JP5114469B2 - Game machine - Google Patents

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JP5114469B2
JP5114469B2 JP2009278976A JP2009278976A JP5114469B2 JP 5114469 B2 JP5114469 B2 JP 5114469B2 JP 2009278976 A JP2009278976 A JP 2009278976A JP 2009278976 A JP2009278976 A JP 2009278976A JP 5114469 B2 JP5114469 B2 JP 5114469B2
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effect
control unit
symbol
image
reel
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JP2011120659A (en
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丈 染矢
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京楽産業.株式会社
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Description

  The present invention relates to a gaming machine equipped with a movable effect character that moves on a game board and performs a predetermined effect.
  Conventionally, when a game ball launched into the game area of the game board wins a specific starting port, a random number is acquired at the timing of starting winning by the control of the main control unit, and the random number matches a predetermined jackpot random number In this case, pachinko gaming machines are widely used in which a special symbol is stopped at a symbol indicating a jackpot and the game is shifted to a jackpot gaming state. Such a pachinko gaming machine is provided with an effect control unit that receives a determination result of the jackpot random number by the main control unit and performs an effect corresponding to a special symbol using an image display unit or the like.
  In addition, in such pachinko machines, in addition to displaying images on the image display section, effects such as blinking and lighting using multiple lamps, and lighting effects such as lighting or operating movable effects (See Patent Document 1).
JP 2008-29721 A
  However, the above-described prior art has a problem that, for example, the movable effect actor moves in the horizontal direction or the vertical direction, and is not very attractive. In addition, there is a problem that the transition to a specific production such as super reach cannot be clearly suggested by the operation of the movable production actor, and the production is not sharp.
  An object of the present invention is to provide a gaming machine capable of giving a sharp effect to an effect using a movable effect actor and performing a highly interesting effect in order to solve the above-described problems caused by the prior art.
  In order to solve the above-described problems and achieve the object, the present invention employs the following configuration. The gaming machine according to the present invention has an advantage determination means for making an advantageous determination as to whether or not an advantageous gaming state is advantageous for the player when the start condition is satisfied, and a plurality of different ones based on the determination result by the advantage determination means. A selection means for selecting one variation time from the symbol variation time, and a symbol is variably displayed using the symbol variation time selected by the selection means, and the symbol indicating the determination result by the advantage determination unit is stopped and displayed. A change display means for performing, a development effect means for executing a development effect with low reliability or a development effect with high reliability for the advantageous gaming state when a specific symbol change time is selected by the selection means, and the selection When a specific symbol variation time is selected by the means, a plurality of decorative surfaces are displayed before the development effect is executed by the development effect means. A suggestion effecting means for executing a development suggestion effect that suggests a transition to the development effect using a rotating actor formed and rotated, and the suggestion effecting means includes the reliability degree by the development effect means. When the development effect is low, a first development suggestion effect is performed in which the rotating accessory is rotated and the book is stopped at the relevant decorative surface, and the highly reliable development effect is produced by the development effect means. Is performed, the rotating combination is rotated and temporarily stopped on an unrelated decorative surface, and then the rotating combination is rotated again on a predetermined related decorative surface. The second development suggesting effect to stop this is performed.
  In the above invention, the display further includes an image display unit that displays an image of a variation display and a stop display of the symbol by the variation display unit, and a lighting unit that lights the rotation combination. When the object is temporarily stopped and permanently stopped, the development suggestion effect is performed in which the image of the image display means and the lighting of the lighting means are synchronized.
  In the above invention, the rotating combination is disposed in proximity to the image display means and has a specific decorative surface in which a predetermined decoration is applied to one decorative surface. When the object is permanently stopped on the specific decorative surface, the image display unit displays a specific image from one region in the image display unit toward the specific decorative surface of the rotating accessory, and the image display The second development suggesting effect is made to cause the lighting means to perform lighting in synchronization with the specific image displayed on the means and continuous with the specific image.
  In the above invention, the image display means further includes a board lamp provided on the game board, and a movable accessory movable to the front of the image display means. The second development suggesting effect in which the light emission of the panel lamp, the movement of the movable accessory, the image of the image display means, and the lighting of the lighting means are synchronized when the moving object is fully stopped. It is characterized by performing.
  According to the present invention, according to the contents of the production, the rotating combination is temporarily stopped on the non-uniform pattern surface, and the rotation combination is rotated again to stop at the predetermined uniform pattern surface. After that, since the transition is made to a specific production, the production using the rotating combination is sharpened, and an effect that a production with high taste can be performed is achieved.
It is a front view which shows an example of a pachinko gaming machine. It is a disassembled perspective view of a drum. It is explanatory drawing which showed an example of the design surface of a drum. It is a block diagram which shows the internal structure of the control part of a pachinko game machine. It is a block diagram which shows the functional structure of a pachinko gaming machine. It is the flowchart which showed the procedure of the outline | summary of this Embodiment. It is the schematic diagram which showed the rotation state of the drum. It is the flowchart which showed the processing content of the main process which a main control part performs. It is the flowchart which showed the timer interruption process which a main control part performs. It is the flowchart which showed the start port SW process which a main control part performs. It is the flowchart which showed the special symbol process which a main control part performs. It is the flowchart which showed the hit determination processing which a main control part performs. It is the flowchart which showed the fluctuation pattern selection process which a main control part performs. It is explanatory drawing which showed an example of the variation pattern table for jackpots. It is explanatory drawing which showed an example of the variation pattern table for reach. It is explanatory drawing which showed an example of the fluctuation pattern table for loss. It is the flowchart which showed the process during stop which a main control part performs. It is the flowchart which showed the big prize mouth process which a main control part performs. It is the flowchart which showed the game state setting process. It is the flowchart which showed the processing contents of production main control processing. It is the flowchart which showed the production timer interruption process which a production supervision part performs. It is the flowchart which showed the command reception process which a production control part performs. It is the flowchart which showed the command reception process which a production control part performs. It is the flowchart which showed the production | presentation button process which a production control part performs. It is the flowchart which showed the production | presentation selection process which an production supervision part performs. It is explanatory drawing which showed an example of the variation presentation pattern table for jackpots. It is explanatory drawing which showed an example of the variation production | presentation pattern table for reach. It is explanatory drawing which showed an example of the variation production | generation pattern table for loses. It is the flowchart which showed the image / sound control process which an image / sound control part performs. It is the flowchart which showed the image / sound control process which an image / sound control part performs. It is the flowchart which showed the motor control process which a lamp control part performs. It is the flowchart which showed the process during rotation execution which a lamp | ramp control part performs. It is the flowchart which showed the motor stop process which a lamp control part performs. It is explanatory drawing which showed an example of the flag setting table. It is the flowchart which showed the re-rotation process which a lamp control part performs. It is the flowchart which showed the reel lamp control processing which a lamp control part performs. It is the flowchart which showed the board lamp control process which a lamp control part performs. It is the flowchart which showed the movable accessory control process which a lamp control part performs. It is explanatory drawing which showed an example of the effect at the time of stopping a left reel. It is explanatory drawing which showed an example of the effect at the time of stopping a left reel. It is explanatory drawing which showed an example of the effect at the time of stopping a middle reel. It is explanatory drawing which showed an example of the effect at the time of stopping a middle reel. It is explanatory drawing which showed an example of the effect at the time of stopping a right reel. It is explanatory drawing which showed an example of the effect at the time of stopping a right reel. It is explanatory drawing which showed an example of the production | presentation of the previous stage which leads to a lightning flash production. It is explanatory drawing which showed an example of the production | presentation of the previous stage which leads to a lightning flash production. It is explanatory drawing which showed an example of the production | presentation of the previous stage which leads to a lightning flash production. It is explanatory drawing which showed an example of the lightning flash production. It is explanatory drawing which showed an example of the production | presentation after the lightning flash production.
  Exemplary embodiments of a gaming machine according to the present invention will be described below in detail with reference to the accompanying drawings.
(Embodiment)
(Basic configuration of pachinko machine)
First, the basic configuration of the pachinko gaming machine according to the embodiment will be described. FIG. 1 is a front view showing an example of a pachinko gaming machine. As shown in FIG. 1, the pachinko gaming machine 100 includes a game board 101. A launcher is disposed at a lower position of the game board 101. The game ball launched by driving the launching unit rises between the rails 102 a and 102 b and reaches the upper position of the game board 101, and then falls within the game area 103.
  A plurality of nails are provided in the game area 103, and the game balls fall in an unspecified direction by the nails. In the game area 103, a windmill and various winning openings (such as a start opening and a big winning opening) that change the falling direction of the gaming balls are arranged at positions in the middle of the falling of the gaming balls.
  An image display unit 104 is disposed at a substantially central portion of the game board 101. As the image display unit 104, a liquid crystal display (LCD) or the like is used. A first start port 105 is disposed below the image display unit 104, and a second start port 106 is disposed on the right side of the image display unit 104. The first start port 105 and the second start port 106 are winning ports for starting and winning.
  An electric tulip 107 is provided in the vicinity of the second start port 106. The electric tulip 107 takes a closed state (closed state) that makes it difficult to win the game ball to the second starting port 106 and an open state (opened state) that makes it easier to win than the closed state. Control of these states is performed by a solenoid provided in the electric tulip 107.
  The electric tulip 107 opens based on the lottery result of the normal symbol lottery performed when the game ball passes through the gate 108 disposed above the second starting port 106. The gate 108 is not limited to the right side (the illustrated position) of the image display unit 104 and may be disposed at an arbitrary position in the game area 103.
  The electric tulip 107 has a longer opening time in the game state with a time saving, and makes it easier to guide the game ball to the second starting port 106. The time-reduced gaming state is a gaming state that is set after the time-saving jackpot is over.
  In the pachinko gaming machine 100 according to the present embodiment, in the normal gaming state, the player strikes the left and aims at the first starting port 105, while the player strikes the right in the time-saving gaming state or the jackpot gaming state. This is a type of gaming machine that aims at the second starting port 106 and plays.
  Specifically, when the player strikes left, the launched game ball flows down the left side of the game area 103 as indicated by an arrow 145. On the other hand, when the player hits the right, the launched game ball flows down the right side of the game area 103 as indicated by an arrow 140. Note that a game ball that has not won the second starting port 106 by hitting the right side does not win the first starting port 105 due to the arrangement of a fixed accessory 141 below the second starting port 106 or a nail (not shown). It is like that.
  A big prize opening 109 is provided below the second start opening 106. The big winning opening 109 is a winning opening that is opened when a big hit gaming state is reached and for paying out a predetermined number (for example, 15) of winning balls by winning a game ball.
  A normal winning opening 110 is provided on the side of the image display unit 104 or below. The normal winning opening 110 is a winning opening for paying out a predetermined number (for example, 10) of winning balls by winning a game ball. The normal winning opening 110 is not limited to the position shown in the figure, and may be arranged at an arbitrary position in the game area 103. At the bottom of the game area 103, there is provided a collection port 111 for collecting game balls that have not won any winning ports.
  In the lower right part of the game board 101, a special symbol display unit 112 for displaying special symbols is arranged. The special symbol display unit 112 displays a special symbol 1 display unit for displaying a first special symbol (hereinafter referred to as “special symbol 1”) and a special symbol for displaying a second special symbol (hereinafter referred to as “special symbol 2”). 2 display units.
  When a game ball wins the first starting port 105, a first winning lottery is performed. The special figure 1 display unit displays the special figure 1 in a variable manner, and stops and displays the drawing representing the lottery result of the first lottery. When the game ball wins the second starting port 106, a second winning lottery is performed. The special figure 2 display unit displays the special figure 2 in a variable manner, and stops and displays the drawing representing the lottery result of the second lottery.
  In addition, a normal symbol display portion 113 for displaying normal symbols is arranged in the lower right portion of the game board 101. Here, the normal symbol is a symbol representing the lottery result of the normal symbol lottery. The normal symbol lottery is a lottery for determining whether or not to open the electric tulip 107 as described above. As the special symbol display unit 112 and the normal symbol display unit 113, for example, a 7-segment display is used.
  On the left side of the special symbol display unit 112 and the normal symbol display unit 113, a reserved ball display unit 114 that displays the number of reserved balls for the special symbol or the normal symbol is arranged. The reserved ball is a game ball that is won during a change of a special symbol or a normal symbol and is held in a held state. In particular, in this embodiment, a reserved ball due to winning at the first starting port 105 is referred to as a special 1 reserved ball, and a reserved ball due to winning at the second starting port 106 is referred to as a special 2 reserved ball.
  As the holding ball display unit 114, for example, an LED (Light Emitting Diode) is used. A plurality of LEDs serving as the holding ball display unit 114 are arranged, and the number of holding balls is indicated by turning on / off. Note that the notification of the holding ball is also made by display from the image display unit 104.
  A frame member 115 is provided on the outer peripheral portion of the game area 103 of the game board 101. On the two sides which are the upper side and the lower side of the game area 103 in the frame member 115, an effect light part (frame lamp) 116 is provided. Each effect light unit 116 has a plurality of lamps. Each lamp irradiates the player in front of the pachinko gaming machine 100, and the irradiation direction of light can be changed in the vertical direction so that the irradiation position moves along the abdomen from the top of the player. . Each lamp is driven by a motor (not shown) provided in the effect light unit 116 so as to change the light irradiation direction in the vertical direction.
  An operation handle 117 is disposed at a lower position of the frame member 115. The operation handle 117 includes a firing instruction member 118 that drives the above-described launching unit to launch a game ball. The firing instruction member 118 is provided on the outer peripheral portion of the operation handle 117 so as to be rotated clockwise as viewed from the player. The launching unit launches a game ball when the firing instruction member 118 is directly operated by a player.
  In the frame member 115, an effect button 119 for receiving an operation by the player is provided on the lower side of the game area 103. In the frame member 115, a cross key 120 is provided next to the effect button 119. In addition, the frame member 115 incorporates a speaker that outputs sound.
  Although illustration is omitted, for example, a director is provided at a predetermined position such as around the image display unit 104. This performance agent is connected to a solenoid or a motor, and is driven by driving of the solenoid or the motor.
  A drum 130 is disposed below the image display unit 104. The drum 130 includes cylindrical reels 130a to 130c arranged in parallel. Each of the reels 130a to 130c is connected to a drive motor, and each reel rotates independently. Note that the reels 130a to 130c correspond to the rotating hand of the present invention.
  Furthermore, a gimmick 135 as a movable accessory is provided on the upper part of the image display unit 104. The gimmick 135 descends to the front of the image display unit 104 and emits light during a predetermined performance. The upper board lamp 137 and the lower board lamps 138 and 139 are provided on the game board 101, and emit light at a predetermined effect such as when the gimmick 135 is lowered.
  In the pachinko gaming machine 100, the arrangement positions of the first start opening 105 and the second start opening 106 are not limited to the arrangement positions described above. For example, in the present embodiment, the player's hitting method is changed according to the gaming state, but not limited to this, the player's hitting method is not changed according to the gaming state. Alternatively, the second start port 106 may be provided immediately below the first start port 105.
  Alternatively, the first starting port 105 may be aimed by right-handed in the normal gaming state, while the second starting port 106 may be aimed by left-handed in the time-saving gaming state or the big hit gaming state. Specifically, for example, it is essential to dispose the electric tulip 107 in the vicinity of the second start port 106, and the first start port 105 and the second start port 106 may be replaced.
(Drum structure)
Next, the configuration of the drum 130 of the pachinko gaming machine 100 according to the present embodiment will be described with reference to FIG. FIG. 2A is an exploded perspective view of the drum 130. In FIG. 2A, the left reel 130 a that is a part of the configuration of the drum 130 will be described. The description of the middle reel 130b and the right reel 130c is omitted, but the configuration is the same as that of the left reel 130a. 2A, the left reel 130a includes a drive system 200 and an effect system 210.
  The drive system 200 includes a drive motor 201, a drive transmission shaft 202, a drive gear 203, and a driven gear 204. The drive motor 201 is composed of, for example, a stepping motor, and rotates the drive transmission shaft 202. The drive gear 203 is driven to rotate by the rotational force transmitted from the drive motor 201 via the drive transmission shaft 202. The driven gear 204 is meshed with the drive gear 203 and rotated by the rotational force of the drive gear 203.
  The production system 210 includes a left reel 130a. The left reel 130a is connected to the driven gear 204 via a connecting portion 211 provided on the central axis of the left reel 130a, and rotates with the rotation of the driven gear 204.
  The surface of the left reel 130a is provided with a symbol surface 212 (reference symbol surface 212a, first symbol surface 212b, and second symbol surface 212c) on which a plurality of different symbols are written. Each of the symbol surfaces 212a to 212c is evenly described in a region divided so that the central angle of the bottom surface of the left reel 130a is 120 °.
  The left reel 130a is provided with a slit 213 as a reference position. The slit 213 is detected by the photo sensor 214. For example, when the left reel 130a is stopped at a predetermined symbol surface, a control signal (number of steps) indicating the symbol surfaces 212a to 212c to be stopped is sent to the drive motor 201 with the slit 213 detected by the photosensor 214 as a reference position. Is output.
  Moreover, when each reel 130a-130c rotates at the time of predetermined | prescribed effect, LED provided in each reel 130a-130c light-emits. For example, the symbol surface 212 stopped at the position on the player side in the symbol surface 212 emits light. Specifically, at the time of a predetermined effect, when the symbol surface 212 at the player side position of each of the reels 130a to 130c stops, the symbol surface 212 at the player side position emits light. In the following description, “stop” means to stop at a position on the player side unless otherwise supplemented.
  The reels 130a to 130c are controlled so as to be positioned at the reference positions where the respective slits 213 are detected after the power is turned on or when a new variation is started due to the start winning.
(Example of drum design)
Next, the design surface 212 of the drum 130 will be described with reference to FIG. FIG. 2B is an explanatory diagram showing an example of the design surface 212 of the drum 130. The symbol surface 212 includes a reference symbol surface 212a, a first symbol surface 212b, and a second symbol surface 212c. The reference symbol surface 212a of the left reel 130a is a lightning mark. The first symbol surface 212b of the left reel 130a has a character “Musou”. The second pattern surface 212c of the left reel 130a has a “wind” character.
  The reference symbol surface 212a of the middle reel 130b is a six-money mark. The first pattern surface 212b of the middle reel 130b has a character “Musou”. The second pattern surface 212c of the middle reel 130b has the characters “Lin”.
  The reference symbol surface 212a of the right reel 130c is a lightning mark. The first design surface 212b of the right reel 130c has the character “Musou”. The second pattern surface 212c of the right reel 130c has the letter "fire".
  When all the reels 130a to 130c are stopped on the reference symbol surface 212a during a predetermined performance, for example, after performing an effect synchronized with an image showing lightning displayed on the image display unit 104, for example, super reach, pseudo It develops into specific effects such as continuous fluctuation effects and mode transition effects. Similarly, when all the reels 130a to 130c are stopped at the first symbol surface 212b, that is, when all the reels 130a to 130c are stopped at the characters “Musou”, a specific effect is developed. Similarly, when all the reels 130a to 130c are stopped at the second symbol surface 212c, that is, when the reels 130a to 130c are stopped at the characters “wind”, “forest”, and “fire”, a specific effect is developed. ing.
(Internal configuration of control unit of pachinko machine)
Next, the internal configuration of the control unit of the pachinko gaming machine 100 will be described with reference to FIG. FIG. 3 is a block diagram showing an internal configuration of the control unit of the pachinko gaming machine 100. As shown in FIG. As shown in FIG. 3, the control unit 300 of the pachinko gaming machine 100 includes a main control unit 301 that controls the progress of the game, an effect control unit 302 that controls the contents of the effect, and a prize ball control that controls the payout of the prize ball. Part 303. The configuration of each control unit will be described in detail below.
(1. Main control unit)
The main control unit 301 includes a CPU (Central Processing Unit) 311, a ROM (Read Only Memory) 312, a RAM (Random Access Memory) 313, an input / output interface (I / O) (not shown), and the like. The
  The main control unit 301 functions to control the progress of the game of the pachinko gaming machine 100 by executing various programs stored in the ROM 312 while the CPU 311 uses the RAM 313 as a work area. Specifically, the main control unit 301 controls the progress of the game by setting the game state in addition to the winning lottery and the normal symbol lottery. The main control unit 301 is realized by a main control board.
  The CPU 311 executes basic processing accompanying the progress of game content based on various programs stored in advance in the ROM 312. The ROM 312 stores a hold storage program, a winning determination program, a winning symbol determination program, a special symbol variation program, a special winning opening control program, a game state setting program, and the like.
  The hold storage program is a program for storing the game ball detected by the first start port SW321 as a special 1 hold ball and storing the game ball detected by the second start port SW322 as a special 2 hold ball. The hit determination program is a program for performing a hit determination for the special 1 holding ball and the special 2 holding ball. There are big hits and small hits.
  The winning symbol determination program is a program for determining a winning symbol corresponding to the winning content. There are two types of jackpot symbols: long hits that can be earned and short hits that cannot be expected. The winning symbol determination for the special 2 reserved ball makes it easier to win the winning symbol (long hit) advantageous to the player than the winning symbol determination for the special 1 reserved ball.
  The special symbol variation program is a program that stops the variation of the hit determination and the determination result of the winning symbol determination as a special symbol, and varies the variation time of the special symbol according to the number of reserved balls. The determination result of the hit determination and the winning symbol determination for the special 1 holding ball is variably stopped as the special figure 1 of the special figure 1 display unit 112a, while the determination result of the hit determination and the winning symbol determination for the special 2 reserved ball is 2 is suspended as a special figure 2 of the display unit 112b. Note that the special symbol change for the special 2 reserved ball is performed with priority over the special 1 reserved ball.
  The big prize opening control program is a program for opening the big prize opening 109, for example, for 15 rounds with a predetermined opening time corresponding to short win or long win as one round. The long winning time is to increase the number of appearances by increasing the opening time of the big winning opening 109 for each round (for example, 30 seconds) and opening the large winning opening 109 for a predetermined number of rounds (for example, 15 rounds). It is a jackpot to win.
  Short win is a big hit that cannot be won by winning the winning prize opening 109 by shortening the opening time of the winning prize opening 109 per round (for example, 0.1 second) and opening the big winning opening 109 for a predetermined number of rounds (for example, 15 rounds). It is. In addition, the small hit is a hit where the number of winnings cannot be expected, which behaves in the same way as the short hit, with 15 seconds of opening for 15 seconds × 1 round.
  The gaming state setting program sets the gaming state after the winning end to the low probability gaming state or the high probability gaming state according to the winning symbol, and adds the gaming state with time shortening or the electric chew support to which the electric chew support is added. This is a program for setting a short-lived gaming state when not. The electric chew support is a function of shortening the normal symbol variation time and lengthening the opening time of the electric tulip 107. In the game state with time saving, the game is played by right-handed, and in the game state without time-shortening, the game is played by left-handed.
  The low probability gaming state is a gaming state in which it is difficult to win a jackpot. The high probability gaming state is about 10 times easier to win than the low probability gaming state. Here, the jackpot and the gaming state after the jackpot will be described with specific examples. The jackpots include per-probability length, per-probability short-range (per-accuracy short-range), normal per-length, normal per-short (per-rush short-term), and latent short-term per hit. In the case of the probability variation length and the sudden probability short winning, after the big hit, the state shifts to a high probability gaming state (probability varying gaming state) to which a short-time game is added.
  In the case of a normal hit and a short hit, the game shifts to a low-probability gaming state (time saving gaming state) to which a short-time game is added after the big hit. In the case of a short-latency win, after the big hit, the game shifts to a high-probability gaming state (latent-probable gaming state) in which a short-time game is not added. In the case of the small hit, after the small hit, the game state before the start of the small hit is shifted, that is, there is no change in the gaming state.
  In addition, the main control unit 301 includes various switches (SW) for detecting a game ball, a solenoid for opening and closing an electric accessory such as a special winning opening 109, the above-described special figure 1 display unit 112a, and special figure 2 display. The unit 112b, the normal symbol display unit 113, the reserved ball display unit 114, and the like are connected.
  Specifically, the various SWs described above include a first start port SW321 that detects a game ball won in the first start port 105, and a second start port SW322 that detects a game ball won in the second start port 106. , A gate SW 323 that detects a game ball that has passed through the gate 108, a big winning opening SW 324 that detects a gaming ball that has won a prize winning opening 109, and a normal winning opening SW 325 that detects a gaming ball that has won a winning prize 110 Is connected to the main control unit 301.
  Detection results by the respective SWs (321 to 325) are input to the main control unit 301. A proximity switch or the like is used for these SWs. It should be noted that a plurality of the normal winning opening SW325 may be provided for each arrangement position of the normal winning opening 110.
  Further, as the solenoid, an electric tulip solenoid 331 that opens and closes the electric tulip 107 and a big prize opening solenoid 332 that opens and closes the big prize opening 109 are connected to the main control unit 301. The main control unit 301 controls driving of the solenoids 331 and 332.
  Further, the main control unit 301 is also connected to the effect control unit 302 and the prize ball control unit 303, and outputs various commands to the respective control units. For example, the main control unit 301 outputs commands such as a change start command and a change stop command to the effect control unit 302. Further, the main control unit 301 outputs a prize ball command to the prize ball control unit 303. The prize ball command includes information indicating the number of prize balls to be paid out.
(2. Production control unit)
The production control unit 302 includes a production control unit 302a, an image / sound control unit 302b, and a lamp control unit 302c, and has a function of controlling the production content of the pachinko gaming machine 100. The effect control unit 302 a has a function of controlling the entire effect control unit 302 based on various commands received from the main control unit 301. The image / sound control unit 302b has a function of controlling the image and sound based on the instruction content from the production control unit 302a. The lamp control unit 302c has a function of controlling lighting of lamps provided on the game board 101, the frame member 115, and the like.
(2-1. Director of Production)
First, the configuration of the production control unit 302a will be described. The production control unit 302a includes a CPU 341, a ROM 342, a RAM 343, a real time clock (hereinafter referred to as “RTC”) 344, an input / output interface (I / O) (not shown), and the like.
  The CPU 341 executes processing for determining the production content based on various programs stored in the ROM 342 in advance. The ROM 342 stores various programs necessary for the CPU 341 to execute the above processing. The RAM 343 functions as a work area for the CPU 341. The data set in the RAM 343 when the CPU 341 executes various programs is output to the image / sound controller 302b and the lamp controller 302c at a predetermined timing.
  The effect control unit 302a functions to control the entire effect control unit 302 by executing the effect control program stored in the ROM 342 while the CPU 341 uses the RAM 343 as a work area. The effect control program is a program that performs a change effect using the effect symbol in correspondence with the change of the special symbol.
  The effect control program temporarily stops the reels 130a to 130c on the non-uniform symbol surfaces 212a to 212c according to the selected effect contents, and further rotates the reels 130a to 130c again to make a predetermined unified symbol surface 212a. After the actual stop at ~ 212c, a program for shifting to a specific effect such as super reach is included.
  The RTC 344 counts and outputs the actual time. The RTC 344 continues the clocking operation with a backup power source (not shown) even when the power of the pachinko gaming machine 100 is cut off. Note that the RTC 344 is not limited to the example in which the RTC 344 is arranged in the production control unit 302 such as the production control unit 302a, but may be arranged in the main control unit 301. Further, the RTC 344 may be arranged alone.
  In addition, an effect button 119 is connected to the effect control unit 302a, and data indicating that the effect button 119 has been operated (pressed) from the player is input. In addition, a cross key 120 is connected to the production control unit 302a, and data corresponding to the key selected by the player is input.
(2-2. Image / Audio Control Unit)
Next, the configuration of the image / sound controller 302b will be described. The image / audio control unit 302b includes a CPU 351, a ROM 352, a RAM 353, an input / output interface (I / O) (not shown), and the like.
  The CPU 351 executes image and sound generation and output processing. The ROM 352 stores a program for generating and outputting images and sounds, various image data such as background images, design images, and character images necessary for the processing, various sound data, and the like. The RAM 353 functions as a work area for the CPU 351 and temporarily stores image data to be displayed on the image display unit 104 and audio data to be output from the speaker 354.
  In other words, the image / sound control unit 302b executes various programs such as a synchronous production program stored in the ROM 352 while the CPU 351 uses the RAM 353 as a work area, and based on instructions from the production control unit 302a. Functions to control image and sound. The synchronization effect program is a program for controlling an image to be displayed on the image display unit 104 based on, for example, the stop state of the drive motor 201 detected by the lamp control unit 302c.
  Further, the CPU 351 executes various image processing and audio processing such as background image display processing, effect design variation / stop display processing, and character image display processing based on the instruction content instructed from the effect supervising unit 302a. At this time, the CPU 351 reads image data and audio data necessary for processing from the ROM 352 and writes them in the RAM 353.
  Image data such as background images and effect design images written in the RAM 353 is output to the image display unit 104 connected to the image / sound control unit 302b, and is superimposed on the display screen of the image display unit 104. . That is, the effect design image is displayed so as to be seen in front of the background image. When the background image and the design image overlap at the same position, the design image is given priority by referring to the Z value of the Z buffer of each image data by a known hidden surface removal method such as the Z buffer method. Remember me.
  The audio data written in the RAM 353 is output to the speaker 354 connected to the image / audio control unit 302b, and audio based on the audio data is output from the speaker 354.
(2-3. Lamp control unit)
Next, the configuration of the lamp control unit 302c will be described. The lamp control unit 302c includes a CPU 361, a ROM 362, a RAM 363, an input / output interface (I / O) (not shown), and the like. The CPU 361 executes a process for driving the drive motor 201, a process for detecting a stop state of the drive motor, a process for lighting various lamps, and the like. The ROM 362 stores a drive control program, a flag setting program, a lamp control program, a synchronous effect program, and the like necessary for executing the above processing. The RAM 363 functions as a work area for the CPU 361.
  The drive control program controls the drive rotation of the drive motor 201. When the reels 130a to 130c temporarily stop during a predetermined performance, the flag setting program sets a flag indicating the stopped symbol surface based on the detection result of the slits 213 of the reels 130a to 130c. The lamp control program is a program for controlling lighting of various lamps. The synchronization effect program is a program for controlling the reel lamps 365a to 365c based on the start of an image selected by the image / sound control unit 302b, for example.
  The lamp control unit 302c is connected to the effect light unit (frame lamp) 116, the panel lamps 137, 138, 139 (upper panel lamp 137, lower panel lamps 138, 139) and the reel lamp 365, and executes the above program. Thus, data for lighting control and data for operation control are output.
  The reel lamp 365 is provided for each of the reels 130a to 130c. Specifically, the reel lamp 365 includes a left reel lamp 365a, a middle reel lamp 365b, and a right reel lamp 365c. The lamp control unit 302 c is connected to the gimmick 135 and controls the operation of the gimmick 135. Further, the lamp control unit 302 c is connected to the photo sensor 214 and controls the drive motor 201 based on the detection result of the slit 213 by the photo sensor 214.
  The production control unit 302 is composed of different boards using the production control unit 302a, the image / sound control unit 302b, and the lamp control unit 302c, but these are incorporated on the same printed board. It may be configured. However, even when they are incorporated on the same printed circuit board, their functions are assumed to be independent.
(3. Prize ball control unit)
Next, the configuration of the winning ball control unit 303 will be described. The winning ball control unit 303 includes a CPU 371, a ROM 372, a RAM 373, an input / output interface (I / O) (not shown), and the like. The CPU 371 executes a prize ball control process for controlling a prize ball to be paid out. The ROM 372 stores programs necessary for the processing. The RAM 373 functions as a work area for the CPU 371.
  The prize ball control unit 303 is connected to a payout unit (payout drive motor) 381, a launch unit 382, a fixed position detection SW 383, a payout ball detection SW 384, a ball presence detection SW 385, and a full tank detection SW 386. .
  The winning ball control unit 303 controls the paying unit 381 to pay out the number of winning balls at the time of winning. The payout unit 381 includes a motor for paying out a predetermined number from the game ball storage unit. Specifically, the prize ball control unit 303 applies the game balls won to the payout unit 381 to each prize opening (the first start opening 105, the second start opening 106, the big prize opening 109, the normal winning opening 110). Control to pay out the corresponding number of prize balls.
  Further, the prize ball control unit 303 detects the operation of launching the game ball with respect to the launch unit 382 and controls the launch of the game ball. The launcher 382 launches a game ball for gaming, and includes a sensor that detects a game operation by the player, a solenoid that launches the game ball, and the like. When the prize ball control unit 303 detects a game operation by the sensor of the launch unit 382, the game ball 103 is intermittently fired by driving a solenoid or the like in response to the detected game operation, and the game area 103 of the game board 101 is played. A game ball is sent out.
  The prize ball control unit 303 is connected to various detection units for detecting the state of the game ball to be paid out, and detects the payout state for the prize ball. These detection units include a fixed position detection SW 383, a payout ball detection SW 384, a ball presence detection SW 385, a full tank detection SW 386, and the like. For example, the prize ball control unit 303 realizes its function by a prize ball control board.
  In addition, a panel external information terminal board 387 is connected to the main control unit 301, and various information executed by the main control unit 301 can be output to the outside. The prize ball control unit 303 is also connected to the frame external information terminal board 388, and can output various information executed by the prize ball control unit 303 to the outside.
  The main control unit 301, the effect control unit 302, and the prize ball control unit 303 having the above-described configuration are provided on different printed boards (main control board, effect control board, and prize ball control board). For example, the prize ball control unit 303 can be provided on the same printed circuit board as the main control unit 301.
(Functional configuration of pachinko machine)
Next, the functional configuration of the pachinko gaming machine 100 will be described with reference to FIG. FIG. 4A is a block diagram illustrating a functional configuration of the pachinko gaming machine 100. 4A, the effect control unit 302 of the pachinko gaming machine 100 includes an acquisition unit 401, a selection unit 402, an effect execution unit 403, and synchronous effect units 404b and 404c.
  First, in the present embodiment, the image display unit 104 variably displays the effect symbols in accordance with the special symbols that variably display the winning lottery results. In addition, the plurality of reels 130a to 130c of the drum 130 have a plurality of symbol surfaces 212 formed on the surface, and have a rotating structure to rotate. Note that the number of reels 130a to 130c is not limited to three and may be other numbers. The drum 130 is provided in the vicinity of the image display unit 104, but is not limited thereto, and may be provided in a place other than the vicinity of the image display unit 104.
  The acquisition unit 401 acquires information on the variation time of the special symbol from the main control unit 301. The selection unit 402 selects the effect content according to the variation time of the special symbol acquired by the acquisition unit 401. The effect execution unit 403 stops the reels 130 a to 130 c in accordance with the effect content selected by the selection unit 402, and then shifts to a specific effect using the image display unit 104. The specific performance is, for example, a super-reach with a high expectation, but is not limited to this. A pseudo continuous variation effect in which the effect symbol is changed a plurality of times in response to a single special symbol change, or a mode transition mode. It may be a transition effect.
  The effect execution unit 403 temporarily stops the reels 130a to 130c on the non-uniform pattern surface according to the effect content selected by the selection unit 402, and further rotates the reels 130a to 130c again (hereinafter referred to as “rotation”). ) To stop at a predetermined unified design surface, and then shift to a specific effect.
  The reel lamp 365 as the lighting means of the present invention lights up so as to light the reels 130a to 130c. The synchronized effect units 404b and 404c perform an effect of synchronizing the image on the image display unit 104 and the lighting of the reel lamp 365 controlled by the effect executing unit 403. The synchronization effect unit 404 is a functional unit included in the image / sound control unit 302b and the lamp control unit 302c. The point which produces | generates an effect is demonstrated concretely. When the reels 130a to 130c are stopped, the synchronous effect unit 404c of the lamp control unit 302c transmits a command indicating the stop of the reels 130a to 130c to the image / sound control unit 302b via the effect control unit 302a.
  When receiving the command, the synchronization effect unit 404b of the image / sound control unit 302b switches the image on the image display unit 104. Also, the synchronization effect unit 404b of the image / sound control unit 302b sends a command indicating the start of the change effect to the lamp control unit 302c via the effect control unit 302a at the start of the change effect corresponding to the start of the change of the special symbol. Send. When the synchronous effect unit 404c of the lamp control unit 302c receives the command indicating the start of the change effect, the lighting pattern of the reel lamps 365a to 365c is switched.
  When the reels 130a to 130c are temporarily stopped and finally stopped, the synchronization effect units 404b and 404c perform an effect of synchronizing the image on the image display unit 104 and the lighting of the reel lamps 365a to 365c. Specifically, the synchronization effect unit 404c of the lamp control unit 302c transmits a command to the image / audio control unit 302b to temporarily stop and stop the reels 130a to 130c when the reels 130a to 130c are temporarily stopped and stopped. At the same time, the reel lamps 365a to 365c are turned on at a predetermined timing. The synchronization effect unit 404b of the image / sound control unit 302b receives the command to stop and displays an image.
  In particular, the synchronization effect unit 404b of the image / sound control unit 302b is configured such that the reels 130a to 130c are reels from one area in the image display unit 104 when the reels 130a to 130c are permanently stopped on a predetermined symbol surface 212 (reference symbol surface 212a). Images directed to 130a to 130c are displayed on the image display unit 104. Specifically, this image is a lightning-like image (hereinafter referred to as “lightning flash image”), but is not limited to this as long as it is an image from one region in the image display unit 104 toward the reels 130a to 130c. Absent. For example, it may be a rippled image in which the ripples of water spread.
  The synchronization effect unit 404c of the lamp control unit 302c causes the reels 130a to 130c to be lit in synchronization with the image displayed on the image display unit 104 and continuous with the image. Specifically, the lighting is continuous with the lightning flash image. The reels 130a to 130c have lightning-like patterns formed on the surfaces of the reels 130a to 130c so that the reel lamps 365a to 365c can be turned on to produce an effect continuous with the image on the image display unit 104. The pattern formed on the surfaces of the reels 130 a to 130 c may be any pattern corresponding to the image on the image display unit 104.
  In the present embodiment, the upper board lamp 137 and the lower board lamps 138 and 139 are provided on the game board 101 in the vicinity of the image display unit 104. Also, the gimmick 135 as the movable accessory of the present invention is movable to the front surface of the image display unit 104.
  When the reels 130a to 130c are actually stopped, the synchronization effect units 404b and 404c emit light from the panel lamps 137 to 139, move the gimmick 135, the image on the image display unit 104, and turn on the reel lamps 365a to 365c. And make a synchronized production.
  The acquisition unit 401, the selection unit 402, and the effect execution unit 403 are realized by the CPU 341 of the effect control unit 302a. That is, the function of each unit is realized by the CPU 341 executing the effect control program. The synchronization effect unit 404b is realized by the CPU 351 of the image / sound control unit 302b. That is, the CPU 351 executes the synchronization effect program, thereby realizing the function of the synchronization effect unit 404b. Furthermore, the synchronization effect unit 404c is realized by the CPU 361 of the lamp control unit 302c. That is, the CPU 361 executes the synchronization effect program, thereby realizing the function of the synchronization effect unit 404c.
(Procedure showing the outline of this embodiment)
Next, a procedure showing an overview of the present embodiment will be described with reference to FIG. FIG. 4B is a flowchart illustrating an outline procedure of the present embodiment. In FIG. 4B, the production supervision unit 302a of the pachinko gaming machine 100 determines whether or not the production is a predetermined production (step S421). Specifically, the predetermined effect is an effect of temporarily stopping the reels 130a to 130c and then rotating and stopping the reels 130a to 130c again to shift to a specific effect such as super reach. If it is not a predetermined effect (step S421: No), the process is terminated.
  When it is a predetermined effect (step S421: Yes), the reels 130a to 130c are temporarily stopped on the non-uniform symbol surfaces 212a to 212c (step S422). Then, the reels 130a to 130c are finally stopped on the predetermined unified symbol surfaces 212a to 212c (step S423). Thereafter, the process is shifted to a specific effect such as super reach or mode shift effect (step S424), and the process is terminated.
(Outline of drum operation)
Next, an outline of the operation of the drum 130 will be described with reference to FIG. FIG. 5 is a schematic diagram showing the rotating state of the drum 130. In FIG. 5, the left reel 130a, which is a part of the configuration of the drum 130, will be described, but the middle reel 130b and the right reel 130c have the same configuration. FIG. 5 shows a cross section of the left reel 130a.
  As shown in FIG. 5, the left reel 130a rotates from the top to the bottom as viewed from the player, for example. The position at which the left reel 130a is stopped during a predetermined performance is set in advance by lottery. As shown in FIG. 5, assuming that the reference symbol surface 212a is located on the player side as the reference position, the position where the left reel 130a is stopped is the reference symbol, the first symbol surface rotated forward 120 ° from the reference position. It is one of the position of 212b and the position of the second pattern surface 212c rotated forward by 240 ° from the reference position.
  The slit 213 of the left reel 130a is detected, for example, when the left reel 130a is located at the reference position. When the drive motor 201 is stopped by controlling the drive motor 201, the number of steps based on the reference position is transmitted to the drive motor 201.
  Specifically, for example, when the basic step angle of the drive motor 201 is 0.60 °, when a 200-step control signal is output from when the slit 213 is detected at the reference position, the forward rotation is 120 °. Will be. At this time, the first design surface 212b is positioned on the player side.
  Similarly, when a control signal of 400 steps is output from the time when the slit 213 is detected at the reference position, it is rotated forward by 240 °. At this time, the 2nd pattern surface 212c will be in the state located in the player side. As described above, when the number of steps of the control signal output to the drive motor 201 is controlled using the slit 213 as a reference, the left reel 130a is stopped at an arbitrary stop timing by an operation input from the player. Even in such a case, the left reel 130a can be stopped at a predetermined position determined by lottery.
(Main processing executed by the main control unit)
Next, the main process executed by the main control unit 301 will be described with reference to FIG. FIG. 6 is a flowchart showing the contents of the main process executed by the main control unit 301. For example, the main process is started when the main control unit 301 is turned on, and is continuously executed while the main control unit 301 is activated.
  As shown in FIG. 6, in the main process, the main control unit 301 first waits for 1000 ms (step S601), and then permits access to the RAM 313 (step S602). When permitting access to the RAM 313, the main control unit 301 determines whether or not the RAM clear switch is ON (step S603).
  If the RAM clear switch is ON (step S603: Yes), the main control unit 301 clears the RAM (step S604). Here, RAM clear is a well-known technique and will not be described in detail. However, various information (for example, information indicating a gaming state) when the power supply previously stored in the RAM 313 is shut down is set to an initial state. It is.
  When the RAM is cleared, the main control unit 301 sets the work area at the time of clearing (step S605), and performs the initial setting of the peripheral part (step S606). Here, the peripheral portions are the effect control unit 302, the prize ball control unit 303, and the like. Initial setting of the peripheral part is performed by transmitting an initial setting command for instructing execution of the initial setting to each control unit. For example, the drum 130 stops at the reference symbol surface 212a by this initial setting.
  On the other hand, if the RAM clear switch is not ON (step S603: No), the main control unit 301 determines whether the backup flag is ON (step S607). If the backup flag is ON (step S607: Yes), the main control unit 301 determines whether the checksum is normal (step S608).
  If the checksum is normal (step S608: Yes), the main control unit 301 executes a recovery process (step S609). If the backup flag is not ON (step S607: No) or the checksum is not normal (step S608: No), the process proceeds to step S604 to clear the RAM.
  Next, the main control unit 301 sets a cycle (for example, 4 ms) of a built-in CTC (timer counter) (step S610). The main control unit 301 executes a timer interrupt process using the period set here. When the CTC cycle is set in step S610, the main control unit 301 executes power-off monitoring processing for monitoring power-off (step S611).
  When the power-off monitoring process is executed, the main control unit 301 updates the fluctuation pattern random number (step S612), and sets an interrupt prohibition setting for the timer interrupt process (step S613). Then, the main control unit 301 updates the initial value random number (step S614), performs the interrupt permission setting of the timer interrupt process (step S615), and proceeds to step S611. Thereafter, the main control unit 301 repeatedly executes the processing from step S611 to step S615.
  Next, processing contents during normal game play of the pachinko gaming machine 100 according to the present embodiment will be described.
(Timer interrupt processing)
First, the timer interrupt process performed by the main control unit 301 will be described with reference to FIG. FIG. 7 is a flowchart showing timer interrupt processing performed by the main control unit 301. The timer interrupt process is a process that interrupts the main process executed by the main control unit 301 every predetermined period (for example, 4 ms) during the power supply period.
  In FIG. 7, the CPU 311 of the main control unit 301 performs a random number update process (step S701). The random number update process is a process for updating each random number by incrementing each random number, such as a jackpot random number, a jackpot symbol random number, a reach random number, or the like.
  Thereafter, the first start port 105 or the second start port 106 is subjected to a switch process at the time of winning a prize (step S702). In the switch process, a game SW is detected by a gate SW process for acquiring a random number every time a game ball is detected by the gate SW 323 or a first start port SW 321 or a second start port SW 322 described later with reference to FIG. There is a start port SW process for acquiring a random number every time.
  Thereafter, symbol processing is performed (step S703). The symbol processing includes special symbol processing described later with reference to FIG. Furthermore, an electric accessory process is performed (step S704). The electric accessory process includes an electric chew process and a special prize opening process which will be described later with reference to FIG. Thereafter, a prize ball process is performed (step S705), and these output processes are performed (step S706).
(Start-up SW processing)
Next, the start port SW process included in the switch process shown in step S702 of FIG. 7 will be described with reference to FIG. FIG. 8 is a flowchart showing the start port SW process performed by the main control unit 301. In FIG. 8, the CPU 311 of the main control unit 301 determines whether or not the first start port SW321 of the first start port 105 is ON (step S801).
  When the first start port SW321 is OFF (step S801: No), the process proceeds to step S807. When the first start port SW321 is ON (step S801: Yes), it is determined whether or not the count value U1 of the first start port detection counter that has counted the number of detections of the first start port SW321 is smaller than “4”. (Step S802).
  When the count value U1 is “4” (step S802: No), the process proceeds to step S807. When the count value U1 is smaller than “4” (step S802: Yes), “1” is added to the count value U1 (step S803). Then, the random number is acquired, and the acquired random number is stored in the RAM 313 (step S804). The random number is a hit random number, a design random number, a reach random number, a variation pattern random number, or the like. The winning random number determines one of big hit, small hit, and loss. For example, one random number is randomly obtained from 300 random numbers “0” to “299”.
  The design random number determines the type of hit (per probability variation length, per normal length, per latent probability short, per suddenness short, per short time, etc.), for example, 250 random numbers from “0” to “249” A random number is randomly obtained from. The reach random number is a random number for determining whether or not a reach effect is to be performed. For example, one random number is randomly acquired from 250 random numbers “0” to “249”. The variation pattern random number is a random number for determining the variation pattern. For example, one random number is randomly acquired from 100 random numbers “0” to “99”.
  Each random number acquired as described above is stored in the RAM 313. The RAM 313 has a storage area for four reserved balls by winning the first start port 105. In this storage area, information indicating that the first start port 105 is won, information on winning random numbers, symbol random numbers, reach random numbers, variation pattern random numbers, and the like are stored.
  Thereafter, a preliminary determination process is performed using the random number acquired in step S804 (step S805). Specifically, in the prior determination process, a hit determination using a hit random number, a symbol determination using a design random number, a reach determination using a reach random number, and a variation pattern determination using a variation pattern random number are performed. Thereafter, a special 1 reserved ball number increase command is set to indicate that the number of reserved balls has increased due to winning at the first starting port 105 (step S806).
  Then, it is determined whether or not the second start port SW322 of the second start port 106 is ON (step S807). When the second start port SW322 is OFF (step S807: No), the process is terminated as it is. When the second start port SW322 is ON (step S807: Yes), it is determined whether or not the count value U2 of the second start port detection counter that has counted the number of detections of the second start port SW322 is smaller than “4”. (Step S808).
  When the count value U2 is “4” (step S808: No), the processing is ended as it is. When the count value U2 is smaller than “4” (step S808: Yes), “1” is added to the count value U2 (step S809). Each random number is acquired and the acquired random number is stored in the RAM 313 (step S810). The RAM 313 has a storage area for four reserved balls by winning the second starting port 106. In this storage area, information indicating that the winning is made to the second starting port 106, information on winning random numbers, symbol random numbers, reach random numbers, variation pattern random numbers, and the like are stored.
  Thereafter, a preliminary determination process is performed using the random number acquired in step S810 (step S811). Specifically, in the prior determination process, a hit determination using a hit random number, a symbol determination using a design random number, a reach determination using a reach random number, and a variation pattern determination using a variation pattern random number are performed. Thereafter, a special 2 reserved ball number increase command is set to indicate that the number of reserved balls has increased due to winning at the second starting port 106 (step S812).
(Special symbol processing)
Next, the special symbol process included in the symbol process shown in step S703 of FIG. 7 will be described with reference to FIG. FIG. 9 is a flowchart showing special symbol processing performed by the main control unit 301.
  In FIG. 9, the CPU 311 of the main control unit 301 determines whether or not the winning game flag is ON (step S901). The winning game flag is a flag that is set in the stop process shown in step S914. Specifically, the special game flag that is stopped indicates a big hit flag (long hit flag or short hit flag) or a small hit flag. There is a small hit flag indicating a hit.
  If the winning game flag is ON (step S901: Yes), the process is terminated as it is. If the winning game flag is OFF (step S901: No), it is determined whether or not the special symbol is changing (step S902). If the special symbol is changing (step S902: Yes), step S911 is determined. Migrate to If the special symbol is not fluctuating (step S902: No), is the count value U2 of the second start port detection counter indicating the number of special 2 reserved balls due to winning at the second start port 106 equal to or greater than "1"? It is determined whether or not (step S903).
  If the count value U2 is equal to or greater than “1” (step S903: Yes), a value obtained by subtracting “1” from the count value U2 is set as the new special 2 reserved ball number (step S904), and the process proceeds to step S907. In step S903, if the count value U2 is not equal to or greater than “1” (step S903: No), that is, if “U2 = 0”, the first start as the number of special 1-holding balls by winning the first start port 105 It is determined whether or not the count value U1 of the mouth detection counter is “1” or more (step S905).
  If the count value U1 is not equal to or greater than “1” (step S905: No), that is, if “U1 = 0”, the process is terminated as it is. If the count value U1 is equal to or greater than “1” (step S905: Yes), a value obtained by subtracting “1” from the count value U1 is set as the new special 1 reserved ball number (step S906), and the process proceeds to step S907.
  In step S907, a hit determination process is performed (step S907). The details of the winning determination process will be described later with reference to FIG. 10. The winning random number acquired when the game ball wins the first starting opening 105 or the second starting opening 106 is set to a predetermined winning random number. This is a process for determining whether or not they match.
  Note that, as shown in steps S903 to S906, the special 2 reserved ball due to winning at the second start port 106 is digested in preference to the special 1 reserved ball due to winning at the first start port 105. ing. Thereafter, variation pattern selection processing is performed (step S908). This variation pattern selection process is a process of selecting a variation pattern of a special symbol according to the determination result of the hit determination process, and details will be described later with reference to FIG.
  Thereafter, a change start command is set in the RAM 313 (step S909). Furthermore, the special symbol change is started (step S910). Then, it is determined whether or not the variation time selected by the variation pattern selection process has elapsed (step S911). If the fluctuation time has not elapsed (step S911: No), the process is terminated as it is.
  When the fluctuation time has elapsed (step S911: Yes), a fluctuation stop command is set (step S912), and the special symbol fluctuation is stopped (step S913). Thereafter, the stop process is executed (step S914), and the process ends. In the stop process, when the special symbol that is stopped indicates a win, the win flag indicating that it is a win is set to ON, or the short time flag indicating the short-time gaming state is set to the number of remaining games. This is a process of turning OFF in response.
(Winning judgment process)
Next, the winning determination process shown in step S907 of FIG. 9 will be described with reference to FIG. FIG. 10 is a flowchart showing a hit determination process performed by the main control unit 301. In FIG. 10, the CPU 311 of the main control unit 301 performs a hit random number determination process as to whether or not the hit random number acquired in the start port SW process (see FIG. 8) matches a preset hit random number (step). S1001). In the hit random number determination process, a hit random number determination table (not shown) is used.
  As a result of the hit random number determination process, it is determined whether or not the hit is a big hit (step S1002). When it is a big hit (step S1002: Yes), a big hit symbol random number determination process is performed using the big hit symbol random number determination table corresponding to the winning start ports 105 and 106 (step S1003). In the jackpot symbol random number determination process, a jackpot symbol random number determination table, not shown, is used to determine a jackpot type, such as a probability variable length, a normal length, or a latent probability short. Thereafter, the jackpot symbol is set (step S1004), and the process is terminated.
  If it is not a big hit in step S1002 (step S1002: No), it is determined whether or not it is a big hit (step S1005). When it is a small hit (step S1005: Yes), a small hit symbol random number determination process is performed using the small hit symbol random number determination table corresponding to the winning start ports 105 and 106 (step S1006). In the small hit symbol random number determination process, a small hit type is determined using a small hit symbol random number determination table (not shown).
  Then, a small hit symbol is set (step S1007), and the process is terminated. In step S1005, if it is not a small hit (step S1005: No), a lost symbol is set (step S1008), and the process is terminated.
(Change pattern selection process)
Next, the variation pattern selection process shown in step S908 of FIG. 9 will be described with reference to FIG. FIG. 11A is a flowchart illustrating the variation pattern selection process performed by the main control unit 301.
  In FIG. 11A, the CPU 311 of the main control unit 301 determines whether or not the winning includes the big hit and the small hit as a result of the hit determination process (step S1101). If it is a win (step S1101: Yes), either a big hit variation pattern table or a small hit variation pattern table is set according to the hit type (step S1102). The jackpot variation pattern table will be described later with reference to FIG.
  Then, a variation pattern random number determination process is performed using the set table (step S1103). As a result of the variation pattern random number determination process, the determined variation pattern is set (step S1104), and the process ends. In step S1101, if it is not a win (step S1101: No), a reach determination process for determining the presence or absence of reach is performed (step S1105).
  And it is determined whether it is reach (step S1106). If it is reach (step S1106: Yes), a reach variation pattern table, which will be described later with reference to FIG. If it is not reach (step S1106: No), a variation pattern table for losing described later with reference to FIG. 11-4 is set (step S1108), and the process proceeds to step S1103.
(Example of variation pattern table for jackpots)
Next, a jackpot variation pattern table that is set in step S1102 of FIG. 11-1 and used in the variation pattern random number determination process (see step S1103 of FIG. 11-1) will be described with reference to FIG. FIG. 11B is an explanatory diagram of an example of the big hit variation pattern table. The jackpot variation pattern table 1120 is a table used in the variation of special symbols when winning a jackpot.
  In the big hit variation pattern table 1120, the variation pattern includes, for example, five types of variation patterns P11 to P15 having different variation times. Specifically, the fluctuation pattern P11 is selected when the random number value acquired in the start port SW process (see step S804 and step S810 in FIG. 8) is “0 to 9”, and the fluctuation time is It is 50 seconds. The variation pattern P12 is selected when the random number value is “10 to 19”, and the variation time is 60 seconds.
  The variation pattern P13 is selected when the random number value is “20 to 39”, and the variation time is 70 seconds. The variation pattern P14 is selected when the random number value is “40 to 59”, and the variation time is 80 seconds. The fluctuation pattern P15 is selected when the random number value is “60 to 99”, and the fluctuation time is 90 seconds. Thus, in the case of a big hit, the variation pattern P15 having a long variation time is most easily selected.
(Example of reach variation pattern table)
Next, the reach variation pattern table that is set in step S1107 in FIG. 11A and used in the variation pattern random number determination process (see step S1103 in FIG. 11A) will be described with reference to FIG. FIG. 11C is an explanatory diagram of an example of the reach variation pattern table. The reach variation pattern table 1130 is a table used when a reach effect is performed.
  In the reach variation pattern table 1130, the variation pattern is composed of five types of variation patterns P21 to P23 having different variation times, like the big hit variation pattern table 1120. Specifically, the variation pattern P21 is selected when the random number value acquired in the start port SW process (see step S804 and step S810 in FIG. 8) is “0 to 39”, and the variation time It is 50 seconds.
  The variation pattern P22 is selected when the random number value is “40 to 59”, and the variation time is 60 seconds. The variation pattern P23 is selected when the random value is “60 to 79”, and the variation time is 70 seconds. The variation pattern P24 is selected when the random number value is “80 to 89”, and the variation time is 80 seconds. The fluctuation pattern P25 is selected when the random number value is “90 to 99”, and the fluctuation time is 90 seconds.
  Thus, in the case of reach loss, the fluctuation pattern P21 having the short fluctuation time is most easily selected. By using the jackpot variation pattern table 1120 and the reach variation pattern table 1130, the player can obtain a sense of expectation for the jackpot as the variation time is longer.
  In the big hit variation pattern table 1120 and the reach variation pattern table 1130, there are three types of variation patterns, but the present invention is not limited to this, and it is possible to employ 50 types or 100 types.
(Example of variation pattern table for loss)
Next, with reference to FIG. 11-4, the variation pattern table for loss that is set in step S <b> 1108 in FIG. 11-1 and used in the variation pattern random number determination process (see step S <b> 1103 in FIG. 11-1) will be described. FIG. 11D is an explanatory diagram of an example of the variation pattern table for loss. The variation pattern table 1140 for losing is a table used at the time of losing when the reach effect is not performed.
  In the variation pattern table 1140 for loss, the variation pattern includes three types of variation patterns P01 to P03 having different variation times. Specifically, the fluctuation pattern P01 is selected when the random number value acquired in the start port SW process (see step S804 and step S810 in FIG. 8) is “0 to 79”, and the fluctuation time is It is 12 seconds.
  The variation pattern P02 is selected when the random number value is “80 to 89”, and the variation time is 15 seconds. The variation pattern P03 is selected when the random number value is “90 to 99”, and the variation time is 15 seconds. In this way, even when lost, by selecting the variation patterns P02 and P03, it is possible to produce an effect that gives a sense of development to reach.
(Processing during stoppage)
Next, the stop process shown in step S914 of FIG. 9 will be described with reference to FIG. FIG. 12 is a flowchart showing the stop process performed by the main control unit 301. In FIG. 12, the CPU 311 of the main control unit 301 determines whether or not the time-saving flag indicating that the time-saving gaming state is ON (step S1201). The time reduction flag is a flag that is set in a game state setting process that will be described later with reference to FIG. When the time reduction flag is not ON (step S1201: No), the process proceeds to step S1205.
  When the time-short flag is ON (step S1201: Yes), a value obtained by subtracting “1” from the time-short game remaining number J is set as a new time-short game remaining number J (step S1202). The short-time game remaining number J indicates the remaining number of games in the short-time game state, and is a numerical value set to, for example, 100 times after a normal length or a short-time collision. The setting of the short time remaining game count J will be described later in the game state setting process (FIG. 14). Thereafter, it is determined whether or not the time-saving game remaining count J is 0 (step S1203).
  When the time-saving game remaining count J is 0 (step S1203: Yes), the time-saving flag is turned OFF (step S1204). When the time-shortage game remaining number J is not 0 (step S1203: No), the process proceeds to step S1205. In step S1205, it is determined whether or not a high probability flag indicating a high probability gaming state is ON (step S1205).
  When the high probability flag is OFF in step S1205 (step S1205: No), the process proceeds to step S1209. When the high probability flag is ON (step S1205: Yes), a value obtained by subtracting “1” from the high probability remaining game count X is set as a new high probability game remaining count X (step S1206).
  Specifically, the high probability remaining game count X indicates the remaining game count in the probability variation gaming state or the latent probability gaming state. A numeric value set to. The numerical value “10000” is a number determined for convenience in order to prevent the high-probability gaming state from being changed until the next jackpot is won. The setting of the high probability remaining game count X will be described later in the game state setting process (FIG. 14).
  Thereafter, it is determined whether or not the high probability game residual count X is 0 (step S1207). If the high probability game residual count X is 0 (step S1207: Yes), the high probability flag is turned OFF (step S1208). . When the high probability game remaining number X is not 0 (step S1207: No), the process proceeds to step S1209.
  In step S1209, it is determined whether or not the stopped special symbol is a big hit, and if it is not a big hit (step S1209: No), it is determined whether or not the stopped special symbol is a big hit (step S1210). If the stopped special symbol is not a small hit (step S1210: No), the process is terminated. When the stopped special symbol is a small hit (step S1210: Yes), the small hit game flag is turned ON (step S1211), and a winning opening is started (step S1212). Thereafter, an opening command is set (step S1213), and the process ends.
  In step S1209, if the stopped special symbol is a jackpot symbol (step S1209: Yes), it is determined whether or not the opening time of the big winning opening 109 in one round is a long hit (step S1214). When it is a long hit (step S1214: Yes), the long hit game flag is turned ON (step S1215), and the process proceeds to step S1217.
  When it is not long hit (step S1214: No), the short hit game flag is turned ON (step S1216), and the process proceeds to step S1217. In step S1217, the short time remaining game count J or the high probability remaining game count X is set to “0” (step S1217). Thereafter, the time reduction flag or the high probability flag is turned OFF (step S1218), and the process proceeds to step S1212.
  Note that the gaming state (probability changing gaming state, short-time gaming state, latent probability gaming state, normal gaming state) is represented by each flag in the above-described processing. Specifically, when both the short time flag and the high probability flag are ON, the probability variation gaming state is set, and when the short time flag is ON and the high probability flag is OFF, the short time game It is in a state. Further, when the time reduction flag is OFF and the high probability flag is ON, the latent probable gaming state is set. When both the hourly flag and the high probability flag are OFF, the game state is normal.
(Large winnings processing)
Next, with reference to FIG. 13, the special winning a prize opening process included in the electric accessory process shown in step S704 of FIG. 7 will be described. FIG. 13 is a flowchart showing the big prize opening process performed by the main control unit 301.
  In FIG. 13, the CPU 311 of the main control unit 301 determines whether or not the winning game flag is ON (step S1301). The hit game flag is a long hit game flag, a short hit game flag, or a small hit game flag set in the stop process shown in FIG.
  In step S1301, when the winning game flag is OFF (step S1301: No), the processing is ended as it is. When the winning game flag is ON (step S1301: Yes), it is determined whether or not the game is being opened (step S1302). Here, the opening means a predetermined time before the special winning opening 109 is opened.
  If it is during opening (step S1302: Yes), it is determined whether or not a predetermined opening time has passed (step S1303). If the opening time has not elapsed (step S1303: No), the process is terminated as it is.
  If the opening time has elapsed (step S1303: Yes), the round number / operation pattern setting process is executed (step S1304). In the round number / operation pattern setting process, the number of rounds corresponding to the winning game flag and the operation pattern of the special winning opening 109 are set. For example, in the case of a big hit, the number of rounds is set to 15 rounds. Further, in the case of long hits, an operation pattern of 30 seconds per round is set, and in the case of short hits, an operation pattern of 0.1 seconds per round is set. In the case of small hits, the number of rounds is set to one round, and an operation pattern is set in which one round is 0.1 seconds × 15 times.
  In step S1304, after the number of rounds / operation pattern setting process is executed, the winning count value C to the big winning opening 109 in each round is set to “0” (step S1305). Then, a value obtained by adding “1” to the round number R is set as a new round number R (step S1306). Thereafter, a round start command indicating that a round is to be started is set (step S1307). Further, the special winning opening solenoid 332 is controlled to start the operation of the special winning opening 109 (step S1308).
  Then, it is determined whether or not the operation time or the operation pattern has ended (step S1309). The end of the operation time means that a predetermined time (30 seconds or 0.1 second) elapses after the operation of the big prize opening 109 is started in the case of a big win. In the case of a small hit, the end of the operation pattern means that the operation pattern of 0.1 seconds × 15 times is completed.
  When the operation time or the operation pattern has not ended (step S1309: No), it is determined whether or not the winning count value C of the game ball to the big winning opening 109 is a specified number (for example, “10”) (step). S1310). When the winning count value C is a specified number (step S1310: Yes), the operation of the special winning opening 109 is ended (step S1311). When the winning count value C is not the prescribed number (step S1310: No), the processing is ended as it is.
  In step S1309, when the operation time or the operation pattern is completed (step S1309: Yes), the process proceeds to step S1311, and the operation of the special winning opening 109 is ended. In other words, in the case of a big win, the big winning opening 109 ends the operation when either one of the elapsed operating time or a predetermined number of winnings is satisfied.
  It should be noted that, in the case of a short hit such as a small hit or a latent big hit, since the operation time is set to 0.1 seconds, it is difficult to win a game ball in the big winning opening 109 during this time. That is, the small hits and short hits are hits with almost no prize balls.
  After the operation of the special winning opening 109 is finished in step S1311, it is determined whether or not the final round has been reached (step S1312). For example, if the round number R set in the round number setting process in step S1304 is 15, the final round is obtained when “round number R = 15”. Further, if the round number R set in the round number setting process is 1 round as in the case of small hitting, the final round is obtained when “round number R = 1”.
  If it is not the final round in step S1312, the process ends. When it is the final round (step S1312: Yes), ending is started (step S1313). Here, the ending refers to a predetermined production time after the end of the operation of the special winning opening 109.
  After starting ending in step S1313, an ending command is set (step S1314). Then, the round number R is set to “0” (step S1315), and it is determined whether the ending time has elapsed (step S1316). If the ending time has elapsed (step S1316: Yes), the game state setting process is executed (step S1317). The game state setting process will be described later with reference to FIG. Thereafter, the winning game flag is turned off (step S1318), and the process is terminated. If the ending time has not elapsed (step S1316: No), the process is terminated as it is.
  On the other hand, in step S1302, if the opening is not being performed (step S1302: No), it is determined whether or not the ending is being performed (step S1319). If it is ending (step S1319: YES), the process proceeds to step S1316. If it is not ending (step S1319: No), it is determined whether or not the special winning opening 109 is in operation (step S1320). When the special winning opening 109 is not in operation (step S1320: No), the process proceeds to step S1305. When the big prize opening 109 is operating (step S1320: Yes), the process proceeds to step S1309.
(Game state setting process)
Next, the game state setting process shown in step S1317 of FIG. 13 will be described with reference to FIG. FIG. 14 is a flowchart showing the game state setting process. In FIG. 14, the CPU 311 of the main control unit 301 determines whether or not it is a small hit (step S1401).
  When it is not a small hit (step S1401: No), it is determined whether or not it is a normal big hit (step S1402). There are two types of normal jackpots: long hits and sudden short hits. If it is a normal jackpot (step S1402: Yes), the hourly flag is turned ON (step S1403). Then, the time-saving game remaining count J is set to “100” (step S1404), and the process is terminated.
  If it is not a normal big hit (step S1402: No), it is determined whether or not a probable big hit (step S1405). Note that there are two types of probability variation big hits: probability variation length and sudden short hits. If it is a promising big hit (step S1405: Yes), the hourly flag is turned ON (step S1406), and the hourly game remaining number J is set to “10000” (step S1407). The value of “10000” is a number determined for convenience in order to prevent the gaming state from being changed until the next jackpot is won.
  Thereafter, the high probability flag is turned on (step S1408), the high probability remaining game count X is set to “10000” (step S1409), and the process is terminated. In step S1405, if it is not the probability variation big hit (step S1405: No), that is, if the latent probability is short hit, the process proceeds to step S1408. In step S1401, if it is a small hit (step S1401: Yes), the process is terminated as it is.
(Production main control processing)
Next, the effect main control process will be described with reference to FIG. FIG. 15 is a flowchart showing the contents of the effect main control process. The effect main control process shown in FIG. 15 is started when power is supplied to the effect control unit 302a, and is continuously performed while the effect control unit 302a is activated.
  As shown in FIG. 15, in the effect main control process, the effect supervising unit 302a first performs a predetermined initial setting (step S1501) and sets a CTC cycle (step S1502). Based on the CTC cycle set in step S1502, the effect supervising unit 302a interrupts and executes the effect timer interrupt process (see FIG. 16) described later with respect to the effect main control process.
  When the CTC cycle is set, the production supervision unit 302a performs a random number update process for updating various random numbers related to the production of the pachinko gaming machine 100 (step S1503), and thereafter repeats the process of step S1503. The random number updated in step S1503 includes, for example, a random effect selection random number used when a variable effect is selected.
(Production timer interrupt processing executed by the production control department)
Next, an effect timer interrupt process executed by the effect control unit 302a of the effect control unit 302 will be described with reference to FIG. FIG. 16 is a flowchart showing an effect timer interruption process executed by the effect supervision unit. This effect timer interruption process is a process in which the effect control unit 302a performs an interrupt operation to the effect main control process (see FIG. 15) executed by the effect control unit 302a every predetermined period (for example, 4 ms) during activation.
  In FIG. 16, the CPU 341 of the production control unit 302a executes a command reception process that is performed when a command is received from the main control unit 301 (step S1601). The command reception process will be described later with reference to FIGS. 17-1 and 17-2. Further, an effect button process performed when the effect button 119 is pressed (step S1602). The effect button process will be described later with reference to FIG. Then, a command transmission process for transmitting a command to the image / audio control unit 302b or the lamp control unit 302c is executed (step S1603), and the process ends.
(Command reception processing)
Next, details of the command reception process shown in step S1601 of FIG. 16 will be described using FIGS. 17-1 and 17-2. FIGS. 17A and 17B are flowcharts illustrating the command reception process executed by the effect supervising unit 302a. In FIGS. 17A and 17B, the CPU 341 of the production supervision unit 302a determines whether or not a variation start command indicating the variation start of the special symbol has been received from the main control unit 301 (step S1701). The change start command is a command set in the special symbol processing by the main control unit 301 (see step S910 in FIG. 9).
  In step S1701, when the change start command is not received (step S1701: No), the process proceeds to step S1703. When the change start command is received (step S1701: Yes), an effect selection process is executed (step S1702). Details of the effect selection process will be described later with reference to FIG.
  Thereafter, it is determined whether a target motor stop command has been received from the lamp controller 302c (step S1703). The target motor stop command indicates that the target reels 130a to 130c are to be stopped when the player uses the effect button 119 or performs the effective period of the effect button 119 when performing an effect using the drum 130. It is a command. Details of the target motor stop command will be described later in the motor stop process shown in FIG.
  When the target motor stop command is not received (step S1703: NO), the process proceeds to step S1705. When the target motor stop command is received (step S1703: Yes), the target motor stop command indicating that the drive motor 201 is stopped in order to cause the image / sound control unit 302b to perform an effect synchronized with the stop of the drive motor 201. Is set (step S1704).
  Thereafter, it is determined whether or not an all motor stop command has been received (step S1705). The all motor stop command is a command transmitted from the lamp control unit 302c when the reels 130a to 130c are all stopped and then the reels 130a to 130c are re-rotated and re-stopped to produce an effect. Details of the all motor stop command will be described later in the re-rotation process shown in FIG.
  If no motor stop command is received (step S1705: NO), the process proceeds to step S1707. When the all motor stop command is received (step S1705: Yes), all the motors indicating that all the drive motors 201 are stopped in order to cause the image / sound control unit 302b to perform an effect synchronized with the stop of the drive motor 201 again. A stop command is set (step S1706).
  Thereafter, it is determined whether or not a change stop command for stopping the effect symbol has been received from the main control unit 301 (step S1707). The change stop command is a command indicating change stop of a special symbol, and is a command set in the special symbol processing of the main control unit 301 (see step S912 in FIG. 9).
  When the fluctuation stop command is not received (step S1707: No), the process proceeds to step S1709. When the variation stop command is received (step S1707: Yes), the variation effect end process is executed (step S1708). The variation effect end process is a process of ending the effect mode according to the gaming state according to the number of times of variation.
  Thereafter, it is determined whether or not an opening command has been received from the main control unit 301 (step S1709). The opening command is a command set in step S1213 of the stop process shown in FIG. When the opening command is not received (step S1709: NO), the process proceeds to step S1711.
  When the opening command is received (step S1709: YES), a winning effect selection process is performed (step S1710). The winning effect selection process is a process of analyzing the opening command and selecting the contents of the winning effect. Thereafter, it is determined whether an ending command has been received from the main control unit 301 (step S1711). The ending command is a command set in step S1314 of the big prize opening process shown in FIG. If an ending command has not been received (step S1711: NO), the process proceeds to step S1713.
  When an ending command is received (step S1711: Yes), an ending effect selection process is performed (step S1712). The ending effect selection process is a process of analyzing the ending command and selecting the contents of the effect during the ending.
  Thereafter, it is determined whether or not a rotation request command has been received from the image / sound controller 302b (step S1713). The rotation request command is a command transmitted from the image / audio control unit 302b when performing an effect using the drum 130 that can be developed into a super reach. Details of the rotation request command will be described later in the image / audio control processing shown in FIGS. 21A and 21B.
  When the rotation request command has not been received (step S1713: No), the process is terminated as it is. When the rotation request command is received (step S1713: Yes), the rotation request command is set in order to cause the lamp control unit 302c to perform a drum effect synchronized with the image (step S1714), and the process ends.
(Direction button processing)
Next, details of the effect button process shown in step S1602 of FIG. 16 will be described using FIG. FIG. 18 is a flowchart showing the effect button process performed by the effect control unit 302a. In FIG. 18, the CPU 341 of the effect supervising unit 302a determines whether or not the effect button 119 is ON (step S1801). If the effect button 119 is OFF (step S1801: No), the process ends as it is. If the effect button 119 is ON (step S1801: Yes), an effect button command is set (step S1802), and the process ends.
(Direction selection process)
Next, details of the effect selection process shown in step S1702 of FIG. 17A will be described with reference to FIG. FIG. 19 is a flowchart showing the effect selection process executed by the effect supervising unit 302a. In FIG. 19, the CPU 341 of the production supervision unit 302a analyzes the change start command (step S1901). In step S1901, specifically, the gaming state of the main control unit 301, whether it is a win or not, or whether it is a reach or the like is analyzed. Thereafter, the mode flag is referred to (step S1902).
  The mode flag is a flag that is set corresponding to each effect mode. For example, the mode flag of the normal mode set in the normal gaming state is “0”, the mode flag of the probability change mode set in the high probability short-time gaming state is “1”, and the time-short mode set in the low-probability short gaming state. The mode flag is “2”.
  Thereafter, a variation effect pattern selection process is executed (step S1903). The variation effect pattern selection process is a process of selecting one of a plurality of types of effects prepared in advance. Specifically, using the information indicating the variation time of the special symbol obtained by analyzing the variation start command, an effect having the same reproduction time as this variation time is selected. As a result, the effect symbol is variably displayed in accordance with the change display of the special symbol, and the effect symbol is stopped and displayed in accordance with the stop display of the special symbol. In the present embodiment, in the variation effect pattern selection process, a variation effect is selected using a variation effect pattern table described later in FIGS. 20-1, 20-2, and 20-3.
  After performing step S1903, a variation effect start command indicating the start of variation of the effect symbol is set (step S1904), and the process ends. The variation effect start command is transmitted to the image / sound control unit 302b and the lamp control unit 302c in the command transmission process shown in step S1603 of FIG.
(Variation production pattern table for jackpot and fluctuation production pattern table for reach)
FIG. 20A is an explanatory diagram of an example of a jackpot variation effect pattern table. The jackpot variation effect pattern table 2010 shown in FIG. 20A is a table used in the case of a jackpot. FIG. 20B is an explanatory diagram of an example of the reach variation effect pattern table. The reach variation effect pattern table 2020 illustrated in FIG. 20B is a table used in the case of reach. Here, for convenience of explanation, during the big hit and the reach, an effect using the drum 130 is mainly performed.
  The reach variation effect pattern table 2020 is different from the jackpot variation effect pattern table 2010 in that the variation pattern is different, but the contents of the effect are the same as the jackpot variation effect pattern table 2010. Is omitted.
  For example, when the variation pattern of the special symbol of the main control unit 301 is P11, EP11 is selected as the production pattern, and the content of the fluctuation production is “normal reach”. In the case of normal reach, an effect using the drum 130 is not performed. When the variation pattern of the special symbol is P12, EP12 is selected as the production pattern, and the content of the production of the variation is “Fu Lin volcano SP (super reach)”.
  The effect of “Fubayashi Volcano SP” is an effect that develops into super reach after each reel 130a to 130c stops at the second pattern surface 212c. Note that the second design surface 212c is specifically that the left reel 130a stops at "wind", the middle reel 130b stops at "forest", and the right reel stops at "fire".
  When the variation pattern of the special symbol is P13, EP13 is selected as the production pattern, and the content of the fluctuation production is “Musou SP (Super Reach)”. The “Musou SP” effect is an effect that develops into super reach after all the reels 130a to 130c stop on the first design surface 212b of “Musou”.
  Further, when the variation pattern of the special symbol is P14, EP14 is selected as the production pattern, and the content of the production of the variation is “Fu Lin volcano SP not established → SP (super reach)”. The effect of “Fuilin volcano SP failure → SP” is that when stopping each reel 130a to 130c, the second pattern surface 212c of “wind”, “forest”, “fire” is not stopped, and then each reel This is the effect of re-rotating 130a to 130c and stopping again at the reference symbol surface 212a, and then entering the super reach. When each reel 130a to 130c is positioned on the reference symbol surface 212a, a lightning flash effect synchronized with the image display unit 104 is performed.
  Although the lightning flash effect will be described later with reference to FIG. 37, the gimmick 135 is lowered, the upper panel lamp 137 is turned on, the lightning image is displayed from the image display unit 104, the left reel lamp 365a and the right reel lamp 365c. The lightning mark is turned on and the lower panel lamps 138 and 139 are turned on in order to make the lightning appear to fall.
  Further, for example, when the variation pattern of the special symbol is P15, EP15 is selected as the production pattern, and the content of the production of the variation is “Musou SP not established → SP (super reach)”. In the production of “Musou SP not established → SP”, when stopping the reels 130a to 130c, the stop of the first symbol surface 212b of “Musou” is not established, and then the reels 130a to 130c are re-rotated, and the reference symbols are re-rotated. After stopping again on the surface 212a, it is an effect to enter the super reach. When each reel 130a to 130c is positioned on the reference symbol surface 212a, a lightning flash effect synchronized with the image display unit 104 is performed.
(Variation production pattern table for lose)
FIG. 20C is an explanatory diagram of an example of the variation effect pattern table for loss. The loss variation effect pattern table 2030 shown in FIG. 20C is a table used when there is a loss.
  For example, when the variation pattern of the special symbol is P01, EP01 is selected as the production pattern, and the content of the fluctuation production is “normal lose”. Further, when the variation pattern of the special symbol is P02, EP02 is selected as the production pattern, and the content of the fluctuation production is “Fu Lin volcano SP not established”. The effect of “Fenglin volcano SP not established” is that when the reels 130a to 130c are stopped, the stop of the second pattern surface 212c of “wind”, “forest” and “fire” is not established, and then each reel 130a to 130c. This is an effect that does not rotate 130c again.
  Furthermore, when the variation pattern of the special symbol is P03, EP03 is selected as the production pattern, and the content of the production of the variation is “Musou SP not established”. The “Musou SP not established” effect is an effect in which when the reels 130 a to 130 c are stopped, the stop of the “Musou” first design surface 212 b is not established, and then the reels 130 a to 130 c are not rotated again.
(Image / sound control processing)
Next, the processing procedure of the image / sound control process performed by the image / sound control unit 302b will be described with reference to FIGS. The image / sound control process is a process performed by the image / sound control unit 302b every predetermined cycle (for example, 33 msec). FIGS. 21A and 21B are flowcharts illustrating the image / sound control process performed by the image / sound control unit 302b.
  21A and 21B, the CPU 351 of the image / sound controller 302b determines whether or not the variation effect flag indicating that the variation effect is being performed is ON (step S2101). When the variation effect flag is ON (step S2101: Yes), the process proceeds to step S2108.
  When the variation effect flag is OFF (step S2101: No), it is determined whether a variation effect start command has been received (step S2102). The change production start command is a command set in the production selection process (see step S1904 in FIG. 19) of the production supervision unit 302a. If the change effect start command has not been received (step S2102: No), the process is terminated as it is.
  In step S2102, when the change effect start command is received (step S2102: Yes), the effect pattern included in the change effect start command is referred to (step S2103), and an effect image is created (step S2104). And it is determined whether it is a drum effect using the reels 130a-130c (step S2105). When it is not a drum effect (step S2105: No), it transfers to step S2107.
  If it is a drum effect (step S2105: Yes), a rotation request command for rotating the drive motor 201 is set in the lamp control unit 302c via the effect control unit 302a (step S2106). Then, the effect display control is started (step S2107), and the variable effect flag is turned ON (step S2108). Thereafter, effect execution processing is performed (step S2109). In addition, it is possible to perform an effect in which the image and the reel lamps 365a to 365c are synchronized by transmitting a rotation request command to the lamp control unit 302c at the start of the image effect.
  Then, it is determined whether a target motor stop command indicating that the specific drive motor 201 is stopped is received from the lamp control unit 302c via the production control unit 302a (step S2110). When the target motor stop command is not received (step S2110: No), the process proceeds to step S2112. When the target motor stop command is received (step S2110: Yes), an effect image display process for displaying an effect image at a predetermined timing is performed together with the stop of the drive motor 201 (stop of the reels 130a to 130c). (Step S2111). Since the effect image is displayed after the drive motor 201 is stopped, an effect of synchronizing the stop of the drive motor 201 and the display of the effect image is performed.
  Thereafter, whether or not an all-motor stop command indicating that the reels 130a to 130c that are not positioned on the reference symbol surface 212a are re-rotated and stopped again is received from the lamp control unit 302c via the production control unit 302a. Is determined (step S2112). When all motor stop commands are not received (step S2112: No), the process proceeds to step S2114. When the all motor stop command is received (step S2112: Yes), a lightning flash image display process is executed to display a lightning flash image at a predetermined timing (step S2113). Since the lightning flash image is displayed after all the drive motors 201 are stopped, an effect of synchronizing the stop of the drive motor 201 and the display of the lightning flash image is performed.
  Then, it is determined whether or not to end the variation effect (step S2114). If the variation effect is not ended (step S2114: No), the process ends. When the variation effect is finished (step S2114: Yes), the variation effect flag is turned OFF (step S2115). Then, a variation effect end process is performed (step S2116), and the process ends.
(Motor control processing)
Next, the content of the motor control process performed by the lamp control unit 302c will be described with reference to FIG. FIG. 22A is a flowchart illustrating a motor control process performed by the lamp control unit 302c. The motor control process is a process performed by the lamp control unit 302c every predetermined cycle (for example, 33 msec).
  22A, the CPU 361 of the lamp control unit 302c determines whether or not a rotation request command has been received from the image / sound control unit 302b via the production control unit 302a (step S2201). When a rotation request command is received (step S2201: Yes), a stop symbol surface selection process for selecting a symbol surface to be stopped is executed (step S2202). Then, a rotation execution process for rotating and stopping the reels 130a to 130c is performed (step S2203), and the process ends. The rotation execution process will be described later with reference to FIG.
(Processing during rotation execution)
Next, details of the rotation execution process shown in step S2203 of FIG. 22-1 will be described with reference to FIG. FIG. 22-2 is a flowchart illustrating a rotation execution process performed by the lamp control unit 302c. This rotation-in-execution process is a process in which each reel 130a to 130c is stopped one by one by the operation input from the player using the effect button 119 or the expiration of the effective period of the effect button 119. In other words, the rotation execution process is a process performed for each of the reels 130a to 130c when the reels 130a to 130c are stopped, for example, when three of the reels 130a to 130c are executing rotation.
  In FIG. 22-2, the CPU 361 of the lamp controller 302c determines whether or not a stop process flag indicating that a motor stop process in step S2215 to be described later is performed is ON (step S2211). When the stop processing flag is ON (step S2211: Yes), the process proceeds to step S2215. If the stop processing flag is OFF (step S2211: No), it is determined whether or not the effective period of the effect button 119 has passed (step S2212). When the effective period of the effect button 119 has passed (step S2212: Yes), the process proceeds to step S2214.
  If the effective period of the effect button 119 has not elapsed (step S2212: No), it is determined whether an effect button command has been received (step S2213). The effect button command is a command set in the effect button process (see step S1802 in FIG. 18).
  When the effect button command is not received (step S2213: No), the process is terminated as it is. When the effect button command is received (step S2213: Yes), the stop process flag is turned on (step S2214), the motor stop process is performed (step S2215), and the process is terminated. Details of the motor stop process will be described later with reference to FIG.
(Motor stop processing)
Next, details of the motor stop process shown in step S2215 of FIG. 22-2 will be described with reference to FIG. FIG. 23 is a flowchart showing a motor stop process performed by the lamp controller 302c.
  In FIG. 23, the CPU 361 of the lamp control unit 302c determines whether or not the reel stop operation for stopping the rotating drum 130 is being performed when the reference position (the slit 213 in FIG. 2-1) has already been detected. Is determined (step S2301). When the reel stop operation is being performed (step S2301: Yes), the process proceeds to step S2305.
  When the reel stop operation is not in progress (step S2301: No), it is determined whether or not the reference position (slit 213 in FIG. 2-1) has been detected by the photosensor 214 (step S2302). If the reference position is not detected (step S2302: No), the process is terminated as it is. If the reference position is detected (step S2302: YES), the number of motor steps is set (step S2303).
  Note that the symbol surface to be stopped is determined in advance by the stop symbol surface selection process (see step S2202 in FIG. 22-1). The number of steps is 0 step when stopping at the reference symbol surface 212a, 200 steps when stopping at the first symbol surface 212b, and 400 when stopping at the second symbol surface 212c. It is a step.
  Thereafter, the reel stop operation is started based on the set number of steps (step S2304). Then, it is determined whether or not the reels 130a to 130c being stopped are stopped (step S2305). Note that the determination in step S2305 is specifically performed by determining whether or not transmission of a control signal when driving the drive motor 201 is stopped.
  If the reels 130a to 130c being stopped are not stopped (step S2305: No), the processing is ended as it is. When the reels 130a to 130c being stopped are stopped (step S2305: Yes), a target motor stop command indicating that one of the reels 130a to 130c is to be stopped is set (step S2306). The image / sound controller 302b receives the target motor stop command and outputs an effect image (see step S2111 in FIG. 21-2).
  Thereafter, the stop process flag indicating that the motor stop process is to be performed is turned OFF (step S2307), and the stopped symbol surfaces 212a to 212c are set as a flag (step S2308). This flag is one of “0”, “1”, and “2” indicating the symbol surfaces 212a to 212c, and details will be described later with reference to FIG.
  Thereafter, a blinking flag for blinking the reel lamps 365a to 365c is turned ON (step S2309). The blinking flag is a flag for blinking the reel lamps 365a to 365c corresponding to the stopped reels 130a to 130c as the reels 130a to 130c are stopped. Thereafter, it is determined whether or not the motor stop processing for all the reels 130a to 130c has been completed (step S2310).
  When the motor stop process for all the reels 130a to 130c has not been completed (step S2310: No), the process ends as it is. In this case, the rotation execution process (see FIG. 22-2) and the motor stop process are performed on the reel 130b or the reel 130c to be stopped next. When the motor stop processing for all the reels 130a to 130c is completed (step S2310: Yes), it is determined whether or not the effect pattern is EP14 or EP15 (see FIGS. 20-1 and 20-2) (step S2311). . Note that EP14 is a fluctuating content of “Fuilin volcano SP not established → SP (super reach)”, and EP15 is “Musou SP not established → SP (super reach)”.
  When the effect pattern is not EP14 or EP15 (step S2311: No), the process is ended as it is. When the effect pattern is EP14 or EP15 (step S2311: Yes), the re-rotation flag for rotating the reels 130a to 130c again is set to ON (step S2312), and the process ends.
  Note that the motor stop process described above is performed for each reel 130a to 130c when each of the reels 130a to 130c is stopped when the three reels 130a to 130c are being rotated, as in the rotation execution process. This is a process that is performed. That is, the flag setting of the symbol surface 212 shown in step S2308 is performed for each of the reels 130a to 130c.
(An example of flag setting table)
Next, with reference to FIG. 24, an example of a flag setting table used when setting the flags on the symbol surfaces 212a to 212c (see step S2308 in FIG. 23) will be described. FIG. 24 is an explanatory diagram showing an example of a flag setting table. In FIG. 24, a flag setting table 2400 shows flags corresponding to the symbol surface 212.
  Specifically, the flag indicating that the symbol surface 212 indicates the reference symbol surface 212a is “0”. The flag indicating that the design surface 212 indicates the first design surface 212b is "1". The flag indicating that the design surface 212 indicates the second design surface 212c is “2”. In this way, by setting the flag for the stopped symbol surface 212, the effect button 119 is pressed at an arbitrary timing, and even when the reels 130a to 130c are stopped at an arbitrary timing, which symbol surface is selected. It is possible to identify whether the vehicle is stopped at 212a to 212c.
  Each flag is associated with the number of pulses. When the reels 130a to 130c are rotated again, the number of pulses is output to the drive motor 201, whereby each reel 130a to 130c can be stopped on the reference symbol surface 212a.
(Re-rotation process)
Next, the re-rotation process will be described with reference to FIG. FIG. 25 is a flowchart showing a re-rotation process performed by the lamp control unit 302c. The re-rotation process is a process performed by the lamp control unit 302c every predetermined cycle (for example, 33 msec).
  In FIG. 25, the CPU 361 of the lamp controller 302c determines whether or not the re-rotation flag is ON (step S2501). The re-rotation flag is a flag set in the motor stop process (see step S2312 in FIG. 23).
  If the re-rotation flag is OFF (step S2501: No), the process is terminated as it is. When the re-rotation flag is ON (step S2501: Yes), it is determined whether or not the motor rotation flag indicating that the drive motor 201 is re-rotating is ON (step S2502). When the motor rotation flag is ON (step S2502: Yes), the process proceeds to step S2507.
  When the motor rotation flag is OFF (step S2502: No), it is determined whether it is the start timing of re-rotation (step S2503). When there is no re-rotation start timing (step S2503: No), the processing is terminated as it is. When it is the re-rotation start timing (step S2503: Yes), the stop flag indicating the stopped symbol surface 212 is referred to (step S2504). The stop flag is a flag set in the motor stop process (see step S2308 in FIG. 23 and flag setting table 2400 in FIG. 24).
  Then, using the number of pulses associated with the referenced flag, the number of motor steps is set for each drive motor 201 in order to rotate each reel 130a to 130c on the reference symbol surface 212a (step S2505). If it has already stopped at the reference symbol surface 212a, 0 step is set, and if it has stopped at the first symbol surface 212b, 200 steps are set, and at the second symbol surface 212c. If it is stopped, 400 steps are set.
  Thereafter, a motor rotation flag indicating that the drive motor 201 is rotating again is turned ON (step S2506), and it is determined whether or not the drive motor 201 is stopped (step S2507). If the drive motor 201 is not stopped (step S2507: No), the process is terminated as it is. When the drive motor 201 is stopped (step S2507: Yes), an all-motor stop command indicating that the reels 130a to 130c have been rotated again is set (step S2508). The image / sound controller 302b receives this all motor stop command and outputs a lightning flash image (see step S2113 in FIG. 21-2).
  Thereafter, the stop flag is set to 0 (step S2509), and the motor rotation flag is turned OFF (step S2510). Further, the re-rotation flag is turned off (step S2511). Then, the lightning lighting flag for performing the lightning flash effect is turned ON (step S2512), and the process is terminated.
(Reel lamp control processing)
Next, the reel lamp control process will be described with reference to FIG. FIG. 26 is a flowchart showing a reel lamp control process performed by the lamp controller 302c. The reel lamp control process is a process performed by the lamp control unit 302c every predetermined cycle (for example, 33 msec).
  In FIG. 26, the CPU 361 of the lamp control unit 302c determines whether or not a rotation request command is received from the image / sound control unit 302b via the effect supervision unit 302a (step S2601). The rotation request command is a command set in the image / sound control process by the image / sound controller 302b (see step S2106 in FIG. 21-1).
  When the rotation request command is received (step S2601: Yes), a reel lamp lighting pattern selection process for selecting a lighting pattern of the reels 130a to 130c is performed (step S2602). Then, the selected reel lamp lighting pattern is set (step S2603), and the reel lamp flag indicating that the reel lamp 365 is being lit is turned ON (step S2604).
  Thereafter, a reel lamp lighting process is performed (step S2605). Since the reel lamp lighting effect is performed when the rotation request command is received from the image / sound control unit 302b, it is possible to perform an effect in which the image and the reel lamps 365a to 365c are synchronized. It has become.
  Thereafter, it is determined whether or not a blinking flag for blinking the reel lamp 365, which is set to ON when the reels 130a to 130c are stopped, is ON (step S2606). The blinking flag is a flag set in the motor stop process (see step S2309 in FIG. 23). When the blinking flag is ON (step S2606: Yes), a lighting pattern change process that is a process for switching the lighting pattern of the target reel lamp 365 is executed (step S2607).
  The lighting pattern after the change is, for example, blinking of the reel lamp 365. Note that the blinking flag is turned on when the target reels 130a to 130c are stopped (see FIG. 23), so that the lighting pattern can be changed when the reels 130a to 130c are stopped. ing. Thereby, the stop of the drive motor 201 and the change of the lighting pattern can be synchronized.
  Thereafter, the blinking flag is turned off (step S2608). Then, it is determined whether or not the drum effect has ended in order to determine whether or not the effect period using the reels 130a to 130c has ended (step S2609).
  When the drum effect is finished (step S2609: Yes), the reel lamp extinguishing process is performed (step S2610), the reel lamp flag is turned off (step S2611), and the process is terminated.
  If the rotation request command is not received in step S2601 (step S2601: No), it is determined whether or not the reel lamp flag indicating that the lighting effect of the reel lamp 365 is on is ON (step S2612). If the reel lamp flag is ON (step S2612: YES), the process proceeds to step S2605. If the reel lamp flag is OFF (step S2612: No), the process is terminated as it is.
  In step S2606, when the blinking flag is OFF (step S2606: No), it is determined whether or not the lightning lighting flag for performing the lightning flash effect is ON (step S2613). The lightning lighting flag is a flag set in the re-rotation process (see step S2512 in FIG. 25). When the lightning lighting flag is OFF (step S2613: No), the processing is ended as it is.
  If the lightning lighting flag is ON (step S2613: Yes), a lightning lighting process for lighting the reference symbol surface 212a of the left reel lamp 365a and the right reel lamp 365c is executed at a predetermined timing (step S2614). The lightning lighting flag is turned off (step S2615), and the process is terminated. Since the lightning lighting process is performed when the lightning lighting flag is ON (see step S2512 in FIG. 25), that is, after the driving motor 201 is rotated again and stopped again, the driving motor 201 An effect that synchronizes re-stop and lighting of the reel lamp 365 is performed.
(Panel lamp control processing)
Next, the panel lamp control process will be described with reference to FIG. FIG. 27A is a flowchart illustrating a panel lamp control process performed by the lamp control unit 302c. The panel lamp control process is a process performed by the lamp control unit 302c every predetermined cycle (for example, 33 msec).
  In FIG. 27A, the CPU 361 of the lamp controller 302c determines whether or not the lightning lighting flag for performing the lightning flash effect is ON (step S2701). The lightning lighting flag is a flag set in the re-rotation process (see step S2512 in FIG. 25). When the lightning lighting flag is OFF (step S2701: No), the process is ended as it is.
  If the lightning lighting flag is ON (step S2701: YES), a lightning lighting process for sequentially lighting the upper panel lamp 137 and the lower panel lamps 138, 139 is executed at a predetermined timing (step S2702), and the process is performed. finish. The lightning lighting process for the panel lamps 137 to 139 is performed when the lightning lighting flag is ON, that is, after the drive motor 201 is rotated again and stopped again (see step S2512 in FIG. 25). ), An effect of synchronizing the stop of the drive motor 201 and the lighting of the panel lamps 137 to 139 is performed.
(Gimmick control processing)
Next, a gimmick control process for operating the gimmick 135 will be described with reference to FIG. FIG. 27-2 is a flowchart illustrating a gimmick control process performed by the lamp control unit 302c. The gimmick control process is a process performed by the lamp control unit 302c every predetermined cycle (for example, 33 msec).
  In FIG. 27-2, the CPU 361 of the lamp controller 302c determines whether or not the gimmick 135 is descending (step S2721). The gimmick 135 is rising during normal times. When the gimmick 135 is descending (step S2721: YES), the process proceeds to step S2724.
  If the gimmick 135 is not descending (step S2721: NO), it is determined whether or not the lightning lighting flag for performing the lightning flash effect is ON (step S2722). When the lightning lighting flag is OFF (step S2722: No), the processing is ended as it is. When the lightning lighting flag is ON (step S2722: Yes), a gimmick lowering process for lowering the gimmick 135 at a predetermined timing is executed (step S2723).
  Then, it is determined whether or not a predetermined time has elapsed since the gimmick 135 descended (step S2724). If the predetermined time has not elapsed (step S2724: NO), the process is terminated as it is. When the predetermined time has elapsed (step S2724: YES), a gimmick raising process for raising the gimmick 135 is executed (step S2725), and the process is terminated.
  Since the descent operation with respect to the gimmick 135 is performed when the lightning lighting flag is ON (see step S2512 in FIG. 25), that is, after the drive motor 201 is re-rotated and stopped again, the drive motor An effect that synchronizes the re-stop of 201 and the descending operation of the gimmick 135 is performed.
(Example of production when stopping the drum)
Next, an example of effects when stopping the reels 130a to 130c will be described with reference to FIGS. The effects described with reference to FIGS. 28 to 33 include display of an effect image in the image / sound control process (see step S2111 in FIG. 21-2) and blinking of the target reel in the reel lamp control process (see FIG. 26). This shows an example such as step S2607).
  28 and 29 are explanatory diagrams showing an example of effects when the left reel 130a is stopped. In FIG. 28, the image display unit 104 displays a variation effect based on the effect symbol. Further, the reels 130a to 130c are rotating. The image display unit 104 displays a guidance image 2801 that prompts the player to press the effect button 119 in order to stop the left reel 130a. When the player presses the effect button 119 on this display screen, the process proceeds to the effect shown in FIG.
  In the effect shown in FIG. 29, only the left reel 130a is stopped among the reels 130a to 130c. When the left reel 130a stops, as indicated by reference numeral 2901, the left reel lamp 365a blinks to emphasize that the left reel 130a has stopped. The left reel lamp 365a blinks, for example, so that the flame is burning up.
  Further, an effect image 2902 is displayed on the image display unit 104, and the stop of the left reel 130a is further emphasized. For example, an effect image 2902 expressing a flame is displayed adjacent to the reels 130a to 130c, and the reels 130a to 130c and the effect image 2902 are integrated to produce an effect as if the reel 130a is burning up.
  30 and 31 are explanatory diagrams showing an example of effects when the middle reel 130b is stopped. In FIG. 30, the image display unit 104 displays a variation effect based on the effect symbol. Further, the middle reel 130b and the right reel 130c are rotating. The image display unit 104 displays a guidance image 2801 that prompts the player to press the effect button 119 in order to stop the middle reel 130b. When the player presses the effect button 119 on this display screen, the process proceeds to the effect shown in FIG.
  In the effect shown in FIG. 31, the middle reel 130b is stopped. When the middle reel 130b stops, as indicated by reference numeral 2901, the middle reel lamp 365b blinks to emphasize that the middle reel 130b has stopped. Further, an effect image 2902 is displayed on the image display unit 104, and the stop of the middle reel 130b is further emphasized. The left reel 130a has the “wind” on the second symbol surface 212c stopped, while the middle reel 130b has the six-monkey mark on the reference symbol surface 212a stopped. At this point, it becomes clear that “wind”, “forest”, and “fire” are unsatisfactory and are inconsistent.
  32 and 33 are explanatory views showing an example of effects when the right reel 130c is stopped. In FIG. 32, the image display unit 104 displays a variation effect by an effect symbol. Further, only the right reel 130c is rotating. The image display unit 104 displays a guidance image 2801 that prompts the player to press the effect button 119 in order to stop the right reel 130c. When the player presses down the effect button 119 on this display screen, the process proceeds to the effect shown in FIG.
  In the effect shown in FIG. 33, the right reel 130c is stopped. When the right reel 130c stops, as indicated by reference numeral 2901, the right reel lamp 365c blinks to emphasize that the right reel 130c has stopped. Further, an effect image 2902 is displayed on the image display unit 104, and the stop of the right reel 130c is further emphasized. Note that the “wind” on the second symbol surface 212c stops on the left reel 130a, the six-cash mark on the reference symbol surface 212a stops on the middle reel 130b, and the first symbol surface 212b on the right reel 130c. “Musou” has stopped. In other words, it has stopped due to a break.
(An example of lightning flash production)
Next, an example of a lightning flash effect performed after the reels 130a to 130c are re-rotated and this re-rotation will be described with reference to FIGS. 34 to 37, the lightning flash image display process in the image / sound control process (see step S2113 in FIG. 21-2) and the drive motor 201 based on the motor step number set in the re-rotation process. Re-rotation (see step S2505 in FIG. 25), lightning lighting processing in reel lamp control processing (see step S2614 in FIG. 26), lightning lighting processing in panel lamp control processing (see step S2702 in FIG. 27-1), gimmick control This shows an example of a gimmick descending process (see step S2723 in FIG. 27-2).
  FIG. 34 to FIG. 36 are explanatory diagrams showing an example of the effects in the previous stage leading to the lightning flash effect. FIG. 37 is an explanatory diagram showing an example of a lightning flash effect. In FIG. 34, the image display unit 104 displays a variation effect by an effect symbol. Further, the reels 130a to 130c are stopped by the separation shown in FIG. From this state, as shown in FIG. 35, re-rotation is started so that the left reel 130a and the right reel 130c that are not stopped on the reference symbol surface 212a are stopped again on the reference symbol surface 212a. Note that the middle reel 130b does not rotate again because it is already on the reference symbol surface 212a.
  Then, as shown in FIG. 36, all the reels 130a to 130c place the reference symbol surface 212a on the player side and stop. The left reel 130a rotates 120 °, and the right reel 130c rotates 240 °. Thereafter, as shown in FIG. 37, the gimmick 135 is lowered, the upper panel lamp 137 is turned on, the lightning image display on the image display unit 104, the reel lamps 365a and 365c are turned on, and the lower board lamps 138 and 139 are turned on in sequence. Do it. At this time, a variation effect 3701 based on the effect symbol is displayed at the corner of the image display unit 104.
(Example of production after lightning flash production)
Next, an example of the effect after the lightning flash effect will be described with reference to FIG. FIG. 38 is an explanatory diagram showing an example of the effect after the lightning flash effect. In FIG. 38, a reach effect image is displayed on the image display unit 104. Furthermore, a character image of “Gekiatsu” is displayed, indicating that the degree of expectation of jackpot is high. At this time, the gimmick 135 is raised and returned to the original position. In addition, the production after the lightning flash production is not limited to such reach production, but for example, a pseudo continuous variation production in which a single variation of a special symbol can be seen as a plurality of variations in a pseudo manner may be used. It may be changed, or it may be an effect that determines the jackpot by aligning the effect symbols.
  As described above, according to the present embodiment, the reels 130a to 130c are temporarily stopped at the non-uniform symbol surfaces 212a to 212c, and the reels 130a to 130c are rotated again according to the contents of the effect. After the actual stop at a predetermined unified symbol surface 212 (reference symbol surface 212a), the program is shifted to a specific effect. Therefore, it is possible to clearly suggest the transition to a specific effect such as super reach by the operation of the reels 130a to 130c. Thereby, the effect using the reels 130a to 130c can be sharpened, and a highly attractive effect can be performed.
  In addition, according to the present embodiment, when the reels 130a to 130c are temporarily stopped and finally stopped, the image displayed on the image display unit 104 and the lighting of the reel lamps 365a to 365c are synchronized. Therefore, the production effect can be further enhanced.
  Further, in the present embodiment, when the reels 130a to 130c are finally stopped on the reference symbol surface 212a, an image directed to the reels 130a to 130c from one region in the image display unit 104 is displayed on the image display unit 104. At the same time, the reel lamps 365a to 365c are turned on in synchronization with the image and continuous with the image. Therefore, a dynamic performance can be performed and a strong impact can be given to the player.
  In the present embodiment, when the reels 130a to 130c are fully stopped, the light of the panel lamps 137 to 139, the movement of the gimmick 135, the image of the image display unit 104, and the lighting of the reel lamps 365a to 365c Were made to perform synchronized productions. Therefore, a more dynamic performance can be performed and a stronger impact can be given to the player.
  Furthermore, according to the present embodiment, since the lighting of the reel lamp 365 is controlled based on the stop state of the drive motor 201, the operation of the drum 130 and the light emission of the reel lamp 365 are effectively synchronized. The production can be performed easily.
  Further, in the present embodiment, when each drive motor 201 is stopped using the drum 130 composed of a plurality of reels 130a to 130c, the reel lamps 365a to 365c are controlled to control the design surfaces of the reels 130a to 130c. 212 was lit. Therefore, an effective performance in which the operation of each of the reels 130a to 130c and the light emission of the reel lamps 365a to 365c are synchronized can be easily performed without complicated control.
  In particular, in the present embodiment, the drive motor 201 is stopped in response to an operation input from the player during a predetermined performance. Therefore, it is possible to easily perform an effective effect in which the operation of the drive motor 201 that stops at an arbitrary timing and the light emission of the reel lamp 365 are synchronized.
  In the present embodiment, one photo sensor 214 for detecting the reference position (slit 213) of each of the reels 130a to 130c is provided for each of the reels 130a to 130c, and the detected reference position information is used. The drive motor 201 was stopped. Therefore, the number of sensors can be minimized, installation space can be minimized, and cost reduction can be achieved. Further, it is possible to easily perform an effective effect in which the operation of the drive motor 201 and the light emission of the reel lamp 365 are synchronized.
  In particular, in the present embodiment, when the drive motor 201 is stopped, the image of the image display unit 104 is switched and the lighting pattern of the reel lamp 365 is switched. And switching the lighting pattern of the reel lamp 365 can be easily performed.
  Furthermore, according to the present embodiment, when the drum 130 temporarily stops, a flag indicating the stopped symbol surface 212 is set, and based on this flag, the drum 130 is rotated again to obtain a predetermined symbol surface 212. Since it is made to stop by, complicated operation | movement with respect to a rotation accessory can be performed by simple control. As a result, it is possible to produce an interesting performance.
  Further, in the present embodiment, for each reel 130a to 130c, a drum 130 including a plurality of reels 130a to 130c is used, and each reel 130a to 130c is based on the reference symbol surface 212a of each reel 130a to 130c detected by each photosensor 214. A flag is set, and the reels 130a to 130c are stopped at a predetermined symbol surface 212 based on each flag. As described above, even when a plurality of reels 130a to 130c are used, a complex operation with respect to the rotating combination can be performed by simple control.
  Furthermore, in the present embodiment, the drive motor 201 is temporarily stopped in response to an operation input from the player during a predetermined performance. Therefore, a flag can be set according to the operation of the drive motor 201 that temporarily stops at an arbitrary timing, and the reels 130a to 130c can be stopped on the predetermined symbol surface 212 based on each flag. Thereby, a player can participate in a game with simple control.
  Also, since the predetermined symbol surface 212 is used as the reference symbol surface 212a and the drum 130 is stopped, the operation of returning to the reference symbol surface 212a after the end of the production can be omitted, and simple control can be achieved. Become.
100 Pachinko machines 104 Image display unit (image display means)
105 First Start Port 106 Second Start Port 119 Effect Button 130 Drum 130a Left Reel (Rotating Tool)
130b Middle reel (rotating part)
130c Right reel (rotating role)
135 Gimmick (movable accessory)
137 Upper board lamp (board lamp)
138,139 Lower board lamp (board lamp)
201 Drive motor 212 Design surface 213 Slit 214 Photo sensor 301 Main control unit 311 CPU
312 ROM
313 RAM
302 Production control unit 302a Production control unit 302b Image / sound control unit 302c Lamp control unit 351 CPU
352 ROM
353 RAM
361 CPU
362 ROM
363 RAM
365a, 365b, 365c Reel lamp (lighting means)
401 Acquisition unit (acquisition means)
402 Selection unit (selection means)
403 Production execution unit (production execution means)
404b, 404c Synchronous effect section (synchronous effect means)

Claims (4)

  1. Advantage determination means for performing an advantageous determination as to whether or not to enter into an advantageous game state advantageous to the player due to establishment of the start condition;
    A selection unit that selects one variation time from a plurality of different symbol variation times based on the determination result by the advantage determination unit;
    Fluctuation display means for variably displaying a symbol using the symbol variation time selected by the selection means, and for stopping and displaying a symbol indicating a determination result by the advantage determination means;
    When a specific symbol variation time is selected by the selection means, the development effect means for executing the development effect with low reliability for the advantageous gaming state or the development effect with high reliability,
    When a specific symbol variation time is selected by the selection means, the development is performed using a rotating accessory in which a plurality of decorative surfaces are formed and rotated before the development effect is executed by the development effect means. Suggesting directing means for executing development suggesting directing that suggests transition to directing,
    With
    The suggestion producing means is
    In the case where the development effect with low reliability is performed by the development effect means, a first development suggestion effect is performed in which the rotating role is rotated and the actual stop is performed on a related decorative surface, and the development effect means is performed. When the highly reliable development effect is performed, the rotating combination is rotated and temporarily stopped on an irrelevant decorative surface, and then the rotating combination is rotated again to obtain a predetermined value. Yu Technical machine and performing a second development suggested effect to the stop at the decorative surface that is relevant.
  2. Image display means for displaying an image of the change display and stop display of the symbol by the change display means;
    A lighting means for lighting the rotating combination ;
    Further comprising a,
    The suggested presentation means, when the respective rotary won game Ru is provisionally stopped and the stop, and characterized in that said image of said image display means, the development suggested effect that is synchronized with the lighting of the lighting means Yu technique machine according to claim 1.
  3. The rotating combination has a specific decorative surface that is disposed in proximity to the image display means and has a predetermined decoration on one decorative surface,
    The suggested presentation means, when the respective rotary won game Ru present quenched by the specific decorative surface, wherein the specific image directed from one region in the image display unit to the specific decorative surface of the rotating combination thereof The second development suggesting effect is performed such that the lighting means causes the lighting means to perform lighting that is synchronized with the specific image displayed on the image display means and is continuous with the specific image. Yu technique machine according to claim 2.
  4. A board lamp disposed in proximity to the image display means and provided on the game board;
    A movable accessory movable to the front of the image display means;
    Further comprising
    The suggested presentation means, when Ru this stops the respective rotary won game, the light emission of the panel lamp, the movement of the movable won game, an image of the image display unit, and lighting of the lighting means, synchronization Yu technique machine according to claim 2 or 3, characterized in that said second development suggested effect obtained by.
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JP6171271B2 (en) * 2012-05-31 2017-08-02 株式会社三洋物産 Game machine
JP6051598B2 (en) * 2012-05-31 2016-12-27 株式会社三洋物産 Game machine
JP6051599B2 (en) * 2012-05-31 2016-12-27 株式会社三洋物産 Game machine
JP6001348B2 (en) * 2012-06-25 2016-10-05 株式会社平和 Game machine
AU2014201178A1 (en) 2013-03-04 2014-09-18 Aristocrat Technologies Australia Pty Limited A method of gaming, a gaming system and a game controller
JP2017039006A (en) * 2016-11-30 2017-02-23 株式会社三洋物産 Game machine
JP2017039005A (en) * 2016-11-30 2017-02-23 株式会社三洋物産 Game machine
JP2017170207A (en) * 2017-07-05 2017-09-28 株式会社三洋物産 Game machine

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JP3998594B2 (en) * 2003-03-19 2007-10-31 京楽産業.株式会社 Pachinko machine
JP2005073947A (en) * 2003-08-29 2005-03-24 Sankyo Kk Slot machine
JP2007222347A (en) * 2006-02-22 2007-09-06 Samii Kk Pachinko game machine
JP4954697B2 (en) * 2006-12-27 2012-06-20 株式会社ユニバーサルエンターテインメント Game machine
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