharged to the upper plate 126 as a prize ball. At the same time, the special figure variable game by the special figure 1 display device 212 is started. Note that the ball that has entered the special figure 1 starting port 230 is guided to the back side of the pachinko machine 100 and then discharged to the amusement island side.

  The special figure 2 starting port 232 is called an electric tulip (electrical chew). In the present embodiment, only one special opening 2 232 is disposed directly below the special figure 1 starting port 230. The special figure 2 starting port 232 includes a wing member 232a that can be opened and closed to the left and right. While the wing member 232a is closed, it is impossible to enter a sphere. When the winning symbol is stopped and displayed, the blade member 232a opens and closes at a predetermined time interval and a predetermined number of times. When a predetermined ball detection sensor detects a ball entering the special opening 2 232, the payout device 152 is driven, and a predetermined number (for example, four) of balls is discharged to the upper plate 126 as prize balls. Then, the special figure variable game by the special figure 2 display device 214 is started. The ball that has entered the special figure 2 starting port 232 is guided to the back side of the pachinko machine 100 and then discharged to the amusement island side.

  The variable winning opening 234 is called a big winning opening or an attacker, and in the present embodiment, only one variable winning opening 234 is arranged below the center of the game board 200. The variable winning opening 234 is provided with a door member 234a that can be opened and closed. When the door member 234a is closed, it is impossible to enter a ball. In this case, the door member 234a opens and closes at a predetermined time interval (for example, an opening time of 29 seconds and a closing time of 1.5 seconds) at a predetermined number of times (for example, 15 times). When a predetermined ball detection sensor detects a ball entering the variable winning opening 234, the payout device 152 is driven to discharge a predetermined number (for example, 15 balls) of balls to the upper plate 126 as prize balls. The ball that entered the variable winning opening 234 is guided to the back side of the pachinko machine 100 and then discharged to the amusement island side.

  Further, a plurality of disc-shaped hitting direction changing members 236 called a windmill and a plurality of game nails 238 are arranged in the vicinity of these winning openings and start openings, and at the bottom of the inner rail 204, An out port 240 is provided for guiding a ball that has not won a prize or starting port to the back side of the pachinko machine 100 and then discharging it to the game island side.

  The pachinko machine 100 supplies the ball stored in the upper plate 126 by the player to the launch position of the launch rail, drives the launch motor with strength according to the operation amount of the player's operation handle, The outer rod 202 and the inner rail 204 are passed by the launcher 148 and are launched into the game area 124. Then, the ball that has reached the upper part of the game area 124 falls downward while changing the advancing direction by the hitting direction changing member 236, the game nail 238, etc. (Special Figure 1 Start Port 230, Special Figure 2 Start Port 232) Wins the Out Port 240 without winning any of the winning ports or start ports, or just passing through the normal start port 228 To do.

  Next, the rendering device 206 of the pachinko machine 100 will be described. On the front side of the effect device 206, a warp device 242 and a stage 244 are arranged in an area where the game ball can roll, and an effect movable body 224 is arranged in an area where the game ball cannot roll. In addition, a decorative symbol display device 208 and a shielding device 246 (hereinafter sometimes referred to as a door or a shutter) are disposed on the back side of the effect device 206. That is, in the effect device 206, the decorative symbol display device 208 and the shielding means are located behind the warp device 242, the stage 244, and the effect movable body 224. The warp device 242 discharges the game balls that have entered the warp inlet 242a provided at the upper left of the effect device 206 to the stage 244 below the front surface of the effect device 206 from the warp outlet 242b. The stage 244 can roll a ball discharged from the warp outlet 242b or a ball that has been picked up by a nail of the game board 200, and the passed ball passes to the special opening 1 230 in the center of the stage 244. A special route 244a is provided to facilitate entry.

  In this embodiment, the effect movable body 224 includes an upper arm portion 224a and a forearm portion 224b simulating the upper arm and forearm of a human right arm. A forearm motor (not shown) that rotates the forearm 224b at a position is provided. The effect movable body 224 moves in front of the decorative symbol display device 208 by the upper arm motor and the forearm motor.

  The shielding device 246 includes a lattice-like left door 246a and right door 246b, and is disposed between the decorative symbol display device 208 and the front stage 244. Belts wound around two pulleys (not shown) are fixed to the upper portions of the left door 246a and the right door 246b, respectively. That is, the left door 246a and the right door 246b move to the left and right as the belt driven by the motor through the pulley moves. In the state where the left door 246a and the right door 246b are closed, the shielding device 246 covers the inner end portions of the shielding device 246 so that it is difficult for the player to visually recognize the decorative symbol display device 208. In the state where the left door 246a and the right door 246b are opened, each inner end portion slightly overlaps the outer end portion of the display screen of the decorative symbol display device 208, but the player can visually recognize all of the display of the decorative symbol display device 208. It is. In addition, the left door 246a and the right door 246b can be stopped at arbitrary positions, respectively, for example, only a part of the decorative design so that the player can identify which decorative design the displayed decorative design is. Can be shielded. In addition, the left door 246a and the right door 246b may be configured so that a part of the decorative symbol display device 208 behind the lattice hole can be visually recognized, or the shoji part of the lattice hole is closed with a translucent lens body. The display by the decorative symbol display device 208 may be made vaguely visible to the player, or the shoji part of the holes in the lattice is completely blocked (shielded), and the decorative symbol display device 208 behind is made completely invisible. Also good.

  Next, the circuit configuration of the control unit of the pachinko machine 100 will be described in detail with reference to FIG. This figure shows a circuit block diagram of the control unit. The control unit of the pachinko machine 100 can be roughly classified into a main control unit 300 that controls the central part of the game and a command signal (hereinafter simply referred to as “command”) transmitted by the main control unit 300. A first sub-control unit 400 that controls the second sub-control unit 500 that controls various devices based on a command transmitted from the first sub-control unit 400, and a command transmitted by the main control unit 300 The payout control unit 600 that mainly controls the game ball payout, the launch control unit 630 that controls the launch of the game ball, and the power supply control unit 660 that controls the power supplied to the pachinko machine 100. Yes.

  First, the main control unit 300 of the pachinko machine 100 will be described. The main control unit 300 includes a basic circuit 302 that controls the entire main control unit 300. The basic circuit 302 includes a CPU 304, a ROM 306 for storing control programs and various data, and data temporarily. A RAM 308 for storing, an I / O 310 for controlling input / output of various devices, a counter timer 312 for measuring time and the number of times, and a WDT 314 for monitoring an abnormality in program processing are mounted. Note that another storage device may be used for the ROM 306 and the RAM 308, and this is the same for the first sub-control unit 400 described later. The CPU 304 of the basic circuit 302 operates by inputting a clock signal of a predetermined period output from the crystal oscillator 316b as a system clock.

  The basic circuit 302 also includes a random value generation circuit 318 used as a hardware random number counter that changes a numerical value in the range of 0 to 65535 every time a clock signal output from the crystal oscillator 316a is received (this circuit includes 2 counters) and a predetermined ball detection sensor, for example, a sensor that detects a game ball passing through each starting port, winning port, variable winning port, front frame door opening sensor, and inner frame A sensor circuit 322 for receiving signals output from various sensors 320 including an open sensor and a lower plate full sensor, and outputting a comparison result with an amplification result and a reference voltage to the random value generation circuit 318 and the basic circuit 302; Drive circuit 324 for controlling the display of the special symbol display device 212 or the special symbol 2 display device 214, a predetermined symbol display device, for example, A drive circuit 326 for performing display control of the general-purpose display device 210, and various status display units 328 (for example, a general-purpose reservation lamp 216, a special figure 1 retention lamp 218, a special figure 2 retention lamp 220, and a high-accuracy medium lamp 222 And the like, and a variety of solenoids 332 for opening and closing a predetermined movable member, for example, the blade member 232a of the special figure 2 starting port 232, the door member 234a of the variable prize opening 234, and the like. A driving circuit 334 is connected.

  When the sphere detection sensor 320 detects that a sphere is won at the special figure 1 starting port 230, the sensor circuit 322 outputs a signal indicating that the sphere has been detected to the random value generation circuit 318. Upon receiving this signal, the random value generation circuit 318 latches the value at the timing of the counter corresponding to the special figure 1 starting port 230, and stores the latched value in the built-in counter value corresponding to the special figure 1 starting port 230. Store in the register. Similarly, when the random value generation circuit 318 receives a signal indicating that the ball has won the special figure 2 starting port 232, the random number generation circuit 318 latches the value at the timing of the counter corresponding to the special figure 2 starting port 232. The latched value is stored in a built-in counter value storage register corresponding to the special figure 2 starting port 232.

  Further, an information output circuit 336 is connected to the basic circuit 302, and the main control unit 300 is connected to an information input circuit 350 provided in an external hall computer (not shown) or the like via the information output circuit 336. 100 game information (for example, game state) is output.

  Further, the main control unit 300 is provided with a voltage monitoring circuit 338 for monitoring the voltage value of the power source supplied from the power source control unit 660 to the main control unit 300. The voltage monitoring circuit 338 has a voltage value of the power source. When the voltage is less than a predetermined value (9 V in this embodiment), a low voltage signal indicating that the voltage has decreased is output to the basic circuit 302.

  Further, the main control unit 300 is provided with a start signal output circuit (reset signal output circuit) 340 that outputs a start signal (reset signal) when the power is turned on, and the CPU 304 starts from the start signal output circuit 340. When a signal is input, game control is started (main control unit main processing described later is started).

  The main control unit 300 includes an output interface for transmitting a command to the first sub-control unit 400 and an output interface for transmitting a command to the payout control unit 600. With this configuration, the first control unit 300 Communication with the sub-control unit 400 and the payout control unit 600 is enabled. Information communication between the main control unit 300 and the first sub-control unit 400 and the payout control unit 600 is one-way communication. The main control unit 300 sends commands and the like to the first sub-control unit 400 and the payout control unit 600. The first sub control unit 400 and the payout control unit 600 are configured such that signals such as commands cannot be transmitted to the main control unit 300.

  Next, the first sub control unit 400 of the pachinko machine 100 will be described. The first sub-control unit 400 includes a basic circuit 402 that controls the entire first sub-control unit 400 mainly based on commands transmitted from the main control unit 300. The basic circuit 402 includes a CPU 404, A RAM 408 for temporarily storing data, an I / O 410 for controlling input / output of various devices, and a counter timer 412 for measuring time and frequency are mounted. The CPU 404 of the basic circuit 402 operates by inputting a clock signal of a predetermined period output from the crystal oscillator 414 as a system clock.

  The basic circuit 402 includes a sound source IC 416 for controlling the speaker 120 (and amplifier), a drive circuit 420 for controlling various lamps 418 (for example, the chance button lamp 138), and a shielding device 246. A drive circuit 432 for performing drive control, a shielding device sensor 430 that detects the current position of the shielding device 246, a chance button detection sensor 426 that detects pressing of the chance button 136, a shielding device sensor 430, and a chance button detection sensor A sensor circuit 428 that outputs a detection signal from 426 to the basic circuit 402, a ROM 406 for storing a control program and various effect data, and image data stored in the ROM 406 based on signals from the CPU 404, and the VRAM 436 are read out. Display images using the work area And VDP434 for displaying an image on the decorative pattern display apparatus 208 forms (Video Display Processor), is connected to. The ROM 406 may store the control program and various effect data in separate ROMs.

  Next, the second sub control unit 500 of the pachinko machine 100 will be described. The second sub-control unit 500 includes a basic circuit 502 that receives the control command transmitted from the first sub-control unit 400 via the input interface and controls the entire second sub-control unit 500 based on the control command. The basic circuit 502 includes a CPU 504, a RAM 508 for temporarily storing data, an I / O 510 for controlling input / output of various devices, and a counter timer 512 for measuring time and frequency. It is equipped with. The CPU 504 of the basic circuit 502 operates by inputting a clock signal of a predetermined cycle output from the crystal oscillator 514 as a system clock, and controls a control program and data for controlling the entire second sub-control unit 500, and an image display A ROM 506 storing data and the like is provided.

  The basic circuit 502 basically includes a drive circuit 516 for controlling the driving of the effect movable body 224, a movable body sensor 424 for detecting the current position of the effect movable body 224, and a detection signal from the movable body sensor 424. A sensor circuit 518 output to the circuit 502, a game board lamp drive circuit 530 for controlling the game board lamp 532, and a game table frame lamp drive circuit 540 for controlling the game table frame lamp 542 And a serial communication control circuit 520 that performs lighting control by serial communication between the game board lamp drive circuit 530 and the game stand frame lamp drive circuit 540.

  Next, the payout control unit 600, the launch control unit 630, and the power supply control unit 660 of the pachinko machine 100 will be described. The payout control unit 600 controls the payout motor 602 of the payout device 152 mainly based on a command signal or the like transmitted from the main control unit 300, and a prize ball or a rental ball based on a control signal output from the payout sensor 604 It is detected whether or not the payout has been completed, and communication with a card unit 608 provided separately from the pachinko machine 100 is performed via the interface unit 606.

  The launch control unit 630 outputs a control signal output from the payout control unit 600 to permit or stop the launch, or a launch intensity output circuit provided in the ball launch handle 134 to operate the ball launch handle 134 by the player. Control of the launch motor 632 that drives the launcher 146 and launcher 148, and control of the ball feeder 634 that supplies the launcher 110 with a ball from the upper plate 126 based on a control signal that indicates the launch intensity according to the amount. I do.

  The power control unit 660 converts the AC power supplied from the outside to the pachinko machine 100 into a DC voltage, converts it to a predetermined voltage, and controls each control unit such as the main control unit 300 and the first sub control unit 400, the payout device 152, etc. Supply to each device. Further, the power supply control unit 660 supplies a power storage circuit (for example, a power supply circuit) for supplying power to a predetermined part (for example, the RAM 308 of the main control unit 300) for a predetermined period (for example, 10 days) even after the external power supply is cut off. , Capacitor). In the present embodiment, a predetermined voltage is supplied from the power supply control unit 660 to the payout control unit 600 and the second sub control unit 500, and the main control unit 300, the first sub control unit 400, and the launch control unit are supplied from the payout control unit 600. Although a predetermined voltage is supplied to 630, the predetermined voltage may be supplied to each control unit and each device through another power supply path.

  Next, with reference to FIGS. 5A to 5C, the special figure 1 display device 212, the special figure 2 display device 214, the decorative symbol display device 208, and the universal figure display device 210 of the pachinko machine 100 are stopped and displayed. The types of figures and ordinary drawings will be described. Fig.5 (a) shows an example of the stop symbol aspect of a special figure. The special figure 1 variable game is started on the condition that the first start port sensor detects that the ball has entered the special figure 1 start opening 230, and the special figure 2 start opening 232 indicates that the ball has entered 2 The special figure 2 variable game is started on condition that the start sensor is detected. When the special figure 1 variable game is started, the special figure 1 display device 212 performs “variable display of special figure 1” which repeats lighting of all seven segments and lighting of one central segment. When the special figure 2 variable game is started, the special figure 2 display device 214 performs “variable display of special figure 2” by repeating all lighting of the seven segments and lighting of the central one segment. . These “variation display of special figure 1” and “variation display of special figure 2” correspond to an example of the symbol fluctuation display in the present embodiment. Then, when the variation time determined before the start of the fluctuation of the special figure 1 elapses, the special figure 1 display device 212 stops and displays the stop symbol form of the special figure 1 and the fluctuation time determined before the fluctuation start of the special figure 2 starts. After the elapse, the special figure 2 display device 214 stops and displays the stop symbol form of the special figure 2. Therefore, from the start of “figure display of special figure 1” until the stop symbol form of special figure 1 is stopped, or after the start of “fluctuation display of special figure 2”, the stop symbol form of special figure 2 is displayed. Until stop display corresponds to an example of the symbol variation stop display referred to in the present embodiment, hereinafter, after the “variable display of special figure 1 or 2” is started, the stop symbol form of special figure 1 or 2 is stopped and displayed. A series of displays until this is done is referred to as symbol variation stop display. As will be described later, the symbol variation stop display may be continuously performed a plurality of times.

  FIG. 5A shows ten types of special drawings from “Special Figure A” to “Special Figure J” as the stop symbol forms in the symbol variation stop display. In FIG. 5A, the white portions in the figure indicate the segment locations where the light is turned off, and the black portions indicate the location where the segments are turned on. “Special figure A” is a 15 round (15R) special jackpot symbol, and “Special figure B” is a 15R jackpot symbol. In the pachinko machine 100 according to the present embodiment, as will be described later, the determination as to whether or not the big hit in the special figure variable game is made by lottery of hardware random numbers, and the decision as to whether or not it is a special big hit is made by lottery of software random numbers. The difference between the jackpot and the special jackpot is the difference in whether the probability of winning the jackpot is high (special jackpot) or low (jackpot) in the next special figure variation game. Hereinafter, a state having a high probability of winning the jackpot is referred to as a special figure high probability state, and a state having a low probability is referred to as a special figure low probability state. In addition, after the 15R special big hit game ends and after the 15R big hit game ends, the state shifts to the electric support state (referred to as a short time state together with the variable time reduction state of the special figure variable game). Although the time-short state will be described in detail later, the state that shifts to the time-short state is referred to as a normal high-probability state, and the state that does not shift to the time-short state is referred to as a normal-low probability state. “Special figure A”, which is a 15R special jackpot symbol, is a special figure high probability normal figure high probability state, and “Special figure B”, which is a 15R jackpot symbol, is a special figure low probability ordinary figure high probability state. These “special chart A” and “special chart B” are symbols that have a relatively high degree of advantage over the player.

  “Special figure C” is an 8R jackpot symbol, which is a special figure high probability normal figure high probability state. That is, “Special Figure C” is different from “Special Figure A”, which is 15R, in that it is 8R. “Special figure D” is an 8R jackpot symbol, which is a special figure low probability normal figure high probability state. That is, “Special Figure D” is different from “Special Figure B” which is 15R in that it is 8R. “Special figure E” is a 4R jackpot symbol, which is a special figure high probability normal figure high probability state. That is, “Special Figure E” is 4R compared to “Special Figure A” which is 15R. “Special figure F” is a 4R jackpot symbol, which is a special figure low probability normal figure high probability state. That is, “Special Figure F” is 4R compared to “Special Figure B” which is 15R.

  “Special figure G” is the first small hit symbol, and “Special figure H” is the second small hit symbol, both of which are in the special figure low probability normal figure low probability state. The small hit here is equivalent to the same big hit with no shortage at 4R. That is, “Special Figure G” and “Special Figure H” are in the same state as “Special Figure F”, but the effects displayed on the decorative symbol display device 208 are different in both cases. By providing “G”, “Special Figure H”, and “Special Figure F”, the interest of the game is enhanced.

  In addition, “Special Figure I” is a first off symbol, and “Special Figure J” is a second off symbol, which is a symbol that is relatively less advantageous to the player. In the pachinko machine 100 according to the present embodiment, symbols other than “Special Illustration A” are prepared as 15R special jackpot symbols, and the same applies to other symbols such as 15R jackpot symbols.

  FIG. 5B shows an example of a decorative design. There are 10 types of decoration patterns of the present embodiment: “Decoration 1” to “Decoration 10”. The first start port sensor detects that a ball has won the special figure 1 starting port 230 or the special figure 2 starting port 232, that is, the ball has entered the special figure 1 starting port 230, or the special figure 2 Each of the left symbol display area 208a, the middle symbol display area 208b, and the right symbol display area 208c of the decorative symbol display device 208 is provided on the condition that the second start port sensor detects that a ball has entered the start port 232. In the symbol display area, “decoration 1” → “decoration 2” → “decoration 3” →... “Decoration 9” → “decoration 10” → “decoration 1” →. “Change design of symbols”.

  When notifying 15R special jackpot of “Special Figure A” or 15R big jackpot of “Special Figure B”, a combination of symbols in which three same decorative symbols are arranged in the symbol display areas 208a to 208c (for example, “Decoration 1− (Decoration 1 -decoration 1 "," decoration 2 -decoration 2 -decoration 2 ", etc.) are stopped and displayed. When the 15R special jackpot of “special drawing A” is explicitly notified, a combination of three symbols of the same odd number of decorative symbols (for example, “decoration 3—decoration 3—decoration 3” or “decoration 7—decoration 7”). -Decoration 7 "etc.) is stopped and displayed.

  Further, when the 4R big hit of "Special Figure E" and "Special Figure F", the first small hit of "Special Figure G", or the second small hit of "Special Figure H" is notified, "Decoration 1- Display “decoration 2—decoration 3” is stopped. Furthermore, when notifying 8R big hit of "Special Figure C" or 8R big hit of "Special Figure D", "Decoration 1-Decoration 3-Decoration 5" is stopped and displayed.

  On the other hand, when notifying the first deviation of “Special Figure I” and the second deviation of “Special Figure J”, the symbol combinations other than the symbol combinations shown in FIG. 5B are stopped in the symbol display areas 208a to 208c. indicate.

  FIG.5 (c) shows an example of the usual stop display symbol. In the present embodiment, there are two types of stoppage display modes of “normal map A”, which is a winning symbol, and “general symbol B”, which is a missed symbol. Based on the fact that the above-mentioned gate sensor has detected that the sphere has passed through the general start port 228, the general map display device 210 repeats the lighting of all seven segments and the lighting of one central segment. Perform a “normal change display”. Then, when notifying the winning of the common figure variable game, the “normal figure A” is stopped and displayed, and when notifying the deviation of the common figure variable game, the “normal figure B” is stopped and displayed. Also in FIG.5 (c), the white part in a figure shows the location of the segment which light-extinguishes, and the black-colored part has shown the location of the segment which lights up.

  Next, main control unit main processing executed by the CPU 304 of the main control unit 300 will be described with reference to FIG. This figure is a flowchart showing the flow of main processing of the main control unit. As described above, the main control unit 300 is provided with the start signal output circuit (reset signal output circuit) 340 that outputs the start signal (reset signal) when the power is turned on. The CPU 304 of the basic circuit 302 to which this activation signal has been input performs reset start by a reset interrupt, and executes main control unit main processing shown in FIG. 6 in accordance with a control program stored in advance in the ROM 306.

  In step S101, initial setting 1 is performed. In the initial setting 1, the stack initial value is set to the stack pointer (SP) of the CPU 304 (temporary setting), the interrupt mask is set, the I / O 310 is initialized, the various variables stored in the RAM 308 are initialized, and the WDT 314 is set. Enable operation, set initial values, etc. In the present embodiment, a numerical value corresponding to 32.8 ms (milliseconds) is set in WDT 314 as an initial value.

  In step S103 following step S101, the value of the counter of WDT 314 is cleared, and the time measurement by WDT 314 is restarted. In step S105 subsequent to step S103, whether or not the low voltage signal is ON, that is, the voltage value of the power supply that the voltage monitoring circuit 338 supplies from the power supply control unit 660 to the main control unit 300 is a predetermined value. It is monitored whether or not a low voltage signal indicating that the voltage has decreased when the voltage is less than (9 V in this embodiment). Then, when the low voltage signal is on (when the CPU 304 detects that the power supply is cut off), the process returns to step S103, and when the low voltage signal is off (when the CPU 304 does not detect that the power supply is cut off), the step returns. The process proceeds to S107. Even when the predetermined value (9 V) is not yet reached immediately after the power is turned on, the process returns to step S103, and step S105 is repeatedly executed until the supply voltage becomes equal to or higher than the predetermined value.

  In step S107, initial setting 2 is performed. In the initial setting 2, a process for setting a numerical value for determining a cycle for executing a main control unit timer interrupt process, which will be described later, in the counter timer 312, a predetermined port of the I / O 310 (for example, a test output port, a second output port) 1) a process of outputting a clear signal from the output port 1), a setting for permitting writing to the RAM 308, and the like.

  In step S109 subsequent to step S107, it is determined whether or not the state before power interruption (before power interruption) is restored. If the state before power interruption is not restored (the basic circuit 302 of the main control unit 300 is changed). In the case of initializing), the process proceeds to initialization processing (step S113). Specifically, first, a RAM clear signal transmitted when a store clerk or the like of an amusement store operates the RWM clear switch 180 provided on the power supply board is turned on (indicates that there has been an operation). That is, it is determined whether or not the RAM clear is necessary. If the RAM clear signal is on (when the RAM clear is necessary), the process proceeds to step S113 to set the basic circuit 302 to the initial state. On the other hand, when the RAM clear signal is OFF (when the RAM clear is not necessary), the power status information stored in the power status storage area provided in the RAM 308 is read, and the power status information is information indicating suspend. It is determined whether or not. If the power status information is not information indicating suspend, the process proceeds to step S113 to set the basic circuit 302 to an initial state. If the power status information is information indicating suspend, a predetermined area of the RAM 308 is set. A checksum is calculated by adding all the 1-byte data stored in (for example, all areas) to a 1-byte register whose initial value is 0, and the calculated checksum results in a specific value (for example, 0) (whether or not the checksum result is normal). When the checksum result is a specific value (eg, 0) (when the checksum result is normal), the process proceeds to step S111 to return to the state before the power interruption, and the checksum result is a specific value. If the value is other than 0 (for example, 0) (if the result of the checksum is abnormal), the process proceeds to step S113 to set the pachinko machine 100 to the initial state. Similarly, when the power status information indicates information other than “suspend”, the process proceeds to step S113.

  In step S111, power recovery processing is performed. In this power recovery process, the value of the stack pointer stored in the stack pointer save area provided in the RAM 308 at the time of power failure is read out and reset to the stack pointer (this setting). In addition, the value of each register stored in the register save area provided in the RAM 308 at the time of power interruption is read out and reset in each register, and then the interrupt permission is set. Thereafter, as a result of the CPU 304 executing the control program based on the reset stack pointer and registers, the pachinko machine 100 returns to the state when the power is turned off. That is, the processing is resumed from the instruction next to the instruction (predetermined in step S115) performed immediately before branching to the timer interrupt process (described later) immediately before the power interruption. A RAM 308 mounted on the basic circuit 302 in the main control unit 300 shown in FIG. 4 is provided with a transmission information storage area. In step S111, a power recovery command is set in the transmission information storage area. This power recovery command is a command indicating that the power has been restored to the state at the time of power-off, and is transmitted to the first sub-control unit 400 in step S233 in the timer interrupt process of the main control unit 300 described later.

  In step S113, initialization processing is performed. In this initialization process, interrupt prohibition setting, stack initial value setting to the stack pointer (this setting), initialization of all storage areas of the RAM 308, and the like are performed. Further, here, a normal return command is set in the transmission information storage area provided in the RAM 308 of the main control unit 300. This normal return command is a command indicating that the initialization process (step S113) of the main control unit 300 has been performed, and in the same way as the power recovery command, in step S233 in the timer interrupt process of the main control unit 300, 1 is transmitted to the sub-control unit 400.

  In step S115 subsequent to step S113, the basic random number initial value updating process is performed after setting the interrupt prohibition. In this basic random number initial value update processing, initial value generation for generating an initial value of a special figure determining random value counter for generating a special figure determining random value for use in a lottery for determining a stop symbol in a special figure variable game Update random number counter. In addition, an initial value generation random number counter for generating an initial value of a general winning random number counter for generating a normal winning random number used for determining whether or not the normal game is changed is updated. The RAM 308 of the main control unit 300 is provided with a special figure determining random value counter and its initial value generating random number counter, and a regular winning random number counter and its initial value generating random number counter. In step S115, the initial values of two initial value generation random number counters are updated respectively. For example, if the initial value generation random number counter can take a numerical value range of 0 to 99, a value is acquired from the initial value generation random number counter, 1 is added to the acquired value, and then the original initial value generation random number counter is obtained. To remember. At this time, if the result of adding 1 to the acquired value is 100, 0 is stored in the original initial value generation random number counter. Other initial value generation random number counters and random number counters are similarly updated. Note that the initial value generation random number counter is also updated in step S207 described later. The main control unit 300 repeatedly executes the process of step S115 except during a timer interrupt process that starts every predetermined period.

  Next, the main control unit timer interrupt process executed by the CPU 304 of the main control unit 300 will be described with reference to FIG. This figure is a flowchart showing the flow of the main control unit timer interrupt process. The main control unit 300 includes a counter timer 312 that generates a timer interrupt signal at a predetermined cycle (in this embodiment, about once every 2 ms), and the main control unit timer interrupt is triggered by this timer interrupt signal. The process is started at a predetermined cycle.

  In step S201, a timer interrupt start process is performed. In this timer interrupt start process, a process of temporarily saving each register value of the CPU 304 to the stack area is performed. In step S203 following step S201, the WDT is set so that the count value of the WDT 314 exceeds the initial set value (32.8 ms in the present embodiment) and no WDT interrupt occurs (so as not to detect a processing abnormality). It is restarted periodically (in this embodiment, once every 2 ms, which is the main controller timer interrupt period).

  In step S205 subsequent to step S203, input port state update processing is performed. In this input port state update process, the detection signals of various sensors 320 including the above-mentioned front frame door open sensor, inner frame open sensor, lower pan full sensor, and various ball detection sensors are input via the input port of the I / O 310. The input is monitored for the presence or absence of a detection signal, and stored in a signal state storage area provided for each of the various sensors 320 in the RAM 308. If the detection signal of the sphere detection sensor is described as an example, information on the presence / absence of the detection signal of each sphere detection sensor detected in the timer interruption process (about 4 ms before) is stored in the RAM 308 for each sphere detection sensor This information is read out from the previous detection signal storage area partitioned and stored in the RAM 308 in the previous detection signal storage area partitioned for each sphere detection sensor, and the previous timer interrupt processing (about 2 ms before) ) Is read from the current detection signal storage area provided for each sphere detection sensor in the RAM 308, and this information is read out from the previous detection signal storage area described above. To remember. Further, the detection signal of each sphere detection sensor detected this time is stored in the above-described current detection signal storage area.

  Further, in step S205, the information on the presence or absence of the detection signal of each sphere detection sensor stored in each storage area of the above-mentioned detection signal storage area, the previous detection signal storage area, and the current detection signal storage area is compared. It is determined whether or not the information on the presence or absence of detection signals for the past three times in the ball detection sensor matches the winning determination pattern information. This main control unit timer interrupt process that is repeatedly started at a very short interval of about 2 ms while one game ball passes one ball detection sensor is started several times. For this reason, every time the main control unit timer interrupt process is activated, a detection signal indicating that the same game ball has passed the same ball detection sensor is confirmed in step S205. As a result, a detection signal indicating that the same game ball has passed the same ball detection sensor is stored in each of the detection signal storage area, the previous detection signal storage area, and the current detection signal storage area. That is, when the game ball starts to pass through the ball detection sensor, there is no detection signal before, a previous detection signal, and a current detection signal. In the present embodiment, in consideration of erroneous detection of the sphere detection sensor and noise, it is determined that there is a prize when the detection signal is stored twice continuously after no detection signal. The ROM 306 of the main control unit 300 shown in FIG. 4 stores winning determination pattern information (in this embodiment, information indicating that there is no previous detection signal, that there is a previous detection signal, and that there is a current detection signal). In step S205, information on the presence or absence of detection signals for the past three times in each sphere detection sensor is predetermined winning determination pattern information (in this embodiment, no previous detection signal, previous detection signal, current detection signal present). If there is a match with the general winning opening 226, the variable winning opening 234, the special figure 1 starting opening 230, and the special figure 2 starting opening 232, or the normal figure starting opening 228 is passed. Judge that there was. In other words, it is determined that a prize has been awarded to the winning ports 226 and 234 and the starting ports 230, 232, and 228. For example, when the information on the presence / absence of the detection signals for the past three matches with the above-described winning determination pattern information in the general winning opening sensor for detecting the winning at the general winning opening 226, there is a winning at the general winning opening 226. If the information on the presence / absence of detection signals for the past three times does not match the above-described winning determination pattern information, the subsequent general winnings are performed. The process branches to the subsequent process without performing the process associated with winning the prize to the mouth 226. Note that the ROM 306 of the main control unit 300 stores winning determination clear pattern information (in this embodiment, information indicating that there is a detection signal before the previous time, no previous detection signal, and no current detection signal). After it is determined that there has been a single win, it is not determined that there has been a win until the information on the presence or absence of detection signals for the past three times matches the winning determination clear pattern information in each ball detection sensor, and the winning determination is cleared. If it matches the pattern information, it is next determined whether or not it matches the winning determination pattern information.

  In step S207 and step S209 following step S205, basic random number initial value update processing and basic random number update processing are performed. In these basic random number initial value update processing and basic random number update processing, the initial value generation random number counter performed in step S115 is updated, and then a special figure determination random number value used in the main control unit 300 is generated. The special figure determining random value counter and the common figure winning random value counter for generating the common winning random value are updated. For example, when the numerical value range that can be taken as the special figure determination random value is 0 to 99, the value is acquired from the special figure determination random value counter provided in the RAM 308 in order to generate the special figure determination random value. After adding 1 to the value, it is stored in the original special figure determination random value counter. At this time, if the result of adding 1 to the acquired value is 100, 0 is stored in the original special figure determination random value counter. If it is determined that the special figure determination random value counter has made a round as a result of adding 1 to the acquired value, the value of the initial value generation random number counter corresponding to the special figure determination random value counter is acquired. And set in the special figure determination random value counter. For example, a value is acquired from a special figure determination random value counter that fluctuates in a numerical value range of 0 to 99, and a result obtained by adding 1 to the acquired value is stored in a predetermined initial value storage area provided in the RAM 308. When the value is equal to the previously set initial value (for example, 7), a value is acquired as an initial value from the initial value generation random number counter corresponding to the special figure determination random value counter, and the special figure determination random value counter In addition to setting, the initial value set this time is stored in the above-described initial value storage area in order to determine that the special figure determination random value counter has made one round next. In addition to the initial value storage area for determining that the special figure determining random value counter has made one round next, an initial value storage for determining that the common figure winning random number counter has made one round An area is provided in the RAM 308. The special figure determining random value counter may be provided with a counter for acquiring the random number value for special figure 1 and a counter for acquiring the random value for special figure 2 or the same counter. May be used.

  In step S211 following step S209, effect random number update processing is performed. In this effect random number update process, a random number counter for generating an effect random number used by the main control unit 300 is updated. Specifically, the value of the special figure timer number determining random value counter for generating the special figure timer number determining random value for determining the symbol changing time in the special figure changing game or its initial value is updated. In addition, the value of the random number value counter for determining the general-purpose timer number for determining the random time value for determining the general-purpose timer number for determining the symbol variation time in the general-purpose variable game or its initial value is updated.

  In step S213 following step S211, timer update processing is performed. In this timer update process, the time for displaying and changing the symbol on the special symbol display device 212 and the time for displaying and changing the symbol on the special symbol display device 212 are counted. Special figure 1 display symbol update timer, Special figure 2 display symbol update timer for measuring the time for the symbol to be changed / stopped on the special figure 2 display device 214, a predetermined winning effect time, a predetermined opening time, a predetermined time Various timers including a timer for counting the closing time, a predetermined end effect period, and the like are updated.

  In step S215 subsequent to step S213, a winning opening counter updating process is performed. In this winning opening counter updating process, when winning holes 226, 234 and starting holes 230, 232, 228 are won, the RAM 308 stores the winning ball number storage area provided for each winning hole or for each starting hole. The value is read out, 1 is added, and the original prize ball number storage area is set.

  In step S217 following step S215, a winning acceptance process is performed. In this winning acceptance process, it is determined whether or not there has been a winning at the special figure 1 starting port 230, the special figure 2 starting port 232, the ordinary drawing starting port 228 and the variable winning port 234. Here, the determination is made using the determination result of whether or not it matches the winning determination pattern information in step S205.

  If there is a winning at the special figure 1 starting port 230 and the corresponding special figure 1 reserved number storage area provided in the RAM 308 is not full (in this example, the full number is 4), the random number value generation circuit (Hard Random Number Circuit) A jackpot determination random number value generated by applying predetermined processing to a value stored in a built-in counter value storage register corresponding to the starting port 230 of the special figure 1 of 318 is provided in the RAM 308. The special figure determining random value is acquired from the special figure determining random value counter and stored in the special figure 1 random value storage area in the acquisition order. A set of the jackpot determination random value and the special figure determination random value in the special figure 1 random value storage area (hereinafter abbreviated as "special figure 1 random value set") is stored in the special figure 1 reserved number storage area. The same number as the number of reserved special figure 1 held is stored. In the special figure 1 random value storage area, each time the special figure 1 holding number decreases, the data of a set of special figure 1 random values having the highest holding order (the first and most recently stored) is stored. In addition to being erased, the remaining special figure 1 random value set data is processed so that the holding order is incremented by one. Each time the special figure 1 holding number increases by one, the new special figure 1 random value set data is added to the next holding order of the special figure 1 random value set data having the lowest (last) holding order. Written.

  When the special figure 2 starting port 232 is won and the corresponding special figure 2 reserved number storage area provided in the RAM 308 is not full (in this example, the reserved number 4 is full), the random value generation circuit A special jackpot determination random number value generated by performing predetermined processing on the value stored in the built-in counter value storage register corresponding to the start port 232 of the special figure 2 of 318 is acquired, and the special jackpot special feature provided in the RAM 308 is acquired. The big hit special figure determining random value is acquired from the figure determining random value counter and stored in the special figure 2 random value storage area in the order of acquisition. Special figure 2 random number value for jackpot determination and special figure determination random number value for big hit time (hereinafter abbreviated as "special figure 2 random value group") in the special figure 2 random value storage area The same number as the number of reserved special figure 2 stored in the area is stored. In the special figure 2 random value storage area, each time the special figure 2 holding number is decreased, the data of the special figure 2 random value pair with the highest holding order is erased, and the remaining special figure 2 random number values are stored. Processing is performed so that the holding order of the set of data is incremented by one. Each time the special figure 2 holding number increases by one, the new special figure 2 random value set data is written in the next holding order of the special figure 2 random value set data having the lowest holding order.

  If there is a winning at the general figure starting port 228 and the corresponding general figure holding number storage area provided in the RAM 308 is not full, the value is acquired from the general figure winning random number counter as the normal winning random number Store in the usual random number storage area. When there is a winning at the variable winning opening 234, information indicating that a ball has entered the variable winning opening 234 is stored in the winning storage area for the variable winning opening.

  In step S219 following step S217, a payout request number transmission process is performed. Note that the output schedule information and the payout request information output to the payout control unit 600 are composed of, for example, 1 byte, strobe information (indicating that data is set when ON), bit 6 Power-on information (if turned on, indicates that this is the first command transmission after power-on), bits 4-5 indicate the current processing type for encryption (0-3), and bits 0-3 indicate encryption The number of payout requests after processing is shown.

  In step S221 following step S219, a normal state update process is performed. This normal state update process performs one of a plurality of processes corresponding to the normal state. For example, in the general diagram state update process in the middle of the normal map change display (the value of the above-mentioned general map display symbol update timer is 1 or more), the 7 segment LED constituting the general map display device 210 is repeatedly turned on and off. Turns off drive control. By performing this control, the general map display device 210 performs normal variable display (normal map variable game).

  Also, in the general state update process at the timing when the normal map change display time has elapsed (the timing at which the value of the general map display symbol update timer has changed from 1 to 0), When the 7-segment LED constituting the general-purpose display device 210 is turned on / off to control the display mode, and the normal-map hit flag is off, the general-purpose display is displayed so that the display mode of the off symbol is displayed. The 7 segment LED constituting the device 210 is controlled to be turned on / off. Further, the RAM 308 of the main control unit 300 is provided with a setting area for performing various settings in various processes, not limited to the normal state update process. Here, the on / off drive control is performed, and the setting area is set to indicate that the normal stop display is being performed. By performing this control, the universal symbol display device 210 determines one of the winning symbols (common symbol A shown in FIG. 5 (c)) and the off symbol (general symbol B shown in FIG. 5 (c)). Display. Thereafter, information indicating the stop period is set in a storage area of a normal stop time management timer provided in the RAM 308 in order to maintain the display for a predetermined stop display period (for example, for 500 ms). With this setting, the symbol that has been confirmed and displayed is stopped and displayed for a predetermined period, and the player is notified of the result of the normal game.

  Further, if the result of the usual figure variable game is a hit, the usual figure hit flag is turned on as will be described later. When the usual figure hit flag is on, in the usual figure state update process at the timing when the predetermined stop display period ends (when the usual figure stop time management timer value changes from 1 to 0), A normal operation is set in the setting area, and a predetermined opening period (for example, 2 seconds), a solenoid for driving to open / close the blade member 232a of the special opening 2 232 (a part of various solenoids 332) A signal for holding the 232a in the open state is output, and information indicating the open period is set in the storage area of the blade open time management timer provided in the RAM 308.

  In the usual state update process that starts at the timing when the predetermined opening period ends (the timing when the value of the blade opening time management timer is changed from 1 to 0), the blade member has a predetermined closing period (for example, 500 milliseconds). A signal for holding the blade member in the closed state is output to the opening / closing drive solenoid 332, and information indicating the closing period is set in the storage area of the blade closing time management timer provided in the RAM 308.

  Further, in the normal state update process that starts at the timing when the predetermined closing period ends (when the value of the blade closing time management timer is changed from 1 to 0), the non-operating state is set in the setting area of the RAM 308. To do. Further, if the result of the usual figure variation game is out of place, the usual figure out flag is turned on as will be described later. When the usual figure off flag is on, even in the usual figure state update process at the timing when the above-mentioned predetermined stop display period ends (when the value of the usual figure stop time management timer is changed from 1 to 0), In the setting area of the RAM 308, normal operation inactive is set. In the general state update process in the case where the general map is not operating, nothing is done and the process proceeds to the next step S223.

  In step S223, a general drawing related lottery process is performed. In this general map-related lottery process, the open / close control of the general map variable game and the special map 2 start port 232 is not performed (the state of the general map is inactive), and the number of the general map variable games that are on hold If the number is 1 or more, whether or not to win the result of the floating figure game based on the random number lottery based on the random number value stored in the above-mentioned common random number value storage area A hit determination to be determined is performed, and in the case of winning, a flag for a normal figure provided in the RAM 308 is set to ON. In the case of unsuccessful election, the flag for the usual figure is set to OFF. In addition, regardless of the result of the hit determination, the value of the random number value counter for determining the general timer number for generating the general timer number determining the next value is acquired as the random number value for determining the general timer number. Based on the random number value for determining the general-purpose timer number, one time for displaying the general-purpose figure on the general-purpose display device 210 is selected from a plurality of variable times. , It is stored in the usual variable time storage area provided in the RAM 308. In addition, the number of pending general figure variable games is stored in the usual figure pending number storage area provided in the RAM 308, and from the number of pending custom figure variable games each time a hit determination is made. The value obtained by subtracting 1 is re-stored in the usual figure number-of-holds storage area. Also, the random number value used for the hit determination is deleted.

  Next, the special figure state update process for each of the special figure 1 and the special figure 2 is performed. First, the special figure state update process (the special figure 2 state update process) for the special figure 2 is performed (step S225). In the special figure 2 state update process, one of the following plural (in this example, nine) processes is performed in accordance with the special figure 2 state.

  For example, in the special figure 2 state update process at the timing of the special figure 2 fluctuation start, a value obtained by subtracting 1 from the value of the special figure 2 holding number stored in the special figure 2 holding number storage area provided in the RAM 308 is shown in FIG. Re-store in the reserved number storage area. At the same time, the blinking of the special figure 2 holding lamp 220 is controlled. For example, if the four LEDs of the special figure 2 holding lamp 220 in FIG. 3 are LED numbers 1-4 in order from the left to the right in the figure, the LEDs corresponding to the special figure 2 holding number are red, for example, in order from the smallest LED number. Turn on and turn off the others.

  Also, for example, in the special figure 2 state update process in the middle of the special figure 2 fluctuation display (the value of the special figure 2 display symbol update timer described above is 1 or more), the 7-segment LED constituting the special figure 2 display device 214 is turned on. Performs lighting / extinguishing drive control that repeatedly turns off. By performing this control, the special figure 2 display device 214 performs the special figure 2 variable display (special figure 2 variable game). In addition, predetermined transmission information indicating that the rotation start setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-described transmission information storage area, and the process ends.

  The RAM 308 of the main control unit 300 includes a 15R big hit flag, an 8R big hit flag, a 4R big hit flag, a first small hit flag, a second small hit flag, a first off flag, a second off flag, and a special figure probability variation flag. , And a normal probability fluctuation flag are prepared. In the special figure 2 state update process starting at the timing when the special figure 2 fluctuation display time has elapsed (the timing when the special figure 2 display symbol update timer value has changed from 1 to 0), the 15R big hit flag is on, and the special figure probability fluctuation When the flag is also on and the normal figure probability fluctuation flag is on, the special figure A, 15R jackpot flag shown in FIG. 5A is on, the special figure probability fluctuation flag is off, and the common figure probability fluctuation flag is on. Is special figure B, 8R big hit flag is on, special figure probability fluctuation flag is on, and general figure probability fluctuation flag is on. Special figure C, 8R big hit flag is on, special figure probability fluctuation flag is off, When the probability fluctuation flag is on, the special figure D, 4R big hit flag is on, the special figure probability fluctuation flag is on, and when the common figure probability fluctuation flag is off, the special figure E, 4R big hit flag is on, special figure Probability flag is off, normal When the rate fluctuation flag is also off, the special figure F, when the first small hit flag is on, the special figure G, when the second small hit flag is on, the special figure H, and the first off flag are on. In this case, the 7 segment LED constituting the special figure 2 display device 214 is controlled to be turned on / off so that the special figure I is turned on and the special figure J is turned on when the special flag I is turned on. Is set to indicate that the special figure 2 stop display is in progress. By carrying out this control, the special figure 2 display device 214 has the 15R special jackpot symbol (Special Figure A), the 15R big jackpot symbol (Special Figure B), the 8R special jackpot symbol (Special Figure C), and the 8R jackpot symbol (Special Figure). D) 4R special jackpot symbol (Special Figure E), 4R big jackpot symbol (Special Figure F), 1st small jackpot symbol (Special Figure G), 2nd small jackpot symbol (Special Figure H), 1st off-line symbol (Special One of the symbols (Fig. I) and the first off-set symbol (special symbol J) is confirmed and displayed. Thereafter, information indicating the stop period is set in the storage area of the special figure 2 stop time management timer provided in the RAM 308 in order to maintain the display for a predetermined stop display period (for example, for 500 ms). With this setting, the specially displayed special figure 2 is stopped and displayed for a predetermined period, and the result of the special figure 2 variable game is notified to the player. Also, if the electric support number stored in the RAM 308 is 1 or more, the subtraction result is changed from 1 to 0. In this case, if the special figure probability is not changing (details will be described later), the time reduction flag is turned off. Further, the hourly flag is also turned off during the big hit game (in the special game state). Further, the special transmission information indicating that the rotation stop setting transmission process is executed in the command setting transmission process (step S233) is additionally stored in the above-described transmission information storage area, and the design for stopping the variable display is shown in FIG. The special figure 2 identification information indicating the presence is additionally stored in the RAM 308 as information to be included in command data, which will be described later, and the processing is terminated.

  If the result of the special figure 2 variable game is a big hit, the big hit flag is turned on as will be described later. When the jackpot flag is on, in the special figure 2 state update process at the timing when the predetermined stop display period ends (the timing when the special figure 2 stop time management timer value changes from 1 to 0), the RAM 308 In the setting area, the special figure 2 is in operation and waits for a predetermined winning effect period (for example, 3 seconds), that is, a period during which an image for notifying the player that the big win by the decorative symbol display device 208 is started is displayed. Therefore, information indicating the winning effect period is set in the storage area of the special figure 2 standby time management timer provided in the RAM 308. Further, predetermined transmission information indicating that the winning effect setting transmission process is executed in the command setting transmission process (step S233) is additionally stored in the transmission information storage area.

  Further, in the special figure 2 state update process that starts at the timing when the predetermined winning effect period ends (the timing when the value of the special figure 2 standby time management timer changes from 1 to 0), a predetermined release period (for example, 29 seconds) Or, until a winning of a predetermined number of game balls (for example, 10 balls) is detected at the variable winning opening 234, the door is connected to a solenoid for opening / closing the door member 234a of the variable winning opening 234 (a part of various solenoids 332). A signal for holding the member 234a in the open state is output, and information indicating the open period is set in the storage area of the door open time management timer provided in the RAM 308. In addition, predetermined transmission information indicating that the special winning opening release setting transmission process is executed in the command setting transmission process (step S233) is additionally stored in the transmission information storage area.

  In the special figure 2 state update process that starts at the timing when the predetermined opening period ends (the timing when the door opening time management timer value changes from 1 to 0), the predetermined closing period (for example, 1.5 seconds) A signal for holding the door member 234a in a closed state is output to an opening / closing solenoid (a part of various solenoids 332) of the door member 234a of the variable prize opening 234, and a door closing time management timer provided in the RAM 308 is also output. Information indicating the closing period is set in the storage area. In addition, predetermined transmission information indicating that the special winning opening closing setting transmission process is executed in the command setting transmission process (step S233) is additionally stored in the transmission information storage area.

  In addition, the opening / closing control of the door member is repeated a predetermined number of times (in this embodiment, 15 rounds or 2 rounds), and in the special figure 2 state update process that starts at the end timing, a predetermined end effect period (for example, 3 seconds) In other words, the effect standby period is stored in the storage area of the effect standby time management timer provided in the RAM 308 in order to set to wait for a period during which an image for informing the player that the big hit by the decorative symbol display device 208 is to be ended is displayed. Set the information indicating. Also, if the ordinary probability fluctuation flag is set to ON, the power support number (for example, 100 times) is set in the power support number storage unit provided in the RAM 308 simultaneously with the end of the big hit game, and the RAM 308 Turns on the hourly flag provided in. If the usual probability fluctuation flag is set to OFF, the power support count is not set in the power support count storage section, and the time reduction flag is not turned ON. The short-time state here means that the pachinko machine is in an advantageous state for the player in order to shorten the time from the end of the big hit in the special figure variable game to the start of the next big hit. If the short time flag is set to ON at this time, it is in the normal figure high probability (normal figure certain change) state. There is a higher probability of hitting in the general-game variable game in the high-probability state than in the normal-game low-probability state. In addition, in the normal figure high probability state, the fluctuation time of the general figure variable game is shorter than in the normal figure low probability state (normal figure variable short). Furthermore, in the normal high probability state, compared to the normal low probability state, the opening time in one opening of the pair of blade members 232a of the special drawing 2 starting port 232 is likely to be longer (electrical chew extension). In addition, the pair of blade members 232a are more likely to open in the normal high probability state than in the normal low probability state. The control state due to the universal figure change, the universal figure change, and the electric Chu extension is collectively referred to as an electric support (starting prize winning support by electric tulip) state. In addition, a time-short state including a control state in which the fluctuation time of the special figure variable game is also shortened is called.

In addition, as described above, the hourly flag is set to off during the big hit game (in the special game state). Therefore, the normal low probability state is maintained during the big hit game. This is because, if the game is in a high probability state during a big hit game, a large number of game balls will be placed in the special figure 2 starting port 232 until a predetermined number of game balls enter the variable prize opening 234 during the big hit game. In order to solve this, there is a problem that the number of game balls that can be acquired during the big hit increases and the number of game balls that can be acquired during the big hit increases.
Further, predetermined transmission information indicating that the end effect setting transmission process is executed in the command setting transmission process (step S233) is additionally stored in the transmission information storage area.

  Also, in the special figure 2 state update process that starts at the timing when the predetermined end production period ends (when the production standby time management timer value changes from 1 to 0), the special figure 2 is not activated in the setting area of the RAM 308. Set medium. Further, if the result of the special figure 2 variable game is out of place, the out-of-game flag is turned on as will be described later. When this miss flag is on, even in the special figure 2 state update process at the timing when the predetermined stop display period described above ends (the timing when the special figure 2 stop time management timer value changes from 1 to 0), In the setting area of the RAM 308, special figure 2 inactive is set. In the special figure 2 state update process when the special figure 2 is not in operation, nothing is done and the process proceeds to the next step S227.

  Subsequently, special figure state update processing (special figure 1 state update process) for special figure 1 is performed (step S227). In the special figure 1 state update process, each process described in the special figure 2 state update process is performed according to the state of the special figure 1. Each process performed in the special figure 1 state update process is the same as the process in which “special figure 2” in the contents described in the special figure 2 state update process is replaced with “special figure 1”. Omitted. The order of the special figure 2 state update process and the special figure 1 state update process may be reversed.

  When the special figure state update process in step S225 and step S227 is completed, a special figure related lottery process for each of special figure 1 and special figure 2 is performed. Also here, first, a special drawing related lottery process for special figure 2 (a special drawing 2 related lottery process) is performed (step S229). ) Is performed (step S231). Also for these special drawing related lottery processes, the main control unit 300 performs the special figure 2 related lottery processing before the special figure 1 related lottery processing, so that the special figure 2 variable game start condition and the special figure 1 fluctuation Even if the game start conditions are satisfied at the same time, since the special figure 2 variable game is changing first, the special figure 1 variable game does not start changing. In addition, when the number of special figure 2 variable games held is larger than 0, the lottery process and the variable game related to the special figure 1 variable game hold are not performed. The notification of the result of the jackpot determination of the special figure variable game by the decorative symbol display device 208 is performed by the first sub-control unit 400, and the lottery result of the lottery based on the winning at the special figure 2 starting port 232 is notified. 1 is performed in preference to the notification of the lottery result of the lottery based on the winning at the starting port 230. In the case of the special figure 2 related lottery process (step S229), a special figure 2 random value set (starting information) is obtained from the first (most recently stored) holding position in the special figure 2 random value storage area. Obtaining and determining whether or not to make a big hit, determining whether or not to make a big hit using a determination table (not shown), and determining the time from the start of the variable display in FIG. 2 to the stop display Then, determination of a symbol (stop symbol) to be stopped and displayed after the fluctuation display of special diagram 2 is performed. After the first special figure 2 random value set is extracted from the special figure 2 random value storage area, the storage of the special figure 2 random value set in the special figure 2 random value storage area is cleared, and the special figure 2 Subtract 1 from the number of holds. At this time, the set of the special figure 2 random value extracted from the special figure 2 random value storage area is stored in the temporary area (an example of the second starting information storage means) provided in the RAM 308, You may make it perform the above-mentioned determination based on the group of the said special figure 2 random value memorize | stored in this temporary area | region.

  In step S233 following step S231, command setting transmission processing is performed, and various commands are transmitted to the first sub-control unit 400. The output schedule information to be transmitted to the first sub-control unit 400 is composed of 16 bits, for example, bit 15 is strobe information (indicating that data is set when ON), bits 11 to 14 are Command type (In this embodiment, command types such as basic command, symbol variation start command, symbol variation stop command, winning effect start command, end effect start command, jackpot round number designation command, power recovery command, FRAM clear command are specified. Possible information), bits 0 to 10 are composed of command data (predetermined information corresponding to the command type).

  Specifically, the strobe information is turned on or off by the command transmission process described above. If the command type is a symbol variation start command, the command data includes 15R jackpot flag, 8R jackpot flag, 4R jackpot flag value, special figure probability variation flag value stored in the RAM 308 of the main controller 300. , Including information indicating the timer number selected in the special figure related lottery process, and in the case of a symbol fluctuation stop command, the value of the 15R big hit flag, the 8R big hit flag, the 4R big hit flag, the special figure probability fluctuation flag value, etc. In the case of a 15R jackpot (or 15R special jackpot) start command, it includes the value of the 15R jackpot flag, the number of jackpot rounds, the value of the special probability fluctuation flag, the value of the short time flag, etc., and the 8R jackpot (or 8R In the case of a special jackpot) start command, the value of the 8R jackpot flag, number of jackpot rounds, special figure probability variation flag Value, hourly flag value, etc. In the case of 4R big hit (or 4R special big hit) start command, 4R big hit flag value, big hit number of rounds, special figure probability variation flag value, hourly flag value, etc. In the case of a jackpot end command, including the value of the special figure probability variation flag, the value of the hourly flag, the value of the electric support number, etc. In the case of the winning effect start command and the end effect start command, the special figure probability variation flag In the case of a jackpot round number designation command, the value of the special figure probability variation flag, the jackpot round number, and the like are included. When the command type indicates a basic command, device information in the command data, presence / absence of winning at the special figure 1 starting port 230, presence / absence of winning at the special figure 2 starting port 232, presence / absence of winning at the variable winning port 234, etc. including.

  In the above rotation start setting transmission process, the 15R big hit flag, 8R big hit flag, 4R big hit flag value, special figure probability variation flag value, special figure related lottery process, Information indicating the timer number selected in the special figure 2 related lottery process, the number of special figure 1 variable games or special figure 2 variable games held, etc. is set. In the rotation stop setting transmission process described above, information indicating the value of the 15R big hit flag, 8R big hit flag, 4R big hit flag, special figure probability variation flag, etc. stored in the RAM 308 is set in the command data. In the winning effect setting transmission process described above, the command control data stored in the RAM 308, the effect control information output to the decorative symbol display device 208, various lamps 418, and the speaker 120 during the winning effect period, the special figure probability variation flag Information indicating the value, the number of the special figure 1 variable game or the special figure 2 variable game being held, etc. is set. In the above-described end effect setting transmission process, the command control data stored in the RAM 308, the effect control information output to the decorative symbol display device 208, various lamps 418, and the speaker 120 during the effect standby period, the special figure probability variation flag Information indicating the value, the number of the special figure 1 variable game or the special figure 2 variable game being held, etc. is set. In the above-described winning prize opening release setting transmission process, the number of big hit rounds stored in the RAM 308 in the command data, the value of the special figure probability fluctuation flag, the number of special figure 1 variable games or special figure 2 variable games held, etc. Set the information indicating. In the above-described winning prize closing setting transmission process, the number of big hit rounds stored in the RAM 308 in the command data, the value of the special figure probability fluctuation flag, the number of special figure 1 variable games or special figure 2 variable games held, etc. Set the information indicating. In step S233, general command special figure hold increase processing is also performed. In this general command special figure pending increase process, special figure identification information (information showing special figure 1 or special figure 2) stored in the transmission information storage area of the RAM 308, command notice information (preliminary notice information, false) Set either advance notice information or no advance notice information). In the first sub-control unit 400, it is possible to determine the production control according to the change of the game control in the main control unit 300 by the command type included in the received output schedule information, and it is included in the output schedule information. Based on the information of the command data, the contents of effect control can be determined.

  In step S235 following step S233, external output signal setting processing is performed. In this external output signal setting process, the game information stored in the RAM 308 is output to the information input circuit 350 separate from the pachinko machine 100 via the information output circuit 336.

  In step S237 following step S235, device monitoring processing is performed. In this device monitoring process, the signal states of the various sensors stored in the signal state storage area in step S205 are read, and the presence or absence of a predetermined error, for example, the presence or absence of a front frame door opening error or the presence or absence of a full tray error is monitored. When the front frame door opening error or the lower pan full error is detected, the transmission information to be transmitted to the first sub-control unit 400 includes device information indicating the presence or absence of the front frame door opening error or the lower pan full error. Set. Further, various solenoids 332 are driven to control the opening / closing of the special figure 2 starting port 232 and the variable prize opening 234, and the general diagram display device 210 and the special diagram 1 display device 212 via the drive circuits 324, 326, 330. The display data to be output to the special figure 2 display device 214, various status display units 328, and the like is set in the output port of the I / O 310. Further, the output schedule information set in the payout request number transmission process (step S219) is output to the first sub-control unit 400 via the output port (I / O 310).

  In step S239 following step S237, it is monitored whether or not the low voltage signal is ON. Then, when the low voltage signal is on (when power supply cutoff is detected), the process proceeds to step S243, and when the low voltage signal is off (when power supply cutoff is not detected), the process proceeds to step S241. In step S241, timer interrupt end processing is performed. In this timer interrupt end process, the value of each register temporarily saved in step S201 is set in each original register, interrupt permission is set, etc., and then the main control unit main process shown in FIG. Return to. On the other hand, in step S243, a specific variable or stack pointer for returning to the power-off state at the time of power recovery is saved as a return data in a predetermined area of the RAM 308, and power-off processing such as initialization of input / output ports is performed. After that, the process returns to the main process of the main control unit shown in FIG.

  Next, processing of the first sub-control unit 400 will be described using FIG. FIG. 5A is a flowchart of main processing executed by the CPU 404 of the first sub-control unit 400. FIG. 6B is a flowchart of command reception interrupt processing (strobe interrupt processing) of the first sub control unit 400. FIG. 6C is a flowchart of the timer variable update interrupt process of the first sub control unit 400. FIG. 4D is a flowchart of the image control process of the first sub control unit 400.

  First, in step S301 in FIG. 9A, various initial settings are performed. When the power is turned on, an initialization process is first executed in step S301. In this initialization processing, initialization of input / output ports, initialization processing of a storage area in the RAM 408, and the like are performed. This initialization process takes about 30 seconds, for example.

  In step S303 following step S301, it is determined whether or not the timer variable is 10 or more, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or more, the process proceeds to step S305. . In step S305, 0 is substituted into the timer variable.

  In step S307 following step S305, command processing is performed. The CPU 404 of the first sub control unit 400 determines whether a command has been received from the main control unit 300. Details of the command processing will be described later with reference to FIGS.

  In step S309 after step S307, effect control processing is performed. For example, when there is a new command in step S307, processing such as reading effect data corresponding to the command from the ROM 406 is performed, and when update of the effect data is necessary, effect data update processing is performed. Details of the effect control process will be described later with reference to FIG.

  In step S311 following step S309, if pressing of the chance button is detected, processing for changing the effect data updated in step S309 to effect data corresponding to the pressing of the chance button is performed.

  In step S313 following step S311, if there is a command to the VDP 434 in the effect data read in step S309, this command is output to the VDP 434 (details will be described later).

  In step S315 following step S313, if there is a command to the sound source IC 416 in the effect data read in step S309, this command is output to the sound source IC 416.

  In step S317 following step S315, if there is a command to the various lamps 418 in the effect data read in step S309, this command is output to the drive circuit 420.

  In step S319 following step S317, if there is a command to the shielding device 246 in the effect data read in step S309, this command is output to the drive circuit 432.

  In step S321 following step S319, if there is a control command to be transmitted to the second sub-control unit 500 in the effect data read in step S309, the control command is set to be output, and the process returns to step S303. .

  Next, the command reception interrupt process of the first sub-control unit 400 will be described using FIG. This command reception interrupt process is a process executed when the first sub-control unit 400 detects a strobe signal output from the main control unit 300. In step S401 of the command reception interrupt process, the command output from the main control unit 300 is stored as an unprocessed command in a command storage area provided in the RAM 408.

  Next, the first sub control unit timer interrupt process executed by the CPU 404 of the first sub control unit 400 will be described with reference to FIG. The first sub-control unit 400 includes a hardware timer that generates a timer interrupt at a predetermined cycle (in this embodiment, once every 2 ms). Execute in the cycle. In step S501 of the first sub control unit timer interrupt process, 1 is added to the value of the timer variable storage area of the RAM 408 described in step S303 in the first sub control unit main process shown in FIG. Is stored in the timer variable storage area. Therefore, in step S303, the value of the timer variable is determined to be 10 or more every 20 ms (2 ms × 10).

  In step S503 subsequent to step S501, transmission of a control command to the second sub-control unit 500 set in step S321 in the main process of the first sub-control unit 400, update processing of random numbers for other effects, and the like are performed.

  Next, the image control process in step S313 in the main process of the first sub control unit 400 will be described with reference to FIG. FIG. 5 is a flowchart showing the flow of image control processing. In step S601, an instruction to transfer image data is issued. Here, the CPU 404 first swaps the designation of the display areas A and B in the VRAM 436. As a result, an image of one frame stored in the display area not designated as the drawing area is displayed on the decorative design display device 208. Next, the CPU 404 sets ROM coordinates (transfer source address of the ROM 406), VRAM coordinates (transfer destination address of the VRAM 436) and the like in the attribute register of the VDP 434 based on the position information table and the like, and then the image from the ROM 406 to the VRAM 436. Set an instruction to start data transfer. The VDP 434 transfers the image data from the ROM 406 to the VRAM 436 based on the command set in the attribute register. Thereafter, the VDP 434 outputs a transfer end interrupt signal to the CPU 404.

  In step S603 following step S601, it is determined whether or not a transfer end interrupt signal from the VDP 434 is input. If a transfer end interrupt signal is input, the process proceeds to step S605. Wait for the input signal to be input. In step S605, parameters are set based on the production scenario configuration table and attribute data. Here, the CPU 404 forms the display image in the display area A or B of the VRAM 436 based on the image data transferred to the VRAM 436 in step S601. , VRAM coordinates (arrangement coordinates, etc.) are instructed to the VDP 434. The VDP 434 performs parameter setting according to the attribute based on the instruction stored in the attribute register.

  In step S607 following step S605, a drawing instruction is performed. In this drawing instruction, the CPU 404 instructs the VDP 434 to start drawing an image. The VDP 434 starts drawing an image in the frame buffer in accordance with an instruction from the CPU 404. In step S609 following step S607, it is determined whether or not a generation end interrupt signal from the VDP 434 based on the end of image drawing is input. If a generation end interrupt signal is input, the process proceeds to step S611. Waits for the generation end interrupt signal to be input. In step S611, a scene display counter which is set in a predetermined area of the RAM 408 and counts how many scene images have been generated is incremented (+1), and the process ends.

  Next, the processing of the second sub control unit 500 will be described with reference to FIG. FIG. 6A is a flowchart of main processing executed by the CPU 504 of the second sub-control unit 500. FIG. 7B is a flowchart of command reception interrupt processing of the second sub control unit 500. FIG. 8C is a flowchart of the timer interrupt process of the second sub control unit 500.

  First, in step S701 in FIG. 9A, various initial settings are performed. When the power is turned on, an initialization process is first executed in step S701. In this initialization processing, initial setting of input / output ports, initialization processing of a storage area in the RAM 508, and the like are performed.

  In step S703 subsequent to step S701, it is determined whether or not the timer variable is 10 or more. This process is repeated until the timer variable becomes 10, and when the timer variable becomes 10 or more, the process proceeds to step S705. . In step S705, 0 is assigned to the timer variable.

  In step S707 following step S705, command processing is performed. The CPU 504 of the second sub control unit 500 determines whether a command has been received from the CPU 404 of the first sub control unit 400.

  In step S709 subsequent to step S707, effect control processing is performed. For example, if there is a new command in step S707, the effect data corresponding to this command is read from the ROM 506, and if the effect data needs to be updated, the effect data is updated.

  In step S711 subsequent to step S709, if there is a command from the first sub-control unit 400 to the game board lamp 532 or the game table frame lamp 542, the command is output to the serial communication control circuit 520.

  In step S713 following step S711, if there is a command from the first sub-control unit 400 to the effect movable body 224, this command is output to the drive circuit 516, and the process returns to step S703.

  Next, the command reception interrupt process of the second sub control unit 500 will be described with reference to FIG. This command reception interrupt process is a process executed when the second sub control unit 500 detects the strobe signal output from the first sub control unit 400. In step S801 of the command reception interrupt process, the command output from the first sub control unit 400 is stored as an unprocessed command in a command storage area provided in the RAM 508.

  Next, the second sub control unit timer interrupt process executed by the CPU 504 of the second sub control unit 500 will be described with reference to FIG. The second sub-control unit 500 includes a hardware timer that generates a timer interrupt at a predetermined cycle (in this embodiment, once every 2 ms), and a timer interrupt process is performed in response to this timer interrupt. Execute in the cycle. In step S901, 1 is added to the value of the timer variable storage area of the RAM 508 described in step S703 in the second sub-control unit main process shown in FIG. 9A, and the result is stored in the original timer variable storage area. Therefore, in step S703, the value of the timer variable is determined to be 10 or more every 20 ms (2 ms × 10). In step S903 of the second sub-control unit timer interrupt process, an effect random number update process is performed.

  Next, Example 1 of the rendering operation by the pachinko machine 100 of the present embodiment will be described with reference to FIGS. 10 to 14. In the following description, unless explicitly stated otherwise, the phrase “15R jackpot” includes not only the case of 15R jackpot but also the case of 15R jackpot. Similarly, the phrase “8R jackpot” includes not only the case of 8R jackpot but also the case of 8R special jackpot. Similarly, the phrase “4R jackpot” includes not only the case of 4R jackpot but also the case of 4R special jackpot.

  FIG. 10 is a flowchart showing in more detail the command processing (step S307) in the first sub control unit 400 of the pachinko machine 100 in Example 1 according to the present embodiment. The first sub-control unit 400 determines whether or not a 15R jackpot start command is received in the command processing (step S1001), and executes an effect selection process (step S1003) when the 15R jackpot start command is received. .

  FIG. 11 is a flowchart showing the effect selection process (step S1003) in the command process in the first sub-control unit 400 in more detail. In the effect selection process, first, an initial value of a period setting counter including a subtraction counter provided in the RAM 408 of the first sub-control unit 400 is set (step S1101).

  The first sub-control unit 400 serving as the period selection means stores the counter value α for the first period, the counter value β for the second period, and the counter value for the third period from the period setting counter initial value storage area in the ROM 406. Any one of the counter values γ is selected and set in the period setting counter as an initial value.

  The first period has a length including at least a first jackpot control state (15R jackpot gaming state), and further includes a period including a period of 15R jackpot gaming state and a probability change state or a short-time state thereafter. It is. The counter value α is set to a numerical value sufficient to obtain the first period.

  The second period has a length that includes at least the second jackpot control state (8R jackpot gaming state), and further includes a period that includes the 8R jackpot gaming state and the subsequent probability change state or short-time state period. It is. The counter value β is set to a numerical value sufficient to obtain the second period.

  The third period has a length including at least a third jackpot control state (4R jackpot gaming state), and further includes a period including a period of 4R jackpot gaming state and a subsequent probability change state or short-time state. It is. The counter value γ is set to a value sufficient to obtain the third period. If the first period, the second period, and the third period include only the corresponding jackpot gaming state, the length of the first period is longer than the length of the second period. The length of the second period is longer than the length of the third period.

  In step S1101, since the command data of the 15R jackpot start command includes information on the first hit determination result (15R jackpot) among the specific hit determination results, the first sub-control unit 400 as the period selection unit. Selects the first period and sets the counter value α to the initial value of the period setting counter.

  Next, the first sub-control unit 400 determines whether there is an increase in performance (step S1102). In a predetermined area of the ROM 406 of the first sub-control unit 400, a plurality of pieces of effect music data and image data that can be selected by the player are stored. In the song data storage area, a plurality of performance song data specified by a song header i consisting of a song code “Mi” (i is a song number) and a song title “tmi” (i is a song number) are stored. . For example, the first song data is stored in association with the song code M1 of the song header 1 and the song title tm1: “may be there”, the song code M2 of the song header 2, the song title tm2: “ The second song data is stored in association with “the universe of miracle”, and the third song data is stored in association with the song code M3 of the song header 3 and the song title tm3: “Your Fragrance”. The “song” includes those in which only the melody changes without changing the background image, and those in which the background image changes in accordance with the change of the melody.

  The image data storage area stores a plurality of display image data specified by an image header j composed of an image code “Cj” (j is an image number) and an image title “tcj” (j is an image number). . For example, the first image data is stored in association with the image code C1 of the image header 1 and the image title tc1: “Yoshimune round”, and the image code C2 of the image header 2 and the image title tc2: “2” are associated with the “hime round”. The third image data is stored in association with the image code C3 of the image header 3 and the image title tc3: “爺 round”. The “image” includes a character, a background, a background including the character, and the like.

  The RAM 408 of the first sub-control unit 400 stores a player selection song header storage area for storing the song header of the song data for the presentation that can be selected by the player, and the image data for the presentation that can be selected by the player. A player selection image header storage area for storing an image header is provided. In the initial state, for example, the song code M1 and song title tm1 of the song header 1 are stored in the player selection song header storage area, and the image code C1 and image of the image header 1 are stored in the player selection image header storage area, for example. The title tc1 is stored.

  Further, the RAM 408 of the first sub-control unit 400 has a song header number storage area (initial value 1) for storing the number of song headers stored in the player selection song header storage area, and a player selection image header. An image header number storage area (initial value 1) for storing the number of image headers stored in the storage area is provided.

  The RAM 408 of the first sub-control unit 400 is provided with a music increase counter (initial value 1) and an image increase counter (initial value 1). In a music increase process (step S1007) described later, the value of the music increase counter is incremented by one. In addition, the value of the image increase counter is incremented by 1 in an image increase process (step S1011) described later.

  In step S1102, the first sub-control unit 400 obtains the counter value of the song increase counter in the RAM 408, reads the number of song headers stored in the player selection song header storage area from the song header number storage area, and Compare with counter value. If the counter value is greater than the number of stored music headers, it is determined that there has been an increase in the production of the music by the number of differences. Further, the counter value of the image increment counter in the RAM 408 is acquired, and the number of image headers stored in the player selection image header storage area is read from the image header number storage area and compared with the counter value. If the counter value is greater than the stored number of image headers, it is determined that there has been an increase in image production by the number of differences.

  If there is an increase in the effect, a process for selecting an effect selection screen corresponding to the increase in the effect (step S1103) is executed, and then the effect selection process (step S1003) is ended and the command process is ended. Specifically, in the process of step S1103, if the value of the music increase counter is i and the value stored in the music header number storage area is i-2, the music data storage area of the ROM 406 is referred to, i- The set of the song code “M (i-1)” and the song title “tm (i-1)” of the first song header (i-1), the song code “Mi” and the song of the i-th song header i The title “tmi” set is added to the player selection song header storage area in the RAM 408 in this order. Then, the value of the current song increase counter is stored in the song header number storage area.

  If the value of the image increase counter is j and the value stored in the image header number storage area is j−1, the image code “j” of the jth image header j is referred to the image data storage area of the ROM 406. The set of “Cj” and the image title “tcj” is added to the player selection image header storage area in the RAM 408. Then, the value of the current image increase counter is stored in the image header number storage area. If there is no increase in effect, the effect selection process (step S1003) is terminated and the command process is terminated.

  If it is determined in step S1001 that the 15R jackpot start command has not been received, it is determined whether an 8R jackpot command has been received (step S1005). When the 8R jackpot start command is received, the music increase process (step S1007) is executed.

  In the song increase process, first, since the command data of the 8R jackpot start command includes information on the second hit determination result (8R jackpot) among the specific hit determination results, the first sub-selection unit as the period selection means is included. The control unit 400 selects the second period as the initial value of the period setting counter provided in the RAM 408 of the first sub-control unit 400, and sets the counter value β as the initial value of the period setting counter.

  Next, the first sub-control unit 400 increments the value of the music increase counter in the RAM 408 by 1 and stores it in the original music increase counter, ends the music increase process (step S1007), and ends the command process. .

  If an 8R jackpot start command has not been received, it is determined whether a 4R jackpot command has been received (step S1009). When the 4R big hit start command is received, the image increase process (step S1011) is executed.

  In the image increase process, first, the command data of the 4R jackpot start command includes information on the third hit determination result (4R jackpot) among the specific hit determination results. The control unit 400 selects the third period as the initial value of the period setting counter provided in the RAM 408 of the first sub-control unit 400, and sets the counter value γ as the initial value of the period setting counter.

  Next, the first sub-control unit 400 increments the value of the image increase counter in the RAM 408 by 1 and stores it in the original image increase counter, ends the image increase process (step S1011), and ends the command process. . If the 4R jackpot start command has not been received, it is determined whether a jackpot end command has been received (step S1013).

  When the jackpot end command is received, the jackpot end processing (step S1015) is executed. In the big hit end process (step S1015), the value of the period setting counter provided in the RAM 408 of the first sub-control unit 400 is decremented by 1 and stored in the original period setting counter. Next, after executing other necessary jackpot end processing, the command processing is ended.

  If the jackpot end command has not been received, other processing (step S1017) is executed. In other processing (step S1017), the value of the period setting counter provided in the RAM 408 of the first sub-control unit 400 is subtracted by 1 and stored in the original period setting counter. Also, if the command including the power support number is processed and it is determined that the power support number is 0, it is determined that the time is short, and the player selection song header storage area and the player selection image header storage area are set. The initial state is reset, the music header number storage area and the image header number storage area are reset to initial values (= 1), and the music increase counter and image increase counter are reset to initial values (= 1). Next, after executing other processing, the command processing is terminated.

  FIG. 12 shows the temporal operation of the pachinko machine 100 in Example 1 according to the present embodiment. The horizontal axis of FIG. 12 shows time series, and time has passed from left to right. The uppermost part of FIG. 12 shows the change in the control state over time by the special figure 2 state update process (step S225) or the special figure 1 state update process (step S227) in the main control unit 300 as the control state transition means. Is represented by the height of the waveform from the reference level. The reference level indicates a first control state that is the first advantage with the lowest advantage for the player, and indicates a normal game state other than the big hit game. The normal gaming state includes a normal state (denoted as “normal” in the figure) with no probability change and a short time (special low-probability normal figure low-probability state), and a non-probability and short time (high special-probability low figure high figure). (Probability state) time-short state (shown as "time short-time" in the figure), probability change and time-shortness (special figure high-probability common figure high-probability state) and probability-change state (shown as "probability change" in the figure) There is.

  Also, a level that is one step higher than the standard level is called “low base big hit game”, and a level one step higher than “low base big hit game” is called “medium base big hit game”, which is 1 more than “medium base big hit game”. The higher level is called “high base jackpot game”. “Base” means the ratio of the number of balls paid out to the player to the number of balls fired by the player per unit time.

  “High base jackpot game”, “medium base jackpot game”, and “low base jackpot game” are both included in the second control state, which is the second advantage that is higher than the first advantage. . “High base jackpot game” indicates the 15R special jackpot game state or the 15R jackpot game state which is the first jackpot control state most advantageous to the player in the second control state. The “medium base jackpot game” indicates an 8R special jackpot game state or an 8R jackpot game state which is a second jackpot control state which is more disadvantageous to the player than the first jackpot control state in the second control state. . The “low base big hit game” indicates a 4R special big hit game state or a 4R big hit game state which is a third big hit control state which is more disadvantageous to the player than the second big hit control state in the second control state. .

  In the example shown in the upper part of FIG. 12, first, starting information is acquired in a normal state (“normal”), a predetermined success / failure determination condition is established, and in the special figure related lottery process by the main control unit 300 as the failure determination means Since the result of the determination is a big hit that is the specific determination result, and the 15R special big hit that is the first determination result, the special control 2 state update process by the main control unit 300 as the control state transition means. (Step S225) or special figure 1 state update processing (step S227)), the first big hit control for executing the 15R special big hit game (indicated as "15R special" in the figure) which is a high base big hit game at time t1 Transition to the state. Next, after the 15R special jackpot game is over, the special game state update process is performed by the main control unit 300 as the control state transition means, and the normal game state of the probability change state (“probably changing”) is established.

  After that, the start information is acquired and the result of the determination by the main control unit 300 is a big hit, and further, the 8R special big hit that is the second determination result is a main hit. The control unit 300 shifts to a second jackpot control state in which an 8R special jackpot game (shown as “8R special” in the drawing), which is a medium base jackpot game, is executed. Next, after the end of the 8R special big hit game, the main control unit 300 as the control state transition means enters the normal gaming state of the probability changing state (“probably changing”).

  Thereafter, the start information is acquired, and the result of the determination by the main control unit 300 is a big hit, and further, the first control result is a 15R big hit, so the main control as the control state transition means at time t3. The unit 300 shifts to a first jackpot control state in which a 15R jackpot game (shown as “15R” in the figure), which is a high base jackpot game, is executed. Next, after the 15R big hit game is over, the main control unit 300 as the control state transition means enters the normal game state of the short time state ("short time").

  Thereafter, the start information is acquired, and the result of the determination by the main control unit 300 is a big hit, and further, the 4R special big hit that is the third determination result, so the main state as the control state transition means at time t4. The control unit 300 shifts to a third jackpot control state in which a 4R special jackpot game that is a low base jackpot game (shown as “4R special” in the drawing) is executed. Next, after the 4R special big hit game is over, the main control unit 300 as the control state transition means enters the normal gaming state of the probability changing state (“probably changing”).

  After that, the start information is acquired, and the result of the determination by the main control unit 300 is a big hit, and further, the 8R special big hit that is the second determination result is a main hit. The control unit 300 shifts to a second jackpot control state in which an 8R special jackpot game that is a medium base jackpot game is executed. Next, after the end of the 8R special big hit game, the main control unit 300 as the control state transition means enters the normal gaming state of the probability changing state (“probably changing”).

  Thereafter, the start information is acquired, and the result of the determination by the main control unit 300 is a big hit, and further, the first control result is a 15R big hit, so the main control as the control state transition means at time t6. The unit 300 shifts to a first jackpot control state in which a 15R jackpot game that is a high base jackpot game is executed. Next, after the 15R big hit game is over, the main control unit 300 as the control state transition means enters the normal game state of the short time state ("short time").

  Thereafter, at time t7, as a result of the special figure variation game being performed a predetermined number of times of electric support, the main control unit 300 as the control state transition means ends the short-time state and shifts to the normal state.

  Next, since the start information is acquired and the result of the determination by the main control unit 300 is a big hit, and the 15R special big hit that is the first determination result is a big hit, the main control unit 300 as the control state transition means. Thus, at time t8, the state shifts to the first jackpot control state in which the 15R special jackpot game which is the high base jackpot game is executed. Next, after the 15R special big hit game is over, the main control unit 300 as the control state transition means enters the normal game state of the probability changing state (“probably changing”).

  Each stage other than the uppermost stage in FIG. 12 shows a change in operation of the first sub-control unit 400 as a period selection unit or an effect control unit over time. The time series extending from the “selection screen option” on the left vertical axis in FIG. 12 is the execution time of the first effect control for performing the admission control of the effect selection operation that causes the player to select an effect from a plurality of effects. Examples of options displayed on the selection screen displayed on the decorative symbol display device 208, which is the production means, are illustrated by the first production control.

  At time t1, when the determination result is 15R special jackpot and the state shifts to the first jackpot control state in which the 15R special jackpot game (“15R special”), which is a high base jackpot game, is executed, the first selection as the period selection means The sub-control unit 400 selects the first period and sets the counter value α as the initial value of the period setting counter (step S1101). Further, the first sub-control unit 400 determines whether or not there is an increase in performance (step S1102). Since there is no increase in production at the stage of time t1, the contents of the player selection song header storage area and the player selection image header storage area remain in the initial state.

  In addition, the first sub-control unit 400 as the effect control means performs a process such as reading effect data corresponding to the 15R big hit start command from the ROM 406 in the effect control process (step S309), and the effect data needs to be updated. In this case, the effect data is updated. For example, since the execution time of the first effect control needs to be set within the first period, the first sub-control unit 400 sets the execution time of the first effect control stored in the ROM 406 in advance. The indicated execution time value a is read. In the effect control process, the first sub-control unit 400 obtains the value of the period setting counter, compares the counter value with the execution timing value a, and determines when the two values are equal to each other. Judgment time is determined.

  In the present embodiment, the same value α as the initial value of the period setting counter is stored as the execution time value a of the first effect control. Accordingly, the first effect control is executed at 1R (first round) when the 15R big hit game is started. In this example, “Song 1” indicating the song header 1 and “Image 1” indicating the image header 1 are displayed on the selection screen displayed on the decorative symbol display device 208 as the first effect control.

  The time series extending from “Selection Example” on the left vertical axis in FIG. 12 illustrates the time when the player has selected one of the options displayed on the selection screen displayed on the decorative symbol display device 208 and the content selected. is doing. In this embodiment, “Song 1” is selected immediately after the first performance control is started. The selection is performed when the player presses the chance button 136, but details will be described later with reference to FIGS.

  The time series extending from the “execution example” on the left vertical axis in FIG. 12 illustrates the execution timing of the third effect control for performing the control to execute the effect selected by the player. The first sub-control unit 400 as the effect control means executes the first effect control within the first period, and also performs the third effect control within the first period. In this embodiment, when the player selects the “Song 1” option, the song data 1 is read from the ROM 406 based on the song code 1, and the sound control process (step S1) of the first sub-control unit 400 is performed after a predetermined time. In step S315, the sound source IC 416 is controlled to start the performance of "Song 1" from the speaker 120, and the performance of "Song 1" is ended when the 15R jackpot game ends.

  In the present embodiment, the first effect control is executed almost simultaneously with the start of the big hit game with the execution time value a = α. However, by setting the execution time value a <α, the execution start time of the first effect control is set. Can be delayed by a time corresponding to the value (α−a) from the start of the big hit game.

  If the execution time value a = 0, the first effect control is not executed until the value of the period setting counter becomes 0, but the result of determining whether or not the special figure variable game is successful until the value of the period setting counter becomes 0. When the game hits a big hit or when the normal gaming state reaches the transition time to the normal state, the first presentation control is forcibly executed at that time, and the third presentation control is executed for a predetermined period. You may make it make it. In this case, the control state is shifted to the next big hit gaming state or the normal state after the end of the third effect control. Or you may make it abbreviate | omit execution of 1st effect control instead of execution of forced 1st effect control.

  Note that the execution time of the first effect control may be adjusted to the execution time of 1R (one round), for example. If the player does not press the chance button 136 during the execution period of the first effect control, the third effect control may be executed by forcibly selecting any option.

The time series extending from “additional music” on the left vertical axis in FIG. 12 illustrates the execution timing of the music addition effect control in the second effect control. At time t2, when the determination result is 8R special jackpot, and the state shifts to the second jackpot control state in which the 8R special jackpot game (“8R special”), which is a medium base jackpot game, is executed, the first selection as the period selection means The sub-control unit 400 selects the second period and sets the counter value β as the initial value of the period setting counter. Next, the first sub-control unit 400 increments the value of the music increase counter in the RAM 408 by 1 and stores the value 2 in the music increase counter.
When the second period is selected, for example, (1) when the 8R jackpot game starts, during the 8R jackpot game, when the 8R jackpot game ends, and (2) when the 8R jackpot game ends. It is at the start of the special figure variable game after the end, during the special figure variable game, and at the end of the special figure variable game. Note that the song addition effect control may be executed during a period from the end of the second period to the start of the next first to third periods.

  Further, the first sub-control unit 400 as the effect control means performs a process such as reading the effect data corresponding to the 8R big hit start command from the ROM 406 in the effect control process (step S309), and the effect data needs to be updated. In this case, the effect data is updated. For example, when the song addition effect control of the second effect control is executed, it is necessary to notify the player within the second period that a specific song effect has been added to a plurality of effects. The first sub-control unit 400 reads an execution time value bm indicating the execution time of the song addition notification effect stored in advance in the ROM 406. In the effect control process, the first sub-control unit 400 obtains the value of the period setting counter, compares the counter value with the execution time value bm, and executes the song addition notification effect when the two values become the same value. Judgment is time.

  In this embodiment, a value corresponding to the time of 5 rounds of 8R big hit game is stored as the execution time value bm of the song addition notification effect. Accordingly, after the start of the 8R big hit game, 5 rounds are completed, and the song addition notification effect is executed from the start time of the 6R (sixth round).

  As described above, during the first period, the player can select a desired effect from a plurality of effects, and during the second period, an effect is added instead of selecting the effect. There may be cases where the stage is different in the period and the second period and the effect is enhanced to enhance the interest. In some cases, an effect is added to suppress the player's disappointment even when the second period is more disadvantageous to the player than during the first period. Moreover, since the production can be varied, there are cases where the interest of the player can be improved. If an effect is added during the second period, the types and number of effects that can be selected by the player after that will be abundant, so it may be possible to select an effect different from other players. There are cases where the entire amusement island can give a gorgeous impression to those who are looking at the amusement island in an attempt to decide. Furthermore, since a different impression can be given to the game stand depending on the player's preference, the interest of the game may be enhanced. In addition, a player may be able to obtain a sense of superiority compared to other players, and may be able to enhance the interest of the game.

  Next, at time t3, when the success / failure determination result is 15R jackpot and the state shifts to the first jackpot control state in which the 15R jackpot game ("15R") which is a high base jackpot game is executed, the first selection as the period selection means The sub-control unit 400 selects the first period and sets the counter value α as the initial value of the period setting counter.

  Further, in the effect selection process (step S1003), the first sub-control unit 400 acquires the counter value of the music increase counter in the RAM 408 and stores it from the music header number storage area to the player selection music header storage area. The number of music headers is read and compared with the counter value. Since the counter value is 2 and the number of stored song headers is 1, it is determined that there is an increase in the production of the song by the difference number 1, and the song data storage area of the ROM 406 is referred to, and the song increase counter A set of the song code “M2” and the song title “tm2” of the second song header equal to the value 2 is added to the player selection song header storage area in the RAM 408. Then, the value 2 of the current song increase counter is stored in the song header number storage area.

  In addition, the first sub-control unit 400 as the effect control means performs a process such as reading effect data corresponding to the 15R big hit start command from the ROM 406 in the effect control process (step S309), and the effect data needs to be updated. In this case, the effect data is updated. For example, in the effect control process, the first sub-control unit 400 obtains the value of the period setting counter, compares the counter value with the execution time value a read from the ROM 406, and determines the time point when both values are equal. It is determined that the execution time of the first effect control is being performed.

  In the present embodiment, the same value α as the initial value of the period setting counter is stored as the execution time value a of the first effect control. Accordingly, the first effect control is executed at 1R (first round) when the 15R big hit game is started. In this example, “Song 1”, “Song 2”, and “Image 1” are selectably displayed on the selection screen displayed on the decorative symbol display device 208 as the first effect control.

  As shown in the time series extending from “Selection Example” on the left vertical axis in FIG. 12, “Song 2” is selected immediately after the first effect control is started in this embodiment. Further, as shown in the time series extending from “execution example” on the left vertical axis in FIG. 12, after the player selects the “song 2” option, the third effect control is performed as “song 2” after a predetermined time has elapsed. Is performed. In this example, the music of “Song 2” flows out of the speaker 120 after a predetermined time has elapsed after the player selects the “Song 2” option, and the performance of “Song 2” ends when the 15R jackpot game ends. I am doing so.

  The time series extending from the “additional image” on the left vertical axis in FIG. 12 illustrates the execution timing of the image addition effect control in the second effect control. At time t4, when the determination result is 4R special jackpot, and the state shifts to the third jackpot control state in which 4R special jackpot game ("4R special"), which is a low base jackpot game, is executed, the first selection as the period selection means The sub-control unit 400 selects the third period and sets the counter value γ as the initial value of the period setting counter. Next, the first sub-control unit 400 increments the value of the image increase counter in the RAM 408 by 1 to set the value of the image increase counter to 2.

  Further, the first sub-control unit 400 as the effect control means performs a process such as reading the effect data corresponding to the 4R big hit start command from the ROM 406 in the effect control process (step S309), and the effect data needs to be updated. In this case, the effect data is updated. For example, when the image addition effect control of the second effect control is executed, it is necessary to notify the player within the third period that a specific image effect has been added to a plurality of effects. The first sub-control unit 400 reads an execution time value bc indicating the execution time of the image addition notification effect stored in the ROM 406 in advance. In the effect control process, the first sub-control unit 400 obtains the value of the period setting counter, compares the counter value with the execution time value bc, and executes the image additional notification effect when both values become equal. Judgment is time.

  In the present embodiment, a value corresponding to the time for two rounds of 4R big hit game is stored as the execution time value bc of the image additional notification effect. Therefore, after the start of the 4R big hit game, the second round ends and the image addition notification effect is executed from the start of the third R (third round).

  Next, at time t5, when the determination result is 8R special jackpot, and the state shifts to the second jackpot control state in which the 8R special jackpot game ("8R special") that is the middle base jackpot game is executed, The first sub-control unit 400 selects the second period and sets the counter value β as the initial value of the period setting counter. Next, the first sub-control unit 400 increments the value 2 of the music increase counter in the RAM 408 by 1 to set the value of the music increase counter to 3.

  Further, the first sub-control unit 400 as the effect control means performs a process such as reading the effect data corresponding to the 8R big hit start command from the ROM 406 in the effect control process (step S309), and the effect data needs to be updated. In this case, the effect data is updated. For example, in the effect control process, the first sub-control unit 400 acquires the value of the period setting counter, compares the counter value with the execution time value bm read from the ROM 406, and when both become the same value. It is determined that the song addition notification effect is to be executed. In this embodiment, a value corresponding to the time of 5 rounds of 8R big hit game is stored as the execution time value bm of the song addition notification effect. Accordingly, after the start of the 8R big hit game, 5 rounds are completed, and the song addition notification effect is executed from the start time of the 6R (sixth round).

  Next, at time t6, when the success / failure determination result is 15R big hit and the state shifts to the first big hit control state in which the 15R big hit game ("15R") which is a high base big hit game is executed, the first selection as the period selection means The sub-control unit 400 selects the first period and sets the counter value α as the initial value of the period setting counter.

  Further, in the effect selection process (step S1003), the first sub-control unit 400 acquires the counter value of the music increase counter in the RAM 408 and stores it from the music header number storage area to the player selection music header storage area. The number of music headers is read and compared with the counter value. Since the counter value is 3 and the number of stored song headers is 2, it is determined that there is an increase in the production of the song by the difference number 1, and the song data storage area of the ROM 406 is referred to, and the song increase counter A set of the song code “M3” and the song title “tm3” of the third song header 3 equal to the value 3 is added to the player selection song header storage area in the RAM 408. Then, the value 3 of the current song increase counter is stored in the song header number storage area.

  Further, in the effect selection process (step S1003), the first sub-control unit 400 acquires the counter value of the image increase counter in the RAM 408 and stores it from the image header number storage area to the player selection image header storage area. The number of image headers is read and compared with the counter value. Since the counter value is 2 and the number of stored image headers is 1, it is determined that there is an increase in image production by the difference number 1, and the image increase counter is referred to by referring to the image data storage area of the ROM 406. A set of the image code “C2” and the image title “tc2” of the second image header 2 equal to the value 2 is added to the player selection image header storage area in the RAM 408. Then, the value 2 of the current image increase counter is stored in the image header number storage area.

  In addition, the first sub-control unit 400 as the effect control means performs a process such as reading effect data corresponding to the 15R big hit start command from the ROM 406 in the effect control process (step S309), and the effect data needs to be updated. In this case, the effect data is updated. For example, in the effect control process, the first sub-control unit 400 obtains the value of the period setting counter, compares the counter value with the execution time value a read from the ROM 406, and determines the time point when both values are equal. It is determined that the execution time of the first effect control is being performed.

  In the present embodiment, the same value α as the initial value of the period setting counter is stored as the execution time value a of the first effect control. Accordingly, the first effect control is executed at 1R (first round) when the 15R big hit game is started. In this example, “Song 1”, “Song 2”, “Song 3”, “Image 1”, and “Image 2” can be selected on the selection screen displayed on the decorative symbol display device 208 as the first effect control. Is displayed.

  As shown in the time series extending from “Selection Example” on the left vertical axis in FIG. 12, “Image 2” is selected immediately after the first effect control is started in this embodiment. Further, as shown in the time series extending from the “execution example” on the left vertical axis in FIG. 12, after the player selects the “image 2” option, the third effect control “image 2” is performed after a predetermined time has elapsed. "Is displayed. In this embodiment, when the player selects the “image 2” option, the image data 2 is read from the ROM 406 based on the image code 2, and the image control process (step S1) of the first sub-control unit 400 is performed after a predetermined time has elapsed. In step S313), the display of “image 2” is started from the decorative symbol display device 208 by controlling the VDP 434 and the like, and the display of “image 2” is ended at the end of the 15R big hit game.

  The time series extending from the “decrease effect” on the left vertical axis in FIG. 12 indicates the operation at the end of the short time. At time t7, when the first sub-control unit 400 determines that the time is over because the number of times of electric support is 0 in other processing (step S1017), the player selection song header storage area and the player selection image header storage are stored. The area is returned to the initial state, the music header number storage area and the image header number storage area are reset to initial values (= 1), and the music increase counter and image increase counter are reset to initial values (= 1).

  Next, at time t8, when the determination result is 15R special jackpot and the state shifts to the first jackpot control state in which the 15R special jackpot game ("15R special"), which is a high base jackpot game, is executed, the period selection means The first sub control unit 400 selects the first period and sets the counter value α as the initial value of the period setting counter.

  As shown in the time series extending from “selection screen selection” on the left vertical axis in FIG. 12, the player selection song header storage area and the player selection image header storage area are returned to the initial state at time t7. Therefore, “Song 1” and “Image 1” can be selected as the options displayed on the selection screen displayed on the decorative symbol display device 208 which is the rendering means by the first rendering control.

  In addition, the first sub-control unit 400 as the effect control means performs a process such as reading effect data corresponding to the 15R big hit start command from the ROM 406 in the effect control process (step S309), and the effect data needs to be updated. In this case, the effect data is updated. For example, in the effect control process, the first sub-control unit 400 obtains the value of the period setting counter, compares the counter value with the execution time value a read from the ROM 406, and when both become the same value. It is determined that the execution time of the first effect control is being performed.

  In the present embodiment, the same value α as the initial value of the period setting counter is stored as the execution time value a of the first effect control. Accordingly, the first effect control is executed at 1R (first round) when the 15R big hit game is started. In this example, “Song 1” and “Image 1” are displayed on the selection screen displayed on the decorative symbol display device 208 as the first effect control.

As shown in the time series extending from “Selection Example” on the left vertical axis in FIG. 12, “Image 1” is selected immediately after the first effect control is started in this embodiment. In addition, as shown in a time series extending from “execution example” on the left vertical axis in FIG. 12, after the player selects the “image 1” option, the third effect control “image 1” is performed after a predetermined time has elapsed. "Is displayed. In this example, the display of “image 1” is displayed in the effect display area 208d of the decorative symbol display device 208 after a predetermined time has elapsed after the player selects the “image 1” option, and with the end of the 15R jackpot game. The display of “image 1” is ended.
It should be noted that at a time t7 in FIG. 12 (at the end of the short time), a predetermined period until the next big hit game (time t8 in FIG. 12) is started without resetting the music increase counter and the image increase counter (for example, described later) 13 (a) to (b) before switching to (b)), by performing a specific operation with the operating means (chance button 136, etc.), a song or image added previously (by time t6 in FIG. 12) May be selectable. At that time, resetting may be performed when a specific operation is not performed by a predetermined period.

  FIG. 13 shows an effect (part 1) displayed on the decorative symbol display device 208 of the pachinko machine 100 in Example 1 according to the present embodiment. FIGS. 13A to 13H show the effect display area 208d of the decorative symbol display device 208. FIG. FIG. 13A shows an effect means for determining whether or not the main controller 300 is a 15R special big hit, and the first sub controller 400 performs a game effect based on a winning effect start command from the main controller 300. The decorative symbol display device 208 is controlled to display “15R special big hit” in the effect display area 208d of the decorative symbol display device 208 to notify that the 15R special big hit game is started. .

  Next, at time t1 in FIG. 12, as shown in FIG. 13B, the first effect control is executed in 1R (first round) at which the 15R special big hit game is started. The number of rounds is displayed as “1R” in the upper right area of the decorative symbol display device 208. On the selection screen displayed on the decorative design display device 208 as the first effect control, “M1: May be there” indicating the song code and song title as “Song 1”, “Image 1”. "C1: Yoshimune Round" indicating the image code and the image title are displayed in a selectable manner.

  Further, in order to prompt the player to select “Song 1” or “Image 1” by pressing the chance button 136, an image imitating the chance button 136 is displayed on the lower left side of the display area and the direction in which the button is pressed is displayed. An arrow is displayed, and a message “Press the button to select an effect!” Is displayed to the right of the arrow. The display area of “Song 1” and “Image 1” alternately repeats the high luminance state and the low luminance state, and when the chance button 136 is pressed, the effect item that is in the high luminance state is selected. It has become. If the player does not select an effect item by pressing the chance button 136 within a predetermined period, a predetermined effect item determined in advance is forcibly selected.

In FIG. 13C, when the display area of “Song 1” is in a high luminance state, the chance button 136 is pressed to select “Song 1”, and music from the second and subsequent speakers 120 is played as the third effect control. It shows the flowing state. In addition, you may make it perform the effect relevant to the music selected by the decoration symbol display apparatus 208. FIG.
Further, in the case of a game machine having an operation means such as a cross key and a lever together with the chance button 136, the player may operate the operation means to select an image or a song displayed on the selection screen.

  FIG. 13D shows an effect means in which the main control unit 300 determines whether or not the game is 8R special jackpot, and the first sub-control unit 400 performs a game effect based on a winning effect start command from the main control unit 300. The decorative symbol display device 208 is controlled to display “8R special big hit” in the effect display area 208d of the decorative symbol display device 208 to notify that the 8R special big hit game is started. .

  Next, at time t2 in FIG. 12, the first sub-control unit 400 executes the song addition effect control of the second effect control, selects the second period, and sets the value of the song increase counter to 2. FIG. 13 (e) shows a song addition notification effect in which the song addition effect control of the second effect control is executed and the player is notified within the second period that a specific song effect has been added. In this embodiment, the song addition notification effect is executed in the sixth R (sixth round) of the 8R big hit game. On the decorative symbol display device 208, the character image of Tono is displayed on the right, “Song GET !!” is displayed in the upper left, and “Getting the universe of Kiseki” is displayed in the lower row. A song addition notification effect is executed.

  In this way, the effects that can be selected by the player's operation can be increased in the case of the 8R jackpot that is the second success / failure determination result, so that different impressions are given to the pachinko machine 100 depending on the player's preference. May be possible. For example, if the player prefers the production selection operation, the production selection operation can be performed along with the acquisition of 15R jackpot, so that the player may feel very happy and enhance the entertainment. In addition, since a selectable performance is added even in the case of 8R jackpot, the player will feel very disappointing, but next, expect to be able to select the production from a variety of performance items along with the advantageous 15R jackpot There are cases where it is possible.

  Further, for example, if the player likes to add a production, the player can perform a selection operation of the production with the acquisition of 15R jackpot, so that the player may be happy and expect to add the production next time. In addition, since the effect is added even in the case of the 8R big hit, the result of the determination is a disappointing feeling, but the disappointment may be resolved by adding the effect.

  FIG. 13F shows that the result of the determination on the main control unit 300 is a 15R big hit, and the first sub-control unit 400 performs the game effect based on the winning effect start command from the main control unit 300. This shows a state in which the decorative symbol display device 208 is controlled to display “15R big hit” in the effect display area 208d of the decorative symbol display device 208 to notify that the 15R big hit game is started.

  Then, at time t3 in FIG. 12, as shown in FIG. 13G, the first effect control is executed in 1R (first round) at which the 15R big hit game is started. The number of rounds is displayed as “1R” in the upper right area of the decorative symbol display device 208. On the selection screen displayed on the decorative design display device 208 as the first effect control, “M1: May be there” indicating a song code and a song title as “Song 1”, “Song 2” "M2: miracle of miracle" indicating a song code and a song title as "" and "C1: Yoshimune round" indicating an image code and an image title as "image 1" are displayed in a selectable manner.

  Also, in order to prompt the player to select “Song 1”, “Song 2”, or “Image 1” by pressing the chance button 136, an image imitating the chance button 136 on the lower left side of the display area and the image An arrow indicating the direction of pressing is displayed, and a message “Press the button to select an effect!” Is displayed on the right side. The display areas of “Song 1”, “Song 2”, and “Image 1” repeat high brightness and low brightness states in order, and the effect item of the high brightness state when the chance button 136 is pressed is displayed. It is to be selected.

  FIG. 13H shows that when the display area of “Song 2” is in a high luminance state, the chance button 136 is pressed to select “Song 2”, and music from the second and subsequent speakers 120 is played as the third effect control. It shows the flowing state. An effect related to the selected song may be performed by the decorative symbol display device 208.

  FIG. 14 shows an effect (part 2) displayed on the decorative symbol display device 208 of the pachinko machine 100 in Example 1 according to the present embodiment, which is continued from FIG. 13 (h). 14A to 14H show the effect display area 208d of the decorative symbol display device 208. FIG.

  FIG. 14A shows an effect means in which the main control unit 300 determines whether or not the game is successful, and the first sub-control unit 400 produces a game based on a winning effect start command from the main control unit 300. The decorative symbol display device 208 is controlled to display “4R special big hit” in the effect display area 208d of the decorative symbol display device 208 to notify that the 4R special big hit game is started. .

Next, at time t4 in FIG. 12, the first sub-control unit 400 executes the image addition effect control of the second effect control, selects the second period, and sets the value of the image increase counter to 2. FIG. 14B shows an image addition notification effect in which the image addition effect control of the second effect control is executed and the player is notified within the second period that a specific image effect is added. In the present embodiment, the image addition notification effect is executed in the third R (third round) of the 4R big hit game. On the decorative symbol display device 208, a predetermined image (for example, a character image of Tono) that can be selected from the beginning is displayed in the center. Subsequently, an image is displayed so that the added image is conspicuous. For example, as shown in FIG. 14C, the princess character image is displayed on the right side of the screen as the contrast of the character image gradually decreases. Further, the characters “Princess GET !!” are displayed on the left side of the screen, and an image addition notification effect is executed.
In addition to the above, examples of the image display that makes the added image stand out include lighting the surroundings of the added image, making the added image larger than the image displayed from the beginning, The image displayed from the beginning may be made smaller than the added image.

  In this way, the effects that can be selected by the player's operation can be increased in the case of the 4R jackpot that is the third success / failure determination result, so that a different impression is given to the pachinko machine 100 depending on the player's preference. May be possible. For example, if the player prefers the production selection operation, the production selection operation can be performed with the acquisition of 15R jackpot, so that the player can feel very happy and enhance the interest. In addition, a selectable performance will be added even in the case of 4R jackpot, so the player will feel very disappointed, but next, it is expected to be able to select the performance from a variety of performance items along with the advantageous 15R jackpot it can.

  Further, for example, if the player likes to add a production, the player can perform a selection operation of the production with the acquisition of 15R jackpot, so that the player may be happy and expect to add the production next time. In addition, since an effect is added even in the case of 4R big hit, it feels unfortunate with respect to the result of the success / failure determination, but the disappointment may be resolved by adding the effect.

  FIG. 14D shows an effect means for determining whether or not the main control unit 300 is right and wrong is an 8R special big hit, and the first sub-control unit 400 performs a game effect based on a winning effect start command from the main control unit 300. The decorative symbol display device 208 is controlled to display “8R special big hit” in the effect display area 208d of the decorative symbol display device 208 to notify that the 8R special big hit game is started. .

  Next, at time t5 in FIG. 12, the first sub-control unit 400 executes the song addition effect control of the second effect control, selects the second period, and sets the value of the song increase counter to 3. FIG. 14 (e) shows a song addition notification effect in which the song addition effect control of the second effect control is executed and the player is notified within the second period that a specific song effect has been added. In this embodiment, the song addition notification effect is executed in the sixth R (sixth round) of the 8R big hit game. On the decorative symbol display device 208, the character image of Tono is displayed on the right, “Song GET !!” is displayed in large size on the upper left side, and “Getting“ Your Fragrance ”” is displayed on the bottom. A song addition notification effect is executed.

  Thus, since the player is notified during the second period that a specific effect has been added to a plurality of effects by the second effect control, the person who is looking at the game island in an attempt to determine the game table There are cases in which interest in the game stand is raised and game motivation is increased by seeing the notice of additional production executed at the game stand on the island.

  FIG. 14F shows that the result of the determination on the main control unit 300 is a 15R big hit, and the first sub-control unit 400 serves as an effect means for performing the game effect based on the winning effect start command from the main control unit 300. This shows a state in which the decorative symbol display device 208 is controlled to display “15R big hit” in the effect display area 208d of the decorative symbol display device 208 to notify that the 15R big hit game is started.

  Next, at time t6 in FIG. 12, as shown in FIG. 14G, the first effect control is executed in 1R (first round) at which the 15R big hit game is started. The number of rounds is displayed as “1R” in the upper right area of the decorative symbol display device 208. On the selection screen displayed on the decorative design display device 208 as the first effect control, “M1: May be there” indicating a song code and a song title as “Song 1”, “Song 2” "M2: Kiseki no Universe" indicating the song code and song title, "M3: Your Fragrance" indicating the song code and song title as "Song 3", and the image code and image title as "Image 1" “C1: Yoshimune round” to be displayed and “C2: Hime round” to indicate the image code and the image title as “image 2” are displayed in a selectable manner.

  Further, in order to prompt the player to select “Song 1”, “Song 2”, “Song 3”, “Image 1”, or “Image 2” by pressing the chance button 136, the lower left side of the display area An image imitating the chance button 136 and an arrow indicating the direction in which the button is pressed are displayed, and a message “Press the button to select an effect!” Is displayed on the right side. The display areas of “Song 1”, “Song 2”, “Song 3”, “Image 1”, and “Image 2” repeat high brightness and low brightness in order, and the display area increases when the chance button 136 is pressed. The production item that is in the luminance state is selected.

  In FIG. 14H, when the display area of “image 2” is in a high luminance state, the chance button 136 is pressed to select “image 2”, and the second and subsequent decorative symbol display device 208 is used as the third effect control. This shows a state in which an effect by the princess character is being performed from the effect display area 208d.

  Summarizing the embodiments described above, the main control unit 300 as the control state transition means shifts the control state to the first jackpot control state when the first determination result is the first determination result, and determines the second determination result as the second determination result. In some cases, the state shifts to the second jackpot control state, and in the case of the third determination result, the state shifts to the third jackpot control state.

  Further, the first sub-control unit 400 as the period selection unit selects the first period when it is the first determination result, and selects the second period when it is the second determination result. The third period is selected when the result is the third determination result. Further, the first period includes a first jackpot control state, the second period includes a second jackpot control state, and the third period includes a third jackpot control state.

  In addition, the first sub-control unit 400 as the effect control unit executes the first effect control and performs the third effect control when the first period is selected. When the second period is selected and in the second jackpot control state, only the song addition effect control is executed in the second effect control. In addition, during the second period, the player is notified that a specific song effect has been added to the plurality of effects by the second effect control. When the third period is selected and the third jackpot control state is set, only the image addition effect control is executed in the second effect control. The player is notified during the second period that a specific image effect is added to the plurality of effects by the second effect control.

  The first effect control is a reception control of an effect selection operation that causes the player to select an effect from a plurality of effects. The second effect control includes song addition effect control and image addition effect control. The song addition effect control is a control for adding a specific song to a plurality of effects. The image addition effect control performs control to add a specific image to a plurality of effects. The third effect control is a control for executing the effect selected by the player.

  Next, Example 2 of the rendering operation by the pachinko machine 100 of the present embodiment will be described with reference to FIGS. 15 and 16. In the first embodiment, the case where there are three jackpot games of high, medium and low bases has been described. However, in the second embodiment, there is no medium base jackpot game, and there are only two types of high base and low base jackpot games. Will be described. Unless explicitly stated otherwise, the phrase “15R jackpot” includes not only 15R jackpot but also 15R special jackpot, and the phrase “4R jackpot” includes not only 4R jackpot but also 4R special jackpot. Including cases.

  In this embodiment, there are only two types of high base and low base jackpot games, and therefore, as related to the high base jackpot game, in the same meaning as in the first embodiment, “first success / failure determination result”, “first jackpot control” Using the terms “state” and “first period” and relating to the low base jackpot game, the “third win / fail judgment result”, “third jackpot control state”, and “ Instead of the “third period”, the words “second determination result”, “second jackpot control state”, and “second period” are used. Therefore, in this example, there is nothing corresponding to the “third success / failure determination result”, the “third jackpot control state”, and the “third period”.

  Specifically, in this embodiment, the second success / failure determination result among the specific success / failure determination results corresponds to 4R jackpot, and the 4R jackpot control state corresponds to the second jackpot control state. Further, the counter value applied in the second period is the same value as the counter value γ applied in the third period in the first embodiment.

  FIG. 15 is a flowchart showing in more detail the command processing (step S307) in the first sub-control unit 400 of the pachinko machine 100 in Example 2 according to the present embodiment. FIG. 15 has a flow substantially equal to that of FIG. 10 excluding the processing related to the medium base jackpot game. That is, the flow shown in FIG. 15 does not include processing corresponding to step S1005 for determining whether or not the 8R jackpot start command in FIG. 10 and step S1007, which is a song increase process. For this reason, in this embodiment, the music increase process and the image increase process are combined and executed as an effect increase process when a 4R big hit start command is received. In the following, the description of matters overlapping with FIG. 10 will be simplified, and the command processing shown in FIG.

  First, the first sub-control unit 400 determines whether or not a 15R jackpot start command has been received in the command process (step S1201). If a 15R jackpot start command has been received, an effect selection process (step S1203) is performed. Execute. The details of the effect selection processing are the same as the flow shown in FIG. 11 of the first embodiment, and the first sub-control unit 400 as the period selection means selects the first period and sets the counter value as the initial value of the period setting counter. Set α.

  Next, the first sub-control unit 400 determines whether or not there is an increase in production (step S1102 in FIG. 11). The predetermined area of the ROM 406 of the first sub-control unit 400 stores a plurality of effect data that can be selected by the player. In the effect data storage area, a plurality of effect data specified by an effect header i including an effect code “Pi” (i is an effect number) and an effect title “tpi” (i is an effect number) are stored. The effect data is composed of data corresponding to a song or an image, for example.

  The RAM 408 of the first sub-control unit 400 is provided with a player selection effect header storage area for storing an effect header of effect data that can be selected by the player. In the initial state, an effect code P1 and an effect title tp1 of the effect header 1, and an effect code P2 and an effect title tp2 of the effect header 2 are stored in the player selection effect header storage area. The RAM 408 of the first sub-control unit 400 is provided with an effect header number storage area (initial value 2) for storing the number of effect headers stored in the player selection effect header storage area.

  The RAM 408 of the first sub-control unit 400 is provided with an effect increase counter (initial value 2). The value of the effect increase counter is incremented by 1 in an effect increase process (step S1207) described later. In step S1102, the first sub-control unit 400 acquires the counter value of the effect increase counter in the RAM 408, reads the number of image headers stored in the player selection image header storage area from the image header number storage area, and Compare with counter value. If the counter value is larger than the number of stored image headers, it is determined that there is an increase in production by the number of differences.

  If there is an increase in the effect, a process for selecting an effect selection screen corresponding to the increase in the effect (step S1103) is executed, and then the effect selection process (step S1003) is ended and the command process is ended. Specifically, in the process of step S1103, if the value of the effect increase counter is x and the value of the effect header number stored in the effect header number storage area is x-2, the effect data storage area of the ROM 406 is referred to. The combination of the effect code “Px” and the effect title “tpx” of the xth effect header x, the effect code “P (x−1)” of the x−1th effect header (x−1) and the effect title “tm” (X-1) "is added to the player selection effect header storage area in the RAM 408 in order. Then, the value x of the current effect increase counter is stored in the effect header number storage area. If there is no increase in production, the production selection process is terminated and the command process is terminated.

  If it is determined in step S1201 that the 15R jackpot start command has not been received, it is determined whether a 4R jackpot command has been received (step S1205). When the 4R big hit start command is received, the effect increasing process (step S1207) is executed.

  In the effect increasing process, first, the command data of the 4R jackpot start command includes the information of the second hit determination result (4R jackpot) among the specific hit determination results, so that the first sub as the period selection means The control unit 400 selects the second period as the initial value of the period setting counter provided in the RAM 408 of the first sub-control unit 400, and sets the counter value γ as the initial value of the period setting counter.

  Next, the first sub-control unit 400 increments the value of the effect increase counter in the RAM 408 by 1 and stores it in the original effect increase counter, and then ends the effect increase process (step S1207) and ends the command process. To do. If the 4R jackpot start command has not been received, it is determined whether a jackpot end command has been received (step S1209).

  When the jackpot end command is received, the jackpot end processing (step S1211) is executed. In the big hit ending process (step S1211), the value of the period setting counter provided in the RAM 408 of the first sub-control unit 400 is subtracted by 1 and stored in the original period setting counter. Next, after executing other necessary jackpot end processing, the command processing is ended.

  If the jackpot end command has not been received, other processing (step S1213) is executed. In other processing (step S1213), the value of the period setting counter provided in the RAM 408 of the first sub-control unit 400 is decremented by 1 and stored in the original period setting counter. Also, if the command including the power support number is processed and it is determined that the power support number is 0, it is determined that the time is over, the player selection effect header storage area is reset to the initial state, and the number of effect headers The storage area is reset to the initial value (= 2), and the effect increase counter is reset to the initial value (= 2). Next, after executing other processing, the command processing is terminated.

  FIG. 16 shows the temporal operation of the pachinko machine 100 in Example 2 according to the present embodiment. In FIG. 16, “additional music” and “additional image” in FIG. 12 are replaced with “additional effects”, “high, medium and low base jackpot games” are replaced with “high, low base jackpot games”, “songs”, 12 is the same as FIG. 12 except that “image” is replaced with “effect”.

  The uppermost reference level in FIG. 16 indicates the first control state, which is the first advantage with the lowest advantage for the player, and indicates a normal game state other than the big hit game. A level that is one step higher than the reference level is called a “low base jackpot game”, and a level two steps higher than the “low base jackpot game” is called a “high base jackpot game”.

  Both the “high base jackpot game” and the “low base jackpot game” are included in the second control state that is the second advantage that is higher than the first advantage. “High base big hit game” indicates the 15R special big hit game state or the 15R big hit game state which is the first big hit control state which is most advantageous to the player in the second control state. The 4R special big hit game state or the 4R big hit game state, which is the second big hit control state which is more disadvantageous to the player than the first big hit control state of the two control states, is shown.

  In the example shown in the upper part of FIG. 16, first, starting information is acquired in a normal state (“normal”), a predetermined success / failure determination condition is established, and in the special figure related lottery process by the main control unit 300 as the failure determination means. Since the result of the success / failure determination is a big hit, which is a specific success / failure determination result, and the 15R special big hit, which is the first success / failure determination result, the main control unit 300 as the control state transition means causes a high base at time t1. The system shifts to a first jackpot control state in which a 15R special jackpot game (“15R special”), which is a jackpot game, is executed. Next, after the 15R special jackpot game is over, the special game state update process is performed by the main control unit 300 as the control state transition means, and the normal game state of the probability change state (“probably changing”) is established.

  Thereafter, the start information is acquired, and the result of the determination by the main control unit 300 is a big hit, and further, the 4R special big hit that is the second determination result is a main hit. The control unit 300 shifts to a second jackpot control state in which a 4R special jackpot game (“4R special”), which is a low base jackpot game, is executed. Next, after the 4R special big hit game is over, the main control unit 300 as the control state transition means enters the normal gaming state of the probability changing state (“probably changing”).

  After that, since the start information is acquired and the result of the determination by the main control unit 300 is a big hit, and the 4R special big hit that is the second determination result, the main state as the control state transition means is obtained at time t3. The control unit 300 shifts to a second jackpot control state in which a 4R special jackpot game (“4R special”), which is a low base jackpot game, is executed. Next, after the 4R special big hit game is over, the main control unit 300 as the control state transition means enters the normal gaming state of the probability changing state (“probably changing”).

  After that, the start information is acquired, and the result of the determination by the main control unit 300 is a big hit, and further, the first control result is 15R big hit, so at time t4, the main control as the control state transition means The unit 300 shifts to a first jackpot control state in which a 15R jackpot game (“15R”), which is a high base jackpot game, is executed. Next, after the 15R big hit game is over, the main control unit 300 as the control state transition means enters the normal game state of the short time state ("short time").

  After that, the start information is acquired, and the result of the determination by the main control unit 300 is a big hit, and further, the first control result is 15R big hit, so at time t5, the main control as the control state transition means The unit 300 shifts to a first jackpot control state in which a 15R jackpot game (“15R”), which is a high base jackpot game, is executed. Next, after the 15R big hit game is over, the main control unit 300 as the control state transition means enters the normal game state of the short time state ("short time").

  After that, at time t6, as a result of the special figure variation game being performed for a predetermined number of times of electric support, the main control unit 300 as the control state transition means ends the short-time state and shifts to the normal state.

  Next, since the start information is acquired and the result of the determination by the main control unit 300 is a big hit, and the 15R special big hit that is the first determination result is a big hit, the main control unit 300 as the control state transition means. Thus, at time t7, the state shifts to the first big hit control state in which the 15R special big hit game which is the high base big hit game is executed. Next, after the 15R special big hit game is over, the main control unit 300 as the control state transition means enters the normal game state of the probability changing state (“probably changing”).

  Each stage other than the uppermost stage in FIG. 16 shows a change in the operation of the first sub-control unit 400 as a period selection unit or an effect control unit over time. The time series extending from the “selection screen option” on the left vertical axis in FIG. 16 is the execution time of the first effect control for performing the admission control of the effect selection operation that causes the player to select an effect from a plurality of effects. Examples of options displayed on the selection screen displayed on the decorative symbol display device 208, which is the production means, are illustrated by the first production control.

  At time t1, when the determination result is 15R special jackpot and the state shifts to the first jackpot control state in which the 15R special jackpot game (“15R special”), which is a high base jackpot game, is executed, the first selection as the period selection means The sub-control unit 400 selects the first period and sets the counter value α as the initial value of the period setting counter (step S1101). Further, the first sub-control unit 400 determines whether or not there is an increase in performance (step S1102). Since there is no increase in production at the stage of time t1, the contents of the player selection production header storage area remain in the initial state.

  In addition, the first sub-control unit 400 as the effect control means performs a process such as reading effect data corresponding to the 15R big hit start command from the ROM 406 in the effect control process (step S309), and the effect data needs to be updated. In this case, the effect data is updated. For example, since it is necessary to set the execution time of the first effect control within the first period, the first sub-control unit 400 performs the execution indicating the execution time of the first effect control stored in the ROM 406 in advance. Read the time value a. In the effect control process, the first sub-control unit 400 obtains the value of the period setting counter, compares the counter value with the execution timing value a, and determines when the two values are equal to each other. Judgment time is determined.

  In the present embodiment, the same value α as the initial value of the period setting counter is stored as the execution time value a of the first effect control. Accordingly, the first effect control is executed at 1R (first round) when the 15R big hit game is started. In this example, “effect 1” indicating the effect header 1 and “effect 2” indicating the effect header 2 are selectably displayed on the selection screen displayed on the decorative symbol display device 208 as the first effect control.

  The time series extending from the “selection example” on the left vertical axis in FIG. 16 illustrates the time when the player selected one of the options displayed on the selection screen displayed on the decorative symbol display device 208 and the selected content. is doing. In this embodiment, “effect 1” is selected immediately after the first effect control is started. Note that the selection is made when the player presses the chance button 136.

  The time series extending from the “execution example” on the left vertical axis in FIG. 16 illustrates the execution timing of the third effect control for performing the control for executing the effect selected by the player. The first sub-control unit 400 as the effect control means executes the first effect control within the first period, and also performs the third effect control within the first period. In the present embodiment, after a predetermined time has elapsed since the player selected the “effect 1” option, the “effect 1” effect is executed from the decorative symbol display device 208, the speaker 120, and the like. The production of “production 1” is ended.

  In the present embodiment, the first effect control is executed almost simultaneously with the start of the big hit game with the execution time value a = α. However, by setting the execution time value a <α, the execution start time of the first effect control is set. Can be delayed by a time corresponding to the value (α−a) from the start of the big hit game.

  If the execution time value a = 0, the first effect control is not executed until the value of the period setting counter becomes 0, but the result of determining whether or not the special figure variable game is successful until the value of the period setting counter becomes 0. When the game hits a big hit or when the normal gaming state reaches the transition time to the normal state, the first presentation control is forcibly executed at that time, and the third presentation control is executed for a predetermined period. You may make it make it. In this case, the control state is shifted to the next big hit gaming state or the normal state after the end of the third effect control. Or you may make it abbreviate | omit execution of 1st effect control instead of execution of forced 1st effect control.

  Note that the execution time of the first effect control may be adjusted to the execution time of 1R (one round), for example. If the player does not press the chance button 136 during the execution period of the first effect control, the third effect control may be executed by forcibly selecting any option.

  The time series extending from the “additional effect” on the left vertical axis in FIG. 16 illustrates the execution timing of the second effect control. At time t2, when the determination result is 4R special jackpot and the state shifts to the second jackpot control state in which 4R special jackpot game ("4R special"), which is a low base jackpot game, is executed, the first selection as the period selection means The sub-control unit 400 selects the second period and sets the counter value γ as the initial value of the period setting counter. Next, the first sub-control unit 400 increments the value of the effect increase counter in the RAM 408 by 1, and sets the value of the effect increase counter to 3.

  Further, the first sub-control unit 400 as the effect control means performs a process such as reading the effect data corresponding to the 4R big hit start command from the ROM 406 in the effect control process (step S309), and the effect data needs to be updated. In this case, the effect data is updated. For example, when the second effect control is executed, it is necessary to notify the player that a specific effect has been added to a plurality of effects within the second period. The execution time value b indicating the execution time of the effect addition notification effect stored in the ROM 406 in advance is read. In the effect control process, the first sub-control unit 400 obtains the value of the period setting counter, compares the counter value with the execution time value b, and executes the effect addition notification effect when the two values become the same value. Judgment is time.

  In the present embodiment, a value corresponding to the time for two rounds of 4R big hit game is stored as the execution time value b of the effect addition notification effect. Accordingly, after the start of the 4R big hit game, the second round ends and the effect addition notification effect is executed from the start time of the third R (third round).

  As described above, during the first period, the player can select a desired effect from a plurality of effects, and during the second period, an effect is added instead of selecting the effect. There may be cases where the stage is different in the period and the second period and the effect is enhanced to enhance the interest. In some cases, an effect is added to suppress the player's disappointment even when the second period is more disadvantageous to the player than during the first period. Moreover, since the production can be varied, there are cases where the interest of the player can be improved. If an effect is added during the second period, the types and number of effects that can be selected by the player after that will be abundant, so it may be possible to select an effect different from other players. There are cases where the entire amusement island can give a gorgeous impression to those who are looking at the amusement island in an attempt to decide. Furthermore, since a different impression can be given to the game stand depending on the player's preference, the interest of the game may be enhanced. In addition, a player may be able to obtain a sense of superiority compared to other players, and may be able to enhance the interest of the game.

  Next, at time t3, when the determination result is 4R special big hit and the state shifts to the second big hit control state in which the 4R special big hit game ("4R special") which is a low base big hit game is executed, The first sub-control unit 400 selects the second period and sets the counter value γ as the initial value of the period setting counter. Next, the first sub-control unit 400 increments the value of the effect increase counter in the RAM 408 by 1 to set the value of the effect increase counter to 4.

  Further, the first sub-control unit 400 as the effect control means performs a process such as reading the effect data corresponding to the 4R big hit start command from the ROM 406 in the effect control process (step S309), and the effect data needs to be updated. In this case, the effect data is updated.

  For example, when the second effect control is executed, it is necessary to notify the player that a specific effect has been added to a plurality of effects within the second period. The execution time value b indicating the execution time of the effect addition notification effect stored in the ROM 406 in advance is read. In the effect control process, the first sub-control unit 400 obtains the value of the period setting counter, compares the counter value with the execution time value b, and executes the effect addition notification effect when the two values become the same value. Judgment is time.

  In the present embodiment, a value corresponding to the time for two rounds of 4R big hit game is stored as the execution time value b of the effect addition notification effect. Accordingly, after the start of the 4R big hit game, the second round ends and the effect addition notification effect is executed from the start time of the third R (third round).

  Next, at time t4, when the determination result is 15R jackpot and the state shifts to the first jackpot control state in which the 15R jackpot game ("15R") which is a high base jackpot game is executed, the first selection as the period selection means The sub-control unit 400 selects the first period and sets the counter value α as the initial value of the period setting counter.

  Further, in the effect selection process (step S1203), the first sub-control unit 400 obtains the counter value of the effect increase counter in the RAM 408 and stores it from the effect header number storage area to the player selection effect header storage area. The number of effect headers is read and compared with the counter value. Since the counter value is 4 and the number of effect headers stored is 2, it is determined that the effect has increased by the difference number 2 and the effect header 3 effect is determined with reference to the effect data storage area of the ROM 406. The combination of the code “P3” and the effect title “tp3” and the effect code “P4” of the effect header 4 and the effect title “tp4” are added to the player selection effect header storage area in the RAM 408. And the value 4 of this production increase counter is memorize | stored in the production header number storage area.

  In addition, the first sub-control unit 400 as the effect control means performs a process such as reading effect data corresponding to the 15R big hit start command from the ROM 406 in the effect control process (step S309), and the effect data needs to be updated. In this case, the effect data is updated. For example, in the effect control process, the first sub-control unit 400 obtains the value of the period setting counter, compares the counter value with the execution time value a read from the ROM 406, and determines the time point when both values are equal. It is determined that the execution time of the first effect control is being performed.

  In the present embodiment, the same value α as the initial value of the period setting counter is stored as the execution time value a of the first effect control. Accordingly, the first effect control is executed at 1R (first round) when the 15R big hit game is started. In this example, “effect 1”, “effect 2”, “effect 3”, and “effect 4” are displayed on the selection screen displayed on the decorative symbol display device 208 as the first effect control.

  As shown in the time series extending from the “selection example” on the left vertical axis in FIG. 16, in this embodiment, “effect 3” is selected immediately after the first effect control is started. Further, as shown in a time series extending from “execution example” on the left vertical axis in FIG. 16, after the player selects the “effect 3” option, the third effect control is performed as “effect 3” after a predetermined time has elapsed. "Is executed. In this example, the “production 3” production is executed after a predetermined time has elapsed since the player selected the “production 3” option, and the “production 3” production ends when the 15R jackpot game ends. ing.

  Next, at time t5, when the success / failure determination result is 15R jackpot and the state shifts to the first jackpot control state in which the 15R jackpot game ("15R") which is a high base jackpot game is executed, the first selection as the period selection means The sub-control unit 400 selects the first period and sets the counter value α as the initial value of the period setting counter.

  Further, in the effect selection process (step S1203), the first sub-control unit 400 obtains the counter value of the effect increase counter in the RAM 408 and stores it from the effect header number storage area to the player selection effect header storage area. The number of effect headers is read and compared with the counter value. Since the counter value is 4 and the number of stored effect headers is 4 and the difference between them is 0, it is determined that there is no increase in the effect, and the process of step S1103 is omitted. For this reason, in the player selection effect header storage area in the RAM 408, the same combination of effect codes and effect titles of the effect headers 1 to 4 as in the previous time are stored.

  In addition, the first sub-control unit 400 as the effect control means performs a process such as reading effect data corresponding to the 15R big hit start command from the ROM 406 in the effect control process (step S309), and the effect data needs to be updated. In this case, the effect data is updated. For example, in the effect control process, the first sub-control unit 400 obtains the value of the period setting counter, compares the counter value with the execution time value a read from the ROM 406, and determines the time point when both values are equal. It is determined that the execution time of the first effect control is being performed.

  In the present embodiment, the same value α as the initial value of the period setting counter is stored as the execution time value a of the first effect control. Accordingly, the first effect control is executed at 1R (first round) when the 15R big hit game is started. In this example, the same “effect 1”, “effect 2”, “effect 3”, and “effect 4” can be selected on the selection screen displayed on the decorative symbol display device 208 as the first effect control. Is displayed.

  As shown in the time series extending from the “selection example” on the left vertical axis in FIG. 16, in this embodiment, “effect 4” is selected immediately after the first effect control is started. Further, as shown in a time series extending from “execution example” on the left vertical axis in FIG. 16, after the player selects the “effect 4” option, “effect 4” is provided as the third effect control after a predetermined time has elapsed. "Is executed. In this example, the “effect 4” effect is executed after a predetermined time has elapsed since the player selected the “effect 4” option, and the “effect 4” effect ends when the 15R jackpot game ends. ing.

  The time series extending from the “decrease effect” on the left vertical axis in FIG. 16 indicates the operation at the end of the short time. At time t6, the first sub-control unit 400 returns the player selection effect header storage area to the initial state when determining that it is time-saving because the number of times of electric support is 0 in other processing (step S1213), and the effect header The number storage area is reset to the initial value (= 2), and the effect increase counter is reset to the initial value (= 2).

  Next, at time t7, when the determination result is 15R special big hit and the state shifts to the first big hit control state in which the 15R special big hit game ("15R special") which is a high base big hit game is executed, The first sub control unit 400 selects the first period and sets the counter value α as the initial value of the period setting counter.

  As shown in the time series extending from “selection screen options” on the left vertical axis in FIG. 16, the player selection effect header storage area is returned to the initial state at time t6, so the effect is achieved by the first effect control. As the options displayed on the selection screen displayed on the decorative symbol display device 208 as means, “effect 1” and “effect 2” can be selected.

  In addition, the first sub-control unit 400 as the effect control means performs a process such as reading effect data corresponding to the 15R big hit start command from the ROM 406 in the effect control process (step S309), and the effect data needs to be updated. In this case, the effect data is updated. For example, in the effect control process, the first sub-control unit 400 obtains the value of the period setting counter, compares the counter value with the execution time value a read from the ROM 406, and when both become the same value. It is determined that the execution time of the first effect control is being performed.

  In the present embodiment, the same value α as the initial value of the period setting counter is stored as the execution time value a of the first effect control. Accordingly, the first effect control is executed at 1R (first round) when the 15R big hit game is started. In this example, “effect 1” indicating the effect header 1 and “effect 2” indicating the effect header 2 are selectably displayed on the selection screen displayed on the decorative symbol display device 208 as the first effect control.

  As shown in the time series extending from the “selection example” on the left vertical axis in FIG. 16, in this embodiment, “effect 2” is selected immediately after the first effect control is started. Further, as shown in the time series extending from “execution example” on the left vertical axis in FIG. 16, after the player selects the “effect 2” option, the third effect control is “effect 2” after a predetermined time has elapsed. "Is executed. In this example, the production of “Production 2” is started after a predetermined time has elapsed after the player selects the “Production 2” option, and the production of “Production 2” is finished at the end of the 15R big hit game. ing.

  Summarizing the embodiments described above, the main control unit 300 as the control state transition means shifts the control state to the first jackpot control state when the first determination result is the first determination result, and determines the second determination result as the second determination result. In some cases, the state shifts to the second jackpot control state, and in the case of the third determination result, the state shifts to the third jackpot control state.

  Further, the first sub-control unit 400 as the period selection unit selects the first period when it is the first determination result, and selects the second period when it is the second determination result. . The first period includes a first jackpot control state, and the second period includes a second jackpot control state.

  In addition, the first sub-control unit 400 as the effect control unit executes the first effect control and performs the third effect control when the first period is selected. When the second period is selected and the second jackpot control state is set, the second effect control is executed. Further, during the second period, the player is notified that a specific effect has been added to the plurality of effects by the second effect control.

  The first effect control is a reception control of an effect selection operation that causes the player to select an effect from a plurality of effects. 2nd production control performs control which adds a specific production to a plurality of productions. The third effect control is a control for executing the effect selected by the player.

  Next, Example 3 of the rendering operation by the pachinko machine 100 of the present embodiment will be described using FIG. 15 again. In the second embodiment, one of the first and second periods is selected and predetermined presentation control is performed, but in the third embodiment, various types of commands included in the command sent from the main control unit 300 are used. Based on the information of the flag, predetermined production control is performed. Note that the description of the same items as those described in the second embodiment is omitted.

  Referring to FIG. 15, first, first sub-control unit 400 determines whether or not a 15R jackpot start command including information indicating that the 15R jackpot flag is on is received in the command processing (step S1201). When the big hit start command is received, the effect selection process (step S1203) is executed. In the effect selection process, step S1101 of the flow shown in FIG. 11 of the first embodiment is not executed, but is executed from step S1102.

  In step S1102, the first sub-control unit 400 acquires the counter value of the effect increase counter in the RAM 408, reads the number of image headers stored in the player selection image header storage area from the image header number storage area, and Compare with counter value. If the counter value is larger than the number of stored image headers, it is determined that there is an increase in production by the number of differences.

  If there is an increase in the effect, a process for selecting an effect selection screen corresponding to the increase in the effect (step S1103) is executed, and then the effect selection process (step S1003) is ended and the command process is ended. In the processing of step S1103, the value of the effect increase counter is compared with the value of the effect header number stored in the effect header number storage area, and the effect code of the effect header to be added with reference to the effect data storage area of the ROM 406 And the combination of effect titles are sequentially added to the player selection effect header storage area in the RAM 408. And the value of this production increase counter is memorize | stored in the production header number storage area. If there is no increase in production, the production selection process is terminated and the command process is terminated.

  If it is determined in step S1201 that the 15R jackpot start command has not been received, it is determined whether a 4R jackpot command including information indicating that the 4R jackpot flag is on is received (step S1205). When the 4R big hit start command is received, the effect increasing process (step S1207) is executed.

  In the effect increasing process, the first sub-control unit 400 increments the value of the effect increasing counter in the RAM 408 by 1 and stores it in the original effect increasing counter, and then ends the effect increasing process (step S1207) to execute the command. End the process. If the 4R jackpot start command has not been received, it is determined whether or not a jackpot end command including information indicating that the 15R and 4R jackpot flags are in an OFF state is received (step S1209).

  When the jackpot end command is received, the jackpot end processing (step S1211) is executed. In the big hit end process (step S1211), after executing the necessary big hit end process, the command process is ended.

  If the jackpot end command has not been received, other processing (step S1213) is executed. In other processing (step S1213), if the command including the power support count as information is processed and it is determined that the power support count is 0, it is determined that the time is over and the player selection effect header storage area is in the initial state. The production header number storage area is reset to the initial value (= 2), and the production increase counter is reset to the initial value (= 2). Next, after executing other processing, the command processing is terminated.

  As described above, the pachinko machine 100 according to the present embodiment is configured to determine whether or not the vehicle is correct when a predetermined condition for determining whether or not the vehicle is satisfied (for example, when starting information is acquired). If the result of the FIG. 2 related lottery process (step S229) or the special figure 1 related lottery process (step S231)) and the result of the success / failure determination is a specific success / failure determination result (for example, big hit), the advantage to the player is From the first control state (for example, the variable winning opening 234 is in the non-operating state (the door member 234a is closed)), which is the first advantage, the second advantage is higher than the first advantage. Control state transition means (for example, special figure 2 state update processing by the main control unit 300 (for example, main control unit 300) that shifts the control state to a certain second control state (for example, the variable winning opening 234 is in the operating state (the door member 234a is in the open state) Step S225), special figure 1 state update processing (step S227)), effect means for effecting the game (for example, the decorative symbol display device 208 and the speaker 120), and effect control for controlling the effect operation in the effect means. Means (for example, an effect control process (step S309) and a sound control process (step S315) by the first sub-control unit 400), wherein the effect control means provides a plurality of effects to the player. First effect control (for example, effect selection processing in FIG. 15 (step S1203)) for performing acceptance control of an effect selection operation for selecting an effect, and a second effect for adding a specific effect to the plurality of effects. Effect control (for example, the effect increasing process in FIG. 15 (step S1207)) can be executed, and the success / failure determination means performs a first success / failure determination result (for example, 15R bonus ) Is derived, the effect control means executes the first effect control, and when the success / failure determination means derives a second success / failure determination result (for example, 4R big hit), the effect control means The second effect control is executed.

  In the above embodiment, the first sub-control unit 400 executes the first effect control when the 15R big hit flag is on, and executes the second effect control when the 4R big hit flag is on. However, the first and second performance controls can be executed at various other times. For example, the execution timings of the first and second effect controls may be determined based on not only the big hit flag but also the special figure probability fluctuation flag and the normal figure probability fluctuation flag. Further, a predetermined time after detecting the state of these flags may be determined as the execution timing of the effect control.

  For example, as the execution timing of the second effect control, (1) at the start of the 15R jackpot game, during the jackpot game, at the end of the jackpot game, (2) at the start of the special figure variable game after the end of the 15R jackpot game, During special figure variable game, at the end of special figure variable game, (3) At the start of transition from 15R jackpot game to the next jackpot game, during the transition period, at the end of the transition period, (4) At the start of 4R jackpot game During the big hit game, at the end of the big hit game, (5) At the start of the special figure variable game after the end of the 4R big hit game, During the special figure variable game, at the end of the special figure variable game, (6) From the 4R big hit game Various times can be taken, such as at the start of the transition to the next big hit game, during the transition period, or at the end of the transition period.

Next, the characteristic configuration of the pachinko machine 100 according to the present embodiment described above will be described with reference to FIGS. 1 to 16 again.
(1) The pachinko machine 100 according to the present embodiment is configured to determine whether or not there is a correctness determination unit (for example, when the start information is acquired) (for example, a special control by the main control unit 300). If the result of the FIG. 2 related lottery process (step S229) or the special figure 1 related lottery process (step S231)) and the result of the success / failure determination is a specific success / failure determination result (for example, big hit), the advantage to the player is From the first control state (for example, the variable winning opening 234 is in the non-operating state (the door member 234a is closed)), which is the first advantage, the second advantage is higher than the first advantage. Control state transition means (for example, special figure 2 state update processing by the main control unit 300 (for example, main control unit 300) that shifts the control state to a certain second control state (for example, the variable winning opening 234 is in the operating state (the door member 234a is in the open state) Ste S225) and special figure 1 state update processing (step S227)), a production means for performing a game effect (for example, the decorative symbol display device 208 and the speaker 120), and an effect for controlling the effect operation in the effect means. Control means (for example, an effect control process (step S309) and a sound control process (step S315) by the first sub-control unit 400), wherein the effect control means provides a plurality of effects to the player. First effect control (for example, control performed in “selection screen selection” in FIG. 12) that performs reception control of an effect selection operation for selecting an effect from effects, and a specific effect is added to the plurality of effects Second effect control (for example, control performed by “additional effect” in FIG. 12) and third effect control for executing the effect selected by the player (for example, control performed by “execution example” in FIG. 12) And a first period (for example, a 15R jackpot gaming state followed by a probable state or a short time state) and a second period (for example, an 8R jackpot gaming state and a subsequent probable state or a short time state). Period selection means (for example, the first sub-control unit 400) for selecting a predetermined period from a plurality of periods including the period), and when the period selection means selects the first period, the effect control means Executes the first effect control, and when the period selection means selects the second period, the effect control means executes the second effect control.

  According to the pachinko machine 100 having the above-described configuration, when the period selecting unit selects the first period, the effect control unit executes the first effect control, and the period selecting unit selects the second period. The effect control means executes the second effect control. In other words, during the first period, the player can select a desired effect from a plurality of effects, and during the second period, an effect is added instead of the selection of the effect. In some cases, the stage can be different in the second period to improve the interest. For example, there may be a case where the player's feeling of disappointment can be suppressed by adding an effect even if the game period is more disadvantageous to the player during the second period than during the first period. Only the effect selection is performed in the first period, and only the effect addition is performed in the second period.

  Moreover, since the production can be varied, the interest of the player can be improved. If an effect is added during the second period, the types and number of effects that can be selected by the player after that will be abundant, so it may be possible to select an effect different from other players. There are cases in which the whole of the amusement island can be given a gorgeous impression to those who are looking at the amusement island.

  Furthermore, since a different impression can be given to the game stand depending on the player's preference, the interest of the game may be enhanced. In addition, a player may be able to obtain a sense of superiority compared to other players, and may be able to enhance the interest of the game.

(2) In the pachinko machine 100, the period selection unit may be configured such that the result of the success / failure determination is a first success / failure determination result (for example, 15R jackpot) out of the specific hit / failure determination result (for example, jackpot). In addition, the first period is selected, and the second period is selected when the result of the determination is a second determination result (for example, 8R big hit) among the specific determination results. It is characterized by doing.

  According to the pachinko machine 100, the period selection unit selects the first period when the result is the first determination result, and selects the second period when the result is the second result. For this reason, since the effects that can be selected by the player's operation can be increased when the result is the second success / failure determination result, a different impression may be given to the gaming table depending on the player's preference. . For example, if the first success / failure determination result is in a control state in which the player's advantage is higher than that of the second success / failure determination result, the player is more advantageous to the player when he / she prefers to select the production. Since the selection operation of the production can be performed together with the first success / failure determination result, there is a case where the player can feel very happy and can enhance the interest. Also, since a selectable performance is added even in the case of the second determination result that is disadvantageous for the player, the player feels a very disappointing feeling, but next, with an advantageous first determination result. There are cases where it can be expected that a selection operation of a production can be performed from abundant production items.

  In addition, for example, in the case where the player prefers to add a production, since the selection operation of the production can be performed together with the first determination result that is advantageous for the player, the player can feel happy and add the production next time. There are cases where you can expect. In addition, since the effect is added even in the case of the second determination result that is unfavorable for the player, the result of the determination is a disappointment, but the disappointment may be resolved by adding the effect.

(3) In the pachinko machine 100, when the result of the determination is the first determination result, the control state transition means includes the first control state to the second control state. When the control state is shifted to the first jackpot control state (for example, the 15R jackpot gaming state) and the result of the success / failure determination is the second success / failure determination result, the second control result is changed from the first control state to the second The control state is shifted to a second jackpot control state (for example, 8R jackpot gaming state) that is more disadvantageous to the player than the first jackpot control state in the control state, and the first period is the first jackpot control state. A big hit control state is included, the second period includes the second big hit control state, and the production control means performs the third production control during the first period.

  According to the pachinko machine 100, the control state transition means shifts to the first jackpot control state when the result is the first success / failure determination result and shifts to the first jackpot control state when the result is the second success / failure determination result. The first jackpot control state is included, the second period includes the second jackpot control state, and the second period includes the second jackpot control state. Third effect control is performed. Accordingly, there may be a case where a different impression can be given to the game stand depending on the preference of the player. For example, if the player is a person who prefers the production selection operation, the production selection operation can be performed together with the first jackpot control state, so that the player can feel very happy and be able to enhance the interest. . In addition, since a selectable effect is added even in the case of the second jackpot control state, the player feels a very disappointing feeling, but next, an effect selection operation can be performed together with the first jackpot control state. Can be expected.

  In addition, for example, in the case where the player prefers to add an effect, since the operation for selecting the effect can be performed together with the first jackpot control state, the player can feel happy and the addition of the effect can be expected next time. is there. In addition, since an effect is added even in the case of the second jackpot control state, the second jackpot control state feels unfortunate, but the addition of the effect may eliminate the disappointment.

(4) In the pachinko machine 100, the player is notified during the second period that the specific effect is added to a plurality of effects by the second effect control.

  According to the pachinko machine 100, the player is notified during the second period that a specific effect has been added to a plurality of effects by the second effect control. When the viewer is watching the additional notification of the performance executed on the game stand on the island, the player may be interested in the game stand and may be motivated to play.

  There is a case where the interest of the game is enhanced in order to produce a feeling of joy or regret depending on the player's preference. For example, if the player is a person who prefers to select an effect, the player may feel more disappointment because there is an addition (notification) of the effect together with the second jackpot control state. If the player prefers to add a production, the production is added together with the second jackpot control state, so unfortunately, there may be a case where the feeling of regret can be further eliminated by the production addition notification.

(5) In the pachinko machine 100 described above, the period selection unit may determine whether the result of the success / failure determination is a third success / failure determination result (for example, 4R big hit) among the specific success / failure determination results. 3 period (for example, 4R big hit gaming state and subsequent probability change state or time-short state period), the control state transition means, when the result of the determination is the third determination result, The control state is shifted from the first control state to a third jackpot control state (for example, 4R jackpot gaming state) of the second control states, and the third jackpot control state is the second jackpot control state. The control means is more disadvantageous to the player than the big hit control state, and the effect means includes effect sound output means (for example, the speaker 120) and effect image output means (for example, the decorative symbol display device 208). The effect includes a specific song to be output to the effect sound output means and a specific image to be displayed on the effect image display means, and the second effect control adds the specific song to the plurality of effects. Music addition effect control (for example, song increase processing (step S1007)) and image addition effect control for adding a specific image (for example, image addition processing (step S1011)), In the second big hit control state, only one of the music additional effect control and the image additional effect control is performed, and in the third big hit control state, only the other is performed.

  According to the pachinko machine 100, the period selecting unit selects the third period when the result is the third success / failure determination result, and the control state transition unit is the second when the result is the third result / failure determination result. Transition to the third jackpot control state, which is more disadvantageous to the player than the jackpot control state, the second presentation control includes a song addition stage control and an image addition stage control, and the stage control means is in the second jackpot control state. In the case of, only one of the tune addition effect control and the additional effect control is executed, and only the other is executed in the third jackpot control state. In this way, depending on the player's advantage, it may be possible to select different effects from other players by increasing the number of songs and images by varying the effect control. May give a player a gorgeous impression of the entire gaming table on the island.

  Also, there may be a case where a different impression can be given to the game stand depending on the preference of the player. For example, if the player is a person who prefers the production selection operation, the production selection operation can be performed together with the first jackpot control state, so that the player can feel very happy and be able to enhance the interest. . Also, since one of the songs or images is added as a selectable effect even in the second jackpot control state, the player will feel unfortunately, but next, the effect will be performed together with the first jackpot control state. In some cases, it can be expected that the selection operation can be performed. Also, since the other of the songs or images is added as a selectable performance even in the third jackpot control state, the player feels very disappointing, but next together with the first jackpot control state There is a case where it can be expected that an operation for selecting a production can be performed.

  In addition, for example, in the case of a person who prefers to add an image as an effect, the player can perform a selection operation of the effect together with the first jackpot control state, so that the player can feel happy and can expect to add the effect next time. . In addition, when an image can be added in the second jackpot control state, the user feels a disappointment, but the feeling of disappointment can be resolved by adding the image. In addition, when a song can be added in the second jackpot control state, it feels unfortunate, but next, there may be a case where the first jackpot control state or an effect of adding an image can be expected. In addition, when an image can be added in the third jackpot control state, the user feels very disappointing, but there is a case where disappointing feeling can be resolved by adding an image. In addition, when a song can be added in the third jackpot control state, it feels very unfortunate. Next, there may be a case where the first jackpot control state or an effect of adding an image can be expected.

  In addition, for example, in the case of a person who prefers to add a song as an effect, the player can perform a selection operation of the effect together with the first jackpot control state, so that the player can feel happy and can expect to add an effect next time. . In addition, when the song can be added in the second jackpot control state, it feels unfortunate, but the feeling of disappointment can be resolved by adding the song. In addition, when an image can be added in the second jackpot control state, it feels unfortunate. Next, there may be a case where the first jackpot control state or a song addition effect can be expected. Also, if the song can be added in the third jackpot control state, it feels very disappointing, but disappointment can be resolved by adding the song. In addition, when an image can be added in the third jackpot control state, it feels very unfortunate. Next, there may be a case where the first jackpot control state or a music addition effect can be expected.

  Conventionally, when the big hits are continuous for a specific period (for example, during probability change or short time), an effect that can be selected at the big hit is added, and an effect selection screen is displayed, and the player is BGM (Background Music) There is a game table that allows you to select. The pachinko machine 100 according to the present embodiment is characterized in that an effect that can be selected by the player at the time of a big hit and an effect selection screen that allows the player to select an arbitrary effect at the time of a big hit are displayed. May have similar parts to other game tables. On the other hand, the pachinko machine 100 of the present embodiment is different from the conventional game stand in that the addition of the production and the production selection are divided into different jackpots, and only one of the production selection or the production addition is performed according to the type of jackpot. It is completely different.

The present invention is not limited to the above embodiment, and various modifications can be made.
For example, in the above-described embodiment, notification of effect addition is performed to the player in the second period or the third period. However, the present invention is not limited to this, and notification of effect addition is performed in the second period. And it is not necessary to go to the player in the third period. Moreover, in the said embodiment, although 2nd production control showed the production control which adds a specific production, this invention is not restricted to this, The 2nd production control removes a specific production from several productions. Control may be performed. Moreover, in the said embodiment, although it comprised so that any one could be selected from a music and an image in 1st effect control, this invention is not restricted to this, In 1st effect control, a music and an image Each of these may be selectable.

  In the above embodiment, the second presentation control is not performed in the first period and the first presentation control is not performed in the second period. However, the present invention is not limited to this. The second effect control may be performed in one period, and the first effect control may be performed in the second period. Moreover, in the said embodiment, although the 1st effect control was performed in the 1st period and the 2nd effect control was performed in the 2nd period, this invention is not restricted to this, 1st effect control is shown. At least one of the first effect control and the second effect control may be performed during the period, and only the second effect control may be performed during the second period.

  In the above embodiment, only the first effect control is performed in the first period and only the second effect control is performed in the second period. However, the present invention is not limited to this, and the first effect control is performed. Only the first effect control may be performed in the period, and at least one of the first effect control and the second effect control may be performed in the second period. In the above embodiment, the first period includes the first jackpot control state, and the second period includes the second jackpot control state. However, the present invention is not limited to this, and the first period The big hit control state may include a first period, and the second big hit control state may include a second period. In the above embodiment, the big hit control state is included in any of the first to third periods. However, the present invention is not limited to this, and the big hit control state and the first to third periods are individually set. There may be a time when two overlap.

  Note that the items described in the above detailed description, in particular, the items described in the examples and the modifications can be combined.

In the above embodiment, a pachinko machine is used as an example of a game table, but the present invention is not limited to this. The present invention is also applicable to a slot machine 1000 as shown in FIG.
The game machine according to the present invention corresponds to each reel shown in FIG. 17 as “a plurality of types of symbols 1002 and a plurality of reels 1002 which are rotationally driven, a start lever 1004 for instructing the rotation of the reels”. A stop button 1006 for individually stopping the rotation of the reels, lottery means (lottery prize internal lottery) for determining whether or not internal winning of a plurality of types of winning combinations is successful, and a lottery result of the lottery means The combination of symbols displayed by the reel stop control means (reel stop control processing) that performs stop control for stopping the rotation of the reels and the reels stopped based on the lottery result of the lottery means corresponds to the winning combination. And a determination means (winning determination process) for determining whether or not the symbol combination is predetermined, and when the symbol stop mode is a predetermined winning mode, it corresponds to the predetermined winning mode In addition to payout control means (medal payout process 1008) for performing game medium payout processing for paying out game media to be played, effect means 1010 for executing effects based on the lottery result of the lottery means is provided. A launching device 1014 that launches a ball into the game area 1012, a winning opening 1016 configured to be able to enter a ball launched from the launching device, a detection means 1018 that detects a ball that has entered the winning opening 1016, A payout means 1020 for paying out a ball when the detection means 1018 detects a ball, a variable display device 1022 for variably displaying a predetermined symbol (identification information), and a shutter 1024 movable to a position for shielding the variable display device 1022 And a movable body 1026 that operates in a predetermined operation mode, and the variable display device 1022 displays a symbol when the game ball enters the winning opening and wins. And the stopped displayed After moving, are also suitable for the slot machine 1000 "is a rendering device 1010, such as to produce a game.

  The gaming machine according to the present invention is shown in FIG. 18 (a). “Insert bills into bill insertion slot 2002, execute lottery based on bet 2004 and start 2006 operation, and display lottery result on lottery result display device 2008. Then, at the time of winning, the number of bonus coins is added to the remaining credit number, and when cashout 2009 is selected, the casino machine 2000 issues a receipt from the receipt issuing machine 2010 with a code corresponding to the remaining credit number. It may be.

  Furthermore, as shown in FIG. 5B, the cellular phone 3000 having a storage unit for storing the electronic data for realizing the present invention, and the electronic data for realizing the present invention as shown in FIG. The present invention may be applied to a portable game machine 4000 having a storage unit for storing the video data and a home video game machine 5000 having a storage unit for storing electronic data for realizing the present invention.

  More specifically, the mobile phone 3000 in FIG. 5B includes an operation unit operated by a player, a data acquisition unit that acquires data related to the game through a mobile phone line, and acquired data about the game (this book And a control unit that controls the game based on the data stored in the storage unit and the operation of the operation unit.

  The portable game machine 4000 in FIG. 6C includes an operation unit operated by a player, a data acquisition unit that acquires data related to the game from a predetermined storage medium (DVD or the like), and acquired data related to the game (the present invention). And a control unit for controlling the game based on the data stored in the storage unit and the operation of the operation unit. The home video game machine 5000 in FIG. 6D includes an operation unit operated by a player, a data acquisition unit that acquires data related to a game from a predetermined storage medium (DVD or the like), and acquired data ( And a control unit that controls the game based on the data stored in the storage unit and the operation of the operation unit.

  Furthermore, as shown in FIG. 5E, the present invention may be applied to a data server 6000 that stores electronic data for realizing the present invention. In some cases, the electronic data for realizing the present invention is downloaded from the data server 6000 to the home video game machine 5000 shown in FIG.

  In addition, a game can be executed by applying the present invention to a game program that simulates the operation of a real machine such as a pachinko machine for a home game machine. In that case, a DVD-ROM, CD-ROM, FD (flexible disk), or any other recording medium can be used as a recording medium for recording the game program.

Furthermore, the present invention has been described by taking a pachinko machine and a slot machine as examples of game machines, but the present invention is not limited thereto, and may be applied to an arrangement ball game machine, a ball ball game machine, a smart ball, and the like.
The game table of the above embodiment is expressed as follows, for example.
(Appendix 1)
A go / no-go judging means for making a go / no-go judgment when a predetermined go / no-go judgment condition is satisfied;
When the result of the success / failure determination is a specific success / failure determination result,
A control state in which the control state is shifted from the first control state in which the advantage to the player is the first advantage to the second control state in which the advantage is higher than the first advantage. Transition means,
Directing means for directing the game;
Production control means for controlling the production operation in the production means;
A game machine equipped with
The production control means includes
A first effect control for performing reception control of an effect selection operation for causing a player to select an effect from a plurality of effects;
A second effect control for adding a specific effect to the plurality of effects;
A third effect control for executing the effect selected by the player;
Is possible and
Comprising a period selection means for selecting a predetermined period from a plurality of periods including a first period and a second period;
When the period selection means selects the first period, the effect control means executes the first effect control, and when the period selection means selects the second period, the effect control means Perform the second performance control
A game table that features
(Appendix 2)
The game machine according to appendix 1,
The period selection means includes
When the result of the success / failure determination is the first success / failure determination result among the specific success / failure determination results, the first period is selected,
Selecting the second period when the result of the determination is a second determination result of the specific determination results;
A game table that features
(Appendix 3)
The game stand according to appendix 2,
The control state transition means includes
When the result of the success / failure determination is the first success / failure determination result, the control state is shifted from the first control state to the first jackpot control state of the second control state,
A second disadvantage that is more disadvantageous to the player than the first jackpot control state of the second control state from the first control state when the result of the success / failure determination is the second success / failure determination result. Shift the control state to the big hit control state of
The first period includes the first jackpot control state;
The second period includes the second jackpot control state;
The production control means performs the third production control during the first period.
A game table that features
(Appendix 4)
The game stand according to any one of appendices 1 to 3,
Informing the player during the second period that the specific effect is added to a plurality of effects by the second effect control.
A game table that features
(Appendix 5)
A game machine according to appendix 3 or 4,
The period selecting means selects a third period when the result of the determination is a third determination result of the specific determination results,
The control state transition means includes
When the determination result is the third determination result, the control state is shifted from the first control state to the third jackpot control state of the second control state,
The third jackpot control state is a control state that is more disadvantageous to the player than the second jackpot control state,
The effect means includes effect sound output means and effect image output means,
The specific performance is
A specific song to be output to the effect sound output means;
Including a specific image to be displayed on the effect image display means,
The second performance control is
Including song addition effect control for adding the specific song to the plurality of effects, and image addition effect control for adding a specific image,
The production control means includes
In the case of the second jackpot control state, only one of the song addition effect control and the image addition effect control is performed,
In the case of the third jackpot control state, only the other is performed.
A game table that features

100 Pachinko machine 208 Decorative symbol display device 226 General winning opening 228 General drawing starting opening 230 Special figure 1 starting opening 232 Special drawing 2 starting opening 234 Variable winning opening

Claims (3)

  1. A go / no-go judging means for making a go / no-go judgment when a predetermined go / no-go judgment condition is satisfied;
    When the result of the success / failure determination is a specific success / failure determination result, the second advantage is higher than the first advantage from the first control state in which the advantage to the player is the first advantage. Control state transition means for shifting the control state to the second control state,
    Directing means for directing the game;
    Production control means for controlling the production operation in the production means;
    A decorative design display device for performing various displays used for decorative design and production;
    Variable prize opening with a door member that can be freely opened and closed,
    A game machine equipped with
    The specific success / failure determination result includes at least a first jackpot and a second jackpot,
    The control state transition means shifts the control state from the first control state to the first big hit control state of the second control state when the result of the determination is the first big hit. And
    The control state transition means, when the result of the success / failure determination is the second big hit , is a player than the first big hit control state of the second control state from the first control state. The control state is shifted to the second jackpot control state which is disadvantageous to
    The production control means performs first production control that performs reception control of production selection operation that causes the player to select an production from a plurality of productions during the first jackpot control state,
    The production control means is capable of executing a second production control for adding a specific production to the plurality of productions during the second jackpot control state ,
    After the first stop symbol form is stopped and displayed on the decorative symbol display device in response to the determination result of the success / failure determination being the second jackpot, the variable winning opening is set as the second jackpot control state. Is opened a predetermined number of times,
    Corresponding to the result of the determination of success / failure being a small hit, after the second stop symbol form is stopped and displayed on the decorative symbol display device, the variable winning opening is operated as a small hit control state. ,
    The symbol combinations of the decorative symbols of the first and second stop symbol modes that are stopped and displayed on the decorative symbol display device are the same symbol combinations,
    The game machine characterized in that the effect control means does not execute the first and second effect controls during the small hit control state .
  2. The game stand according to claim 1,
    A game stand that notifies a player during the second jackpot control state that the specific effect is added to a plurality of effects by the second effect control.
  3. The game stand according to claim 1 or 2,
    The effect means includes effect sound output means and effect image output means,
    The specific performance is
    A specific song to be output to the effect sound output means;
    A game table including a specific image to be displayed on the effect image display means.
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JP2007202938A (en) * 2006-02-06 2007-08-16 Sophia Co Ltd Game machine
JP2008079947A (en) * 2006-09-28 2008-04-10 Aruze Corp Game machine and program for game
JP2010131077A (en) * 2008-12-02 2010-06-17 Kyoraku Sangyo Kk Game machine
JP2010200900A (en) * 2009-03-02 2010-09-16 Kyoraku Sangyo Kk Pachinko game machine
JP2010259465A (en) * 2009-04-29 2010-11-18 Fujishoji Co Ltd Game machine

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JP2016093735A (en) * 2016-02-24 2016-05-26 株式会社大都技研 Game machine

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