JP5139379B2 - Game machine - Google Patents

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JP5139379B2
JP5139379B2 JP2009157333A JP2009157333A JP5139379B2 JP 5139379 B2 JP5139379 B2 JP 5139379B2 JP 2009157333 A JP2009157333 A JP 2009157333A JP 2009157333 A JP2009157333 A JP 2009157333A JP 5139379 B2 JP5139379 B2 JP 5139379B2
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effect
determination
continuous notice
control unit
variation
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JP2011010844A (en
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智哉 百瀬
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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 that performs a notice effect that repeats a variable display and a stop display of a plurality of symbols a predetermined number of times in accordance with a lottery result of a jackpot lottery for an unchanged hold.

  Conventionally, when a game ball launched into the game area of the game board wins a specific start opening, a random number is obtained at the start winning timing under the control of the main control board, 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 with 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 board that performs an effect upon receiving the result of the determination of the jackpot random number by the main control board. The effect control board controls an image display unit provided in the center of the game board and moves, for example, three rows of effect symbols (numbers, characters, symbols, etc.) from top to bottom in accordance with the special symbol variation display. The display is changed as follows. Then, in the case of a big hit, the image display unit is controlled so that the same or related effect symbols are arranged on a certain line (effective line).

  An effect control board is known that gradually increases a player's expectation by executing a notice effect using a predetermined character image or the like and then shifting to a reach effect. The reach effect is an effect in which, for example, after two identical symbols are arranged on the effective line, only the last effect symbol is changed, the effect time is longer than usual, and the degree of expectation for jackpot is increased.

  As the notice effect, there is a continuous effect in which a change is started again and a series of effects are performed over a plurality of change displays when a specific symbol called a chance is stopped and displayed. In such an effect, when a game ball wins a start while the special symbol fluctuates, a lottery lottery is held for the game ball and the lottery result is held, and the lottery result is used using a plurality of fluctuations. (For example, refer to Patent Document 1 below.)

  When performing such a continuous effect, by notifying information indicating that the continuous effect has been started at either the timing when the special symbol variation display is started or the timing when the special symbol variation display is terminated, It gave the players a sense of expectation.

JP 2008-61767 A

  However, in the above-described prior art, the timing for notifying the start of continuous notice is fixed at either the start of fluctuation or at the time of fluctuation stop, so that a sense of expectation for continuous performance is given at timings other than the timing. There was a problem that the player was bored.

  In order to eliminate the above-mentioned problems caused by the conventional technology, the present invention can always give a player a sense of expectation for continuous production performed using a plurality of fluctuations for a lottery result of one jackpot lottery. The purpose is to provide a machine.

  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 includes an acquisition unit that acquires determination information when a start condition is satisfied, and a special game determination unit that determines whether or not to perform a special game based on the determination information acquired by the acquisition unit. Based on the determination result by the special game determination means, a variation time determining means for determining a symbol variation time for variably displaying a symbol, a symbol variation time determined by the variation time determining means, and a symbol in a predetermined symbol display means When it is determined that the special game is determined by the symbol display control means for stopping and displaying the determination symbol indicating the determination result and the special game determination means, the symbol display control means displays the determination symbol. After the stop display, the special game execution means for performing a special game advantageous to the player and the symbol display control means If the start condition is satisfied when the display is dynamically displayed, the special game is based on the determination information storage means for storing the determination information acquired by the acquisition means and the determination information stored by the determination information storage means. Pre-determining means for pre-determining whether or not to perform, and, when the symbols are variably displayed by the symbol display control means, effect execution means for performing a game effect in a predetermined effect means, The variation time determining means can determine a normal symbol variation time or a special symbol variation time different from the normal symbol variation time, and the effect execution means is based on a prior determination result by the prior determination means. The suggestion effect which performs the suggestion effect which suggests the said prior judgment result over the change display of the multiple times of the symbol performed by the said symbol display control means The suggestion effect execution means includes a normal continuous effect that starts the suggestion effect with the start of the first variation display of the plurality of symbol variation displays or the plurality of symbol variation displays. Among them, continuous production specifying means for specifying any of the special continuous productions that start the suggestion production in the middle of the first variation display, and the continuous production for performing the normal continuous production or the special continuous production specified by the continuous production specification means Execution means, and the continuous effect specifying means performs the special continuous effect when the change time determining means determines the special symbol variation time as the symbol variation time for the first variation display. It is possible to do this.

  According to the gaming machine according to the present invention, it is possible to always give a player a sense of expectation for a continuous notice effect performed using a plurality of fluctuations for the lottery result of the jackpot lottery for the undigested portion hold. There is an effect.

It is a front view showing an example of a pachinko gaming machine according to an embodiment. It is a block diagram which shows the internal structure of the control part of the pachinko game machine concerning embodiment. It is explanatory drawing which shows the functional structure of an effect control part. It is a flowchart which shows the processing content of 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 preliminary determination process which a main control part performs. It is a flowchart which shows the special symbol process which a main control part performs. It is a flowchart which shows the process sequence of jackpot determination processing. It is a flowchart which shows the process sequence of a fluctuation pattern selection process. It is explanatory drawing which shows the variation pattern table for jackpots. It is explanatory drawing which shows the variation pattern table for reach. It is explanatory drawing which shows the fluctuation pattern table for deviation | shift. It is a flowchart which shows the production timer interruption process which a production supervision part performs. It is a flowchart which shows the process sequence of the command reception process which an effect supervision part performs. It is a flowchart which shows the production | presentation selection process which an production supervision part performs. It is a flowchart which shows the process sequence of the change effect pattern selection process which an effect supervision part performs. It is explanatory drawing which shows the continuous jackpot lottery table for big hits. It is explanatory drawing which shows the continuous notice lottery table for reach. It is explanatory drawing which shows the fluctuation production pattern table (continuous notice flag ON). It is explanatory drawing which shows the fluctuation production pattern table (K = 1). It is explanatory drawing which shows the fluctuation production pattern table (continuous notice flag OFF). It is explanatory drawing which shows the timing chart of the continuous notice effect which the game machine of this Embodiment performs. It is explanatory drawing which shows the timing chart of the continuous notice effect which the game machine of this Embodiment performs.

  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 according to an embodiment. As shown in FIG. 1, the pachinko gaming machine 100 according to the embodiment includes a game board 101. A launcher (see reference numeral 292 in FIG. 2) 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.

  The game area 103 is provided with a plurality of nails (not shown), 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 and a second start port 106 are disposed below the image display unit 104. The first start port 105 and the second start port 106 are winning ports for starting and winning. In addition, in a holding ball state where a plurality of game balls have won at the first starting port 105, if a gaming ball wins at the second starting port 106, the first starting port 105 has priority over the holding ball by winning. 2 The design of the reserved ball is changed by winning a prize at the starting port 106.

  An electric tulip 107 is provided in the vicinity of the second start port 106. The electric tulip 107 has a closed state (a 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 (see reference numeral 231 in FIG. 2) provided in the electric tulip 107.

  The electric tulip 107 is opened based on the lottery result of the normal symbol lottery performed when the game ball passes through the gate 108 arranged on the left side of the image display unit 104. The gate 108 is not limited to the left side (the illustrated position) of the image display unit 104, and may be disposed at an arbitrary position in the game area 103.

  The above-described image display unit 104 has a plurality of (for example, three) design effects (hereinafter referred to as “production designs”) when a game ball wins the first start port 105 or the second start port 106 (at the time of start winning). The variable display is started and stopped after a predetermined period. At this time, for example, if the production symbol is stopped with a specific combination (for example, “777”), a big hit state is obtained. 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 when 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 includes a first special symbol display unit (see reference numeral 112a in FIG. 2) on which a first special symbol (hereinafter referred to as “special diagram 1”) is displayed, and a second special symbol (hereinafter referred to as “special diagram 2”). ”) Is displayed on the second special symbol display section (see reference numeral 112b in FIG. 2).

  Here, the special figure 1 is a symbol representing the lottery result of the first jackpot lottery performed when the game ball wins the first starting port 105. The special figure 2 is a symbol representing the lottery result of the second big hit lottery performed when the game ball wins the second starting port 106. The first jackpot lottery and the second jackpot lottery are lotteries for determining whether or not to change the gaming state to the jackpot gaming state.

  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. For example, a 7-segment display is used as the special symbol display unit 112 and the normal symbol display unit 113.

  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 symbols 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. As the reserved ball display unit 114, for example, an LED is used. A plurality of LEDs serving as the holding ball display unit 114 are arranged, and the number of holdings 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. The effect light units 116 each have 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 (chance 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. The frame member 115 incorporates a speaker (see reference numeral 254 in FIG. 2) that outputs sound.

  Although illustration is omitted, an effect for the effect (hereinafter referred to as an “effect effect” (see reference numeral 265 in FIG. 2)) is provided at a predetermined position in the game area 103 (for example, around the image display unit 104). ing. This effect agent is connected to a solenoid or motor (not shown) and is driven by driving of the solenoid or motor.

(Internal configuration of control unit of pachinko machine)
Next, the internal configuration of the control unit of the pachinko gaming machine 100 according to the embodiment will be described with reference to FIG. FIG. 2 is a block diagram illustrating an internal configuration of a control unit of the pachinko gaming machine according to the embodiment. As shown in FIG. 2, the control unit 200 of the pachinko gaming machine 100 includes a main control unit 201 that controls the progress of the game, an effect control unit 202 that controls the contents of the effect, and a prize ball control that controls the payout of prize balls. Part 203. The configuration of each control unit will be described in detail below.

(1. Main control unit)
The main control unit 201 includes a CPU (Central Processing Unit) 211, a ROM (Read Only Memory) 212, a RAM (Random Access Memory) 213, an input / output interface (I / O) (not shown), and the like. The

  The main control unit 201 functions to control the progress of the game of the pachinko gaming machine 100 by executing various programs stored in the ROM 212 while the CPU 211 uses the RAM 213 as a work area. Specifically, the main control unit 201 performs jackpot lottery, normal symbol lottery, game state control, and the like, and controls the progress of the game. The main control unit 201 is realized by a main control board.

  The CPU 211 executes basic processing as the game content progresses based on various programs stored in the ROM 212 in advance. The ROM 212 stores a jackpot lottery program, a normal symbol lottery program, an electric tulip control program, a big prize opening control program, a game state setting program, a prefetch determination program, and the like.

  The jackpot lottery program performs a jackpot lottery, a special symbol variation pattern lottery, etc., when a game ball is detected by the first start port SW221 or the second start port SW222, and sends the lottery result as a command to the effect control unit 202 It is a program to do.

  The normal symbol lottery program is a program for performing a normal symbol lottery where the electric tulip 107 is hit (opened) or disengaged (maintains a closed state) when the passage of the game ball to the gate 108 is detected. The electric tulip control program is a program that keeps the electric tulip 107 in a closed state in a normal state and opens the electric tulip 107 for a predetermined period based on the lottery result of the normal symbol lottery. The big prize opening control program is a program for opening the big prize opening 109 for a predetermined number of rounds when the big hit.

  The game state setting program is a program for setting the game state to any one of a normal game state, a short-time game state, a probability variation game state, and a latent game state. The normal gaming state is a low-probability state with a low jackpot winning probability, and is a gaming state without electric chew support. The electric chew support is a function in which the winning probability in the normal symbol lottery is set high, the variation time of the normal symbol is set short, and the opening time of the electric tulip 107 at the time of winning is set long. .

  The short-time gaming state is a low-probability state and a gaming state with electric chew support. The probability variation game state is a high probability state and a game state with electric Chu support. The latent game state is a high-probability state and a game state that does not involve electric chew support.

  The pre-reading determination program detects a game ball by the first start port SW221 or the second start port SW222, performs a big hit lottery using the random number at a timing to hold the acquired random number, and uses the lottery result as a prior determination command. This program is transmitted to the effect control unit 202.

  The main control unit 201 includes various switches (SW) for detecting a game ball, a solenoid for opening and closing an electric combination such as a prize winning port 109, the first special symbol display unit 112a, and the second special symbol 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 SW221 that detects a game ball won in the first start port 105, and a second start port SW222 that detects a game ball won in the second start port 106. , A gate SW 223 that detects a game ball that has passed through the gate 108, a big winning opening SW 224 that detects a gaming ball that has won a prize winning opening 109, and a normal winning opening SW 225 that detects a gaming ball that has won a winning prize 110 Is connected to the main control unit 201.

  The detection results by the respective SWs (221 to 225) are input to the main control unit 201. A proximity switch or the like is used for these SWs. It should be noted that a plurality of the normal winning opening SW225 may be provided for each arrangement position of the normal winning opening 110.

  Further, as the solenoid, an electric tulip solenoid 231 that opens and closes the electric tulip 107 and a big prize opening solenoid 232 that opens and closes the big prize opening 109 are connected to the main control unit 201. The main control unit 201 controls driving of the solenoids (231 and 232). For example, the main control unit 201 controls the driving of the electric tulip solenoid 231 based on the lottery result of the normal symbol lottery. Further, the main control unit 201 controls the driving of the big winning opening solenoid 232 based on the lottery result of the big hit lottery.

  The main control unit 201 controls display contents of the first special symbol display unit 112a, the second special symbol display unit 112b, and the normal symbol display unit 113 based on the lottery results of the jackpot lottery and the normal symbol lottery. For example, the main control unit 201 performs a jackpot lottery (first jackpot lottery) on the game balls won in the first start opening 105, and variably displays the special chart 1 of the first special symbol display unit 112a. Then, after a predetermined period, the special figure 1 is stopped and displayed with a symbol indicating the lottery result of the first jackpot lottery.

  Similarly, the main control unit 201 performs a jackpot lottery (second jackpot lottery) on the game balls won at the second starting port 106, and causes the special figure 2 of the second special symbol display unit 112b to be changed / stopped. In addition, the main control unit 201 performs a normal symbol lottery to display the normal symbol on the normal symbol display unit 113 in a variable / stopped display.

  Further, the main control unit 201 is also connected to the effect control unit 202 and the prize ball control unit 203, and outputs various commands to the respective control units. For example, the main control unit 201 outputs effect commands such as a change start command and a change stop command to the effect control unit 202. Further, the main control unit 201 outputs a prize ball command to the prize ball control unit 203. Here, the prize ball command includes information indicating the number of prize balls to be paid out.

(2. Production control unit)
The effect control unit 202 includes an effect control unit 202a, an image / sound control unit 202b, and a lamp control unit 202c, and has a function of controlling the effect contents of the pachinko gaming machine 100. Here, the production control unit 202 a has a function of supervising the entire production control unit 202 based on various commands received from the main control unit 201. The image / sound control unit 202b has a function of controlling the image and sound based on the instruction content from the production control unit 202a. The lamp controller 202c 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 202a will be described. The production control unit 202a includes a CPU 241, a ROM 242, a RAM 243, a real-time clock (hereinafter referred to as "RTC") 244, an input / output interface (I / O) (not shown), and the like.

  CPU241 performs the process which determines the content of production based on the various programs previously memorize | stored in ROM242. The ROM 242 stores various programs necessary for the CPU 241 to execute the above processing. The RAM 243 functions as a work area for the CPU 241. The data set in the RAM 243 by the CPU 241 executing various programs is output to the image / sound controller 202b and the lamp controller 202c at a predetermined timing.

  The effect control unit 202a functions to control the entire effect control unit 202 by executing various programs stored in the ROM 242 while the CPU 241 uses the RAM 243 as a work area. For example, the ROM 242 stores a control program.

  The control program, for example, selects an effect to be performed while the special symbol is variably displayed by the main control unit 201 in accordance with the lottery result of the big hit lottery and the variation time of the special symbol, and a variation rendering start command is displayed as an image / audio This program is output to the control unit 202b.

  In addition, the control program is a program that performs a continuous notice effect with a predetermined probability when there is a big hit or reach in the hold. The continuous notice effect is an effect in which the effect symbol is displayed in a variable manner multiple times while the special symbol is displayed in a variable manner by the main control unit 201, and a specific symbol (hereinafter referred to as “chance eye”) is stopped and displayed. This is the effect of starting the next variable display. In addition, the continuous notice effect is an effect with higher reliability as the number of changes in the effect symbol increases, and the number of changes is determined when the effect is started.

  It should be noted that the effect selected by the control program when the lottery result of the jackpot lottery is out of play is not a continuous notice effect, and is usually a deviation effect. Further, when the lottery result of the jackpot lottery is a jackpot or reach without being in the continuous notice effect, the effects selected by the control program are the reach effect and the pseudo continuous notice effect.

  The pseudo-continuous notice effect is an effect that causes the effect symbol to be variably displayed multiple times while the special symbol is variably displayed once. Similar to the continuous notice effect, the next change is caused by stopping the chance eye. It is an effect that starts display. The pseudo-continuous notice effect is an effect that has higher reliability as the number of changes in the effect symbol increases, and the number of changes is determined based on the change time of the special symbol when the effect is started.

  In addition, the effect selected by the control program in the first variation of the continuous notice effect is the continuous notice notification effect. The continuous notice notification effect is a continuous notice effect including information indicating that the continuous notice effect has been started. The notification timing includes a change start time, a change halfway time, and a change stop time. It should be noted that in the change after the second change of the continuous notice effect, the continuous notice effect based on the number of changes is selected.

  The RTC 244 counts and outputs real time. The RTC 244 continues timing operation by a backup power source (not shown) even when the power of the pachinko gaming machine 100 is cut off. Note that the RTC 244 is not limited to the example in which the RTC 244 is arranged in the production control unit 202 such as the production control unit 202a, but may be arranged in the main control unit 201. Further, the RTC 244 may be arranged alone.

  In addition, an effect button 119 is connected to the effect control unit 202a, and a command indicating that the effect button 119 has been operated (pressed) is input from the player. Although not shown in FIG. 2, a cross key 120 is connected to the production control unit 202a, 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 202b will be described. The image / sound control unit 202b includes a CPU 251, a ROM 252, a RAM 253, an input / output interface (I / O) (not shown), and the like.

  The CPU 251 executes image and sound generation and output processing. The ROM 252 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 253 functions as a work area for the CPU 251 and temporarily stores image data to be displayed on the image display unit 104 and audio data to be output from the speaker 254.

  That is, the image / sound control unit 202b executes image and sound control based on an instruction from the production control unit 202a by executing various programs stored in the ROM 252 while the CPU 251 uses the RAM 253 as a work area. Works like doing.

  Further, for example, the CPU 251 executes various image processing and sound 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 202a. At this time, the CPU 251 reads image data and audio data necessary for processing from the ROM 252 and writes them in the RAM 253.

  Image data such as background images and effect design images written in the RAM 253 is output to the image display unit 104 connected to the image / sound control unit 202b, 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 preferentially stored in the RAM 253 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 253 is output to the speaker 254 connected to the image / audio control unit 202b, and audio based on the audio data is output from the speaker 254.

(2-3. Lamp control unit)
Next, the configuration of the lamp control unit 202c will be described. The lamp control unit 202c includes a CPU 261, a ROM 262, a RAM 263, an input / output interface (I / O) (not shown), and the like. The CPU 261 executes processing for turning on the lamp and the like. The ROM 262 stores various programs necessary for executing the above processing, control data used for lamp lighting necessary for the processing, and the like. The RAM 263 functions as a work area for the CPU 261.

  The lamp control unit 202c is connected to the effect light unit (frame lamp) 116, the panel lamp 264, and the effect agent 265, and outputs data for lighting control and data for operation control. Thereby, the lamp control unit 202c functions to control the lighting of the lamps provided on the game board 101, the frame member 115, and the like, and the operation of the effect actor 265.

  In the production control unit 202, the production control unit 202a, the image / sound control unit 202b, and the lamp control unit 202c are configured by different substrates, but these are incorporated on the same printed circuit board. It may be a thing. 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 203 will be described. The prize ball control unit 203 includes a CPU 281, a ROM 282, a RAM 283, an input / output interface (I / O) (not shown), and the like. The CPU 281 executes a prize ball control process for controlling a prize ball to be paid out. The ROM 282 stores a program necessary for the processing. The RAM 283 functions as a work area for the CPU 281.

  The prize ball control unit 203 is connected to a payout unit (payout drive motor) 291, a launch unit 292, a fixed position detection SW 293, a payout ball detection SW 294, a ball presence detection SW 295, and a full tank detection SW 296. .

  The prize ball control unit 203 controls the payout unit 291 to pay out the number of prize balls at the time of winning. The payout unit 291 includes a motor for paying out a predetermined number from the game ball storage unit. Specifically, the winning ball control unit 203 receives the winning game balls that have won the winning units 291 (the first starting port 105, the second starting port 106, the big winning port 109, the normal winning port 110) with respect to the payout unit 291. Control to pay out the corresponding number of prize balls.

  In addition, the prize ball control unit 203 detects the operation of launching the game ball with respect to the launch unit 292 and controls the launch of the game ball. The launcher 292 launches a game ball for a game, 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 203 detects a game operation by the sensor of the launch unit 292, the prize ball control unit 203 intermittently fires a game ball by driving a solenoid or the like in response to the detected game operation, thereby playing the game area 103 of the game board 101. A game ball is sent out.

  The prize ball control unit 203 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 SW293, a payout ball detection SW294, a ball presence detection SW295, a full tank detection SW296, and the like. For example, the prize ball control unit 203 realizes its function by a prize ball control board.

  Further, a board external information terminal board 297 is connected to the main control unit 201, and various information executed by the main control unit 201 can be output to the outside. The prize ball control unit 203 is also connected to the frame external information terminal board 298, and can output various information executed by the prize ball control unit 203 to the outside.

  The main control unit 201, the effect control unit 202, and the prize ball control unit 203 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 203 can be provided on the same printed circuit board as the main control unit 201.

(Basic operation of pachinko machines)
An example of the basic operation of the pachinko gaming machine 100 configured as described above will be described. Control during the game is performed by the CPU 211 of the main control unit 201, and the winning situation of the game balls for each winning opening is output to the winning ball control unit 203. Then, the winning ball control unit 203 pays out the number of winning balls corresponding to the winning situation.

  In addition, the main control unit 201 outputs a corresponding command to the effect control unit 202 every time a game ball wins the start opening 105 or 106. Based on the command from the main control unit 201, the effect control unit 202 causes the image display unit 104 to variably display the effect symbol, and then stops the display. When the jackpot is confirmed, the effect control unit 202 aligns and stops predetermined effect symbols based on the corresponding command. Then, the main control unit 201 performs control to open the big winning opening 109 as the big hit gaming state.

  The effect control unit 202 performs various effects corresponding to the selected event. Here, the event includes, for example, a big hit, a small hit. The jackpot includes 15 rounds per probability variation (so-called probabilistic jackpots), 15 rounds per normal length (so-called ordinary jackpots), 15 rounds without short-term probable shorts (so-called latent jackpots), and the like. The small hit is one of the offenses, but by making the content of the performance similar to the content of the performance in the latent big hit, the player is informed whether the state has shifted to a high probability state or is holding a low probability state. It is an event that makes you not understand.

  For example, the effect control unit 202 displays various effects in addition to the effect symbol variation display on the image display unit 104 during the big hit, the reach until the big hit occurs, or at the time of reach notice. In addition, a specific drive is performed for various types of accessories, and effects such as changing the lighting state of the effect light unit 116 and the panel lamp 264 are performed.

  For example, when a big hit occurs, the big winning opening 109 is opened 15 times. Specifically, 15 rounds are repeatedly executed with one release as one round. The period of one round is a period until 10 game balls are won, for example, or a predetermined period. Note that the opening time of one round per long is 29.5 seconds, and the opening time of one round per short is 0.1 seconds.

  At this time, the winning ball control unit 203 pays out, for example, 15 winning balls per winning game ball to the big winning opening 109. After the jackpot is over, the jackpot gaming state is canceled, and if it is per 15 round probability variation length, it shifts to the probability variation gaming state, and if it is per 15 round normal length, it shifts to the short-time gaming state. Further, if the potential hit is a big hit, the game shifts to the latent probability gaming state after the big hit.

  In the high probability state, jackpot determination is performed using a random number determination table for high probability. In the high probability random number determination table, the probability of jackpot occurrence is set, for example, about 10 times higher than the low probability random number determination table used in the low probability state.

(Functional configuration of production control unit)
Next, the functional configuration of the effect control unit 202 will be described with reference to FIG. FIG. 3 is an explanatory diagram showing a functional configuration of the effect control unit. In FIG. 3, the effect control unit 202 includes an acquisition unit 301, an effect execution unit 302 including a notification unit 303, and an output unit 304.

  The acquisition unit 301 acquires a lottery result (hereinafter referred to as “prefetching result”) of a jackpot lottery for an unchangeable hold. For example, when acquiring the prefetch result, the acquisition unit 301 receives a command including information on the prefetch result from the main control unit 201, and acquires the prefetch result from the command.

  When the pre-read result acquired by the acquisition unit 301 includes a hold including a lottery result of a jackpot lottery advantageous to the player (hereinafter referred to as “predict hold”), the performance executing unit 302 is ahead of the predictive hold. A continuous production from a change to the hold of the sign to a change to the hold of the sign (hereinafter referred to as “continuous notice effect”) is performed. The sign hold is, for example, a hold including information indicating a jackpot or reach. The continuous notice effect is an effect that is more reliable as the number of fluctuations is larger, and is an effect that continues the continuous notice by stopping and displaying the effect symbols in a specific combination called an opportunity.

  The notification unit 303 provided in the effect execution unit 302 notifies the start of the continuous notice effect at any one of a plurality of predetermined timings in the variation in which the continuous notice effect is started. The predetermined timings are, for example, the start timing of the first change of the continuous notice effect, the stop time of the change, and the predetermined timing during the change.

  The output unit 304 outputs an effect executed by the effect execution unit 302. Specifically, the data is output to the image display unit 104.

  In addition, the effect execution unit 302 starts a pseudo-notice notice effect that repeatedly performs a change display and a stop display of a plurality of symbols on the display screen while the special symbol change is performed once. Until notification is made by the notification unit 303. The plurality of symbols is, for example, three effect symbols. Further, in the pseudo continuous notice effect, the number of times that the variable display and stop display of a plurality of symbols are repeated is determined based on the variable time.

  In addition, the notification unit 303 performs notification at any timing during the start of variable display of a plurality of symbols in the pseudo continuous notice effect by the effect execution unit 302.

  The acquisition unit 301 and the production execution unit 302 including the notification unit 303 are realized by the CPU 241 of the production control unit 202a of the production control unit 202. That is, each part is implement | achieved when CPU241 of the production control part 202a executes a control program. The output unit 304 is realized by the CPU 251 of the image / sound control unit 202b. That is, the output unit 304 is realized by the CPU 251 of the image / sound control unit 202b executing the control program.

  In addition, as described above, in the embodiment, the production control unit 202a and the image / sound control unit 202b are separate substrates, but these may be the same substrate, or when the same substrate is used. The functional units 301 to 304 may be provided on the substrate.

(Processing procedure of the main control unit)
Next, the contents of the processing procedure of the main control unit 201 will be described with reference to FIG. FIG. 4 is a flowchart showing the processing contents of the timer interrupt processing executed by the main control unit. The timer interrupt process is a process that interrupts the main control process executed by the main control unit 201 every predetermined period (for example, 4 ms) during the power supply period.

  In FIG. 4, the CPU 211 of the main control unit 201 executes a random number update process (step S401). The random number update process is a process of updating each random number by incrementing the jackpot random number, the jackpot symbol random number, and the like, for example, by one.

  Thereafter, a switch process performed when a game ball is detected by each switch is executed (step S402). In the switch process, a start port SW process for acquiring a random number every time a game ball is detected by the first start port SW221 or the second start port SW222, or a random number is acquired every time a game ball is detected by the gate SW223. There is a gate SW process. The start port SW process will be described later with reference to FIG.

  Thereafter, symbol processing such as normal symbol processing for changing and stopping the normal symbol and special symbol processing described later with reference to FIG. 7 is executed (step S403). In addition, an electrical accessory process such as an electric chew process for operating the electric tulip 107 and a special winning opening process for operating the special winning opening 109 is executed (step S404). Thereafter, a prize ball process for performing a prize ball for the winning game ball is executed (step S405), and an output process for outputting a command set in each process is executed (step S406).

(Start-up SW processing)
Next, the start port SW process performed by the main control unit 201 will be described with reference to FIG. FIG. 5 is a flowchart showing the start port SW process performed by the main control unit. The start port SW process is a process content included in the switch process shown in step S402 of FIG.

  In FIG. 5, the CPU 211 of the main control unit 201 determines whether or not the first start port SW221 of the first start port 105 is ON (step S501), and determines that the first start port SW221 is ON. If it is determined (step S501: 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 SW 221 is smaller than “4” (step S502).

  When the count value U1 is smaller than “4” (step S502: Yes), “1” is added to the count value U1 (step S503). Then, the random number is acquired, and the acquired random number is stored in the RAM 213 (step S504). The random number is a jackpot random number, a design random number, a reach random number, a variation pattern random number, or the like. The big hit random number determines any one of the big hit, the small hit, or the loss. For example, one hit random number is randomly acquired from 400 random numbers from “0” to “399”.

  The design random number determines the type of jackpot (presence / absence of transition to high probability gaming state, long / short hit, presence / absence of short-time game). For example, 250 random numbers from “0” to “249” A random number is randomly obtained from.

  The reach random number determines whether or not a reach is reached when the lottery result of the jackpot lottery is out of order. For example, one reach random number is randomly obtained from 250 random numbers from “0” to “249”. Is done.

  The variation pattern random number determines the variation pattern. For example, one variation pattern random number is randomly obtained from 100 random numbers “0” to “99”.

  Thereafter, a pre-determination process is performed (step S505), and a hold number 1 increase command indicating that the hold number 1 indicating the winning of a game ball to the first starting port 105 has increased is set (step S506). Details of the preliminary determination process will be described later with reference to FIG. In step S501, when the first start port SW221 is not ON (step S501: No), the process proceeds to step S507. If it is determined in step S502 that the count value U1 is “4” (step S502: No), the process proceeds to step S507.

  In step S507, it is determined whether or not the second start port SW222 of the second start port 106 is ON (step S507), and when it is determined that the second start port SW222 is OFF (step S507: No). The process is terminated as it is. When it is determined that the second start port SW222 is ON (step S507: Yes), the count value U2 of the second start port detection counter that counts the number of times the second start port SW222 is detected is smaller than “4”. It is determined whether or not (step S508).

  When the count value U2 is smaller than “4” (step S508: Yes), “1” is added to the count value U2 (step S509). And while acquiring a random number, the acquired random number is memorize | stored in RAM213 (step S510). If it is determined in step S508 that the count value U2 is “4” (step S508: No), the process is terminated as it is.

  After the process of step S510, a pre-determination process is performed (step S511), and a hold number 2 increase command indicating that the hold number 2 indicating the winning of a game ball to the second starting port 106 has increased is set (step S512). ).

(Preliminary judgment processing)
Next, the pre-determination process executed by the main control unit 201 will be described with reference to FIG. The prior determination process is the process shown in step S505 and step S511 of FIG. FIG. 6 is a flowchart showing a prior determination process executed by the main control unit. In the prior determination process, first, it is determined whether or not a high-probability gaming state is set (step S601).

  If it is determined in step S601 that the game state is a high probability game state (step S601: Yes), a “high probability random number determination table” is selected (step S602), and each random number is determined (step S603). The “high probability random number determination table” is each table (big hit random number determination table, reach random number determination table, variation pattern random number determination table) used for random number determination in a high probability gaming state. In addition, the random number determination is a jackpot random number determination, a determination of a symbol random number at the time of a big hit by winning at the first starting port 105, a determination of a symbol random number at the time of a big hit by winning at the second starting port 106, a reach random number determination, a variation pattern For example, random number determination.

  Thereafter, the determination result in step S603 is stored as prior determination information (step S604), and the process is terminated as it is. The stored prior determination information is transmitted to the production control unit 202a by the pending number increase command shown in steps S506 and S512 of FIG.

  If it is determined in step S601 that the gaming state is not high probability (step S601: No), “low probability random number determination table” is selected (step S605), and step S603 is performed. The “low probability random number determination table” is a table used for random number determination in a low probability gaming state (a jackpot random number determination table, a reach random number determination table, a variation pattern random number determination table).

(Special symbol processing)
Next, a special symbol process performed by the main control unit 201 will be described with reference to FIG. FIG. 7 is a flowchart showing special symbol processing performed by the main control unit. This special symbol process is a process content included in the symbol process of step S403 shown in FIG.

  In FIG. 7, the CPU 211 of the main control unit 201 determines whether or not the winning game flag is ON (step S701). The winning game flag is a flag that is set when the stopped special symbol indicates winning in the stop process shown in step S714.

  If the winning game flag is ON (step S701: Yes), the process is terminated as it is. If the winning game flag is not ON (step S701: No), it is determined whether or not the special symbol is changing (step S702). If it is changing (step S702: Yes), the process proceeds to step S711. . If it is not changing (step S702: No), it is determined whether or not there is at least one count value U2 of the second start port detection counter as the number of game balls held in the second start port 106 (step S702). S703).

  When there is one or more count value U2 (step S703: Yes), a value obtained by subtracting one count value U2 is set as a new hold number (step S704), and the process proceeds to step S707. In step S703, when there is not one or more count value U2 (step S703: No), that is, when “U2 = 0”, the first start port detection counter as the number of game balls held in the first start port 105 is retained. It is determined whether there is at least one count value U1 (step S705). If there is not one or more count value U1 (step S705: No), that is, if “U1 = 0”, the process is terminated as it is.

  When there is one or more count value U1 (step S705: Yes), a value obtained by subtracting one count value U1 is set as a new hold number (step S706), and the process proceeds to step S707. In step S707, jackpot determination processing is performed (step S707). The jackpot determining process is a process for determining whether or not the jackpot random number acquired when the game ball wins the first starting port 105 or the second starting port 106 matches the preset jackpot random number. Details will be described later in FIG.

  In the embodiment, as shown in step S703 to step S706, the game ball won at the second start port 106 is digested earlier than the game ball won at the first start port 105. It has become. Thereafter, variation pattern selection processing is performed (step S708). This variation pattern selection process is a process of selecting a variation pattern of a special symbol according to the determination result of the jackpot determination process, and details thereof will be described later with reference to FIG.

  Thereafter, the variation of the special symbol is started (step S709). Further, a change start command is set in the RAM 213 (step S710). Then, it is determined whether or not the variation time of the special symbol has passed the variation time selected by the variation pattern selection process (step S711). If the fluctuation time has not elapsed (step S711: No), the processing is terminated as it is.

  When the variation time has elapsed (step S711: Yes), the variation of the special symbol is stopped (step S712), and a variation stop command is set (step S713). Thereafter, the stop process is executed (step S714), and the process ends. The stopped process is a process for setting a hit flag when the stopped special symbol indicates a win, or turning off the short-time game flag indicating the short-time game state according to the number of remaining short-time games. .

(Big hit judgment processing)
Next, the procedure for the jackpot determination process will be described with reference to FIG. FIG. 8A is a flowchart illustrating the processing procedure of the jackpot determination process. The big hit determination process is the process shown in step S707 of FIG.

  In the jackpot determination process, first, a jackpot random number determination process is performed (step S801). In the jackpot random number determination process, using the jackpot random number determination table, whether the jackpot random number acquired when the game ball wins the first starting port 105 or the second starting port 106 is a big hit or a small hit, It is determined whether they are out of place. After step S801, it is determined whether or not the determination result of the jackpot random number determination process is a jackpot (step S802).

  In step S802, if it is a big hit (step S802: Yes), symbol random number determination processing is performed (step S803). The symbol random number determination process uses a symbol random number determination table to determine which type of jackpot the symbol random number acquired when a game ball wins the first starting port 105 or the second starting port 106 It is processing to do. After step S803, a jackpot symbol is set (step S804), and the process ends.

  In step S802, when it is determined that it is not a big hit (step S802: No), it is determined whether or not it is a big hit (step S805). If it is a small hit (step S805: Yes), a small hit symbol is set (step S806), and the process is terminated as it is. If it is not a small hit in step S805 (step S805: No), the off symbol is set (step S807), and the process is terminated as it is.

(Change pattern selection process)
Next, the variation pattern selection process will be described with reference to FIG. FIG. 8-2 is a flowchart of a process procedure of the variation pattern selection process. The variation pattern selection process is the process shown in step S708 of FIG.

  In the variation pattern selection process, first, it is determined whether or not it is a big hit (step S811). If it is a big hit (step S811: Yes), a big hit variation pattern table is set (step S812). The jackpot variation pattern table is a table used when a variation pattern for jackpot is selected, and details thereof will be described later with reference to FIG.

  If it is not a big hit in step S811 (step S811: No), reach random number determination processing is performed (step S813). The reach random number determination process is a process for determining the presence or absence of reach using the reach random number acquired in step S504 in FIG. Thereafter, it is determined whether or not it is reach (step S814). If it is reach (step S814: Yes), a reach variation pattern table is set (step S815). The reach variation pattern table is a table used when selecting a variation pattern in reach, and details thereof will be described later with reference to FIG.

  If it is determined in step S814 that it is not reach, that is, if it is out of place (step S814: No), a deviation variation pattern table is set (step S816). The variation pattern table for loss is a table used when selecting a variation pattern for loss, and details thereof will be described later with reference to FIG.

  In step S812, step S815, and step S816, after setting the variation pattern table, variation pattern random number determination processing is performed (step S817). The variation pattern random number determination process is a process of selecting a variation pattern using the variation pattern random number acquired in step S504 of FIG. 5 and each variation pattern table set in steps S812, S815, and S816. Thereafter, a variation pattern is set (step S818), and the process is terminated as it is.

(Variation pattern table)
Next, with reference to FIGS. 9A, 9B, and 9C, description will be given of a variation pattern table used when selecting a variation pattern in jackpot, reach, and deviation. 9A, 9B, and 9C, each variation pattern table indicates a lottery result 901, a variation time 902, a range 903, a ratio 904, and a random value 905.

  The lottery result 901 is a lottery result of the jackpot lottery, which is a jackpot and reach. The fluctuation time 902 is a special symbol fluctuation time, and includes T0 to T6. It should be noted that the relationship between the varying times 902 is T0 <T1 <T2 <T3 <T4 <T5 <T6. A range 903 indicates the range of the fluctuation pattern random number, and is 0-99. A ratio 904 is a numerical value obtained by dividing the number of random values 905 by the number of ranges 903. A random number value 905 indicates a random number for the lottery result 901 and the fluctuation pattern for each fluctuation time 902.

  FIG. 9A is an explanatory diagram of a big hit variation pattern table. The jackpot variation pattern table 910 is a table used in step S812 of FIG. For example, when the lottery result 901 is a big hit and the acquired random value 905 is any one of 0 to 9, the variation time 902 is T2, and the ratio 904 is 10/100. When the acquired random value 905 is any one of 10 to 19, the variation time 902 is T3, and the ratio 904 is 10/100.

  When the acquired random value 905 is any of 20 to 39, the variation time 902 is T4, and the ratio 904 is 20/100. When the acquired random value 905 is any of 40 to 69, the variation time 902 is T5 and the ratio 904 is 30/100. When the acquired random value 905 is any of 70 to 99, the variation time 902 is T6 and the ratio 904 is 30/100.

  FIG. 9-2 is an explanatory diagram of a reach variation pattern table. The reach variation pattern table 920 is a table used in step S815 of FIG. For example, when the lottery result 901 is reach and the acquired random number value 905 is any of 0 to 69, the variation time 902 is T2, and the ratio 904 is 70/100. When the acquired random value 905 is any of 70 to 79, the variation time 902 is T3, and the ratio 904 is 10/100.

  When the acquired random value 905 is any of 80 to 89, the variation time 902 is T4, and the ratio 904 is 10/100. When the acquired random value 905 is any of 90 to 94, the variation time 902 is T5, and the ratio 904 is 5/100. When the acquired random value 905 is any one of 95 to 99, the variation time 902 is T6, and the ratio 904 is 5/100.

  FIG. 9C is an explanatory diagram of the deviation variation pattern table. The deviation variation pattern table 930 is a table used in step S816 in FIG. For example, when the lottery result 901 is disappointing and the acquired random value 905 is any of 0 to 49, the variation time 902 is T0, and the ratio 904 is 50/100. Further, for example, when the lottery result 901 is out of order and the acquired random number value 905 is any of 50 to 99, the variation time 902 is T1, and the ratio 904 is 50/100.

(Production timer interrupt processing executed by the production control department)
Next, the effect timer interruption process executed by the effect control unit 202a of the effect control unit 202 will be described with reference to FIG. FIG. 10 is a flowchart showing an effect timer interrupt process executed by the effect control unit. This effect timer interruption process is a process in which the effect control unit 202a performs an interrupt operation on the main effect control process executed by the effect control unit 202a every predetermined period (for example, 4 ms) during activation.

  In FIG. 10, the CPU 241 of the production control unit 202a executes a command reception process that is performed when a command is received from the main control unit 201 (step S1001). The command reception process will be described later with reference to FIG. Further, an effect button process performed when the effect button 119 is pressed (step S1002). Then, a command transmission process for transmitting a command to the image / sound control unit 202b or the lamp control unit 202c is executed (step S1003), and the process ends.

(Command reception processing)
Next, details of the command reception process performed by the production supervision unit 202a will be described with reference to FIG. The command reception process is the process shown in step S1001 of FIG. FIG. 11 is a flowchart illustrating a processing procedure of command reception processing executed by the production control unit. In FIG. 11, the CPU 241 of the production control unit 202a determines whether or not a hold number increase command has been received (step S1101). The pending number increase command is a command set in the main control unit 201 in step S506 and step S512 of FIG.

  If it is determined in step S1101 that the pending number increase command has not been received (step S1101: No), step S1105 described later is performed. If it is determined that the hold number increase command has been received (step S1101: Yes), the advance determination information included in the hold number increase command is stored in the ROM 242 (step S1102).

  After step S1102, a sign hold display lottery is performed (step S1103), and a hold increase command is set (step S1104). The sign hold display lottery is a lottery for determining whether or not to display on the image display unit 104 whether or not the lottery result of the jackpot lottery advantageous to the player is held.

  After performing step S1104, it is determined whether or not a variation start command indicating the variation start of the special symbol is received from the main control unit 201 (step S1105). The change start command is a command set in the special symbol processing by the main control unit 201 (see step S710 in FIG. 7).

  In step S1105, when the change start command is not received (step S1105: No), the process proceeds to step S1107 described later. When the change start command is received (step S1105: Yes), the effect selection process is executed (step S1106). Details of the effect selection process will be described later with reference to FIG.

  Thereafter, it is determined whether or not a change stop command for stopping the effect symbol has been received (step S1107). The change stop command is a command indicating change stop of the special symbol, and is a command set in the special symbol processing of the main control unit 201 (see step S713 in FIG. 7).

  When the change stop command is not received (step S1107: No), the process is ended as it is. When the change stop command is received (step S1107: Yes), the process during changing effect is executed (step S1108), and the process ends. In addition, the process during the end of the variation effect is a process of stopping the variation of the effect symbol or ending the effect mode according to the gaming state according to the number of times of change.

(Direction selection process)
Next, details of the effect selection process shown in step S1106 of FIG. 11 will be described using FIG. FIG. 12 is a flowchart showing an effect selection process executed by the effect control unit. In FIG. 12, the CPU 241 of the production control unit 202a analyzes the change start command (step S1201). In step S1201, specifically, the gaming state of the main control unit 201, 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 S1202).

  The mode flag is a flag that is set corresponding to each effect mode. For example, in the normal gaming state, the mode flag in the normal mode is “0”, the mode flag in the probability change mode is “1”, the mode flag in the time reduction mode is “2”, the mode flag in the sudden accuracy mode is “3”, The mode flag is set for each mode such as “4”.

  Thereafter, a variation effect pattern selection process is executed (step S1203). 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. Details thereof will be described later with reference to FIG.

  After performing step S1203, a variation effect start command indicating the start of variation of the effect symbol is set (step S1204), and the process ends.

(Variation effect pattern selection process)
Next, the changing effect pattern selection process performed by the effect control unit 202a will be described with reference to FIG. The variation effect pattern selection process is the process shown in step S1203 of FIG. FIG. 13 is a flowchart showing the processing procedure of the changing effect pattern selection process executed by the effect control unit.

  First, in the variation effect pattern selection process, it is determined whether or not the continuous notice flag is ON (step S1301). If the continuous notice flag is ON (step S1301: Yes), step S1308 described later is performed. If the continuous notice flag is OFF (step S1301: No), it is determined whether there is a big hit or reach for the hold (step S1302).

  In step S1302, if there is a jackpot or reach in the hold (step S1302: Yes), a continuous notice effect random number is acquired and a continuous notice effect lottery is performed (step S1303). The continuous notice effect lottery is a lottery for determining whether or not to start the continuous notice effect, and is performed using a continuous notice lottery table described later in FIGS. 14-1 and 14-2.

  After performing step S1303, it is determined whether or not the continuous notice effect is to be executed (step S1304). When the continuous notice effect is to be executed (step S1304: Yes), the continuous notice flag is turned ON (step S1305). The continuous notice flag being ON indicates that a continuous notice effect is being executed.

  Thereafter, “0” is set to the fluctuation count K (step S1306). Note that the variation count K indicates how many variations of the continuous notice effect. After step S1306, Kmax is set (step S1307). Kmax is the number of changes performed in the continuous notice effect, and is any one of “1” to “4”. After that, a value obtained by adding “1” to the variation count K is set as a new variation count K (step S1308).

  After step S1308, it is determined whether or not the variation count K is “1” (step S1309). If the variation count K is not “1” (step S1309: No), the variation effect pattern table (continuous notice flag ON) ) Is set (step S1310). The variation effect pattern table (continuous notice flag ON) is a table used when determining a change effect to be performed other than the first change of the continuous notice effect, and details thereof will be described later with reference to FIG.

  If the variation count K is “1” in step S1309 (step S1309: Yes), a variation effect pattern table (K = 1) is set (step S1311). The variation effect pattern table (K = 1) is a table used when determining the variation effect to be performed in the first variation of the continuous notice effect, the details of which will be described later with reference to FIG.

  After setting the variation effect pattern table in step S1310 or step S1311, it is determined whether or not the number of variations K is equal to Kmax (step S1312). When the number of fluctuations K is equal to Kmax (step S1312: Yes), the continuous notice flag is turned off (step S1313), and a fluctuation effect pattern is selected (step S1314). If it is determined in step S1312 that the number of fluctuations K is not the same value as Kmax (step S1312: No), step S1314 is performed.

  In step S1302, if there is no jackpot or reach in the hold (step S1302: No), the variable effect pattern table (continuous notice flag OFF) is set (step S1315), and step S1314 is performed. The fluctuating effect pattern table (continuous notice flag OFF) is a table used when determining a fluctuating effect when the continuous notice effect is not performed, and details thereof will be described later with reference to FIG. In step S1304, when the continuous notice effect is not executed (step S1304: No), step S1315 is performed.

(Continuous notice lottery table)
Next, the continuous notice lottery table will be described with reference to FIGS. 14-1 and 14-2. The continuous notice lottery table is a table used for the continuous notice effect lottery shown in step S1303 of FIG. Each continuous notice lottery table includes a lottery result 1401, a hold number 1402, execution presence / absence 1403, a range 1404, a ratio 1405, and a random value 1406.

  The lottery result 1401 is a lottery result of a jackpot lottery for a holding ball that triggers execution of a continuous notice effect lottery, and is either a jackpot or a reach. The number of holds 1402 indicates how many times the hold ball that triggers the execution of the continuous notice effect lottery changes, and is “1” to “4”. The presence / absence of execution 1403 is whether or not to execute the continuous notice effect. When “Yes”, the continuous notice effect is executed, and when “No”, the continuous notice effect is not executed. A range 1404 indicates a range of continuous notice effect random numbers, and is 0-99. The ratio 1405 is a numerical value obtained by dividing the number of random values 1406 by the number of ranges 1404. A random value 1406 indicates a continuous notice effect random number for each hold 1402 and each execution presence / absence 1403.

  FIG. 14A is an explanatory diagram of a jackpot continuous notice lottery table. In the jackpot continuous notice lottery table 1410, for example, when the lottery result 1401 is a big hit, the number of holds 1402 is “1”, and the acquired random number value 1406 is any one of 0 to 19, execution presence / absence 1403 is “Yes” and the ratio 1405 is 20/100. When the hold number 1402 is “1” and the acquired random value 1406 is any one of 20 to 99, the execution presence / absence 1403 is “none” and the ratio 1405 is 80/100.

  Also, for example, when the lottery result 1401 is a big hit, the hold number 1402 is “2”, and the acquired random number value 1406 is any of 0 to 29, the execution presence / absence 1403 is “present”, The ratio 1405 is 30/100. When the hold number 1402 is “2” and the acquired random value 1406 is any one of 30 to 99, the execution presence / absence 1403 is “none” and the ratio 1405 is 70/100.

  Also, for example, when the lottery result 1401 is a big hit, the hold number 1402 is “3”, and the acquired random number value 1406 is any of 0 to 39, the execution presence / absence 1403 is “present”, The ratio 1405 is 40/100. Further, when the hold number 1402 is “3” and the acquired random value 1406 is any of 40 to 99, the execution presence / absence 1403 is “none”, and the ratio 1405 is 60/100.

  Also, for example, when the lottery result 1401 is a big hit, the hold number 1402 is “4”, and the acquired random number value 1406 is any of 0 to 49, the execution presence / absence 1403 is “present”, The ratio 1405 is 50/100. When the hold number 1402 is “4” and the acquired random value 1406 is any one of 50 to 99, the execution presence / absence 1403 is “none” and the ratio 1405 is 50/100.

  FIG. 14B is an explanatory diagram of a reach continuous notice lottery table. In the reach continuous notice lottery table 1420, for example, when the lottery result 1401 is reach, the hold number 1402 is “1”, and the acquired random number 1406 is any one of 0 to 39, the presence / absence 1403 of execution is “Yes” and the ratio 1405 is 40/100. When the hold number 1402 is “1” and the acquired random value 1406 is any one of 40 to 99, the execution presence / absence 1403 is “none” and the ratio 1405 is 60/100.

  Also, for example, when the lottery result 1401 is reach, the hold number 1402 is “2”, and the acquired random number value 1406 is any one of 0 to 29, the execution presence / absence 1403 is “present”, The ratio 1405 is 30/100. When the hold number 1402 is “2” and the acquired random value 1406 is any one of 30 to 99, the execution presence / absence 1403 is “none” and the ratio 1405 is 70/100.

  Also, for example, when the lottery result 1401 is reach, the hold number 1402 is “3”, and the acquired random number value 1406 is any one of 0 to 19, the presence / absence 1403 of execution is “present”, The ratio 1405 is 20/100. Further, when the hold number 1402 is “3” and the acquired random number value 1406 is any one of 20 to 99, the execution presence / absence 1403 is “none”, and the ratio 1405 is 80/100.

  Further, for example, when the lottery result 1401 is reach, the hold number 1402 is “4”, and the acquired random number value 1406 is any one of 0 to 9, the presence / absence of execution 1403 is “present”, The ratio 1405 is 10/100. When the hold number 1402 is “4” and the acquired random value 1406 is any one of 10 to 99, the execution presence / absence 1403 is “none” and the ratio 1405 is 90/100.

  In this way, the jackpot continuous notice lottery table 1410 sets the ratio 1405 that the presence / absence of execution 1403 is “Yes” as the number of holds 1402 increases, and the reach continuous notice lottery table 1420 shows the number of holds. The higher the number 1402, the higher the ratio 1405 of whether the execution 1403 is “none”. Thereby, it is set as the structure which gives a player a big feeling of expectation, so that the frequency | count of a change performed in a continuous notice effect is large.

(Variation production pattern table)
Next, the variation effect pattern table will be described with reference to FIGS. 15-1, 15-2, and 15-3. The variation effect pattern table is a table used when a variation effect pattern is selected in step S1314 of FIG. Each variation effect pattern table includes a variation time 1501, a variation effect 1502, a notification timing 1503, and a pseudo variation number 1504.

  The fluctuation time 1501 is the fluctuation time received from the main control unit 201, and includes T0 to T6. The variation effect 1502 is an effect performed during the variation display corresponding to each variation time 1501, and includes “normal deviation effect”, “reach effect”, “pseudo continuous notice effect”, “continuous notice effect”, “Continuous notice notification effect”.

  The “normal deviation effect” is an effect in which an effect symbol is stopped and displayed with a deviation symbol other than the reach symbol. The “reach effect” is an effect in which the variable display is performed, the reach symbol is stopped and displayed, the reach effect is performed, and the symbol indicating the lottery result of the jackpot lottery is stopped and displayed. The “pseudo continuous notice effect” is an effect that repeats the change display of the special symbol and the change stop.

  The “continuous notice effect” is a continuous notice effect according to the number of changes. The continuous notice notification effect is a continuous notice effect including an effect for notifying information indicating that the continuous notice effect has been started at a preset timing.

  The notification timing 1503 is a timing for notifying information indicating that the continuous notice effect has been started when the change effect 1502 is a continuous notice notice effect, and is the time when the change is started, when the change is stopped, during the change, and the final pseudo change. There is. For example, the notification timing 1503 being when the change starts is to notify the information that the change is started and that the continuous notice effect is started.

  Further, for example, when the notification timing 1503 is when the change is stopped, the information indicating that the continuous notice effect is started is displayed by stopping and displaying the chance eyes when the change is stopped. Further, for example, that the notification timing 1503 is in the middle of changing is to notify information indicating that the continuous notice effect has been started during the change display of the change.

  In addition, for example, the notification timing 1503 is the final pseudo-variation, in which the pseudo-continuous notice effect is performed in the change, and the information that the continuous notice effect is started is notified at the timing when the final change is started. It is.

  The number of pseudo fluctuations 1504 is the number of fluctuations of the pseudo continuous notice effect when the fluctuation effect 1502 is the continuous notice notice effect and the notice timing 1503 is the final pseudo change, and “2” to “5”. is there.

  FIG. 15A is an explanatory diagram of a variation effect pattern table (continuous notice flag ON). The variation effect pattern table (continuous notice flag ON) 1510 is a table set in step S1310 of FIG. In the fluctuation effect pattern table (continuous notice flag ON) 1510, for example, when the fluctuation time 1501 is any one of T0 to T6, the fluctuation effect 1502 is a continuous notice effect.

  FIG. 15-2 is an explanatory diagram of a variation effect pattern table (K = 1). The variation effect pattern table (K = 1) 1520 is a table set in step S1311 of FIG. In the variation effect pattern table (K = 1) 1520, for example, when the variation time 1501 is T0, the variation effect 1502 is a continuous notice notification effect, and the notification timing 1503 is a change start time. When the variation time 1501 is T1, the variation effect 1502 is a continuous notice notification effect, and the notification timing 1503 is when the variation is stopped.

  When the variation time 1501 is T2, the variation effect 1502 is a continuous notice notification effect, and the notification timing 1503 is in the middle of variation. When the variation time 1501 is T3, the variation effect 1502 is a continuous notice notification effect, the notification timing 1503 is the final pseudo variation, and the pseudo variation number 1504 is “2”.

  When the variation time 1501 is T4, the variation effect 1502 is a continuous notice notification effect, the notification timing 1503 is the final pseudo variation, and the pseudo variation number 1504 is “3”. When the variation time 1501 is T5, the variation effect 1502 is a continuous notice notification effect, the notification timing 1503 is the final pseudo variation, and the pseudo variation number 1504 is “4”. When the variation time 1501 is T6, the variation effect 1502 is a continuous notice notification effect, the notification timing 1503 is the final pseudo variation, and the number of pseudo variations 1504 is “5”.

  FIG. 15C is an explanatory diagram of a variation effect pattern table (continuous notice flag OFF). The variation effect pattern table (continuous notice flag OFF) 1530 is a table set in step S1315 of FIG. In the variation effect pattern table (continuous notice flag OFF) 1530, for example, when the variation time 1501 is T0 or T1, the variation effect 1502 is usually a deviation effect. For example, when the variation time 1501 is T2 or T3, the variation effect 1502 is a reach effect. For example, when the variation time 1501 is any one of T4 to T6, the variation effect 1502 is a pseudo continuous notice effect.

(Specific examples of variable production)
Next, an example of the effects of the gaming machine of the present embodiment will be described with reference to FIGS. 16-1 and 16-2. FIGS. 16A and 16B are explanatory diagrams showing a timing chart of the continuous notice effect performed by the gaming machine of the present embodiment. Each timing chart includes a display example of the image display unit 104 and a special symbol variation period for each timing. The horizontal axis indicates the time axis. In the image display unit 104, a downward arrow indicates a changing effect design.

  The effect shown in the timing chart 1610 of FIG. 16A shows an example of the effect when the number of continuous notice effects is 2 or more and the variation time in the first change is T2. That is, in the variation effect pattern table (K = 1) 1520 shown in FIG. 15B, the variation effect 1502 is an example of an effect that is a continuous notice notification effect and the notification timing 1503 is in the middle of change.

  First, the change is started at the timing t0, and the start of the continuous notice effect is notified at the timing t1 in the middle of the change after a predetermined time has elapsed from the timing t0. At this time, a continuous notice effect mark 1611 indicating that a continuous notice effect is being performed is displayed. The continuous notice effect mark 1611 is continuously displayed during the continuous notice effect.

  Then, at the timing t2 when T2 has elapsed from the timing t0, the chance is stopped and the second fluctuation is started. Note that the variation period of the special symbol of the first variation is a period from t0 to t2. Thereby, it is possible to always give the player a sense of expectation for the continuous notice.

  The effect shown in the timing chart 1620 of FIG. 16-2 shows an example of the effect when the number of times of continuous notice effect is 2 times or more and the variation time in the first variation is T4. That is, in the fluctuation effect pattern table (K = 1) 1520 shown in FIG. 15B, the fluctuation effect 1502 is the continuous notice notification effect, the notification timing 1503 is the final pseudo change, and the pseudo change number 1504 is “3”. An example of the production is shown.

  First, the pseudo first variation which is the first variation of the pseudo continuous notice effect is started at the timing t3, and the chance eye is stopped and displayed at the timing t4 when a predetermined time has elapsed from the timing t3, and the pseudo second variation is started. . At a timing t5 when a predetermined time has elapsed from the timing t4, the chance eye is stopped and displayed, the pseudo third variation is started, and the start of the continuous notice is notified. At this time, a continuous notice effect mark 1611 indicating that a continuous notice effect is being performed is displayed. The continuous notice effect mark 1611 is continuously displayed during the continuous notice effect.

  Then, at the timing t6 when T4 has elapsed from the timing t3, the chance eye is stopped and displayed, and the second variation of the continuous notice effect is started. Accordingly, it is possible to give the player a sense of expectation for the continuation of the pseudo continuous notice effect and a sense of expectation due to the start of the continuous notice effect.

  As described above, in the present embodiment, when a continuous notice effect is performed, the continuous notice effect is started at any one of a plurality of predetermined timings among the first variation of the continuous notice effect. It was set as the structure which alert | reports the information to the effect to a player. Thereby, the possibility of always starting the continuous notice effect can be shown, and the player's expectation for the start of the continuous notice effect can be maintained.

  In the present embodiment, in the first variation of the continuous notice effect, a continuous notice effect having a pattern for notifying the start of the continuous notice effect is provided after the pseudo continuous notice effect is performed. Thereby, even if the pseudo continuous notice effect is started, the player's expectation for the continuous notice effect can be maintained.

  Further, in the present embodiment, in the first variation of the continuous notice effect, a pseudo continuous notice effect is performed, and at any one of a plurality of timings when the variation display of the effect symbol is started in the pseudo continuous notice effect, It was set as the structure which alert | reports the start of a continuous notice effect. Thereby, it is possible to give the player the expectation due to the continuation of the pseudo-continuous notice effect and the expectation due to the start of the continuous notice effect.

  In the present embodiment, the timing for notifying the start of the continuous notice effect is determined based on the information on the variation time of the special symbol included in the variation start command. However, the present invention is not limited to this. For example, a random number may be acquired at the start of the first change of the continuous notice effect, and one of a plurality of predetermined timings may be selected by performing a lottery using the random number. .

  Further, in the present embodiment, the continuous notice effect is an effect that repeats the display and stop display of the effect symbol and notifies the information that the continuous notice effect is started at an arbitrary timing of the first change. However, it is not limited to this. For example, the continuous notice effect is an effect that repeats the display of variation of the effect symbol and the change stop (hereinafter referred to as “variable effect”), and an effect that informs the information that the continuous notice effect has been started (hereinafter referred to as “notification effect”). It is good also as what is comprised by these. In that case, the effect similar to the present embodiment is obtained by starting the fluctuating effect by deciding to start the continuous notice effect and displaying the notification effect on the fluctuating effect at an arbitrary timing. It is done.

  Specifically, the production supervision unit 202a determines the start of the continuous notice production and transmits information to the effect of changing production to the image / sound control unit 202b. Then, the image / sound controller 202b having received the command outputs the image data of the fluctuation effect, acquires a random number, performs a lottery using the random number, and performs a notification effect at a timing based on the lottery result. Thereby, the same effect as this embodiment can be obtained.

  As described above, according to the gaming machine according to the present embodiment, in the continuous notice effect that is performed using a plurality of fluctuations for the lottery result of the jackpot lottery with respect to the reserve of the undigested portion, By giving the start notification at any one of a plurality of timings, it is possible to always give the player a sense of expectation for the continuous notice effect, and to improve the fun of the game.

100 Pachinko machines (game machines)
104 Image display (display screen)
201 Main control unit (main control board)
202 Production control unit (control board)
241 CPU
301 Acquisition unit (acquisition means)
302 Production execution unit (production execution means)
303 Notification Department (Notification Method)
304 Output unit

Claims (1)

  1. Acquisition means for acquiring determination information upon establishment of a start condition;
      Special game determination means for determining whether or not to play a special game based on the determination information acquired by the acquisition means;
      Based on the determination result by the special game determination unit, a variation time determining unit that determines a symbol variation time for displaying the symbol in a variable manner;
      The symbol display control means for stopping and displaying the determination symbol indicating the determination result after the symbol variation time determined by the variation time determination unit and the symbol display in a predetermined symbol display unit are variably displayed.
      When it is determined that the special game is determined to be performed by the special game determination unit, the special game execution unit that performs a special game advantageous to the player after the determination display is stopped and displayed by the symbol display control unit;
      Determination information storage means for storing the determination information acquired by the acquisition means when the start condition is satisfied when the symbols are variably displayed by the symbol display control means;
      Based on the determination information stored by the determination information storage means, prior determination means for determining in advance whether or not to play a special game;
      When the symbols are variably displayed by the symbol display control means, an effect execution means for performing a game effect in a predetermined effect means;
      With
      The variation time determining means includes
      It is possible to determine a normal symbol variation time or a special symbol variation time different from the normal symbol variation time,
      The production execution means
      Based on the prior determination result by the prior determination means, it has a suggestion effect execution means for performing an suggestion effect that suggests the prior determination result over a plurality of variations of the symbol display performed by the symbol display control means,
      The suggestion effect execution means includes:
      The suggestive effect starts in the middle of the first continuous display or the normal continuous effect that starts the suggested effect with the start of the first variable display among the multiple variable designs. Continuous production specifying means for specifying any of the special continuous productions;
      Continuous production execution means for performing the normal continuous production or the special continuous production specified by the continuous production specifying means;
      Have
      The continuous production specifying means is:
      A gaming machine, wherein the special continuous effect can be performed when the special symbol variation time is determined as the symbol variation time for the first variation display by the variation time determining means.
JP2009157333A 2009-07-01 2009-07-01 Game machine Active JP5139379B2 (en)

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JP5337200B2 (en) * 2011-06-13 2013-11-06 京楽産業.株式会社 Game machine
JP5959376B2 (en) * 2012-09-06 2016-08-02 京楽産業.株式会社 Game machine
JP5959377B2 (en) * 2012-09-06 2016-08-02 京楽産業.株式会社 Game machine
JP6085129B2 (en) * 2012-09-06 2017-02-22 京楽産業.株式会社 Game machine
JP6101956B2 (en) * 2012-09-13 2017-03-29 株式会社ソフイア Game machine
JP5739462B2 (en) * 2013-02-20 2015-06-24 京楽産業.株式会社 Game machine
JP5771642B2 (en) * 2013-03-29 2015-09-02 京楽産業.株式会社 Game machine
JP6083417B2 (en) * 2014-06-13 2017-02-22 タイヨーエレック株式会社 Game machine
JP6321764B2 (en) * 2016-12-06 2018-05-09 京楽産業.株式会社 Game machine

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JP2002210132A (en) * 2001-01-19 2002-07-30 Takao:Kk Pinball game machine
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JP4993474B2 (en) * 2007-03-16 2012-08-08 サミー株式会社 Pachinko machine
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