JP5198540B2 - Pachinko machine - Google Patents

Pachinko machine Download PDF

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Publication number
JP5198540B2
JP5198540B2 JP2010254747A JP2010254747A JP5198540B2 JP 5198540 B2 JP5198540 B2 JP 5198540B2 JP 2010254747 A JP2010254747 A JP 2010254747A JP 2010254747 A JP2010254747 A JP 2010254747A JP 5198540 B2 JP5198540 B2 JP 5198540B2
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effect
control unit
round
gaming machine
game
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JP2012105705A (en
Inventor
亮 山▲崎▼
高之 加藤
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京楽産業.株式会社
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Abstract

<P>PROBLEM TO BE SOLVED: To prevent specific presentation and abnormality notification from being performed overlapping. <P>SOLUTION: When a Pachinko game machine detects that a hit ball supply tray is filled up in a period t5 at the ninth round, it gives filled-up notification. Then, in the case that the filled-up notification continues to be given even when a period t6 in which the ninth round is over is passed by and a start period t7 at the tenth round decided in advance to execute promotion perform is reached, the Pachinko game machine stops execution of the promotion presentation at the tenth round. Then, when a filled-up state is over in a period t8 during the tenth round, the promotion presentation is executed at the eleventh round. <P>COPYRIGHT: (C)2012,JPO&amp;INPIT

Description

  The present invention relates to a pachinko gaming machine that notifies an abnormality when the abnormality is detected.
  Conventionally, when a game ball wins a starting opening provided on a game board, there is a gaming machine that performs a big hit lottery and changes three symbols (for example, numbers) displayed on a display. When such a gaming machine wins a jackpot, the three changed symbols are stopped in a specific combination (for example, a so-called “zolo” such as “7, 7, 7”). After that, it becomes a jackpot game state, and the big prize opening on the game board is opened. During this time, the player can obtain a large number of prize balls by winning the game balls in the big prize opening.
  Conventionally, there has been a gaming machine that includes a plurality of switches (sensors) and makes an error state when these outputs satisfy a predetermined condition, and performs error notification. Such a gaming machine cancels error notification based on at least one output of a plurality of switches (see, for example, Patent Document 1 below). For example, in such a gaming machine, a full tank sensor provided on a hitting ball supply tray (for example, a so-called “upper plate”) in which a game ball that can be launched is stored detects the fullness of the hitting ball supply tray and is full. And urged the player to remove the game ball in the hit ball supply tray.
JP 2006-345594 A
  However, in the above-described prior art, even when a full tank notification or the like is in progress, the game proceeds as it is, and an effect may be performed accordingly. If the notification and the production are performed at the same time, the player will be distracted by both of them, and will not be able to enjoy the production thoroughly, and the interest may be reduced.
  An object of the present invention is to provide a pachinko gaming machine that can prevent a decrease in interest, in order to solve the problems caused by the above-described conventional technology.
  In order to solve the above-described problems and achieve the object, the present invention employs the following configuration. The pachinko gaming machine according to the present invention determines whether or not to perform a special game advantageous to the player by passing the game ball through the starting area on the game board, and in the pachinko gaming machine showing the determination result, When it is determined by the determination that the special game is to be performed, special game execution means for performing the special game, and special game effect execution means for executing the special game effect during the special game by the special game execution means; An abnormality detecting means for detecting an abnormality of the pachinko gaming machine, and an informing means for notifying the abnormality when the abnormality detecting means detects an abnormality of the pachinko gaming machine, the special game effect executing means Is a special effect execution means capable of executing a special effect at a predetermined timing during the special game effect, and when the predetermined timing is reached, Delaying means for delaying execution of the special effect by the special effect execution means when notification by the intelligent means has been performed, the special effect execution means executing the special effect by the delay means When the postponement by the postponement means is released, the special effect is executed when the postponement is canceled, and the postponement means cancels the postponement of the execution of the special effect at least before the special game is ended. It is characterized by that.
  In the above invention, the postponement means is a timing after the predetermined timing, and a specific timing after the notification by the notification means is not performed and a specific timing before the special game ends. The postponement of execution of the special effect may be canceled at the earlier timing.
  In the above invention, the special effect may be an effect suggesting information advantageous to the player in subsequent games.
  In the above invention, the player may further include an operation unit operable by the player, and the special effect executing unit is configured to notify the player in subsequent games when the operation unit is operated during the special effect. It is also possible to suggest advantageous information.
  ADVANTAGE OF THE INVENTION According to this invention, there exists an effect that it can prevent that an alerting | reporting and an effect are performed overlappingly and can prevent the fall of interest property.
It is a front view which shows an example of the pachinko game machine concerning Embodiment 1 of this invention. It is a block diagram which shows the internal structure of the pachinko game machine concerning Embodiment 1 of this invention. It is a block diagram which shows the functional structure of the pachinko game machine of Embodiment 1 concerning this invention. It is a timing chart (the 1) which shows the outline | summary of the presentation which the pachinko game machine of this Embodiment 1 performs. It is a timing chart (the 2) which shows the outline | summary of the production | presentation which the pachinko game machine of this Embodiment 1 performs. It is a flowchart which shows the processing content of a timer interruption process. It is a flowchart which shows the processing content of a full tank detection switch process. It is a flowchart which shows the processing content of a special symbol process. It is a flowchart which shows the processing content of a jackpot lottery process. It is a flowchart which shows the processing content of a big prize opening process. It is a flowchart which shows the processing content of an opening process. It is a flowchart which shows the processing content of the process during open | release. It is a flowchart which shows the processing content of an interval process. It is a flowchart which shows the processing content of an ending process. It is a flowchart which shows the processing content of a game state setting process. It is a flowchart which shows the processing content of effect timer interruption processing. It is a flowchart which shows the processing content of command reception processing. It is a flowchart which shows the processing content of a fluctuation production | presentation selection process. It is a flowchart which shows the processing content of a win production | presentation selection process. It is a flowchart which shows the processing content of the process during hit production. It is explanatory drawing (the 1) which shows the specific example of a display by the pachinko game machine of this Embodiment 1. FIG. It is explanatory drawing (the 2) which shows the specific example of a display by the pachinko game machine of this Embodiment 1. FIG. 10 is a flowchart showing the processing contents of a start port switch process according to the second embodiment. It is a flowchart which shows the processing content of a prior determination process.
  Exemplary embodiments of a pachinko gaming machine according to the present invention will be described below in detail with reference to the accompanying drawings. The embodiment described below is an example in which the pachinko gaming machine according to the present invention is applied to an old first-class pachinko gaming machine (so-called “digital patch”).
(Embodiment 1)
(Basic configuration of pachinko machine)
First, the basic configuration of the pachinko gaming machine according to the first embodiment of the present invention will be described. FIG. 1 is a front view showing an example of a pachinko gaming machine according to Embodiment 1 of the present invention. As shown in FIG. 1, the pachinko gaming machine 100 according to the first 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.
  A 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. In the game area 103, a windmill and various winning holes (such as a starting hole and a big winning hole) that change the falling direction of the gaming ball are arranged at a position in the middle of the falling of the game ball.
  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: Liquid Crystal Display) or the like is used. A first start port 105 is disposed below the image display unit 104, and a second start port 106 is disposed on the right side of the image display unit 104.
  A plurality of nails (not shown) are provided on the game board 101. For example, by this nail, the first start port 105 is arranged in a region on the game board 101 through which a so-called “left-handed” game ball (launched at a speed lower than a predetermined speed) passes. The second starting port 106 is arranged in a region on the game board 101 through which a so-called “right-handed” game ball (launched at a predetermined speed or more) passes. The first start port 105 and the second start port 106 are winning ports for starting and winning.
  In the vicinity of the second starting port 106, an electric tulip 107 is provided as an ordinary electric accessory (an accessory that moves based on a lottery result of an ordinary symbol lottery described later). 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 a prize 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 right side of the image display unit 104. The gate 108 is not limited to the right side (the illustrated position) of the image display unit 104 and may be disposed at an arbitrary position in the game area 103.
  Below the second start port 106, a big winning port 109 is arranged. Like the second start port 106, the big winning port 109 is also arranged in an area on the game board 101 through which a right-handed game ball passes. 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 the first special symbol is displayed, and a second special symbol display unit (reference symbol in FIG. 2) on which the second special symbol is displayed. 112b). Here, the first special symbol is a symbol representing the lottery result of the jackpot lottery performed when the game ball wins the first starting port 105. The second special symbol is a symbol representing the lottery result of the big hit lottery performed when the game ball wins the second starting port 106. For example, a 7-segment display is used as the special symbol display unit 112.
  In the lower right part of the game board 101, a normal symbol display portion 113 for displaying normal symbols is arranged. Here, the normal symbol is a symbol representing the lottery result of the normal symbol lottery. When the game ball passes through the gate 108, the pachinko gaming machine 100 performs a normal symbol lottery, and when the normal symbol lottery is won (per normal symbol), the electric tulip 107 is opened. For example, a 7-segment display is used as the normal symbol display unit 113.
  On the left side of the special symbol display unit 112 and the normal symbol display unit 113, the number of reserved balls for displaying the number of reserved balls for the special symbol or the normal symbol (the number of rights to receive the jackpot lottery, the number of rights to receive the normal symbol lottery). Part 114 is arranged. For example, a lamp indicator having a plurality of LEDs is used as the reserved ball number display unit 114.
  A frame member 115 is provided on the outer peripheral portion of the game area 103 of the game board 101. The frame member 115 has a shape that surrounds the periphery of the game area 103 on the four sides of the game board 101 in the vertical and horizontal directions. The frame member 115 has a shape protruding from the board surface of the game board 101 toward the player side.
  On the two sides which are the upper side and the lower side of the game area 103 in the frame member 115, an effect light part (frame lamp) 116 is provided. Each effect light unit 116 includes a plurality of lamps and a motor (not shown). Each lamp irradiates a player who is in front of the pachinko gaming machine 100. Moreover, each lamp can change the irradiation direction of light into the up-down direction and the left-right direction by driving the motor. In addition, each lamp can irradiate the periphery of the pachinko gaming machine 100, and the light irradiation direction can be rotated so that the irradiation position forms a circle with respect to the pachinko gaming machine 100.
  An operation handle 117 is disposed at a lower position of the frame member 115. The operation handle 117 is operated by the player when the game ball is fired by driving the launching unit. Similar to the frame member 115 described above, the operation handle 117 has a shape that protrudes from the board surface of the game board 101 to the player side.
  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. Although not described because it is a known technique, the operation handle 117 is provided with a sensor that detects that the player directly operates the firing instruction member 118. Thereby, the launching unit launches the game ball when the firing instruction member 118 is directly operated by the player.
  In the frame member 115, an effect button (chance button) 119 and a cross key 120 are provided on the lower side of the game area 103. The effect buttons 119 and the cross key 120 constitute an operation accepting unit that accepts an operation from a player in the pachinko gaming machine 100. The frame member 115 incorporates a speaker (see reference numeral 254 in FIG. 2) that outputs sound.
  In the frame member 115, a hitting ball supply tray 121 (so-called “upper plate”) capable of storing game balls is formed on the left side of the effect button 119 and the cross key 120. At the upstream end of the hitting ball supply tray 121, a passage for receiving the game ball paid out by driving the payout portion (reference numeral 291 in FIG. 2) into the hitting ball supply tray 121 is formed. At the downstream end of the hitting ball supply tray 121, a passage for guiding the game balls stored in the hitting ball supply tray 121 to the launch position where the launching portion is launched is formed.
(Internal configuration of pachinko machine)
Next, an internal configuration of the pachinko gaming machine 100 according to the first embodiment of the present invention will be described. FIG. 2 is a block diagram showing an internal configuration of the pachinko gaming machine according to the first embodiment of the present invention. 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. 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 CPU 211 executes various programs related to the progress of the game of the pachinko gaming machine 100, such as a main control process (not shown) and a timer interrupt process (see FIG. 4). The ROM 212 stores a program for the CPU 211 to execute the above-described processing, a table necessary for executing the program (for example, a hit determination table, a symbol determination table, and a variation pattern table). The RAM 213 functions as a work area for the CPU 211. The data (for example, various commands) set in the RAM 213 by the CPU 211 executing the above-described program is each component (for example, the production control unit 202a and the prize ball control unit 203) connected to the main control unit 201 at a predetermined timing. Sent to.
  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. For example, the main control unit 201 is realized by a main control board (detailed description is omitted because it is a known technique).
  The main control unit 201 includes various switches (SW) that function as detection means for detecting a game ball, a solenoid for opening and closing an electric accessory such as the special winning opening 109, the first special symbol display unit 112a, The second special symbol display unit 112b, the normal symbol display unit 113, the reserved ball number 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 can be 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, and the driving of the big prize opening solenoid 232 based on the lottery result of the big hit lottery.
  The main control unit 201 controls the 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 displays the first special symbol on the first special symbol display unit 112a in a variably displayed manner when the game ball wins the first starting port 105 and performs a big win lottery. Then, after the predetermined period, the first special symbol is stopped and displayed with the symbol indicating the lottery result of the big hit lottery.
  Similarly, the main control unit 201 displays the second special symbol on the second special symbol display unit 112b variably when the game ball wins the second start port 106 and wins the big hit. Then, after the predetermined period, the second special symbol is stopped and displayed with the symbol indicating the lottery result of the big hit lottery. When the normal symbol lottery is performed by the game ball passing through the gate 108, the main control unit 201 variably displays the normal symbol on the normal symbol display unit 113. Then, after the predetermined period, the normal symbol is stopped and displayed with the symbol indicating the lottery result of the normal symbol lottery.
  Furthermore, the main control unit 201 is also connected to the effect control unit 202 and the prize ball control unit 203, and transmits various commands to each. For example, when the main control unit 201 performs a lottery lottery, the main control unit 201 transmits a change start command to the effect control unit 202. Here, in the variation start command, the lottery result of the jackpot lottery (the type of special symbol to be stopped display), the current gaming state, the time for the special symbol to be variably displayed before showing the lottery result of the jackpot lottery (hereinafter referred to as “variable time ")" Is included.
  In addition, when the main control unit 201 detects a game ball that has won a winning ball (starting ports 105 and 106, a big winning port 109, and a normal winning port 110), the main control unit 201 transmits a winning ball command to the winning ball control unit 203. To do. 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 an effect performed by the pachinko gaming machine 100. Here, the effect control unit 202a has a function of controlling the entire effect control unit 202 based on a command (for example, a change start command) received from the main control unit 201. The image / sound control unit 202b has a function of controlling images and sounds based on instructions from the production control unit 202a. The lamp control unit 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.
  The CPU 241 executes various programs such as an effect timer interrupt process (see FIG. 14) for controlling the entire effect control unit 202. The ROM 242 stores 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 the program is transmitted to the image / sound controller 202b and the lamp controller 202c at a predetermined timing.
  In other words, the effect control unit 202a functions to control the entire effect control unit 202 by executing a program stored in the ROM 242 while the CPU 241 uses the RAM 243 as a work area. For example, the effect supervising unit 202a determines an effect to be executed in accordance with the change display of the special symbol based on the change start command, and executes predetermined processing on the image / sound control unit 202b and the lamp control unit 202c. The instruction is output to control the entire production control unit 202.
  The RTC 244 functions as a time measuring means for measuring and outputting 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 being placed 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 and may output the actual time to the effect control unit 202 or the main control unit 201.
  In addition, an effect button 119 is connected to the effect control unit 202a. For example, when the effect button 119 is pressed by the player, a corresponding input signal is input to the effect control unit 202a. The cross key 120 is also connected to the production control unit 202a. The cross key 120 inputs an input signal corresponding to the key selected by the player to the effect control unit 202a.
(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 / sound generation processing and output processing. The ROM 252 displays a program for executing image / sound generation processing and output processing, a background image necessary for the processing, a design for presentation (hereinafter referred to as “decorative design”), a character image, and the like. Various display data and various audio data are stored. The RAM 253 functions as a work area of the CPU 251 and temporarily stores display data of an image to be displayed on the image display unit 104 and audio data output from the speaker 254. For example, the RAM 253 includes a VRAM (Video RAM) in which display data of an image to be displayed on the image display unit 104 is temporarily stored.
  That is, the image / sound control unit 202b causes the image display unit 104 to display based on an instruction from the production control unit 202a by executing the program stored in the ROM 252 while the CPU 251 uses the RAM 253 as a work area. It functions to control images and sound output from the speaker 254.
  For example, the CPU 251 controls the display control process (not shown) for controlling the display content displayed on the image display unit 104 and the audio content output from the speaker 254 based on the instruction content instructed from the production control unit 202a. Voice control processing (not shown) is executed. 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 decorative designs 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 decorative design is displayed so that it can be seen in front of the background image. When the background image and the decorative pattern overlap at the same position, the decorative pattern is given priority by referring to the Z value of the Z buffer of the display data of each image by a known hidden surface removal method such as the Z buffer method. It is stored in the RAM 253.
  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 first embodiment, the production control unit 202 includes a production control unit 202a, an image / sound control unit 202b, and a lamp control unit 202c that are provided as different board functions, but these are configured on the same printed board. May be. However, each function is independent even when they are incorporated on the same printed circuit board.
(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 programs 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 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 payout drive motor for paying out a predetermined number from a game ball storage unit (not shown). The winning ball control unit 203 drives the payout driving motor to win the payout unit 291 at each winning port (the first starting port 105, the second starting port 106, the big winning port 109, the normal winning port 110). The number of prize balls corresponding to the played game ball is paid out.
  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. Launch a game ball.
  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 SW 293, a payout ball detection SW 294, a ball presence detection SW 295, a full tank detection SW 296, and the like. For example, the full tank detection SW 296 is provided at the upstream end of the hit ball supply tray 121, and detects the game ball when the hit ball supply tray 121 is filled with the game ball.
  The prize ball control unit 203 outputs detection signals from various SWs connected to the prize ball control unit 203 such as 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 to the main control unit 201. . For example, the prize ball control unit 203 realizes its function by a prize ball control board.
  The main control unit 201, the effect control unit 202, and the prize ball control unit 203 configured as described above 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.
  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.
(Basic operation of pachinko machines)
Next, an example of the basic operation of the pachinko gaming machine 100 according to the first embodiment will be described. The pachinko gaming machine 100, when a game ball wins the first start port 105 or the second start port 106, performs a jackpot lottery according to the start port that the game ball has won. When the game ball wins the first start opening 105 and wins a jackpot, the pachinko gaming machine 100 displays the first special symbol on the first special symbol display unit 112a in a variable manner. Then, after a predetermined period of time has elapsed since the start of the variable display, the first special symbol is stopped and displayed with a symbol indicating the lottery lottery result.
  When the game ball wins the second start opening 106 and wins a big hit, the pachinko gaming machine 100 displays the second special symbol on the second special symbol display unit 112b in a variable manner. Then, after the lapse of a predetermined period from the start of the variable display, the second special symbol is stopped and displayed with a symbol indicating the lottery result of the jackpot lottery.
  When the pachinko gaming machine 100 variably displays the special symbol (the first special symbol or the second special symbol), the decorative symbol (for example, three numbers) of the image display unit 104 is variably displayed. When the special symbol is stopped and displayed, the decorative symbol is stopped and displayed. For example, when a special symbol is stopped and displayed with a predetermined symbol indicating a jackpot (when a jackpot lottery is won in the jackpot lottery), the pachinko gaming machine 100 is a combination that indicates a jackpot (for example, “7 · 7 · 7”). The decorative pattern is stopped and displayed with a so-called doublet).
  When the decorative symbol is stopped and displayed with the combination indicating the jackpot, the pachinko gaming machine 100 is in the jackpot gaming state, and the jackpot 109 is opened for the round corresponding to the winning jackpot (for example, 15 rounds). If the game ball wins the big winning opening 109 during the opening, the pachinko gaming machine 100 pays out a predetermined number of prize balls. During the jackpot gaming state, the pachinko gaming machine 100 does not perform a jackpot lottery. The jackpot gaming state ends when the winning prize opening 109 for the winning round is completed.
  When the pachinko gaming machine 100 ends the jackpot gaming state, the pachinko gaming machine 100 returns to the gaming state in which the jackpot lottery is performed again. For example, the pachinko gaming machine 100 enters a probability-changing gaming state when the jackpot gaming state due to probability variation is terminated, and enters a time-saving gaming state when the jackpot gaming state due to normal winning is terminated. Further, when the big hit gaming state due to the latent hit is terminated, the latent hit gaming state is entered. Each gaming state will be described below.
(Game state of pachinko machine)
When in the normal gaming state, the pachinko gaming machine 100 performs a jackpot lottery using a hit determination table (not shown) for the low probability gaming state, for example, a jackpot lottery that wins a jackpot with a probability of 1/300. . Further, in the normal gaming state, the pachinko gaming machine 100 does not provide a game support function (hereinafter referred to as “electric chew support function”) by opening and closing the electric tulip 107.
  The specific contents of the electric chew support function will not be described in detail because it is a well-known technique. For example, the fluctuation time of the normal symbol is shortened and the winning probability per normal symbol is increased (frequency of opening the electric tulip 107). Increase of the opening time of the electric tulip 107 and the like. That is, in a normal game state where the electric chew support function is not given, it is difficult for the game ball to win the second starting port 106.
  When in the short-time gaming state, the pachinko gaming machine 100 performs a jackpot lottery using the hit determination table for the low-probability gaming state in the same manner as the normal gaming state, but gives an electric chew support function. For this reason, in the short-time gaming state in which the electric chew support function is provided, it becomes easier for the game ball to win the second starting port 106 than in the normal gaming state in which the electric chew support function is not provided.
  When in the probable gaming state, the pachinko gaming machine 100 performs a jackpot lottery using a hit determination table (not shown) for a high probability gaming state, for example, a jackpot lottery that wins a jackpot with a probability of 1/30. . That is, in the probability variation gaming state, a jackpot lottery for winning the jackpot with a high probability is performed as compared with the normal gaming state and the short-time gaming state. Further, the pachinko gaming machine 100 provides an electric chew support function in the probability variation gaming state.
  When in the latent probability gaming state, the pachinko gaming machine 100 performs a jackpot lottery using the hit determination table for the high probability gaming state in the same manner as the probability variation gaming state, but does not provide the electric chew support function. Therefore, in the latent game state where the electric chew support function is not given, it is more difficult for the game ball to win the second starting port 106 than in the probability variation game state where the electric chew support function is given.
  For example, the pachinko gaming machine 100 makes a transition to a gaming state with a jackpot as described above, and also makes a transition to the next gaming state when a specified number of jackpots are drawn after the previous gaming state transition. You may do it. At this time, the game state of the transfer destination is determined in advance by the manufacturer of the pachinko gaming machine 100. For example, the pachinko gaming machine 100 shifts to the normal gaming state when it makes 100 big hits in the short-time gaming state.
(Functional configuration of pachinko gaming machine according to the first embodiment)
Next, a functional configuration of the pachinko gaming machine 100 will be described. FIG. 3-1 is a block diagram illustrating a functional configuration of the pachinko gaming machine according to the first embodiment of the present invention. As illustrated in FIG. 3A, the pachinko gaming machine 100 includes a determination unit 301, a symbol control unit 302, an effect execution unit 303, an abnormality detection unit 304, and a notification unit 305.
  The determination unit 301 has a function of determining whether or not a special game advantageous to the player is performed when the game ball passes through the starting area on the game board 101. For example, the determination unit 301 is connected to a winning detection unit 301a as illustrated in FIG. Here, the winning detection unit 301a is connected to the first start port SW221 or the second start port SW222 and receives a detection signal from the first start port SW221 or the second start port SW222. As a result, the winning detection unit 301 a detects the game ball that has won the first starting port 105 or the second starting port 106, and outputs the detection result to the determining unit 301. When the determination unit 301 receives the detection result from the winning detection unit 301a, the determination unit 301 determines whether or not to enter the big hit gaming state in which the player can acquire a winning ball by opening the big winning opening 109.
  In this case, upon receiving the detection result from the winning detection unit 301a, the determination unit 301 acquires a random number for winning determination (hereinafter referred to as “winning random number”). Then, at a predetermined timing (for example, at the start of variation or at the time of winning a prize), the winning determination is performed using the acquired winning random number and the winning determination table. In the hit determination, the determination unit 301 determines whether the acquired hit random number matches a predetermined value that is determined to be “big hit” in the hit determination table. If they match, it is determined to be a big hit, and if they do not match, it is determined to be lost. The determination unit 301 may determine which of the big hit, the loss, and the small win.
  Here, a plurality of types of big hits (for example, probable hits, normal hits, latent hits) are provided, and the determination unit 301 determines not only big hits or misses, but also which type of big hits in the case of big hits. (Hereinafter referred to as “design determination”) may be performed. In the first embodiment, the jackpot lottery refers to a combination of winning determination and symbol determination.
  Further, for example, the determination unit 301 is connected to the gaming state setting unit 301b. Here, the game state setting unit 301b determines the gaming state based on the lottery result of the jackpot lottery (for example, the determination result of the hit determination or the determination result of the symbol determination) or the number of lottery of the jackpot lottery (for example, the number of determination of the hit determination). Has the function to set. In this case, the determination unit 301 performs a jackpot lottery according to the gaming state being set by the gaming state setting unit 301b.
  When the low probability gaming state (the normal gaming state, the short time gaming state) is set by the gaming state setting unit 301b, the determination unit 301 performs a hit determination using the hit determination table for the low probability gaming state. Thereby, as mentioned above, it is possible to make a winning determination to win a jackpot with a probability of 1/300. When the high probability gaming state (the probability variation gaming state, the latent probability gaming state) is set, a hit determination is performed using a hit determination table for the high probability gaming state. As a result, as described above, it is possible to make a winning determination for winning a jackpot with a probability of 1/30.
  Further, the contents of the symbol determination table used for symbol determination for the game ball won at the first starting port 105 and the symbol determination table used for symbol determination for the game ball won at the second starting port 106 are different, and the determination unit 301 may perform the symbol determination of a different content according to the start opening which the game ball won. Thereby, the determination part 301 can change the tendency of the jackpot which is easy to win according to the start opening which the game ball won.
  For example, when a game ball wins the first start opening 105, the determination unit 301 can easily win a short hit such as a latent hit (a big hit with a short period for opening the big win 109). When a game ball wins at 106, it is possible to perform symbol determination that makes it easy to win a long win such as a probable change (a big hit with a long period for opening the big winning opening 109). When the determination unit 301 performs the hit determination or the symbol determination, the determination unit 301 outputs these determination results to the symbol control unit 302, the effect execution unit 303, or the like.
  When the symbol control unit 302 receives the determination result from the determination unit 301, the symbol control unit 302 has a function of performing symbol variation according to the determination result. For example, as shown in FIG. 3-1, the symbol control unit 302 is connected to the special symbol display unit 112, and changes the special symbols (first special symbol and second special symbol) displayed on the special symbol display unit 112. Display and stop display.
  In this case, when receiving the determination result from the determination unit 301, the symbol control unit 302 displays a variation of the special symbol (first special symbol, second special symbol) displayed on the special symbol display unit 112 for a predetermined period of time. When the predetermined period has elapsed, the symbol indicating the determination result (for example, the lottery result of the big hit lottery) is stopped and displayed from the determination unit 301.
  The symbol control unit 302 may be connected to the image display unit 104 and perform display control of the decorative symbols displayed on the image display unit 104. In this case, when receiving the determination result from the determination unit 301, the symbol control unit 302 displays a plurality of (for example, three) decorative symbols displayed on the image display unit 104 for a predetermined period, and the predetermined period has elapsed. Sometimes, the decorative symbol is stopped and displayed with a combination indicating the determination result (for example, the lottery result of the big hit lottery) from the determination unit 301.
  The symbol control unit 302 outputs information related to the symbol variation to the effect execution unit 303 when symbol variation is performed. Here, the information regarding the symbol variation includes information indicating the symbol to be stopped (information indicating the determination result by the determination unit 301), information indicating the period during which the special symbol is variably displayed, and the like. For example, the information regarding the symbol variation can be a variation start command described later.
  The effect execution unit 303 has a function of receiving information related to symbol variation from the symbol control unit 302 and executing various effects based on the determination by the determination unit 301. For example, the effect execution unit 303 has a plurality of effects prepared in advance, and selects an effect to be executed from among the effects based on the information related to symbol variation, and executes the effect.
  The effect execution unit 303 is connected to the image display unit 104 as illustrated in FIG. 3A and executes this effect by causing the image display unit 104 to display an image corresponding to the effect selected as the execution target effect. In addition, the effect execution unit 303 is connected to the speaker 254, and performs this effect by causing the speaker 254 to output music, sound effects, and messages corresponding to the effect selected as the effect to be executed.
  The effect execution unit 303 performs a change effect when the special symbol is displayed in a variable manner. For example, the variation effect can be an arbitrary effect (for example, a notice effect such as a step-up notice, a reach effect, or a pseudo-continuous effect) that is expected to be a big hit with the current symbol change. Since the step-up notice, the reach effect, and the pseudo-continuous effect are known techniques, detailed description thereof is omitted.
  When the performance execution unit 303 wins a jackpot and enters a jackpot gaming state, the performance execution unit 303 performs a round performance in each round during the jackpot. In the round performance, the number of prize balls that are paid out during this jackpot is indicated according to the winning jackpot, clearly indicating that it is a probable hit, not indicating that it is a probable hit, suggesting the current round to the player, etc. Or suggest.
  In addition, the effect execution unit 303 can perform a promotion effect at a predetermined timing during a big hit (for example, when a predetermined round is reached). For example, here, the promotion effect may be an effect of shifting from a round effect that does not explicitly indicate that it is a probable change to a round effect that explicitly indicates that it is a probable change. That is, in this case, the promotion effect can be an effect that suggests to the player information that is advantageous to the player, that is, a promising game state after a big hit.
  The promotion effect may be an effect of shifting from a short jackpot round effect to a long jackpot round effect. For example, assume that there are 8 rounds of jackpot and 15 rounds of jackpot. In this case, the promotion effect can be an effect of shifting from the round effect for jackpot of 8 rounds to the round effect for jackpot of 15 rounds.
  Here, the effect execution unit 303 is connected to the operation unit 303a. The operation unit 303a has a function of accepting an operation by a player. For example, as shown in FIG. 3A, an effect button 119 or the like is connected to the operation unit 303a, and by accepting input signals from these, the operation unit 303a performs an operation from the player of the pachinko gaming machine 100. Accept.
  For example, here, the promotion effect is an effect that can be accepted by the operation unit 303a, and the effect execution unit 303 instructs to press the effect button 119, and when the effect button 119 is pressed, the probable game state after the jackpot This suggests information that is advantageous to the player. In this way, by suggesting information that is advantageous to the player to the player in accordance with the player's operation, the player's awareness of participation in the game can be increased.
  The effect execution unit 303 may perform the pre-reading effect at a predetermined timing during the big hit. For example, here, the pre-reading effect can be an effect that suggests to the player that there is a holding ball that is a big hit in the holding ball. In other words, in this case, the pre-reading effect can be an effect that suggests to the player information that is advantageous to the player, that is, the jackpot is again a big hit.
  In addition, when the notification execution unit 303 notifies the notification unit 305 when executing a predetermined specific effect (for example, the above-described promotion effect or pre-reading effect), the execution of the specific effect is stopped. Or postponed (see Figure 3-2, etc.). In addition, the effect execution unit 303 can perform effects of different contents afterwards when the specific effect is stopped and when the specific effect is executed.
  The abnormality detection unit 304 has a function of detecting an abnormality of the pachinko gaming machine 100. For example, the abnormality detection unit 304 detects a full tank of the pachinko gaming machine 100 (a hitting ball supply tray 121 provided). In this case, the abnormality detection unit 304 is connected to the full tank detection SW 296 as shown in FIG. 3A and receives a detection signal from the full tank detection SW 296. When the full tank detection SW 296 is turned on, the abnormality detection unit 304 detects that the pachinko gaming machine 100 is full.
  In addition, the abnormality detection unit 304 detects an irregular hit in the pachinko gaming machine 100 (for example, right hit in a normal gaming state). In this case, the abnormality detection unit 304 is connected to the first start port SW221 or the second start port SW222 as shown in FIG. 3A and receives a detection signal from the first start port SW221 or the second start port SW222. The abnormality detection unit 304 is connected to the gaming state setting unit 301b and receives information indicating the gaming state being set from the gaming state setting unit 301b.
  When the second start port SW222 is turned on when the abnormality detection unit 304 is in a gaming state to which the electric chew support function is not given (normal gaming state, latent gaming state), the irregular detection in the pachinko gaming machine 100 Is detected. Furthermore, even when the gaming state (time-short gaming state, probability variation gaming state) to which the electric chew support function is given, if the first start port SW221 is turned on, even if an irregular hit in the pachinko gaming machine 100 is detected Good.
  Here, the abnormality detection unit 304 detects the irregular hit of the pachinko gaming machine 100 based on the detection signal from the first start port SW221 or the second start port SW222, but is not limited thereto. For example, as shown in FIG. 1, the gate 108 is arranged in a region through which a right-handed game ball passes. For this reason, when the gate SW 223 is turned on in the gaming state (the normal gaming state or the latent gaming state) in which the electric chew support function is not provided, the abnormality detection unit 304 performs irregular beating in the pachinko gaming machine 100. May be detected.
  The notification unit 305 has a function of receiving a detection result from the abnormality detection unit 304 and notifying the abnormality when the abnormality detection unit 304 detects an abnormality of the pachinko gaming machine 100. For example, the notification unit 305 notifies that the tank is full when the abnormality detection unit 304 detects that it is full, and notifies that the irregular hit has been made when the irregular hit is detected. .
  The notification unit 305 is connected to the image display unit 104 as illustrated in FIG. 3A and notifies the abnormality by causing the image display unit 104 to display a message according to the content detected by the abnormality detection unit 304. In addition, the notification unit 305 is connected to the speaker 254 and notifies the abnormality by causing the speaker 254 to output a message corresponding to the content detected by the abnormality detection unit 304.
  The determination unit 301, the symbol control unit 302, and the abnormality detection unit 304 described herein can realize their functions by, for example, the CPU 211 of the main control unit 201 executing a program stored in the ROM 212. it can. The symbol control unit 302 may realize its function by the CPU 241 of the production control unit 202 a executing a program stored in the ROM 242. The effect execution unit 303 and the notification unit 305 can realize their functions by the CPU 241 of the effect control unit 202a executing a program stored in the ROM 242, for example.
(Outline of production performed by pachinko machines)
Here, an outline of effects performed by the pachinko gaming machine 100 will be described. For example, when the pachinko gaming machine 100 wins the jackpot in the jackpot lottery, the contents of the round performance to be performed in each round of the jackpot are determined according to the winning jackpot (for example, the probability variation, the normal hit, the potential hit). The pachinko gaming machine 100 also determines whether or not to perform a promotion effect during the jackpot.
  In the example shown here, it is assumed that the pachinko gaming machine 100 has been won per probability change (15 rounds). The pachinko gaming machine 100 performs a round effect that does not clearly indicate that it is a probable hit in the 1st to 10th rounds, performs a promotion effect in the 10th round, and is a probable hit in the 11th to 15th rounds. It was decided to make a round production that clearly stated.
  FIG. 3-2 is a timing chart (part 1) showing an outline of effects performed by the pachinko gaming machine according to the first embodiment. At time t1 in FIG. 3-2, the pachinko gaming machine 100 was won per chance. At time t2 after time t1, the pachinko gaming machine 100 suggests to the player that he has won the jackpot. In this case, although it is clearly stated that the jackpot is won, it is not clearly stated whether the winning jackpot is a normal hit or a probable change.
  If it is suggested that the jackpot is won at time t2, immediately after that, the pachinko gaming machine 100 starts to open the first round big winning opening 109 and starts the round effect of the first round. As described above, the pachinko gaming machine 100 starts a round effect similar to that at the time of winning the normal win, for example, in order to obtain a round effect that does not clearly indicate that it is a probable win in the first to tenth rounds (FIG. 3). -2 (A)). After the time t2, when the prescribed number of game balls have won the grand prize opening 109 or when the predetermined period has passed, the pachinko gaming machine 100 closes the big prize opening 109 and performs the first round of round production. finish.
  At time t4 when a predetermined interval period has elapsed after time t3, the pachinko gaming machine 100 starts to open the second round big winning opening 109 and starts the second round effect. Thereafter, the second to ninth rounds repeat the opening / closing of the grand prize opening 109 and the round effects in the same manner as the first round. In order to make the 2nd to 10th rounds a round effect that does not clearly indicate that it is a probable hit, during this time, the pachinko gaming machine 100 performs a round effect similar to that at the time of normal winning, for example.
  At the time t5 of the ninth round, the full tank detection SW 296 is turned on, and the pachinko gaming machine 100 detects that the hit ball supply tray 121 is full. In this case, the pachinko gaming machine 100 issues a full tank notification from time t5 when full tank is detected (see FIG. 3-2 (C)). For example, at this time, the pachinko gaming machine 100 displays a message such as “please remove the ball” on the image display unit 104. Further, the pachinko gaming machine 100 outputs a sound such as “please remove the ball” from the speaker 254.
  After that, after the time t6 when the ninth round ends, the full-tank notification continues while the full-tank detection SW 296 remains ON even when the start time t7 of the tenth round, which is determined to perform the promotion effect in advance. If it is, the pachinko gaming machine 100 stops executing the promotion effect in the tenth round (see FIG. 3-2 (D)).
  Thereafter, the full tank detection SW 296 was turned off at time t8 in the tenth round, and the full tank detection was canceled. In this case, the pachinko gaming machine 100 ends the full tank notification at time t8 when the full tank detection is canceled. For example, at this time, the pachinko gaming machine 100 hides the above message or ends the voice output.
  Thereafter, the 10th round is completed, and the 11th round starts from time t9, and the pachinko gaming machine 100 starts opening the eleventh grand prize winning hole 109 and the round effect. According to the contents determined at the time of the jackpot start, here, a round presentation is performed to clearly indicate that it is a probable hit. However, since the promotion effect in the 10th round was canceled, when the round effect that clearly indicates that it is a probable hit is started here, it seems that the player suddenly became a probable hit without any chance for the player. It can be seen and give a sense of incongruity.
  In order to prevent this, when the execution of the promotion effect in the 10th round is stopped, the pachinko gaming machine 100 performs the round effect that does not clearly indicate that the 11th round is also a probable hit (reference numeral in FIG. 3-2). (See arrow indicated by 321). Then, in the 11th round, which is the next round after the detection of full tank is released, for example, the pachinko gaming machine 100 performs a promotion effect that has stopped execution in the 10th round (arrow indicated by reference numeral 322 in FIG. 3-2). reference).
  That is, the pachinko gaming machine 100 performs a round effect that clearly indicates that it is a probable hit in the 11th round when the promotion effect is performed in the 10th round. On the other hand, when the promotion effect at the 10th round is stopped, the round effect which does not clearly indicate that it is a probable hit is performed at the 11th round.
  Thereafter, it becomes the 12th round from the time t10, and the pachinko gaming machine 100 starts opening the 12th round big winning opening 109 and the round effect. Since the promotion effect was executed in the eleventh round, the round effect that clearly indicates the probability change is started here (see (B) in FIG. 3-2).
  In the above example, the promotion effect stopped at the 10th round is executed in the 10th and subsequent rounds, but the present invention is not limited to this. When the promotion effect is canceled in the tenth round, the pachinko gaming machine 100 may not perform the promotion effect at this jackpot. That is, in this case, the pachinko gaming machine 100 also stops the execution of the promotion effect in the tenth and subsequent rounds.
  Moreover, in the above example, when the execution of the promotion effect in the 10th round is stopped, the pachinko machine 100 performs the round effect that does not clearly indicate that the 11th round is a probable hit. Not limited to. For example, when pachinko gaming machine 100 suspends execution of the promotion effect, pachinko gaming machine 100 may perform a round effect (hereinafter referred to as “special round effect”) when the promotion effect is stopped thereafter (for example, in the eleventh round). . For example, in the special round effect, a valuable image that is not displayed in the other round effects is displayed on the image display unit 104. In this way, even if the promotion effect is stopped, a valuable image that is not normally displayed can be shown to the player, and the player can be entertained.
  In addition, the pachinko gaming machine 100 has a plurality of types of promotion effects, when the promotion effect is executed in the 10th round, the promotion effect using the effect button 119 is performed, and when the promotion effect is executed in the 11th round May be promoted using sound effects. In this way, even if the promotion effect in the 10th round is stopped, other promotion effects that are performed thereafter suggest information that is advantageous to the player in the subsequent games, and the player's expectation Can be enhanced and entertained by the player.
  Further, when the promotion effect is stopped, the pachinko gaming machine 100 may perform an effect suggesting the presence or absence of a jackpot in the reserved ball after that (for example, in the eleventh round). In this way, even if the promotion effect at the 10th round is stopped, other effects that are performed after that suggest information that is advantageous to the player in subsequent games, and increase the player's expectation Can entertain the player.
  FIG. 3-3 is a timing chart (No. 2) showing an outline of effects performed by the pachinko gaming machine according to the first embodiment. FIG. 3-3 shows an example in which full tank notification is continued until the final round where the jackpot ends (the 15th round in the first embodiment).
  As shown in FIG. 3C, the full tank detection SW 296 is turned ON at the time t5 of the ninth round, and the pachinko gaming machine 100 detects that the hit ball supply tray 121 is full. In this case, the pachinko gaming machine 100 issues a full tank notification from time t5 when full tank is detected (see FIG. 3-3 (C)). Thereafter, since the full tank detection SW 296 remains ON, it is assumed that the pachinko gaming machine 100 continues the full tank notification and stops executing the promotion effect in the 10th to 14th rounds. In this case, as shown in FIG. 3C, the pachinko gaming machine 100 performs a round effect that does not clearly indicate that it is a probable hit from the 10th round to the 14th round.
  After that, even when the start time t11 of the 15th round is reached, even when the full tank detection SW 296 remains ON and a full tank notification is made, the pachinko gaming machine 100 executes the promotion effect in the 15th round which is the final round. (Refer to FIG. 3-3 (D)). In addition, the pachinko gaming machine 100 performs a round effect that does not clearly indicate that it is a probable hit even in the 15th round.
  Here, the promotion effect is performed in the 15th round, but the pachinko gaming machine 100 may perform the promotion effect during the ending. Here, for example, in FIG. 3C, the ending can be a period T from a time t12 when the final round is finished to a time t13 (a time when a big hit lottery can be received) from when the game returns to the normal game. . As described above, the pachinko gaming machine 100 can entertain the promotion effect by executing the promotion effect even when the full tank notification is performed when the jackpot is finished.
(Processing performed by pachinko machines)
(1. Processing performed by the main control unit)
Next, the contents of processing performed by the pachinko gaming machine 100 to realize the above-described operation will be described. First, processing performed by the main control unit 201 of the pachinko gaming machine 100 will be described. Each process of the main control unit 201 described below is performed by the CPU 211 of the main control unit 201 executing a program stored in the ROM 212.
(Timer interrupt processing)
FIG. 4 is a flowchart showing the processing contents of the timer interrupt processing. When the supply of power is started, the main control unit 201 starts executing a main control process (not shown) including a startup process, a power-off monitoring process, and the like. The main control unit 201 continuously executes this main control process while power is supplied. The main control unit 201 interrupts and executes the timer interrupt process shown in FIG. 4 at a predetermined cycle (for example, 4 ms) with respect to the main control process.
  As shown in FIG. 4, in the timer interrupt process, the main control unit 201 first executes a random number update process for updating random numbers used in various lotteries performed by the main control unit 201 (step S401). In this random number update process, the main control unit 201 performs a winning random number used for winning determination (see step S701 in FIG. 7), a symbol random number used in symbol determination (see steps S704 and S708 in FIG. 7), and reach determination (detailed description). Is updated). Reach random numbers used for () are omitted) and fluctuation pattern random numbers used for fluctuation pattern determination (detailed explanation is omitted).
  Next, the main control unit 201 executes switch processing for detecting by various switches (step S402). In this switch process, the main control unit 201 detects a game ball that has won a prize at the start port (first start port 105, second start port 106), and a gate that detects a game ball that has passed through the gate 108. Switch processing, winning port switch processing for detecting a game ball won in the big winning port 109 and the normal winning port 110, and the like are performed. Further, in this switch process, the main control unit 201 performs the full tank detection switch process of FIG.
  Although detailed description and illustration are omitted because it is a well-known technique, for example, the main control unit 201 detects a winning of a game ball to the first start port 105, the second start port 106, etc. by the start port switch process. To do. Then, “1” is added to the number of retained balls U1 (the number of retained balls of the first starting port 105) or the number of retained balls U2 (the number of retained balls of the second starting port 106) corresponding to the starting port that detected the winning. In response to the winning, various random numbers such as a winning random number, a reach random number, a variation pattern random number, and a design random number are acquired and stored in the RAM 213. In addition, a winning of a game ball to the big winning opening 109 and the normal winning opening 110 is detected, and a winning ball command corresponding to the winning winning opening is set in the RAM 213.
  Next, the main control unit 201 executes symbol processing relating to special symbols and normal symbols (step S403). Here, the symbol process includes a special symbol process related to the special symbol and a normal symbol process related to the normal symbol. In the special symbol process, the main control unit 201 performs a jackpot lottery to display the special symbol in a variable display / stop display (see FIG. 6). In the normal symbol processing, the main control unit 201 performs the normal symbol lottery and displays the normal symbol in a variable display / stop display (illustration and detailed description are omitted).
  When the symbol process is executed, the main control unit 201 executes an electric accessory control process related to operation control of various electric accessories (step S404). Although detailed explanation and illustration are omitted because of a known technique, the electric accessory control process includes an electric tulip control process for controlling the operation of the electric tulip 107 and a big prize opening process for controlling the operation of the big prize opening 109 ( For example).
  Next, the main control unit 201 executes a prize ball process related to a prize ball (step S405), and executes an output process for outputting the commands set in the RAM 213 by the above processes to the effect control unit 202 and the like. (Step S406), and the timer interrupt process is terminated. When the timer interrupt process ends, the main control unit 201 returns to the main process.
(Full tank detection switch processing)
FIG. 5 is a flowchart showing the processing contents of the full tank detection switch processing. As described above, the full tank detection switch process in FIG. 5 is one process included in the switch process in step S402 in FIG. In the full tank detection switch process, the main control unit 201 first determines whether the full tank detection SW 296 is turned on (step S501). As described above, the prize ball control unit 203 outputs the detection signal of the full tank detection SW 296 to the main control unit 201. The main control unit 201 determines whether the full tank detection SW 296 is turned on based on the detection signal of the full tank detection SW 296 received from the prize ball control unit 203.
  If the full tank detection SW 296 is turned on (step S501: Yes), the main control unit 201 determines whether or not the full tank flag is set to ON (step S502). If the full tank flag is set to ON (step S502: Yes), the full tank detection switch process is terminated. If the full tank flag is OFF (step S502: No), the full tank flag is set to ON (step S503), a full command is set to the RAM 213 (step S504), and the full tank detection switch process is terminated.
  On the other hand, if the full tank detection SW 296 is OFF in step S501 (step S501: No), the main control unit 201 determines whether the full tank flag is set to ON (step S505). If the full tank flag is set to ON (step S505: Yes), the full tank flag is set to OFF (step S506), a full tank release command is set to the RAM 213 (step S507), and the full tank detection switch process is performed. finish. If the full tank flag is OFF (step S505: No), the full tank detection switch process is terminated.
(Special symbol processing)
FIG. 6 is a flowchart showing the processing contents of the special symbol processing. Here, the special symbol process is one process included in the symbol process in step S403 of FIG. In the special symbol process, the main control unit 201 first determines whether the winning game flag is ON (step S601). Here, the winning game flag is, for example, a flag that is set to ON when various types of winning (big winning, small winning) are won, and a flag indicating that the current gaming state is a winning gaming state (for example, a big winning gaming state). It is.
  If the winning game flag is ON (step S601: Yes), the main control unit 201 ends the special symbol process without changing the special symbol. If the winning game flag is not ON (step S601: No), the main control unit 201 determines whether the special symbol is being variably displayed (step S602). If the special symbol is not being variably displayed (step S602: No), the main control unit 201 determines whether or not the number of retained balls U2 for the game ball won at the second starting port 106 is 1 or more (step S603). .
  If the number of retained balls U2 is 1 or more (U2 ≧ 1) (step S603: Yes), the main control unit 201 sets a value obtained by subtracting “1” from the retained ball number U2 as a new retained ball number U2 (step S604). ), The process proceeds to step S607. If the number of held balls U2 is 0 (U2 = 0) (step S603: No), the main control unit 201 determines whether or not the number of held balls U1 for the game ball won at the first starting port 105 is 1 or more. (Step S605).
  If the number of reserved balls U1 is 0 (U1 = 0) (step S605: No), the main control unit 201 ends the special symbol process as it is. If the number of retained balls U1 is 1 or more (U1 ≧ 1) (step S605: Yes), the main control unit 201 sets a value obtained by subtracting “1” from the retained ball number U1 as a new retained ball number U1 (step S606). ), The process proceeds to step S607.
  Subsequently, the main control unit 201 performs a jackpot lottery process (step S607). The contents of the jackpot lottery process will be described later with reference to FIG. When the big hit lottery process is performed, the main control unit 201 executes a variation pattern selection process for selecting a variation pattern that defines the variation time of the special symbol (step S608).
  When the variation pattern is selected by the variation pattern selection process, the main control unit 201 starts the variation display of the special symbol on the special symbol display unit 112 (step S609). At this time, when the variable display is performed based on the lottery result of the second big hit lottery, the second special symbol of the second special symbol display unit 112b is variablely displayed. When variably displaying based on the lottery result of the first jackpot lottery, the first special symbol of the first special symbol display unit 112a is variably displayed.
  The main control unit 201 sets a change start command in the RAM 213 in accordance with the start of special symbol change display (step S610). The variation start command set in step S610 includes the lottery result of the jackpot lottery process in step S607, information indicating the variation pattern selected by the variation pattern selection process in step S608, and the like. In addition, the change start command set in step S610 is output to the effect control unit 202 when the output process in step S406 of FIG. 4 is executed.
  Subsequently, the main control unit 201 determines whether a predetermined fluctuation time has elapsed from the start of the fluctuation display (step S611). In step S611, it is determined whether or not the elapsed time from the start of the variable display has reached the variable time defined by the variable pattern selected immediately before the start of the variable display. If the predetermined fluctuation time has not elapsed (step S611: No), the main control unit 201 ends the special symbol process as it is.
  On the other hand, if the fluctuation time has elapsed (step S611: Yes), the main control unit 201 stops and displays the special symbol that is being changed and displayed on the special symbol display unit 112 (step S612), and sends a variable stop command to the RAM 213. (Step S613). The change stop command set in step S613 is output to the effect control unit 202 when the output process in step S406 of FIG. 4 is executed.
  After setting the variable stop command in the RAM 213, the main control unit 201 subsequently executes a stop process (not shown) for setting a flag indicating the gaming state (for example, the above-described hit flag) (step S614). The special symbol process ends. For example, in the stop process, the highly probable game flag and the short-time game flag are set to ON based on the winning jackpot. Further, when the big hit lottery is performed a predetermined number of times, the high-probability game flag and the short-time game flag are set to OFF. On the other hand, when the special symbol is being variably displayed in step S602 (step S602: Yes), the main control unit 201 proceeds to step S611, determines whether the variability time has elapsed, and performs the above processing.
(Large lottery processing)
Next, the contents of the jackpot lottery process shown in step S607 of FIG. 6 will be described. FIG. 7 is a flowchart showing the contents of the jackpot lottery process. In the big hit lottery process, the main control unit 201 first compares the hit random number for the current holding ball with the hit determination table, and the predetermined value that the hit random number is determined to be a win (big hit or small win) in the hit determination table. The hit determination is performed to determine whether or not they match (step S701).
  As described above, in the hit determination in step S701, the main control unit 201 determines that the current gaming state is a high-probability gaming state, that is, if the high-probability gaming flag is set to ON, Use a decision table. On the other hand, if the current gaming state is the low probability gaming state, that is, if the high probability gaming flag is set to OFF, the hit determination table for the low probability gaming state is used.
  Next, based on the determination result of step S701, it is determined whether or not the jackpot (the winning random number matches the random number corresponding to the jackpot) (step S702). If it is a big hit (step S702: Yes), the main control unit 201 determines whether the current holding ball is for the game ball that has won the first starting port 105 or the second starting port 106, the first starting port 105. Either a jackpot symbol determination table (not shown) for a game ball won in the game or a jackpot symbol determination table (not shown) for a game ball won in the second starting port 106 is selected (step S703).
  Then, the symbol random number for the current holding ball is compared with the jackpot symbol determination table selected in step S703 to determine which symbol random number value corresponds to the jackpot of which content in the jackpot symbol determination table. A jackpot symbol determination is performed (step S704). When the jackpot symbol determination is performed, the main control unit 201 sets a symbol representing the determination result in the RAM 213 (step S705), and ends the jackpot lottery process.
  On the other hand, if it is not a big hit in step S702 (step S702: No), the main control unit 201 determines whether it is a small hit (the hit random number matches the random value corresponding to the small hit) (step S706). If it is a small hit (step S706: Yes), the main control unit 201 determines whether the current holding ball is for the game ball that won the first starting port 105 or the second starting port 106. Either a small winning symbol determination table (not shown) for the gaming ball won in 105 or a small winning symbol determination table (not shown) for the gaming ball won in the second starting port 106 is selected (step S707).
  Then, the symbol random number for the reserved ball this time is compared with the small hit symbol determination table selected in step S707, and the symbol random number matches the random value corresponding to the small hit value in the small hit symbol determination table A small hit symbol determination is performed (step S708). When the small hit symbol determination is performed, the main control unit 201 sets a symbol representing the determination result in the RAM 213 (step S709), and ends the big hit lottery process.
  In step S706, if it is not a small hit (step S706: No), the main control unit 201 determines that it is a normal loss, sets a symbol representing the loss in the RAM 213 (step S710), and wins a big hit. The lottery process is terminated.
(Large winnings processing)
FIG. 8 is a flowchart showing the processing contents of the special prize opening process. Here, the special prize opening process is one process included in the electric accessory control process in step S404 of FIG. In the big prize opening process, the main control unit 201 first determines whether or not the winning game flag is set to ON (step S801). If the winning game flag is OFF (step S801: No), the main control unit 201 ends the big prize opening process as it is.
  If the winning game flag is ON (step S801: Yes), the main control unit 201 determines whether the opening is in progress (step S802). Specifically, in step S802, it is determined whether or not the special winning opening operation pattern selected when the winning game flag is set to ON is being opened.
  If it is during opening (step S802: Yes), the main control unit 201 performs an opening process (step S803), and proceeds to step S804. The details of the opening process will be described later with reference to FIG. If the opening is not in progress (step S802: No), the process proceeds to step S804.
  Next, the main control unit 201 determines whether or not the special winning opening 109 is being opened (step S804). If the special winning opening 109 is being opened (step S804: Yes), the opening process is performed (step S805), and the process proceeds to step S806. The processing contents of the opening process will be described later with reference to FIG. If not open (step S804: No), the process proceeds to step S806.
  Next, the main control unit 201 determines whether it is during the interval (step S806). If it is during the interval (step S806: Yes), the interval process is performed (step S807), and the process proceeds to step S808. The processing contents of the interval processing will be described later with reference to FIG. If not during the interval (step S806: No), the process proceeds to step S808.
  Next, the main control unit 201 determines whether ending is in progress (step S808). If it is during ending (step S808: Yes), an ending process is performed (step S809), and the big prize opening process is terminated. The processing contents of the ending process will be described later with reference to FIG. If it is not in the ending (step S808: No), the special winning a prize mouth process is finished as it is.
(Opening process)
Next, the processing content of the opening process shown in step S803 of FIG. 8 will be described. FIG. 9 is a flowchart showing the contents of the opening process. As shown in FIG. 9, in the opening process, the main control unit 201 first determines whether a predetermined opening period has elapsed (step S901). If the opening period has not elapsed (step S901: No), the opening process is terminated.
  If the opening period has elapsed (step S901: Yes), the main control unit 201 ends the opening (step S902), sets the count value R of the round number counter to 1 (step S903), and the round progress command Is set in the RAM 213 (step S904), and the opening of the first prize winning hole 109 is started (step S905), and the opening process is terminated. Here, the round progress command includes information indicating the value (count number of rounds) of the count value R of the round number counter. The round progress command set in step S904 is output to the effect control unit 202 when the output process in step S406 of FIG. 4 is executed.
(Processing during opening)
Next, the processing contents of the releasing process shown in step S805 of FIG. 8 will be described. FIG. 10 is a flowchart showing the processing contents of the releasing process. As shown in FIG. 10, in the open process, the main control unit 201 first determines whether the open period has elapsed (step S1001).
  If the opening period has not elapsed (step S1001: No), the main control unit 201 has won a predetermined number (for example, 10) of game balls in the big winning opening 109 during the opening of the big winning opening 109 this time. Is determined (step S1002). If there is no prescribed number of winnings (step S1002: No), the open process is terminated as it is.
  When the opening period has elapsed (step S1001: Yes), or when a predetermined number of winnings have been made (step S1002: Yes), the main control unit 201 closes the big winning opening 109 (step S1003). Then, it is determined whether or not the count value R of the round number counter matches Rmax of the selected special winning opening action pattern (step S1004). For example, here, Rmax is set to “15” in the special winning opening operation pattern selected at the time of winning the winning per probability variation and the normal winning. Rmax is set to “2” in the large winning opening operating pattern selected at the time of winning the latent hit. In the special winning opening operation pattern selected at the time of winning the small win, Rmax is set to “1”.
  If the count value R of the round number counter does not coincide with Rmax (step S1004: No), the main control unit 201 starts an interval (step S1005) and ends the releasing process. If the count value R of the round number counter matches Rmax (step S1004: Yes), the main control unit 201 determines that the final round has been released and starts ending (step S1006).
  When ending is started, the main control unit 201 sets an ending command in the RAM 213 (step S1007), and ends the releasing process. This ending command includes information indicating the ending period of the big hit / small hit this time. The ending command is transmitted to the production control unit 202a and the like when the output process shown in step S406 in FIG. 4 is executed.
(Interval processing)
Next, the processing contents of the interval processing shown in step S807 of FIG. 8 will be described. FIG. 11 is a flowchart showing the processing contents of the interval processing. As shown in FIG. 11, in the interval process, the main control unit 201 first determines whether a predetermined interval period has elapsed (step S1101). If the interval period has not elapsed (step S1101: No), the interval process is terminated as it is.
  If the interval period has elapsed (step S1101: Yes), the main control unit 201 ends the interval (step S1102), and sets a value obtained by adding “1” to the count value R of the round number counter as a new count value R. (Step S1103). Then, a round progress command is set in the RAM 213 (step S1104). Subsequently, the main control unit 201 starts to open the R-round big winning opening 109 (step S1105), and ends the interval process.
(Ending process)
Next, processing contents of the ending process shown in step S809 in FIG. 8 will be described. FIG. 12 is a flowchart showing the processing contents of the ending process. As shown in FIG. 12, in the ending process, the main control unit 201 first determines whether a predetermined ending period has elapsed (step S1201). If the ending period has not elapsed (step S1201: No), the ending process is terminated as it is.
  If the ending period has elapsed (step S1201: Yes), the main control unit 201 ends the ending (step S1202), and resets the count value R of the round number counter to “0” (step S1203). Then, a game state setting process for setting the game state after the current winning game is performed (step S1204), the winning game flag is set to OFF (step S1205), and the ending process is ended.
(Game state setting process)
Next, the processing content of the gaming state setting process shown in step S1204 of FIG. 12 will be described. FIG. 13 is a flowchart showing the processing contents of the game state setting process. As shown in FIG. 13, in the gaming state setting process, the main control unit 201 first determines whether the lottery result of the big hit lottery with respect to the current variation is a small hit (step S1301).
  If it is a small hit (step S1301: Yes), the main control unit 201 ends the gaming state setting process as it is. If it is not a small hit (step S1301: No), the main control unit 201 determines whether the lottery result of the big hit lottery with respect to the current variation is a normal hit (step S1302). If it is a normal hit (step S1302: Yes), the main control unit 201 sets the short-time game flag to ON (step S1303), sets the short-time game counter J to “10000” (step S1304), and sets the game state. The process ends.
  If it is not a normal hit (step S1302: No), the main control unit 201 determines whether the lottery result of the big hit lottery with respect to the current fluctuation is a positive hit (step S1305). If it is a probability change (step S1305: Yes), the main control unit 201 sets the short-time game flag to ON (step S1306), and sets the short-time game counter J to “10000” (step S1307). Thereafter, the high probability game flag is set to ON (step S1308), the high probability game counter X is set to “10000” (step S1309), and the game state setting process is terminated.
  If it is not a probability variation (step S1305: No), the main control unit 201 determines that, for example, the potential for winning the latent is won, proceeds to step S1308, sets the high probability game flag to ON, and sets the high probability game. The counter X is set to “10000” and the gaming state setting process is terminated.
(2. Processing performed by the production control unit)
(2-1. Processing performed by the Director of Production)
Next, processing performed by the effect control unit 202 of the pachinko gaming machine 100 will be described. First, the process performed by the production control unit 202a of the production control unit 202 will be described. The following processing performed by the production control unit 202a is performed by the CPU 241 of the production control unit 202a executing a program stored in the ROM 242.
(Production timer interrupt processing)
FIG. 14 is a flowchart showing the contents of the effect timer interruption process. The production supervision unit 202a continuously performs a predetermined main production control process (not shown) during the activation, and performs the production timer interruption process shown in FIG. For example, an interrupt is executed at 4 ms).
  As shown in FIG. 14, in the effect timer interruption process, the effect supervision unit 202a first performs a command reception process (step S1401). The command reception process is a process for receiving various commands transmitted from the main control unit 201 and selecting various effects based on the received commands. Details of the process will be described later with reference to FIG. .
  When the command reception process is performed, the production supervision unit 202a continues to perform an operation reception process for receiving an operation from the player (step S1402). In the operation accepting process, for example, when the effect button 119 is pressed, the effect control unit 202a sets an effect button command indicating that the effect button 119 has been pressed in the RAM 243. When the operation reception process is performed, the production supervision unit 202a performs a command transmission process (step S1403). The command transmission process is a process for outputting the command set in the RAM 243 by the command reception process or the operation reception process to the image / sound control unit 202b or the lamp control unit 202c.
(Command reception processing)
Next, the processing content of the command reception processing shown in step S1401 of FIG. 14 will be described. FIG. 15 is a flowchart showing the processing contents of the command reception processing. As shown in FIG. 15, in the command reception process, the production supervision unit 202a first determines whether a full command has been received from the main control unit 201 (step S1501). If a full command has not been received (step S1501: No), the process proceeds to step S1504.
  If a full tank command has been received (step S1501: Yes), the production control unit 202a sets a full tank notification instruction command in the RAM 243 (step S1502), and sets a full tank notification flag to ON (step S1502). S1503), the process proceeds to step S1504. The full tank notification instruction command set in step S1502 is transmitted to the image / sound control unit 202b and the lamp control unit 202c when the command transmission process shown in step S1403 of FIG. 14 is executed.
  Upon receiving the full tank notification instruction command, the image / sound control unit 202b displays a message such as “please remove the ball” on the image display unit 104 and performs a full tank notification. A message such as “please remove the ball” is output from the speaker 254 and a full tank notification is made.
  In step S1504, the production control unit 202a determines whether a full tank cancellation command has been received from the main control unit 201 (step S1504). If the full tank cancel command has not been received (step S1504: NO), the process proceeds to step S1507. If a full tank cancellation command has been received (step S1504: YES), a full tank notification release command is set in the RAM 243 (step S1505), the full tank notification flag is set OFF (step S1506), and step S1507. Migrate to The full tank notification release command set in step S1505 is transmitted to the image / sound controller 202b and the lamp controller 202c when the command transmission process shown in step S1403 of FIG. 14 is executed.
  When receiving the full tank notification release command, the image / sound control unit 202b hides the message “please remove the ball” displayed on the image display unit 104 and ends the full tank notification. Also, the voice output of the full tank notification message from the speaker 254 is stopped, and the full tank notification is ended.
  In step S1507, the production control unit 202a determines whether a change start command has been received from the main control unit 201 (step S1507). If the change start command has not been received (step S1507: NO), the process proceeds to step S1509. If the change start command is received (step S1507: Yes), the change effect selection process for selecting the change effect to be executed is performed (step S1508), and the process proceeds to step S1509. The contents of the variation effect selection process will be described later with reference to FIG.
  In step S1509, the production control unit 202a determines whether a change stop command has been received from the main control unit 201 (step S1509). If the fluctuation stop command has not been received (step S1509: No), the process proceeds to step S1511. If the change stop command has been received (step S1509: Yes), the change effect end command for ending the change effect is set in the RAM 243 (step S1510), and the process proceeds to step S1511.
  In step S1511, the effect supervising unit 202a determines whether an opening command has been received from the main control unit 201 (step S1511). If the opening command has not been received (step S1511: NO), the process proceeds to step S1513. If the opening command has been received (step S1511: YES), a hit effect selection process for selecting the contents of the effect to be performed during the win, such as a round effect or a promotion effect, is performed (step S1512), and the process proceeds to step S1513. The details of the winning effect selection process will be described later with reference to FIG.
  In step S1513, the production control unit 202a determines whether a round progress command has been received from the main control unit 201 (step S1513). If the round progress command has not been received (step S1513: NO), the process proceeds to step S1515. If the round progress command has been received (step S1513: Yes), the production supervision unit 202a performs a hit production process (step S1514), and proceeds to step S1515. The detailed processing content of the winning effect processing will be described later with reference to FIG.
  In step S1515, the production control unit 202a determines whether an ending command has been received from the main control unit 201 (step S1515). If the ending command has not been received (step S1515: No), the command reception process is terminated. If the ending command has been received (step S1515: Yes), a round effect end command for ending the round effect is set in the RAM 243 (step S1516), and an effect mode setting process for setting the effect mode is performed (step S1517). The command reception process is terminated.
  In the effect mode setting process, the effect supervising unit 202a sets the effect mode in accordance with the type of hit this time. For example, when winning per chance change, the probability change effect mode is set. When winning normally, set the short-time effect mode. If you win a chance to win or win, set the latent production mode.
(Variation effect selection process)
Next, the processing contents of the changing effect selection process shown in step S1508 of FIG. 15 will be described. FIG. 16 is a flowchart showing the processing contents of the variable effect selection processing. As shown in FIG. 16, in the variation effect selection process, the effect supervision unit 202a first analyzes the variation start command (step S1601), and acquires various types of information included in the variation start command. For example, the variation start command includes a gaming state command indicating a gaming state, a symbol command indicating a lottery lottery result, a variation pattern command indicating a variation pattern, and the like. Can be obtained information indicating the gaming state, the lottery result of the jackpot lottery, and the variation pattern.
  Subsequently, the effect supervising unit 202a refers to the effect mode flag indicating the current effect mode, and acquires information indicating the current effect mode (step S1602). For example, as the effect mode flag, a probability change effect mode flag indicating that it is a probability change effect mode, a time effect effect mode flag indicating that it is a time effect effect mode, a latent effect mode flag indicating that it is a latent effect mode, and any of the above There is a normal effect mode flag indicating that the effect mode is not the effect mode.
  Subsequently, the effect supervising unit 202a performs a change effect pattern selection process for selecting a change effect pattern from a change effect pattern table (not shown) using the information acquired in steps S1601 and S1602 (step S1603). Here, the variation effect pattern defines the effect contents of each variation effect. For example, in the variation effect pattern selection process, the effect supervision unit 202a selects the variation effect pattern specified by the variation pattern command included in the variation start command from the variation effect pattern table corresponding to the current effect mode. When the variation effect pattern is selected, the effect supervision unit 202a sets a variation effect start command including information indicating the selected variation effect pattern in the RAM 243 (step S1604), and ends the variation effect selection process.
(Winning effect selection process)
Next, processing contents of the winning effect selection process shown in step S1512 of FIG. 15 will be described. FIG. 17 is a flowchart showing the processing contents of the hit effect selection process. As shown in FIG. 17, in the winning effect selection process, the effect supervising unit 202a first analyzes the opening command received in step S1511 (step S1701), and the winning content is short win (this embodiment) In step S1702, it is determined whether the value is 1 (latent probability hit) or small hit (step S1702).
  If it is a short hit or a small hit (step S1702: Yes), the effect supervising unit 202a sets a round effect pattern for short wins in the RAM 243 (step S1703), and ends the hit effect selecting process. If it is not short hit or small hit (step S1702: No), it is subsequently determined whether the winning content is a probable hit (step S1704). If it is not a probable hit (step S1704: No), it is determined that it is a normal hit, a normal win round effect pattern is set in the RAM 243 (step S1705), and the hit effect selection process is terminated. For example, here, it is assumed that the normal round effect pattern is defined as performing a round effect that does not clearly indicate that it is a probable win in the 1st to 15th rounds.
  If it is a positive change (step S1704: Yes), a promotion effect execution lottery process for determining whether or not to execute a promotion effect is performed (step S1706). For example, in the promotion effect execution lottery process, the effect supervising unit 202a uses a known lottery method to lottery whether or not to execute the promotion effect.
  Subsequently, the production supervision unit 202a determines whether or not to perform the promotion production based on the lottery result in step S1704 (step S1707). Here, it is determined whether or not the promotion effect is executed based on the lottery result of the promotion effect execution lottery process. For example, the effect supervising unit 202a determines the promotion effect depending on the type of the special symbol for indicating the winning probability change. It may be determined whether or not to perform. Whether or not the promotion effect is executed can be determined according to any condition predetermined by the manufacturer of the pachinko gaming machine 100.
  When the promotion effect is not executed (step S1707: No), the effect supervising unit 202a sets a round effect pattern for probability variation in the RAM 243 (step S1708), and ends the winning effect selection process. For example, here, it is assumed that the round effect pattern for probability variation is defined to perform a round effect that clearly indicates that it is a probability variation per 1st to 15th round.
  When executing the promotion effect (step S1707: Yes), the effect supervising unit 202a sets the promotion flag indicating that there is a promotion effect to be executed to ON (step S1709), and the round effect pattern for promotion effect is stored in the RAM 243. After setting (step S1710), the winning effect selection process is terminated. For example, here, the round effect pattern for promotion effect is a round effect that does not clearly indicate that it is a probable hit in the 1st to 10th rounds, and a round effect that clearly indicates that it is a probable hit in the 11th to 15th rounds. Let's define what to do.
(Processing during hit production)
Next, description will be made regarding the processing content of the process during winning presentation shown in step S1514 of FIG. FIG. 18 is a flowchart showing the processing contents of the process during the hit effect. As shown in FIG. 18, in the winning effect processing, the effect supervising unit 202a first analyzes the round progress command received in step S1513 (step S1801), and acquires information indicating how many rounds have been reached. .
  Subsequently, the production supervising unit 202a performs a round production start command setting process for setting a round production start command for starting the round production of the round indicated by the round progress command (step S1802). In the round effect start command setting process, the effect supervising unit 202a performs the round indicated by the round progress command according to the round effect pattern set in any of steps S1703, S1708, S1709, and S1710 in FIG. A round effect start command for starting a round effect is set in the RAM 243.
  Further, in the round effect start command setting process when the round effect pattern for promotion effect is set, the effect supervising unit 202a determines whether or not the promotion effect is completed, and the next round (promotion) in which the promotion effect is completed. The round production start command is set so as to perform the round production that clearly indicates the probability of being probable from the next round in which the production start command is transmitted. For example, when the promotion effect is executed in the 10th round, a round effect start command for instructing to perform a round effect for the 11th round that clearly indicates that the 11th round is a probable hit is set.
  When receiving the round effect start command, the image / sound control unit 202b reads the image data and sound data of the round effect indicated by the round effect pattern from the ROM 252 and stores them in the RAM 253. Then, based on the image data and audio data stored in the RAM 253, display control of the image display unit 104 and audio output control of the speaker 254 are performed.
  Next, the production control unit 202a determines whether the promotion flag is set to ON (step S1803). If the promotion flag is set to OFF (step S1803: No), the process during winning effect is ended. If the promotion flag is set to ON (step S1803: Yes), the production control unit 202a determines whether the current round is the final round (here, the 15th round) (step S1804). If it is the final round (step S1804: Yes), the process proceeds to step S1807.
  If it is not the final round (step S1804: No), it is determined whether the promotion effect shift flag is set to ON (step S1805). Here, the promotion effect shift flag is a flag that is set to ON when the promotion effect is postponed (see step S1812). If the promotion effect shift flag is set to OFF (step S1805: No), the process proceeds to step S1810.
  If the promotion effect shift flag is set to ON (step S1805: Yes), the effect supervising unit 202a determines whether the full tank notification flag is set to ON (step S1806). If the full tank notification flag is set to ON (step S1806: Yes), the winning effect processing is terminated. If the full tank notification flag is set to OFF (step S1806: No), a promotion effect start command for instructing the start of the promotion effect is set in the RAM 243 (step S1807), and the promotion flag is set to OFF (step S1806). S1808). Then, the promotion effect shift flag is set to OFF (step S1809), and the process during the hit effect ends.
  On the other hand, if the promotion effect shift flag is OFF in step S1805, the effect supervision unit 202a determines whether the current round is a predetermined round (here, the 10th round) determined as the execution round of the promotion effect. (Step S1810). If it is not the predetermined round (step S1810: No), the process during winning effect is terminated. If it is the predetermined round (step S1810: Yes), it is determined whether the full tank notification flag is set to ON (step S1811).
  If the full tank notification flag is set to OFF (step S1811: No), the production control unit 202a proceeds to step S1807. If the full tank notification flag is set to ON (step S1811: Yes), the promotion effect shift flag is set to ON (step S1812), and the winning effect process is terminated.
(Specific display example with pachinko machines)
Next, a specific display example by the pachinko gaming machine 100 will be described. 19-1 is explanatory drawing (the 1) which shows the specific example of a display by the pachinko game machine of this Embodiment 1. FIG. FIG. 19-2 is an explanatory diagram (part 2) of a specific display example by the pachinko gaming machine according to the first embodiment. FIGS. 19A and 19B show specific display examples shown in FIG.
  FIG. 19-1 (1) shows a display screen of the image display unit 104 immediately before time t5 (before full tank detection) in FIG. 3-2. At this time, the pachinko gaming machine 100 displays a round effect that does not clearly indicate that it is an odd hit on the image display unit 104. In the example shown in the figure, a girl character 1901 congratulating the jackpot is displayed as “Congratulations on the jackpot”. Further, the pachinko gaming machine 100 displays a jackpot type 1902 (in the illustrated example, “normal bonus” indicating a normal hit) corresponding to the decorative symbols that are aligned when the jackpot gaming state is reached. Further, the pachinko gaming machine 100 displays the number of award balls 1903 paid out in this jackpot game state.
  FIG. 19-1 (2) shows a display screen of the image display unit 104 at time t5 in FIG. 3-2. At this time, the pachinko gaming machine 100 starts full tank notification and displays a notification message 1904 on the image display unit 104. In the illustrated example, a message such as “please remove the ball” is displayed as the notification message 1904. Here, the pachinko gaming machine 100 displays the notification message 1904 in multiple layers on the display screen of the image display unit 104 so as to be on the near side of the round effect image.
  FIG. 19-1 (3) shows a display screen of the image display unit 104 at time t7 in FIG. 3-2. At this time, although the pachinko gaming machine 100 is in the 10th round, since the full tank is being notified, the promotion effect is not performed and the round effect that does not clearly indicate that it is a probable hit is displayed as in the ninth round. doing. In the example shown in the figure, the girl character 1901 congratulating the jackpot is displayed as “Congratulations on the jackpot” as in the ninth round. FIG. 19-2 (4) shows a display screen of the image display unit 104 at time t8 in FIG. 3-2. At this time, the pachinko gaming machine 100 ends the full tank notification and hides the notification message 1904 displayed on the image display unit 104.
  FIG. 19-2 (5) shows a display screen of the image display unit 104 immediately after time t9 in FIG. 3-2. At this time, the pachinko gaming machine 100 performs the promotion effect because the full tank notification is completed in the tenth round. In the example shown in the figure, an image is displayed in which the “normal bonus” as the jackpot type 1902 explodes and disappears, and the “super bonus” indicating the probability variation appears.
  FIG. 19-2 (6) shows a display screen of the image display unit 104 at time t10 in FIG. 3-2. At this time, the pachinko gaming machine 100 displays a round effect that clearly indicates that it is a probable hit on the image display unit 104. In the example shown in the figure, a girl character 1901 congratulating the probability variation is displayed as “It ’s amazing! In addition, the pachinko gaming machine 100 displays the type of jackpot 1902 ("super bonus" in the illustrated example) that has appeared due to the promotion effect.
  As described above, the pachinko gaming machine 100 according to the first embodiment detects an abnormality (for example, full tank or irregular stroke) of the pachinko gaming machine 100 and notifies the abnormality. Then, when the above notification is performed when executing the specific effect (for example, the promotion effect), the pachinko gaming machine 100 stops the execution of the specific effect, and the notification and the specific effect are overlapped. To prevent that. Accordingly, the pachinko gaming machine 100 can prevent the player from being disappointed to enjoy the specific performance that has been executed and improve the fun of the game.
  In addition, the pachinko gaming machine 100 may execute a specific effect that was previously stopped after the notification has ended. That is, in this case, the specific effect is postponed. Thereby, the pachinko gaming machine 100 can prevent the notification and the specific effect from being performed overlappingly, and can execute the specific effect at a timing at which only the specific effect can be noticed. Therefore, the pachinko gaming machine 100 can entertain a specific performance executed by the player, and can improve the interest of the game.
  Furthermore, the pachinko gaming machine 100 can change the contents of the subsequent effects depending on whether the execution of the specific effect is stopped or executed. For example, the pachinko gaming machine 100, when the promotion effect of the 10th round is canceled, performs the round effect that does not clearly indicate that the 11th and subsequent rounds are probable, and when the promotion effect is canceled, the 11th and subsequent rounds Perform a round production that clearly indicates that it is a win. Thereby, even if the specific performance is stopped, the pachinko gaming machine 100 can prevent the player from feeling uncomfortable with the subsequent performance, and can improve the interest of the game.
  And the pachinko gaming machine 100 can execute the specific effect in the final round of the jackpot even if the notification is made. Thereby, the pachinko gaming machine 100 can prevent the player from being disappointed to enjoy the specific performance and be disappointed, thereby improving the fun of the game.
  In addition, the pachinko gaming machine 100 accepts an operation from the player as a specific effect, and in response to the operation, the pachinko gaming machine 100 is an effect that suggests information advantageous to the player in the subsequent game, thereby allowing the player to play the game. It is possible to increase the player's participation consciousness and to prompt the player to operate, and to improve the interest of the game.
(Embodiment 2)
Next, a second embodiment according to the invention will be described. In the first embodiment, the promotion effect is described as an example, but the present invention is not limited to this, and another effect may be performed instead of the promotion effect in the first embodiment. In the second embodiment described below, when a game ball wins the first start port 105 or the second start port 106, the lottery result of the big hit lottery is determined, and an effect using the determination result is performed. In the second embodiment described below, the description of the same contents as in the first embodiment is omitted.
(Start-up SW processing)
FIG. 20 explains the processing contents of the start port switch processing according to the second embodiment. This start port switch process is one process included in the switch process shown in step S402 of FIG. FIG. 20 is a flowchart showing the processing contents of the start port switch processing according to the second embodiment. In the start port switch process, the main control unit 201 first determines whether or not the first start port SW221 is turned on (step S2001). If the first start port SW221 is not ON (step S2001: No), the process proceeds to step S2006.
  If the first start port SW221 is ON (step S2001: Yes), it is determined whether the number of retained balls U1 of the game balls won in the first start port 105 is less than 4 (U1 <4) (step 1). S2002). If the number of retained balls U1 is not less than 4 (step S2002: No), that is, if the number of retained balls U1 is 4 or more, the process proceeds to step S2006.
  If the number of retained balls U1 is less than 4 (step S2002: Yes), a value obtained by adding “1” to the retained ball number U1 is set as a new retained ball number U1 (step S2003), and various random numbers for the winning game balls are acquired. Then, it is stored in the RAM 213 (step S2004). Here, examples of the acquired random number include a hit random number, a design random number, a reach random number, a variation pattern random number, and the like.
  When various random numbers for the winning game balls are acquired and stored, the main control unit 201 performs a pre-determination process for the gaming balls won in the first starting port 105 based on these random numbers (step S2005). Detailed processing contents of the prior determination processing will be described later with reference to FIG. When the prior determination process is performed, the main control unit 201 determines whether the second start port SW222 is turned on (step S2006). If the second start port SW222 is not ON (step S2006: No), the start port switch process is terminated as it is.
  If the second start port SW222 is ON (step S2006: Yes), it is determined whether the number of retained balls U2 of the game balls won at the second start port 106 is less than 4 (U2 <4) (step 2). S2007). If the number of retained balls U2 is not less than 4 (step S2007: No), that is, if the number of retained balls U2 is 4 or more, the start port switch process is terminated as it is.
  If the number of reserved balls U2 is less than 4 (step S2007: Yes), a value obtained by adding “1” to the number of reserved balls U2 is set as a new reserved ball number U2 (step S2008), and various random numbers for winning game balls are acquired. Then, it is stored in the RAM 213 (step S2009). Here, as in the case where the first starting port 105 is won, a winning random number, a design random number, a reach random number, a variation pattern random number, and the like are acquired.
  After acquiring and storing various random numbers for the winning game balls, the main control unit 201 performs a pre-determination process for the winning game balls in the second starting port 106 based on these random numbers (step S2010). The switch process ends.
(Preliminary judgment processing)
Next, processing contents of the prior determination processing shown in steps S2005 and S2010 of FIG. 20 will be described. FIG. 21 is a flowchart showing the processing contents of the prior determination processing. In the pre-determination process, the main control unit 201 first determines whether the gaming state when the big hit lottery is made for the currently held ball is a high probability gaming state (when the high probability gaming flag is ON). Is determined (step S2101).
  For example, in step S2101, the main control unit 201 first determines whether there is a big hit on the held ball that is held before the currently held ball. When there is a jackpot, if the jackpot is a probability change hit or a latent hit to shift to the high probability gaming state after the jackpot, it is determined that the game state is a high probability gaming state. If the jackpot is a normal hit to shift to the low probability gaming state, it is determined that the game state is a low probability gaming state. If the previously held ball is not a big hit, the main control unit 201 determines that the current gaming state is a high probability gaming state if the current gaming state is a high probability gaming state. If the current gaming state is a low probability gaming state, it is determined that it is a low probability gaming state.
  If it is a high probability gaming state (step S2101: Yes), the main control unit 201 selects a determination table per high probability (step S2102). If it is not a high probability gaming state (step S2101: No), the main control unit 201 selects a determination table per low probability (step S2103).
  Subsequently, the main control unit 201 compares the hit determination table selected in step S2102 or step S2103 with the reserved hit random numbers to be pre-determined, and the hit random numbers correspond to each hit in the hit determination table. A hit determination is performed to determine whether or not the predetermined value matches (step S2104), a predetermination result command indicating the determination result is set in the RAM 213 (step S2105), and the predetermination process ends. The prior determination result command set in step S2104 is transmitted to the production control unit 202a and the like when the output process in step S406 of FIG. 4 is executed.
  The effect supervision unit 202a can acquire information indicating the presence / absence of a jackpot in the holding ball by receiving the prior determination result command set in step S2105. Then, based on the information indicated by the pre-judgment result command, the production supervision unit 202a, instead of the promotion production of the first embodiment, pre-reading production that suggests to the player that there is a holding ball that is a big hit in the holding ball. Do it. Thereby, the pachinko gaming machine 100 according to the second embodiment can obtain the same effects as those of the first embodiment.
  Moreover, although Embodiment 1 and Embodiment 2 demonstrated above demonstrated as an example the promotion effect and prefetching effect which are performed during a jackpot, this invention is not limited to a jackpot. For example, in a normal game, the pachinko gaming machine of the present invention, when detecting an irregular hit as described above, performs an irregular hit notification for notifying the player to stop the irregular hit. When performing the irregular hit notification, the pachinko gaming machine 100 selects, for example, a variation effect that suggests to the player the expected degree of jackpot in the current jackpot lottery using the effect button 119 as a variation effect to be executed. Then, the execution of this variation effect may be stopped.
  For example, the pachinko gaming machine 100 displays an infinite number of enemy soldiers on the image display unit 104 and instructs the effect button 119 to be repeatedly hit. Then, the player performs an effect of defeating a predetermined number of enemy soldiers each time the effect button 119 is pressed. When the big hit is won, 100 enemy soldiers fall each time the production button 119 is pressed, and in the case of losing, 10 enemy soldiers fall every time the production button 119 is pressed. It has become. In other words, the pachinko gaming machine 100 can suggest to the player the degree of expectation of the jackpot in the current symbol variation based on the number of enemy soldiers defeated when the production button 119 is repeatedly hit.
  When an irregular hit is made, the pachinko gaming machine 100 cancels the execution of the variable presentation suggesting the degree of expectation of the jackpot in this jackpot lottery, so that the fluctuation presentation and the irregular hit notification overlap. Can be prevented. Thereby, the pachinko gaming machine 100 can improve the interest of the game by preventing the player from being disappointed and disappointed to enjoy the specific variation effect.
  In addition, pachinko gaming machine 100 cancels the execution of the fluctuating direction suggesting the expected degree of jackpot in this jackpot lottery during the irregular hitting notification, so that the player will receive this jackpot while the irregular hitting is being performed. Does not suggest the expectation of jackpot in the lottery. That is, the player who is making an irregular hit does not suggest the information desired by the player, such as the degree of expectation of the jackpot in the current jackpot lottery. Thereby, the pachinko gaming machine 100 can suggest information desired by the player instead of stopping the irregular hitting, and can prevent the player from hitting irregularly hitting.
  As described above, according to the pachinko gaming machine according to the present invention, it is possible to prevent the notification and the production from being performed redundantly, and to improve the interest of the game.
DESCRIPTION OF SYMBOLS 100 Pachinko machine 101 Game board 104 Image display part 105 1st start opening 106 2nd start opening 109 Extra prize opening 201 Main control part 202 Production control part

Claims (4)

  1. In the pachinko gaming machine that determines whether or not to perform a special game advantageous to the player by passing the game ball through the starting area on the game board, and showing the determination result,
    Special game execution means for performing the special game when it is determined by the determination that the special game is to be performed;
    Special game effect execution means for executing a special game effect during the special game by the special game execution means;
    An abnormality detecting means for detecting an abnormality of the pachinko gaming machine;
    When an abnormality of the pachinko gaming machine is detected by the abnormality detection means, notification means for notifying the abnormality,
    With
    The special game effect executing means is
    Special effect execution means capable of executing a special effect at a predetermined timing during the special game effect;
    Postponement means for postponing the execution of the special effect by the special effect execution means, when the notification by the notification means has been performed at the predetermined timing,
    Have
    The special effect execution means includes
    When execution of the special effect is postponed by the postponement means, the special production is executed when the postponement by the postponement means is canceled,
    The postponing means is
    The pachinko gaming machine , wherein the postponement of the execution of the special effect is canceled at least before the special game ends .
  2. The postponing means is
    Execution of the special effect at an earlier timing of a specific timing after the predetermined timing and a specific timing after the notification by the notification means is not performed and a specific timing before the special game is ended 2. The pachinko gaming machine according to claim 1, wherein the postponement of is canceled .
  3. The pachinko gaming machine according to claim 1 or 2, wherein the special effect is an effect suggesting information advantageous to the player in subsequent games.
  4. It further comprises operation means operable by the player,
    4. The special effect execution means suggests information advantageous to the player in subsequent games when the operation means is operated during the special effect. Pachinko machines listed in 1.
JP2010254747A 2010-11-15 2010-11-15 Pachinko machine Expired - Fee Related JP5198540B2 (en)

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