JP5207035B2 - Game machine - Google Patents

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JP5207035B2
JP5207035B2 JP2008087092A JP2008087092A JP5207035B2 JP 5207035 B2 JP5207035 B2 JP 5207035B2 JP 2008087092 A JP2008087092 A JP 2008087092A JP 2008087092 A JP2008087092 A JP 2008087092A JP 5207035 B2 JP5207035 B2 JP 5207035B2
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display
time
game
jackpot
determination
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JP2009240339A (en
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陽介 水野
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豊丸産業株式会社
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  The present invention relates to a gaming machine, and more particularly, to a gaming machine in which an appropriate launch strength of a gaming ball changes with a transition of a gaming state.
  2. Description of the Related Art Conventionally, there is known a gaming machine capable of causing any one of a plurality of gaming states when a game ball is won at a specific starting port. For example, it is determined whether or not a random number is acquired due to the winning of a game ball at a starting port provided on the game board, and this random number is a predetermined random number determined to be “winning” in advance. Thus, it is determined whether or not a hit gaming state advantageous to the player is caused. When it is determined as “winning” by this winning determination, a winning gaming state is generated, the winning game is executed, and a large number of game balls are paid out. There are also many gaming machines that generate a gaming state such as a probability fluctuation state in which the probability of being determined to be hit is higher than normal, or a short-time state in which the frequency of hit determination is higher than normal.
  In such a gaming machine, the appropriate launch intensity of the game ball may change depending on the game state. For example, there is a starter-powered instrument that makes it easier to win a game ball in the short-time state than in the normal state. There are game machines where In this gaming machine, if the arrangement position of the starting electric accessory differs from the arrangement position of the starting opening, it is advantageous for the player to launch the game ball aiming at the starting electric combination during the time-short state. Become. On the other hand, during the normal state, the hit determination is performed more when the start port is aimed. Therefore, if the player does not change the firing intensity of the game ball according to the game state, the player will suffer a disadvantage.
Therefore, a gaming machine has been proposed that notifies a player of the launch intensity of a game ball suitable for the gaming state (see, for example, Patent Document 1). In this gaming machine, a message such as “Aim for the left part” or “Aim for the right part” can be displayed if the firing strength of the game ball is not suitable for the gaming state. This prevents the player from suffering a disadvantage.
JP 2005-95311 A
  However, in such a conventional gaming machine, the notification of the launch intensity of the game ball interferes with the symbol variation effect for notifying the player of the result of the hit determination, and the player has the symbol variation effect. There was a problem of not being able to fully enjoy. On the other hand, if the notification time of the appropriate firing intensity is shortened so as not to hinder the symbol variation effect, there is a possibility that the game may be performed without the player noticing the notified content.
  The present invention has been made to solve the above problems, and when the appropriate launch intensity of a game ball is changed, the changed appropriate launch intensity can be efficiently given to the player without interfering with the fluctuating effects of the symbols. It is an object to provide a gaming machine that can be notified.
In order to achieve the above object, a gaming machine according to claim 1 is a launching device for launching a game ball to a game area formed on a game board, and an operation for adjusting a launching intensity of the game ball by the launching device. It is advantageous for the player because the game ball is detected by the handle, the game ball detecting means for detecting the passing of the game ball to the start port provided on the game board, and the game ball detecting means. A winning random number acquisition means for acquiring a winning random number for determining whether or not to execute a hitting game, and the winning random number acquired by the winning random number acquisition means is a predetermined random number determined in advance The hit determination means for determining whether or not the hit is determined, the display means for displaying the symbol indicating the determination result of the hit determination means, and the display means are controlled to vary the symbol. Display control means for displaying the determination result of the hit determination means, and a game state control means for causing any one of a plurality of game states, and the gaming state includes: A gaming machine provided with at least a first game state and a second game state having different appropriate launch intensities, which are the launch intensities of the launch device that are advantageous for a player, wherein the appropriate launch strength of the launch device is When the gaming state generated by the gaming state control unit is changed from the second gaming state to the first gaming state, the hit determination is performed. until the determination result of means by a predetermined number of times displayed, the time to confirm the display from changes start of the pattern is longer than the predetermined time during which the proper intensity image is displayed Expediently, the predetermined predetermined time variation start of the symbol, the proper intensity image is displayed on the proper intensity display means, the time until confirmation display from changes start of the symbol, which the proper intensity image is displayed is shorter than the time has then a proper intensity display control means for Ru terminates the display of the proper intensity image by variation of the symbols is started.
Further, in the gaming machine according to claim 2 of the present invention, in addition to the configuration of the invention according to claim 1, the second gaming state is characterized in that the average time from the start of change of the symbol to the fixed display is the first time. It is shorter than in the gaming state, and is a time-short state in which the number of determinations per unit time by the hit determination means is greater than that in the first gaming state.
The gaming machine according to claim 3 of the present invention is characterized in that, in addition to the configuration of the invention according to claim 1 or 2 , the appropriate strength display means is a part of a display area of the display means. And
A gaming machine according to claim 4 of the present invention, in addition to the configuration of the invention according to any one of claims 1 to 3 , is a sound generating means for generating sound, and the sound generation by the sound generating means. Voice generation control means for controlling the voice generation control means, and when the appropriate intensity image is displayed on the appropriate intensity display means, the voice generation control means outputs a voice indicating the appropriate firing intensity of the launching device. It is characterized by generating.
According to the gaming machine of the first aspect, it is possible to cause the first gaming state and the second gaming state in which the appropriate firing strengths of the game balls advantageous to the player are different from each other. When the game state transitions from the second game state to the first game state , the appropriate strength image is displayed for the time from the start of symbol change until the final display until the hit determination result is displayed a predetermined number of times. If it is longer than the predetermined time, an appropriate strength image indicating the appropriate launch strength of the game ball can be displayed for a predetermined time from the start of the change of the symbol. Therefore, since the appropriate launch intensity of the game ball changes, the changed proper launch intensity can be displayed an appropriate number of times for an appropriate time, so that the changed proper launch intensity can be efficiently shown to the player. it can. Therefore, it is possible to reduce the possibility that the player plays the game without noticing the display of the appropriate firing strength without causing the player to feel annoyance by displaying the appropriate firing strength image more than necessary. In addition, since the display of the appropriate intensity image can be ended after a predetermined time has elapsed since the start of the change of the symbols, even when various effects (so-called “reach effects”) associated with the changes of the symbols are executed by the display means, etc. The player can be notified of the appropriate launch intensity without disturbing the performance. In addition, if the time from the start of the symbol change to the final display is shorter than the predetermined time for displaying the appropriate intensity image, the display of the appropriate intensity image is terminated until the next change of the symbol is started. Can do. Therefore, it is possible to synchronize the display of the appropriate intensity image with the fluctuation of the design, and to notify the player of the appropriate launch intensity without giving a sense of incongruity.
Further, in the gaming machine according to claim 2 of the present invention, in addition to the effect of the invention according to claim 1 , in the second gaming state, the average time from the start of the change of the symbol to the final display is longer than the first gaming state. This is a short time state in which the number of hit determinations made per unit time is greater than in the first gaming state. Therefore, when the transition is made from the second gaming state to the first gaming state, the average variation time of the symbol becomes longer, and it becomes possible to display an appropriate strength image during the variation of this symbol. An appropriate intensity image can be displayed smoothly in synchronization.
Further, in the gaming machine according to claim 3 of the present invention, in addition to the effect of the invention according to claim 1 or 2 , a part of the display area of the display means is used as the appropriate strength display means. By just looking at the display means, it is possible to simultaneously grasp the appropriate firing intensity and the result of the hit determination.
In addition to the effect of the invention according to any one of claims 1 to 3 , the gaming machine according to claim 4 of the present invention generates a sound indicating an appropriate launch intensity when displaying an appropriate intensity image. Therefore, it is possible to notify the player that the appropriate firing intensity has changed more easily than when only the image is used. Therefore, even a player who is not familiar with the game content can enjoy the game without suffering any disadvantages.
  Hereinafter, a pachinko machine 1 which is an embodiment of a gaming machine according to the present invention will be described with reference to the drawings. First, the mechanical configuration of the pachinko machine 1 will be described with reference to FIGS. 1 and 2. FIG. 1 is a front view of the pachinko machine 1, and FIG. 2 is a front view of the game board 2.
  As shown in FIG. 1, in the upper half of the pachinko machine 1, a game board 2 is provided in which a game ball as a game medium launched from a launcher (not shown) flows by operating the launch handle 7. . The game board 2 is substantially square (see FIG. 2), and is protected by a front frame 13 holding a transparent glass plate. In the lower part of the game board 2, an upper plate 5 is provided for supplying game balls to the launcher and receiving prize balls. A lower plate 6 for receiving a prize ball is provided directly below the upper plate 5, and a launch handle 7 for adjusting the launch of the game ball is provided on the right side of the lower plate 6. Further, an illuminating device 35 is formed on the upper portion of the front frame 13 so as to bulge forward substantially over the entire length in the left-right direction. Further, speakers 48 are provided at the left and right corners of the upper portion of the front frame 13, respectively. In addition, on the front surface of the pachinko machine 1, a number of lighting lamps for production are provided.
  As shown in FIG. 2, a substantially circular game area 4 surrounded by a guide rail 3 is provided on the front surface of the game board 2. In the approximate center of the game area 4, a display screen 28 constituted by an LCD, a symbol display device 8 having various lamps, LEDs, etc., and an accessory device 30 for performing an effect using a game ball are arranged. ing. A first start port 15 is provided below the symbol display device 8, and a first big winning port 18 is provided above the display screen 28, which is caused by winning a game ball to the first start port 15. When the jackpot game is executed, the first big winning opening 18 operates.
  A second start port 16 is provided directly below the display screen 28. Here, the winning frequency of the game ball to the second starting port 16 is configured to be significantly smaller than the winning frequency to the first starting port 15. In addition, a second starting electric member 17 having an opening / closing member is provided below the first starting port 15, and a normal symbol starting gate 12 is further to the right of the first starting port 15, and further to the upper right side thereof. Is provided with a second grand prize opening 19. When a game ball wins one of the second starting port 16 and the second starting electric accessory 17 and a big hit game is executed, the second big winning port 19 operates.
  Note that the second starter electric accessory 17, the first big prize opening 18, and the second big prize opening 19 are provided with an opening / closing member, and when the opening / closing member is opened (second starter electric accessory 17, Only when the first grand prize opening 18 and the second big prize opening 19 are opened), the game balls can be won. On the other hand, a game ball cannot be won when the opening / closing member is closed (when the second starting electric accessory 17, the first big prize opening 18 and the second big prize opening 19 are closed). Each opening / closing member is electrically opened and closed by a solenoid.
  Further, a normal symbol display unit 24, a normal symbol storage number display LED 59, a first special symbol display unit 25, and a second special symbol display unit 26 are provided on the left side of the first start port 15. The normal symbol display unit 24 is composed of one LED, the lighting state is normal winning and the unlit state is lost, and the blinking state is a fluctuating state indicating that the result of the normal winning determination will be notified from now on. . The normal symbol memory number display LED 59 is composed of two LEDs, and displays the number of game balls for which the normal hit determination result is not yet displayed, the so-called normal symbol operation holding ball number. The first special symbol display unit 25 and the second special symbol display unit 26 are both composed of seven segments, and the special symbol composed of alphabets, numbers, or symbols is the result of the first jackpot determination or the second jackpot determination. Depending on the display.
  The symbol display device 8 includes a display screen 28 in the center. Various images such as moving images and messages are displayed on the display screen 28. In order to display the results of the first jackpot determination and the second jackpot determination in particular, the display screen 28 displays 3 demo symbols. There are two demo symbol displays. These demo symbol display units occupy a wider area than the special symbol display units 25 and 26 so as to attract the player's eyes. Although the details will be described later on the display screen 28, the appropriate launch intensity of the game ball is displayed until the demonstration symbol variation effect is performed five times after the time-short state is finished and the state is shifted to the non-time-short state. An appropriate intensity image display unit 101 for displaying an appropriate intensity image, which is an image to be shown, is formed for a predetermined time from the start of demo symbol variation (see FIG. 17).
  Here, the outline | summary of the game in the pachinko machine 1 of this Embodiment is demonstrated. The pachinko machine 1 can cause a time-short state. During this time-short state, the normal symbol change time of the normal symbol display unit 24 is shortened compared to normal (during the non-time-short state), and the probability of being determined as “normal hit” increases, and the second start motor The opening time of the accessory 17 becomes longer. Therefore, the rate at which the game ball wins the second starter electric accessory 17 is significantly higher than that in the non-short-time state. It is also possible to cause a probability fluctuation state in which the probability of being determined as a “big hit” by the first jackpot determination and the second jackpot determination is higher than normal (in a non-stochastic fluctuation state). Therefore, in the pachinko machine 1, four game states of “probability variation short state”, “non-probability variation non-short state (normal state)”, “probability variation non-short state”, and “non-probability variation short state” are combined. Can occur.
  In the pachinko machine 1, when a game ball wins the first start port 15, a first jackpot determination is made to determine whether the game is a “hit” or “out of game”. If it is determined that the first jackpot determination is “big hit”, the first jackpot game in which the first big winning opening 18 operates is executed. Then, when winning the game ball to the first start port 15, the rate of winning becomes higher when the launch handle 7 is adjusted so that the game ball flows down the left side of the game board 2. Therefore, it is advantageous for the player to launch the game ball while aiming at the left side of the game board 2 during the non-time-short state in which the rate at which the second starting electric component 17 is released is low.
  Further, when the game ball passes through the normal symbol start gate 12, a normal hit determination is performed, and when it is determined as “normal hit”, a normal hit game in which the second starter electric accessory 17 is opened for a predetermined time is executed. . Further, when the game ball wins the second start opening 16 or the opened second start electric accessory 17, a second jackpot determination is made to determine whether it is a “big hit” or “out of play”. When it is determined as “big hit” by this second big hit determination, the second big win game in which the second big winning opening 19 operates is executed. The normal symbol starting gate 12 and the second starting electric combination 17 are arranged on the right side of the game board 2, and the second starting electric combination 17 has a game ball flowing down the right side of the game board 2, and Any game ball that has flowed down the left side can win. Therefore, it is advantageous for the player to launch the game ball while aiming at the right side of the game board 2 during the short time state in which the rate at which the second starting electric component 17 is opened is higher than usual.
  Under such a configuration, in the pachinko machine 1, if the second jackpot determination is determined to be a “big hit”, the short-time state (the “probability short time state” or the “non-probability fluctuation”) is always required after the second jackpot game ends. A short-time state ") is born. And, since the rate at which game balls decrease during the short-time state is smaller than during the non-time-short state, if the big hit game continues through the short time state, the player can greatly reduce the game ball between the big hit games And a large number of game balls can be obtained. In the pachinko machine 1, the second jackpot determination is rarely executed even in the normal state, thereby realizing the expectation of the player in the normal state. Furthermore, when both the number of first special symbol actuated balls and the number of second special symbol actuated balls are not zero, it is prioritized from the second jackpot determination that triggers the transition to a time-saving state advantageous to the player. . Therefore, it is possible to notify the player of the result of the second jackpot determination in which the player has a stronger expectation, and to attract the player's interest. Further, during the time-shortening state, the ratio of opening the first big prize opening 18 provided on the upper part of the game board 2 is reduced, so that the player can use the second starting electric component 17 and the second big prize opening 19. It is possible to acquire a large number of game balls without changing the firing strength of the game ball simply by continuing to aim at the right side of the game board 2 on which is placed.
  Then, the “non-probability short time state” ends when the first jackpot determination and the second jackpot determination are determined to be “disconnected” 50 times in succession, and shifts to the “normal state”. In addition, the “probability variation short state” shifts to the “normal state” when it is determined to be “disconnected” continuously 10,000 times. As the time-short state ends, the player suffers a disadvantage unless the game ball launch target is changed from the right side to the left side of the game board 2. Here, when the appropriate firing strength of the game ball changes after the jackpot game is over, the appropriate launch strength is determined between the end of the opening / closing operation of the big winning openings 18 and 19 and the next jackpot determination. Can be notified. However, when the appropriate firing strength changes without going through the jackpot game, it is not possible to properly notify the player of the appropriate firing strength without interfering with the fluctuating effect of the demo symbol for notifying the result of the jackpot determination. This is difficult with conventional gaming machines. Therefore, the pachinko machine 1 is an image showing the appropriate launch intensity of the game ball for 5 seconds from the start of the demo symbol variation until the result of the five jackpot determinations is displayed after shifting to the “normal state”. A certain intensity image is displayed. Thereby, it is possible to efficiently notify the player of the changed appropriate launch intensity of the game ball without disturbing the demonstration effect of the demo symbol. Details thereof will be described later with reference to the drawings.
  Next, the electrical configuration of the pachinko machine 1 according to the present embodiment will be described with reference to FIG. FIG. 3 is a block diagram showing an electrical configuration of the pachinko machine 1. As shown in FIG. 3, the control unit 40 includes a main board 41, a power supply board 42, an effect control board 43, a payout control board 45, an electrical decoration board 46, a relay board 47, and a sub integrated board 58. This control part 40 is provided in the back side (back side) of the pachinko machine 1 (refer FIG. 1).
  First, the main substrate 41 will be described. The main board 41 that performs main control of the pachinko machine 1 is provided with a main board CPU unit 50 that performs various processes according to a program. The main board CPU unit 50 includes a CPU 51 for performing various arithmetic processes, a RAM 52 for temporarily storing data values generated during the arithmetic processes, a control program, initial values of various data, and other boards. And a ROM 53 that stores commands and the like for instructing these, and these are integrally molded as one LSI. Further, an interrupt signal generation circuit 57 is connected to the CPU unit 50, and the CPU 51 executes a control program stored in the ROM 53 every time an interrupt signal is input from the interrupt signal generation circuit 57. To do.
  The main board 41 is provided with an I / O interface 54, which detects sub-boards such as the sub-integrated board 58, the payout control board 45, the relay board 47, and the game balls won in the first starting port 15. A first start port switch 65 for detecting, a second start port switch 66 for detecting a game ball won in the second start port 16, and a second start electric combination for detecting a game ball won in the second start electric component 17. The object switch 67 is connected. Further, the I / O interface 54 of the main board 41 is connected to an output port 55 for outputting information of the pachinko machine 1 to a game hall management computer (not shown).
  Next, the payout control board 45 and the relay board 47 will be described. The payout control board 45 incorporates a CPU 45 a, an input interface (not shown), a RAM and a ROM, and is connected to a prize ball payout device 49. Then, according to the command transmitted from the main board 41, the prize ball payout device 49 is controlled. Further, the relay board 47 has an opening for opening / closing the opening / closing member of the second starting electric combination 17 and an opening for opening / closing the opening / closing member of the first large winning opening 18. Solenoid 70, second big prize opening opening solenoid 71 that opens and closes the opening / closing member of the second big prize opening 19, normal symbol operation switch 73 that detects a game ball that has passed the normal symbol start gate 12, and first big prize opening The first big prize opening switch 75 for detecting the game ball won in 18 and the second big prize opening switch 76 for detecting the game ball won in the second big prize opening 19 are connected. The relay board 47 relays wiring of switches and solenoids. When a game ball wins the first start port 15, the second start port 16, the second start electric accessory 17, and the two big winning ports 18, 19, a predetermined number of game balls are paid out.
  Next, the sub integrated board 58, the effect control board 43, and the electrical decoration board 46 will be described. The sub integrated board 58 is provided with a CPU 581, a RAM 582, and a ROM 583, and is connected to the effect control board 43, the electrical decoration board 46, the accessory device 30, and the speaker 48. Then, in accordance with a command transmitted from the main board 41, comprehensive control such as production is performed. Further, the effect control board 43 incorporates a CPU 43a, an input interface (not shown), RAM and ROM, and controls the display screen 28. Further, the illumination board 46 incorporates a CPU 46a, an input interface (not shown), RAM and ROM. And the normal symbol display part 24, the 1st special symbol display part 25, the 2nd special symbol display part 26, the illuminating device 35, and the normal symbol memory | storage number display LED59 are controlled.
  Next, the power supply substrate 42 will be described. The power supply board 42 is connected to the main board 41 and the game ball launching device 37, and supplies DC stabilized power to each board and the game ball launching device 37. The game ball launching device 37 includes a launching motor (not shown), a touch sensor provided on the launching handle 7, a launching device stop switch, a firing strength volume, and the like. Each game ball is launched into the game area 4 one by one.
  Next, the storage area of the RAM 52 of the main board 41 will be described with reference to FIG. FIG. 4 is a conceptual diagram showing a storage area of the RAM 52 of the main board 41. As shown in FIG. 4, the RAM 52 has a flag indicating whether or not a game ball has won a prize storage area such as a counter storage area 5201 for storing various counters, a normal symbol start gate 12, a first start opening 15, or the like. A winning ball flag storage area 5202 for storing the game, a normal hit relation information storage area 5203 for storing a random number acquired when the game ball passes through the normal symbol start gate 12, and a normal symbol operation for storing the number of normal symbol operation pending balls Reservation ball number storage area 5204, first jackpot relation information storage area 5205 for storing a random number acquired when winning a game ball to the first start port 15, first special symbol for storing the number of first special symbol operation reservation ball Second jackpot relation information for storing random numbers acquired when winning a game ball in the operation holding ball number storage area 5206, the second start port 16, and the second start electric accessory 17 Storage area 5207, second special symbol operation reservation ball number storage area 5208 for storing the number of second special symbol operation reservation balls, main integrated circuit board 41 to sub-integrated board 58, payout control board 45, electrical decoration board 46, relay board 47, etc. A command relation storage area 5209 for storing control commands to be output to and a flag relation storage area 5210 for storing various flags are provided. Further, the RAM 52 is provided with various storage areas not shown.
  Next, each counter stored in the counter storage area 5201 of the RAM 52 will be described. The counter stored in the RAM 52 includes a random number acquisition counter for acquiring random numbers, a timer counter for measuring time, a winning ball counter for counting the number of winning balls, and executed after the jackpot game is completed. In addition, there is a jackpot determination count counter that counts the sum of the number of times of the first jackpot determination and the second jackpot determination.
  First, the random number acquisition counter will be described. The random number acquisition counter includes a normal hit determination counter, a first jackpot determination counter, a first special symbol creation counter, a first variation pattern determination counter, a second jackpot determination counter, a second special symbol creation counter, and a second variation pattern determination counter. Etc. The values of these counters are set at regular intervals (for example, in the counter updating process (S12, see FIG. 8) of the main process executed based on the interrupt signal from the interrupt signal generating circuit 57 (see FIG. 3). , A predetermined amount (for example, “1”) is added every 2 ms). Each counter has a minimum value (lower limit value) and a maximum value (upper limit value), and is configured to circulate in a numerical value in a range from the minimum value to the maximum value. In other words, if the counter value becomes the same as the maximum value as a result of the update, the counter value takes the minimum value in the next update. In each random number acquisition counter, “0” is stored as an initial value when the pachinko machine 1 is activated. When the value is rounded to the same value as the initial value “0” by updating, a new initial value is set. Acquired and “1” is added to the initial value. This new initial value is repeatedly executed while the CPU 51 does not perform the main process (see FIG. 8) (until the main process ends and a new main process is started by an interrupt signal). A random number generated by an initial value random number process (a process for generating a random number by a predetermined algorithm) not shown is used. These random number acquisition counters are used in the main symbol normal symbol processing (S16, see FIG. 8) and special symbol processing (see FIG. 9 to FIG. 13) described later, and the first jackpot related information storage area (FIG. 5). And the like are stored in the storage area of the RAM 52.
  Next, the timer counter will be described. The timer counter is a counter used for measuring time, and a predetermined value is stored as an initial value at the start of time measurement. For example, when measuring 1 second, “500” is stored as an initial value. Then, “1” is subtracted by “1” in the counter update process (S12, see FIG. 8) performed every 2 ms, which is the interval of interrupt signal generation, and it is determined that the time is being measured unless the value is “0”. When the value becomes “0”, it is determined that a predetermined time has elapsed. The value of the timer counter is programmed not to be updated after it becomes “0”.
  Next, the winning ball counter will be described. The winning ball counter is used to count the number of game balls that have won the big winning ports 18 and 19 while the first big winning port 18 and the second big winning port 19 open and close once. Is done. The initial value of this counter is “0”, and “1” is added every time a winning is detected in the switch reading process (S11, see FIG. 8) of the main process described later. Then, it is initialized when the special winning openings 18, 19 are closed.
  Next, the jackpot determination number counting counter will be described. The non-stochastic variation short time state in the pachinko machine 1 is terminated when the sum of the number of determinations of the first jackpot determination and the second jackpot determination reaches 50 times, and the gaming state shifts to the normal state. Further, in the short time state of the probability change, when the sum of the jackpot determination times reaches 10,000 times, the gaming state shifts to the normal state. Therefore, in the present embodiment, the number of determinations of the first jackpot determination and the second jackpot determination executed after the jackpot game ends is counted by the jackpot determination count counter, and the gaming state is controlled according to the counted value. Yes. Details of this will be described later with reference to FIG. If it is determined that the jackpot is determined before the number of determinations reaches the specified number, the short-time state and the probability variation state are ended at that time, and the jackpot game is executed. Then, after the jackpot game ends, a new game state is generated again.
  Next, the first jackpot relation information storage area 5205 of the RAM 52 will be described with reference to FIG. FIG. 5 is a conceptual diagram showing the first jackpot relation information storage area 5205 of the RAM 52. This first jackpot relation information storage area 5205 is used in a special symbol process (see FIGS. 9 to 13) of the main process described later. As shown in FIG. 5, the first jackpot relation information storage area 5205 is provided with a determination area and first to fourth storage areas. In the first to fourth storage areas, the first start port 15 is won. And the random number which the game ball (1st special symbol action | operation hold ball | bowl) which the result of the 1st jackpot determination is not alert | reported yet is memorize | stored is memorize | stored. In the determination area, the result of the first jackpot determination currently being performed and a random number that is the basis of the first jackpot game are stored.
  In each of the determination area and the first to fourth storage areas, a first jackpot random number field in which the value of the first jackpot determination counter is stored, and a first special symbol in which the value of the first special symbol creation counter is stored. A determined random number column and a first variation pattern determining random number column in which the value of the first variation pattern determining counter is stored are provided. When the winning of the game ball to the first start port 15 is confirmed, the storage area corresponding to the value (first special symbol operation reservation ball number) of the first special symbol operation reservation ball number storage area 5206 of the RAM 52 is displayed. Each value is stored, and based on this value, the first jackpot determination, the determination of the first special symbol when determined as the first jackpot, and the determination of the first variation pattern are performed. In the second jackpot relation information storage area 5207 of the RAM 52, a storage area similar to the first jackpot relation information storage area 5205 is provided. And the random number acquired when a game ball wins the 2nd start opening 16 or the 2nd start electric accessory 17 is memorized. In addition, in the ordinary hit relation information storage area 5203 of the RAM 52, five storage areas are provided so that ordinary hit random numbers can be held.
  Next, the storage area of the ROM 53 of the main board 41 will be described with reference to FIG. FIG. 6 is a conceptual diagram showing a storage area of the ROM 53 of the main board 41. The ROM 53 stores an initial setting storage area 5301 for storing initial values stored in each storage area when the pachinko machine 1 is reset, and a control for storing various programs for the CPU 51 to control the pachinko machine 1. Program storage area 5302, control command table storage area 5303 for storing a table of control commands output from the main board 41 to the sub integrated board 58, etc., and special symbol patterns to be displayed on the two special symbol display units 25 and 26 A special symbol pattern storage area 5304 for storing information, a variation pattern storage area 5305 for storing information such as a table relating to a variation pattern of symbols when notifying the determination results of the first jackpot determination and the second jackpot determination, Win determination, first jackpot determination, second jackpot determination, determination of special symbol A determination table storage area 5306 for storing are provided various tables referred to when is performed. Further, the ROM 53 is provided with various storage areas not shown.
  Next, the jackpot determination table stored in the determination table storage area 5306 of the ROM 53 will be described. The determination table storage area 5306 stores a first jackpot determination table that is referred to when the first jackpot determination is performed, and a second jackpot determination table (not shown) that is referred to when the second jackpot determination is performed. Yes. These jackpot determination tables are provided with a high probability determination table referred to during the probability variation state and a low probability determination table referred to during the non-probability variation. Then, the determination result of either “big hit” or “out” is associated with each value of the big hit random number, and by applying the first and second big hit random number values to the determination table according to the gaming state, A jackpot decision is made. The probability of being determined to be a jackpot is 60/990 during the probability variation state and 10/990 during the non-probability variation state, and this probability is a common value for the first jackpot determination and the second jackpot determination. ing.
  Next, the special symbol determination table stored in the determination table storage area 5306 of the ROM 53 will be described with reference to FIG. FIG. 7 is a conceptual diagram showing a special symbol determination table stored in the determination table storage area 5306. As shown in FIG. 7, the special symbols determined by the special symbol determination table are classified into five types in the first jackpot determination and three types in the second jackpot determination according to the jackpot type. Each special symbol is associated with the value of the special symbol determination random number. Therefore, the special symbol is determined according to the value of the special symbol determination random number, and the jackpot type is further determined according to the determined special symbol.
  Here, the jackpot type in the present embodiment will be described. In the present embodiment, the jackpot type is classified according to the number of rounds, the probability variation state, and the number of time reductions. The number of rounds is the total number of times that either of the big winning openings 18, 19 is continuously operated during one big hit game, and either 4 rounds (4R) or 16 rounds (16R) is selected. The Then, once opened, the big winning openings 18, 19 are closed when the conditions for the elapse of the maximum opening time of 30 seconds and the winning of nine game balls are satisfied.
  In addition, the number of time reductions after the end of the jackpot game is determined according to the determined jackpot type and the game state at the time of the jackpot determination. The number of time reductions is the number of jackpot determinations (the sum of the number of first jackpot determinations and the number of second jackpot determinations) as a condition for ending the time reduction state. Specifically, in the case of the first jackpot determination, when the jackpot type is “4R non-probable change”, if the time is short, the number of time reductions is 50 times, and if it is not short, the time is zero (no time-short state occurs. ) In addition, when the time becomes “4R probability variation A”, if the time is short, the number of time reductions is 10,000 times, and if it is not timeless, it is 0 times. Also, when it becomes “4R probability variation B”, the non-stochastic variation non-short-time state (normal state), the number of time reduction is 0, and in the other gaming state, it is 10,000 times, “4R probability variation C” and “16R In the case of “probable change”, the number of time reductions is 10,000 times regardless of the gaming state at the time of jackpot determination. In the case of the second jackpot determination, regardless of the gaming state at the time of the jackpot determination, if the jackpot type is “4R non-probable change”, the number of time reductions is 50, “4R probability change” and “16R probability change”. In this case, the number of time reductions is 10,000. Note that the number of jackpot determinations, which is a condition for ending the probability variation state, that is, the probability variation number, is 0 (when no probability variation state occurs) when it becomes a non-probable jackpot type, it becomes a jackpot type for probability variation. In this case, it will be 10,000 times. Details of the control of the gaming state will be described later with reference to FIG.
  Next, details of the operation of the main board 41 of the pachinko machine 1 will be described with reference to FIGS. 8 to 13. FIG. 8 is a flowchart of main processing in the main board 41, and FIGS. 9 to 11 are flowcharts of subroutines of special symbol processing performed in the main processing. FIG. 12 is a flowchart of a jackpot type determination process subroutine performed in the special symbol process shown in FIG. 11, and FIG. 13 shows a game state transition process performed in the special symbol process shown in FIG. It is a flowchart of a subroutine. Hereinafter, each step of the flowchart is abbreviated as “S”.
  The pachinko machine 1 is controlled by a control program stored in the control program storage area of the ROM 53. The main process of the control program is executed by the CPU 51 when the CPU 51 senses an interrupt signal generated by the interrupt signal generation circuit 57 (see FIG. 3). Since the interrupt signal is generated at regular intervals (2 ms in the present embodiment), the main process is repeatedly executed every 2 ms.
  First, main processing performed on the main board 41 will be described with reference to FIG. As shown in FIG. 8, when the main process is started by sensing an interrupt signal, first, a command output process is performed (S10). In this command output process, a control command is output to the sub-integrated board 58, the payout control board 45, the electrical decoration board 46, the relay board 47, etc. via the I / O interface 54. In the control command, a special winning opening opening command for instructing the opening / closing timing of the special winning openings 18, 19 are instructed, a special winning opening closing command, a special symbol designating command indicating the determined special symbol, and a determined variation pattern. Fluctuation pattern designation command to instruct the start of variation of special symbols, special symbol stop command to instruct the suspension of special symbols that are fluctuating, jackpot game end command to notify that the jackpot game has ended, that the short-time state has ended There are a number of commands such as a short time end notification command for notification. The control command output here is a control command stored as an output command in the command relation storage area 5209 in the main process executed last time.
  Next, a switch reading process is performed (S11). In this switch reading process, the winning of the game ball to the normal symbol starting gate 12, the first starting port 15, the second starting port 16, the second starting electric accessory 17, and the two big winning ports 18, 19 is detected. Processing is performed. Specifically, it is determined whether or not a game ball is detected by each switch (see FIG. 3) provided in these winning holes. When a game ball is detected, the flag corresponding to each switch stored in the winning ball flag storage area 5202 of the RAM 52 is turned ON. At the start of the switch reading process, all the flags in the winning ball flag storage area 5202 in the RAM 52 are reset.
  Next, a counter update process is performed (S12). As described above, in this counter update process, each value of the random number acquisition counter stored in the counter storage area 5201 of the RAM 52 is added by a predetermined amount, and each value of the timer counter is subtracted by a predetermined amount.
  Next, special electric accessory processing is performed (S13). In this special electric accessory processing, processing for transmitting control commands such as a large winning opening opening command and a large winning opening closing command to instruct the opening / closing operation of the large winning openings 18, 19 is performed to the sub-integrated board 58. Is called. As described above, once opened, the big winning openings 18, 19 are closed when the maximum opening time of 30 seconds in one opening operation elapses or when winning of nine game balls is detected. .
  In the special electric accessory process, after the jackpot game is completed, a process for controlling the subsequent game state is performed. In the special symbol processing to be described later, when “1” indicating that the number of time reduction has been won is stored in the time reduction A winning flag and “ON” is “ON”, The time-shortening A flag indicating whether the time-shortening time is 50 or not is set to “ON” at the end of the big hit game. Similarly, if the time-saving state of 10,000 time-savings is won and the time-saving B winning flag is set to “ON”, the time-saving B flag is set to “ON” after the big hit game is completed in the special electric accessory processing. If “1” indicating that the probability variation state is won is stored in the probability variation winning flag and is “ON”, the probability variation flag is in the probability variation state after the jackpot game ends. "ON" shown. Then, when the jackpot game ends, a flag that is set to “ON” among a first jackpot game state flag and a second jackpot game state flag, which will be described later, is changed to “OFF”. Further, a jackpot game end command indicating that the jackpot game has ended is stored in the command relation storage area 5209.
  Next, special symbol processing is performed (S14). In this special symbol processing, jackpot determination, determination of a symbol variation pattern displayed on the display screen 28, an instruction, an instruction to start and end symbol variation, and the like are performed. Furthermore, processing for determining a gaming state after the end of the jackpot game from the jackpot type and gaming state, and processing for shifting the gaming state are performed. This special symbol process will be described later with reference to the flowcharts shown in FIGS.
  Next, ordinary electric accessory processing is performed (S15). In this ordinary electric accessory processing, when a normal hit is achieved, the opening / closing (operation during the normal hit game) of a pair of opening and closing members (so-called tulips) provided in the second starting electric accessory 17 is controlled. . By opening the opening / closing member, it is possible to win a game ball to the second starter electric accessory 17. It should be noted that when the short-time gaming state has occurred, the second starting electric accessory 17 is released for a longer time than when it has not occurred.
  Next, normal symbol processing is performed (S16). In this normal symbol processing, normal random numbers are obtained, normal hit determination, and the like are performed. First, when the passing of the game ball to the normal symbol start gate 12 is detected in the switch reading process (S11), the value of the normal hit determination counter is acquired as a normal hit random number. The acquired random number is stored in the storage area of the number corresponding to the value stored in the normal symbol operation reserved ball number storage area 5204 among the first to fourth storage areas of the normal hit relation information storage area 5203 of the RAM 52. Usually stored as a random number. Then, the normal hit determination is sequentially performed from the random number in the storage area with the smaller number, and the determination result is notified by changing and stopping the normal symbol display unit 24. Here, when the short-time state has occurred, the variation time of the normal symbol display unit 24 is shortened as compared with the case where the short-time state has not occurred, and it is determined that the normal hit has a higher probability. Therefore, during the time-shortening state, the rate at which the second starting electric accessory 17 is opened is significantly increased.
  Next, a payout process (S17) for paying out prize balls and an error check (S18) are performed. If an error has occurred in the pachinko machine 1, an error is displayed on the display screen 28, the lighting device 35 is lit or blinked, or an error sound is generated on the speakers 48, 48. Therefore, an error command for transmission to the sub-integrated board 58 in the command output process of S10 is stored in the command relation storage area 5209 of the RAM 52. Next, in the information output process (S19), various kinds of information such as jackpot information, starting information, etc. of the pachinko machine 1 are output to an unillustrated game hall management computer via an output port. When the information output process ends, the main process ends. When the interrupt signal is received from the interrupt signal generation circuit 57, the main process is executed again from the beginning.
  Next, details of the special symbol process (S14) of the main process will be described with reference to the flowcharts shown in FIGS. As described above, in the special symbol process, the first jackpot determination, the second jackpot determination, the variation pattern of the symbol displayed on the display screen 28, the determination of the effect, the jackpot type determination process, the game state transition process, and the like are performed. .
  First, the flags used in the special symbol process will be described. In the flag relation storage area 5210 of the RAM 52, a display state flag, a first jackpot gaming state flag, a second jackpot gaming state flag, a probability variation flag, a probability variation winning flag, a time-short A / B flag, a time-short A / B winning flag, etc. Is remembered.
  The display state flag is a flag indicating the states of the first special symbol display unit 25 and the second special symbol display unit 26, and when one of the two special symbol display units 25 and 26 is changing (during the change). “1” is stored in “1”, “2” is stored when either one is stopped (stop display), and “0” is stored when both are not changing or stopped. The first jackpot gaming status flag is during the first jackpot game when the first jackpot opening 18 is opened, and the second jackpot gaming status flag is during the second jackpot game where the second jackpot opening 19 is opened. In each case, “1” is stored and “ON” is stored. Otherwise, “0” is stored and “OFF” is stored. The probability variation flag is “1” stored in the probability variation state and is “ON”, and “0” is stored in the non-probability variation state and is “OFF”. Further, the probability variation winning flag is “ON” when the probability variation state occurs after the jackpot game ends, and “OFF” otherwise.
  In addition, the time-shortening A flag is stored in the time-saving state in which the number of time-savings is 50, and the time-shortening B flag is set to “ON” in the time-saving state in which the number of time-savings is 10,000. “0” is stored and “OFF”. When the time-short A winning flag is 50 times, and the time-short B winning flag is 10,000 times when the short-time state occurs after the big hit game, “1” is stored and turned “ON”, otherwise “0” is stored and set to “OFF”.
  As shown in FIG. 9, when the special symbol process of the main process is started, it is determined whether or not a game ball has won the first start port 15 (S21). When the first start port switch 65 provided in the first start port 15 detects the winning of the game ball, in the main process switch reading process (S11, see FIG. 8), the first start flag of the winning ball flag storage area 5202 is stored. The flag corresponding to the one start port switch 65 is “ON”. Therefore, in S21, it is determined whether or not this flag is “ON”. If it is not “ON” (S21: NO), no game ball has been won at the first start port 15, and the process proceeds to S25.
  When the flag corresponding to the first start port switch 65 is “ON” (S21: YES), since a game ball is won at the first start port 15, a random number for the game ball is acquired, It is stored in the first jackpot relation information storage area 5205 (see FIG. 5). However, the number of first special symbol actuating balls that can acquire and store random numbers is four. Therefore, it is determined whether or not the value in the first special symbol operation reserved ball number storage area 5206 is “4” (S22). When the value of the first special symbol operation reserved ball number storage area 5206 is “4” (S22: YES), since the random number for this game ball cannot be stored, the process proceeds to S25 as it is.
  When the value of the first special symbol operation reserved ball number storage area 5206 is not “4”, that is, any of “0” to “3” (S22: NO), the first special symbol operation reserved ball number “1” is added to the value of the storage area 5206 (S23). And a random number is memorize | stored in the storage area of the number corresponding to the value of the 1st special symbol operation reservation ball number storage area 5206 among the 1st-4th storage areas of the 1st jackpot relation information storage area 5205 (S24). . Specifically, the value of the first jackpot determination counter is stored in the first jackpot random number column, the value of the first jackpot special symbol creation counter is stored in the first jackpot special symbol determination random number column, and the first variation pattern The value of the first variation pattern determination counter is stored in the determined random number column.
  Next, a process related to winning a game ball to the second start port 16 and the second start electric accessory 17 is performed. First, it is determined whether or not a game ball has won any one of the second start port 16 and the second start electric accessory 17 (S25). Both the flag corresponding to the second starter switch 66 provided in the second starter port 16 and the flag corresponding to the second starter electric accessory switch 67 provided in the second starter electric accessory 17 are “OFF”. If it is determined that the game ball has not won (S25: NO), the process proceeds to S31 (see FIG. 10). When it is determined that a game ball is won in either the second start port 16 or the second start electric accessory 17 (S25: YES), the value in the second special symbol operation reserved ball number storage area 5208 Is determined to be “4” (S26). If it is “4” (S26: YES), since the random number for this game ball cannot be stored, the process proceeds to S31 as it is.
  When the value of the second special symbol operation reserved ball number storage area 5208 is not “4” (S26: NO), “1” is added to the value of the second special symbol operation reserved ball number storage area 5208 (S27). ). Then, various random numbers are stored in the storage area of the second jackpot relation information storage area 5207 (S28), and the process proceeds to the determination of S31.
  Next, as shown in the flowchart of FIG. 10, it is determined whether or not the game state is a jackpot gaming state (S31). When it is a jackpot game state, the first jackpot determination, the second jackpot determination, and the notification of the determination result are not performed. Therefore, if either the first jackpot gaming state flag or the second jackpot gaming state flag is “ON” and the jackpot gaming state is set (S31: YES), the process returns to the main process without doing anything.
  When it is determined that the game state is not a jackpot gaming state (S31: NO), processing relating to control of the first special symbol display unit 25 and the second special symbol display unit 26 is performed. First, it is determined whether or not any of the two special symbol display portions 25 and 26 is changing based on the display state flag (S32). When the display state flag is not “1” and the special symbol display portions 25 and 26 are not changing (S32: NO), it is determined by the display state flag whether one of them is stopped. Performed (S33). When the display state flag is not “2” and the two special symbol display units 25 and 26 are not stopped and displayed (S33: NO), the first jackpot determination or the second jackpot determination is performed.
  Therefore, as shown in the flowchart of FIG. 11, it is confirmed whether or not there is a game ball to be subjected to the jackpot determination. First, it is determined whether or not the value of the second special symbol actuated ball number storage area 5208 of the RAM 52 is equal to or greater than “1” (S41). In the present embodiment, when both the first special symbol operation reservation ball and the second special symbol operation reservation ball are “1” or more, the second big hit determination is preferentially executed. Therefore, when the number of second special symbol operation reservation balls is “1” or more (S41: YES), the process proceeds to S61 and the second big hit determination is performed. On the other hand, when the number of the second special symbol operation reservation balls is “0” (S41: NO), the value of the first special symbol operation reservation balls number storage area 5206 indicates the first special symbol operation reservation balls number. It is determined whether or not the value is “1” or more (S42). If it is “0” (S42: NO), there is no game ball for which a jackpot determination is to be made, and the process directly returns to the main process. If it is “1” or more (S42: YES), the process proceeds to S45 in order to perform the first jackpot determination.
  In the first jackpot determination, first, “1” is subtracted from the value of the first special symbol action reserved ball number storage area 5206 (S45), and the value of the first jackpot relation information storage area 5205 is shifted. That is, the random number stored in the first storage area is shifted to the determination area, the random number stored in the second to fourth storage areas is shifted to the storage area one number lower, and the value in the fourth storage area Is cleared (S46).
  Next, a first jackpot determination is performed (S47 to S49). This first jackpot determination is performed by referring to the first jackpot determination table stored in the determination table storage area 5306 of the ROM 53 and using the value stored in the first jackpot random number column (see FIG. 5) of the determination area. Is called. If the probability variation flag is “1” stored and the probability variation state is “ON” (S47: YES), the number of specific values determined as jackpots is larger than that in the non-probability variation state. A large number of first high probability determination tables are referred to and a first jackpot determination is made (S48). On the other hand, if the probability variation flag is “OFF” in the non-probability variation state (S47: NO), the first low probability determination table is referred to perform the determination (S49).
  Next, processing for determining the variation pattern and processing for determining the first special symbol are performed. First, it is determined whether or not the result of the first jackpot determination is “jackpot” (S50). If it is “big hit” (S50: YES), in the winning fluctuation pattern determination process (S51), the fluctuation pattern of the first special symbol indicating the first big hit is determined, and the determined fluctuation pattern is used as the sub-integrated board 58. The variation pattern designation command instructed in the command is stored in the command relation storage area 5209. Here, the process of determining the variation pattern is performed by referring to the table based on the value stored in the first variation pattern determination random number column of the first jackpot relation information storage area 5205 (see FIG. 5). In the sub-integrated board 58, the change of the demo symbols in the display screen 28 and the first special symbol display unit 25 is started when the change pattern designation command is received.
  In the special symbol determination process (S52), the first special symbol indicating the jackpot is determined, and the special symbol designation command indicating the determined first special symbol is stored in the command relation storage area 5209. This special symbol designation command is transmitted to the sub integrated board 58 in the command output process (S10, see FIG. 8) of the main process to be performed next. Further, the determination of the jackpot special symbol is performed by referring to the table according to the value of the first special symbol determination random number field of the first jackpot relation information storage area 5205, and thereby the jackpot type (see FIG. 7) is determined. . On the other hand, if the result of the first big hit determination is not “big hit” (S50: NO), the determination of the variation pattern indicating the loss and the storage of the command specifying the determined variation pattern are performed (S53). Then, the first special symbol indicating the determination result of the deviation is determined, and the special symbol designation command is stored (S54).
  In the second jackpot determination, various processes are performed in the same flow as the first jackpot determination. First, “1” is subtracted from the value of the second special symbol operation reserved ball number storage area 5208 (S61), and the value stored in the second jackpot relation information storage area 5207 is shifted (S62). Next, a determination is made as to whether or not the probability variation is in progress using the probability variation flag (S63). A second jackpot determination is made with reference to more second high probability determination tables than in the middle (S64). On the other hand, if it is not in the probability fluctuation state (S63: NO), the second low probability determination table is referred to make a determination (S65).
  Next, processing for determining the variation pattern and processing for determining the second special symbol are performed. First, it is determined whether or not the result of the second jackpot determination is “big jackpot” (S66). If it is “big jackpot” (S66: YES), the variation pattern indicating the second jackpot is determined and determined. A command for designating the variation pattern is stored (S67). Then, the second special symbol indicating the jackpot is determined, and a special symbol designation command is stored (S68). On the other hand, if the result of the second jackpot determination is not “big jackpot” (S66: NO), a variation pattern indicating a deviation is determined, and a command for designating this variation pattern is stored (S69). Then, the second special symbol indicating the loss is determined, and the special symbol designation command is stored (S70). Next, a jackpot type determination process (S75) is performed.
  Next, the jackpot type determination process will be described with reference to the flowchart of FIG. In this jackpot type determination process, the jackpot type determined according to the special symbol is determined, and a flag for controlling the gaming state after the jackpot game is ended according to the jackpot type and the gaming state at the time of the jackpot determination Is performed.
  First, it is determined whether or not it is determined that the first jackpot is determined to be a jackpot (S81). If the jackpot is not determined based on the first jackpot determination (S81: NO), the process proceeds to S93 as it is. If the jackpot is determined by the first jackpot determination (S81: YES), it is determined whether or not the jackpot type (see FIG. 7) determined according to the special symbol is “4R non-probable change” (S82). If it is “4R uncertain change” (S82: YES), it is determined whether or not the time is short depending on whether any of the time-shortening A and B flags is “ON” (S83). If the time is not short (S83: NO), the process directly returns to the special symbol process shown in FIG. On the other hand, if any of the short-time state, that is, the non-stochastic variation short-time state or the probability variation short-time state has occurred (S83: YES), it indicates that the short-time state of 50 time-shortening times will occur after the jackpot game ends. “1” is stored in the time-short A winning flag and is set to “ON” (S84), and the process returns to the special symbol process.
  If the jackpot type is determined to be a jackpot (S81: YES) and the jackpot type is not “4R uncertain change” (S82: NO), all other jackpot types are jackpot types in which a probability variation state occurs. Therefore, “1” indicating that the probability variation state is caused after the jackpot game is finished is stored in the probability variation winning flag and set to “ON” (S85), and the process proceeds to the determination of S86.
  Next, it is determined whether or not the jackpot type is “4R probability variation A” (S86). If it is “4R probability variation A” (S86: YES), it is determined whether or not the time is short (S87). . If the time is not short (S87: NO), the time-short state is not generated after the jackpot game ends, and the process directly returns to the special symbol process. On the other hand, if any of the short-time state, that is, the non-probabilistic short-time state or the short-term state of the probability variation has occurred (S87: YES), it indicates that the short-time state with 10,000 time-shortening times will occur after the jackpot game ends. “1” is stored in the time-short B winning flag and turned “ON” (S88), and the process returns to the special symbol process.
  If the jackpot type is not “4R probability variation A” (S86: NO), it is determined whether it is “4R probability variation B” (S89), and if it is “4R probability variation B” (S89: YES), it is determined whether or not the non-probabilistic fluctuation non-time-short state is in effect (S90). If the time-shortage A / B flag and the probability variation flag are all “OFF”, and it is determined that the non-probability variation non-time-short state is in effect (S90: YES), the time-short state is not generated, so it is special as it is. Return to symbol processing. On the other hand, if it is not in the non-probability fluctuation non-short-time state (S90: NO), “1” indicating that the short-time state with 10,000 time-savings is won is stored in the short-time B winning flag and “ON” is displayed. (S91), the process returns to the special symbol process.
  Further, when the first jackpot determination is made (S81: YES), and the jackpot type is not any of “4R uncertain variation”, “4R certain variation A”, and “4R certain variation B” (S82: NO, S86: NO). S89: NO), the jackpot type is either “4R probability variation C” or “15R probability variation”. In this case, regardless of the game state at the time of the first jackpot determination, a time-short state where the number of time reductions is 10,000 occurs after the jackpot game ends (see FIG. 7). Therefore, the time-short B winning flag is set to “ON” (S91), and the process returns to the special symbol process.
  Further, if it is not determined that the jackpot is determined by the first jackpot determination (S81: NO), it is determined whether or not the jackpot is determined by the second jackpot determination (S93). If it is not determined that the jackpot is determined by the second jackpot determination (S93: NO), the process directly returns to the special symbol process. On the other hand, if it is determined that the jackpot is (S93: YES), it is determined whether or not the jackpot type is “4R uncertain change” (S94). If it is not “4R uncertain change” (S94: NO), the jackpot type is either “4R probability change” or “15R probability change”. In this case, a probability variation short time state is always generated. Therefore, the probability variation winning flag is set to “ON” (S95). Then, “1” indicating that the time-saving state with a time-saving count of 10,000 has been won is stored in the time-short B winning flag and set to “ON” (S96), and the process returns to the special symbol processing.
  When the jackpot type is “4R non-probable change” (S94: YES), a short-time state of 50 time-shortening times occurs after the jackpot game is finished, regardless of the gaming state at the time of the second jackpot determination. . Therefore, “1” indicating that the time-saving state with the time-saving count of 50 is generated after the big hit game is stored in the time-saving A winning flag is set to “ON” (S97), and the process returns to the special symbol processing.
  Next, as shown in the flowchart of FIG. 11, when the jackpot type determination process (S75) ends, the variation time of the special symbol determined by the already determined variation pattern is stored in the special symbol variation time counter. (S76). Then, “1” indicating that one of the two special symbol display portions 25 and 26 is fluctuating is stored in the display state flag (S77), the special symbol processing is terminated, and the processing returns to the main processing.
  Further, in the determination of S32 shown in the flowchart of FIG. 10, when “1” is stored in the display state flag and it is determined that any of the special symbol display units 25 and 26 is changing (S32). : YES), it is determined whether or not the variation time has elapsed (S101). When the value of the special symbol variation time counter set in S76 (see FIG. 11) is “0” and it is determined that the variation time has elapsed (S101: YES), the command relation storage area 5209 is displayed. A special symbol stop command is stored (S102). This special symbol stop command is a command for instructing any one of the fluctuating special symbol display portions 25 and 26 and the demonstration symbol to be fluctuated. Then, the predetermined stop display time is stored in the special symbol stop time counter (S103), and “2” indicating that one of the special symbol display units 25 and 26 is in the stop display is stored in the display state flag. (S104), the process returns to the main process. On the other hand, if it is determined in S101 that the value of the special symbol stop time counter is not “0” and the variation time has not yet elapsed (S101: NO), the process returns to the main process.
  If it is determined in S33 that “2” is stored in the display state flag and one of the special symbol display units 25 and 26 is in the stopped display (S33: YES), S103 is displayed. Whether or not the stop display time has elapsed is determined based on the value of the special symbol stop time counter set in (S105). If the value of the special symbol stop time counter is not “0” and the stop display time has not passed yet (S105: NO), the display returns to the main process as it is to continue the stop display. When the value of the special symbol stop time counter is “0”, the stop display time has elapsed (S105: YES), indicating that the special symbol display portions 25 and 26 are neither changing nor being stopped. “0” is stored in the display state flag (S106). Then, a game state transition process (S107) is performed.
  Next, the gaming state transition process will be described with reference to FIG. In the game state transition process, control of a flag for executing the first jackpot game for opening the first big winning opening 18 and control of a flag for executing the second jackpot game for opening the second big winning opening 19 are performed. And control for terminating the short-time state and the probability variation state.
  First, it is determined whether or not the result of the jackpot determination is a first jackpot that opens the first jackpot 18 (S111). As described above, in the present embodiment, it is determined which of the first jackpot game and the second jackpot game is executed depending on whether the first jackpot determination or the second jackpot determination is determined to be a jackpot. When it is determined that the first jackpot is determined to be a jackpot (S111: YES), “1” indicating that the first jackpot game is being played is stored in the first jackpot game state flag and set to “ON”. (S112). Next, the value of the jackpot determination count counter that counts the number of determinations of the first jackpot determination and the second jackpot determination executed after the jackpot game ends is initialized (S113). Next, if one of the time-shortening A and B flags is “ON”, it is set to “OFF” (S115), and if the probability variation flag is “ON”, a process of turning “OFF” is performed. (S116), the process returns to the special symbol process shown in the flowchart of FIG.
  If the result of the jackpot determination is not the first jackpot (S111: NO), it is determined whether it is determined to be the second jackpot that opens the second jackpot 19 (S118). When it is determined that the jackpot is determined by the second jackpot determination (S118: YES), “1” indicating that the second jackpot game is being played is stored in the second jackpot game state flag and set to “ON” (S119). ), The value of the jackpot determination count counter is initialized (S113). Then, the time-shortening A / B flag is set to “OFF” (S115), the probability variation flag is set to “OFF” (S116), and the process returns to the special symbol processing.
  If the result of the jackpot determination is neither the first jackpot nor the second jackpot (S118: NO), “1” is added to the value of the jackpot determination count counter for counting the number of jackpot determinations (S121). Then, based on the value of the jackpot determination count counter, it is determined whether or not the determination count is “50” (S127). If it is “50” (S127: YES), it is determined by the time-shortening A flag whether or not the time-shortening state is 50 times (S128), and the time-shortening A flag becomes “OFF”. If so (S128: NO), the process directly returns to the special symbol process. If it is determined that the time reduction A flag is “ON” and the time reduction state is 50 times (S128: YES), the time reduction A flag is set to “OFF” (S129), and the time reduction state is reached. A short-time completion notification command for notifying the sub-integrated board 58 of the completion of is stored in the command relation storage area 5209 (S130). Then, the process returns to the special symbol process.
  If the value of the jackpot determination count counter is not “50” (S127: NO), it is determined whether or not the jackpot determination count is “10000” (S132). If it is not “10000” (S132: NO), it returns to the special symbol process as it is. If the number of jackpot determination is “10000” (S132: YES), it is set to “OFF” when the hourly B flag is “ON” (S133), and the probability variation flag is “ON”. In this case, “OFF” is set (S134). Then, the short time end notification command is stored in the command relation storage area 5209 (S135), and the process returns to the special symbol process. In the special symbol process (see FIG. 10), when the game state transition process (S107) ends, the process directly returns to the main process.
  As described above, when the game ball wins the start opening (S21: YES or S25: YES), various random numbers are acquired (S24, S28), and the first jackpot determination and the second are determined based on the acquired random numbers. A jackpot determination is made (S48, S49, S64, S65). In this jackpot determination, the second jackpot determination is prioritized over the first jackpot determination (S41, S42). If the determination result is a jackpot, the jackpot is determined according to the jackpot type and the gaming state at that time. The gaming state after the game is finished is determined (see FIG. 12). And if it is determined that the jackpot is during the short-running state, regardless of the jackpot type, the short-running state will always occur after the end of the jackpot game, so the jackpot game and the short-running state will occur alternately. Game balls are paid out. Further, the non-probability fluctuation short-time state ends when it is determined to be “out of” 50 consecutive times by jackpot determination, and the probability fluctuation short-time state ends when it is continuously determined as “out of” 10,000 times. When the time-short state is completed, unless the player changes the game ball launch target from the right side to the left side of the game board 2, the frequency of jackpot determination is reduced and suffers a disadvantage.
  Next, processing in the sub integrated substrate 58 will be described with reference to FIGS. FIG. 14 is a conceptual diagram showing a storage area of the RAM 582 of the sub-integrated board 58, and FIG. 15 is a flowchart of sub-integrated board processing in the sub-integrated board 58. FIG. 16 is a flowchart of a variable effect start process subroutine performed in the sub-integrated board process, and FIG. 17 is a diagram illustrating an example of the display screen 28 on which the appropriate intensity image display unit 101 is formed. is there. In the sub-integrated board processing, processing for controlling the display screen 28, the speaker 48, the special symbol display units 25 and 26, and the like is performed in accordance with a command transmitted from the main board 41. That is, a process of controlling the demonstration effect of the demonstration symbol indicating the result of the jackpot determination or controlling the effect during the jackpot game is performed. In particular, the display screen 28 displays an appropriate strength image that is an image showing the appropriate launch strength of the game ball for 5 seconds from the start of the demo symbol variation until the result of the five jackpot determinations is displayed after the short-time state ends. Is displayed.
  First, the RAM 582 of the sub integrated substrate 58 will be described with reference to FIG. The RAM 582 outputs the fluctuation pattern storage area 5821 in which the fluctuation pattern designated by the main board 41 is stored, the special symbol storage area 5822 in which special symbols designated from the main board 41 are stored, the effect control board 43, and the like. A command relation storage area 5823 for storing control commands, a flag relation storage area 5824 for storing various flags, and an intensity display number counter for counting the number of times of display of an appropriate intensity image displayed after completion of the time-shortening state. Various storage areas such as a display count counter storage area 5825 and an intensity display time measurement counter storage area 5826 for storing an intensity display time measurement counter for measuring a display time of an appropriate intensity image displayed for a maximum of 5 seconds are provided. .
  Next, the ROM 583 of the sub integrated board 58 will be described. The ROM 583 stores various programs for the CPU 581 to assist the control of the pachinko machine 1. In addition, a control command table storage area for storing a table of control commands output from the sub-integrated board 58 to the effect control board 43, the electrical decoration board 46, and the like, and information related to the demonstration effect changing effect indicating the result of the jackpot determination are stored. A variety of storage areas such as a variable production related information storage area are provided.
  Hereinafter, sub-integrated substrate processing performed on the sub-integrated substrate 58 will be described with reference to FIGS. 15 to 17. As shown in FIG. 15, when the sub-integrated board process is started, first, it is determined whether or not a time-short end notification command is received from the main board 41 (S151). As described above, the time saving end notification command is a command indicating that the time saving state has ended. When received (S151: YES), “1” indicating that the intensity display image is displayed with the start of the change of the demo symbol is stored in the intensity display flag and set to “ON” (S152). Return to judgment.
  If the short-time end notification command has not been received (S151: NO), it is determined whether a variation pattern designation command has been received (S154). When a variation pattern designation command is received from the main board 41 (S154: YES), variation effect start processing is performed (S155). In this variation effect start process, the demonstration symbol variation effect is controlled in accordance with the designated variation pattern, and a process of displaying an intensity display image after the time-short state is completed.
  As shown in FIG. 16, in the variation effect start process, the variation pattern specified by the command is stored in the variation pattern storage area 5821 of the RAM 582 (S181). With this variation pattern, the time required for one variation effect and the pattern of the effect are determined. Next, processing for starting a variation effect according to the designated variation pattern is performed (S182). Specifically, a command for displaying an image according to the variation pattern is transmitted to the effect control board 43, and a process of generating sound from the speaker 48 in synchronization with this image is performed. Then, it is determined whether or not the intensity display flag indicating whether or not to display the intensity display image is “ON” (S183). If it is “OFF” (S183: NO), the sub-integration is performed as it is. Return to substrate processing.
  If the intensity display flag is “ON” (S183: YES), a process of displaying the intensity display image on the display screen 28 together with the demo symbol is performed. First, an intensity display start command for starting display of an intensity display image is transmitted to the effect control board 43 (S184). Then, as shown in FIG. 17, an appropriate intensity image display unit 101 is formed slightly on the right side of the center of the display screen 28, and the appropriate intensity image display unit 101 includes a message “please finish right-handed”. An appropriate intensity image is displayed. The appropriate intensity image display unit 101 is formed so as to be displayed on the front side of the demo symbol, and the appropriate intensity image is not visually recognized by the demo symbol. On the other hand, the appropriate intensity image display unit 101 is formed in a part of the display area of the display screen 28. Therefore, unlike the case where a display means for displaying an appropriate intensity image is separately provided at a position other than the display screen 28, the player can visually recognize the appropriate intensity image while confirming how the demo symbols change. it can.
  Next, a process for generating a strength notification voice is performed (S185). The intensity notification voice is a voice “please finish right-handed”. This makes it possible to notify the player that the appropriate firing intensity has changed more easily than when only the appropriate intensity image is used. Then, “1” is added to the intensity display number counter for counting the number of times of display of the appropriate intensity image (S186), and the intensity display time measurement counter for measuring 5 seconds which is the longest display time of the appropriate intensity image is displayed. When set (S187), the process returns to the sub-integrated substrate process, and the process returns to the determination of S151.
  Returning to the description of FIG. 15, if the variation pattern designation command has not been received (S154: NO), it is determined whether or not a special symbol designation command has been received (S157). When a special symbol designation command is received from the main board 41 (S157: YES), the special symbol memory 582 stores the special symbol designated as a special symbol to be displayed on any of the special symbol display units 25 and 26. It is stored in area 5822 (S158). Then, in accordance with the designated special symbol, a combination of demo symbols which are determined and displayed on the display screen 28 and indicate the determination result is determined (S159), and the process returns to the determination of S151.
  If a special symbol designation command has not been received (S157: NO), it is determined whether a special symbol stop command has been received (S161). If received (S161: YES), a command for stopping the changing special symbol and the demo symbol is transmitted to the electrical decoration board 46 and the effect control board 43 (S162). The content of the variation effect is set in advance so that the demo symbol stops when the variation time ends. Next, it is determined whether or not an appropriate intensity image is being displayed (S164). When the time is not measured by the intensity display time measurement counter and it is determined that the appropriate intensity image is not being displayed (S164: NO), the process directly returns to the determination of S151. When it is determined that the time is being measured by the intensity display time measurement counter and the appropriate intensity image is being displayed (S164: YES), the value of the intensity display time measurement counter is initialized to “0” which is the initial value. Then, the time measurement is stopped (S165). Next, an intensity display end command for erasing the appropriate intensity image display unit 101 and ending the display of the appropriate intensity image is transmitted to the effect control board 43 (S166). As a result, when the variation time of the special symbol and the demo symbol is shorter than 5 seconds, the display of the appropriate intensity image is terminated when the symbol is fixedly displayed.
  Next, based on the value of the intensity display number counter, it is determined whether or not the display number of the appropriate intensity image is “5” (S168). If it is not “5” (S168: NO), the process directly returns to the determination of S151. . When it is “5” (S168: YES), the subsequent display of the appropriate intensity image is not performed. Therefore, “0” indicating that the appropriate intensity image is not displayed is stored in the intensity display flag to be “OFF” (S169), and the value of the intensity display number counter is initialized to “0” which is an initial value. Then (S170), the process returns to S151.
  If the special symbol stop command has not been received (S161: NO), it is determined whether or not the strength display time of 5 seconds has elapsed (S172). When the appropriate intensity image is being displayed and the measurement of the intensity display time of 5 seconds is completed (S172: YES), an intensity display end command for ending the display of the appropriate intensity image is sent to the effect control board 43. It is transmitted (S166). If the intensity display count has not reached “5” (S168: NO), the process directly returns to the determination in S151. If it has reached “5” (S168: YES), the intensity display flag is set to “OFF” (S169), the intensity display number counter is initialized (S170), and the process returns to the determination of S151.
  If the intensity display time has not elapsed (S172: NO), it is determined whether another command has been received (S174). If not received (S174: NO), the determination in S151 is performed as it is. Return to. On the other hand, when another command is received (S174: YES), processing according to the command is performed (S175). For example, when a command for notifying the start of a jackpot game is received from the main board 41, processing for starting an effect during the jackpot game is performed. If the strength display number counter is not “0” at the start of the big hit game, a process of initializing to “0” which is an initial value is performed. Then, the process returns to S151.
  Next, the display mode and the effect of the intensity display image in the pachinko machine 1 of the present embodiment will be described with reference to FIG. FIG. 18 is an explanatory diagram showing an example of a display mode of an image displayed on the display screen 28 after the time-shortening state is over, according to the passage of time.
  In the example shown in FIG. 18, the number of jackpot determinations reaches 50 during the non-probability variation short-time state, and the gaming state shifts to the non-probability variation non-short-time state (normal state). Then, at the same time as the demonstration effect variation effect showing the result of the 51st jackpot determination is started, the appropriate strength image display unit 101 is formed in the display screen 28, and the message “please finish right-handed” is displayed. Is displayed (see FIG. 17). The display of the appropriate intensity image is performed for a maximum of 5 seconds, but the first variation effect after the time-short state shown in FIG. 18 has a time of 4 seconds from the start of the variation to the final display. In this case, the display of the appropriate intensity image ends before the next demo symbol change starts. Therefore, it is possible to synchronize the display of the appropriate intensity image with the fluctuation of the demo symbol, and to notify the player of the appropriate launch intensity without giving a sense of incongruity. In the case where the time of the variation effect is less than 5 seconds, it is desirable to end the display of the appropriate intensity image together with the confirmation display of the demo symbol as in the present embodiment. This allows the player to grasp the combination of the demo symbols that are confirmed and displayed until the next change is started after the confirmation is displayed (during stop display).
  Next, the second and third demonstration symbol variation effects are performed after the completion of the time-shortening state, and the appropriate intensity image is displayed at the same time as the demonstration symbol variation start. Since the time of the second and third variation effects is both longer than 5 seconds, the display of the appropriate intensity image is finished before the demonstration symbol is displayed. Therefore, the player can easily grasp the combination of the demo symbols that are confirmed and displayed while recognizing the appropriate launch intensity.
  Next, a variation effect of the demo pattern is performed for the fourth time, and a reach effect is performed in the fourth variation effect. This reach effect is an effect performed by two of the three demo symbols being the same, and is executed after the two demo symbols are stopped after the start of the change of the demo symbols. If all three demo symbols become the same through this reach production, a jackpot game advantageous to the player is executed, so the player has a strong interest in the reach production. Here, according to the present embodiment, the display of the appropriate intensity image ends after 5 seconds from the start of the change of the demo symbol, so the appropriate intensity image does not hinder the reach effect. Therefore, it is possible to recognize the appropriate launch intensity without impairing the player's interest in reach production. The appropriate intensity image is displayed during the fifth demonstration symbol variation effect, and the normal variation effect without the appropriate intensity image is performed after the sixth time.
  As described above, according to the pachinko machine 1 of the present embodiment, when the gaming state shifts from the short-time state to the normal state and the appropriate launch intensity of the gaming ball changes, the demonstration symbol variation effect is performed five times. The appropriate intensity image which is a message “please finish right-handed” can be displayed for a maximum of 5 seconds from the start of the change of the demo symbol. Therefore, a game without displaying the appropriate intensity image more than necessary and making the player feel annoyed, and without interfering with other effects such as reach effects, without the player being aware of the change in the appropriate firing intensity. Can reduce the risk of performing. Here, if the appropriate firing strength changes after the jackpot game ends, an appropriate strength image can be displayed at the end of the jackpot game, but at the end of the short-time state, a special symbol operation hold ball is generally stored and immediately In addition, the following demonstration design must be performed. However, according to the present invention, even when the variation of the demo symbol is started immediately after the appropriate firing strength is changed, the appropriate firing strength is efficiently notified to the player during the demonstration symbol variation effect. Can do. In addition, since the average time of the variation effect of the demonstration symbol in the normal state is longer than the average time of the variation effect in the short time state, it is possible to secure a sufficient time for displaying the appropriate intensity image.
  The firing handle 7 in the present embodiment corresponds to the “operation handle” of the present invention, and the first start port 15, the second start port 16, and the second start electric accessory 17 correspond to the “start port”. . Further, the first start port switch 65, the second start port switch 66, and the second start electric accessory switch 67 correspond to the “game ball detecting means”, and the main board that acquires the big hit random number in S24 and 28 of FIG. The CPU 51 of 41 functions as a “winning random number acquisition unit”. Further, the CPU 51 of the main board 41 that performs the jackpot determination in S48, 49, 64, and 65 in FIG. 11 functions as a “hit determination unit”, and the display screen 28 corresponds to the “display unit”. The intensity image display unit 101 corresponds to “appropriate intensity display means”.
  Further, the main board 41, the sub integrated board 58, and the effect control board 43 that perform display control of the display screen 28 correspond to “display control means” and “appropriate intensity display control means”. The CPU 51 of the main board 41 that performs processing of the flag for controlling the gaming state functions as “gaming state control means”. The speaker 48 corresponds to “sound generation means”, and the main board 41 and the sub-integrated board 58 that control the operation of the speaker 48 correspond to “sound generation control means”.
  It should be noted that the present invention is not limited to the embodiment described in detail above, and various modifications can be made without departing from the scope of the present invention. First, in the present embodiment, an appropriate strength image is displayed during a demonstration symbol variation effect after the gaming state has shifted from the short-time state to the normal state. However, the timing for displaying the appropriate intensity image is not limited to this, and can be appropriately changed in accordance with the characteristics of the gaming machine. For example, in the present embodiment, the game ball is rarely won at the first start opening 15 and the first grand prize opening 18 is opened even in the short time state where the right side of the game board 2 is the launch target. A jackpot game may be executed. In this case, during the first big hit game, the first big prize opening 18 is set as the launch target of the game ball, and when the big hit game ends, the launch target must be changed to the right side of the game board 2. As described above, the present invention may be applied even when the appropriate launch intensity of the game ball changes as the jackpot game ends. In this case, a new appropriate strength image such as “Please make a right-hand shot” is prepared, and when the jackpot game is over, the strength display flag for displaying this appropriate strength image is set to “ON”. Just do it.
  In addition, the pachinko machine 1 according to the present embodiment is provided with two types of jackpot determination, special symbol, and jackpot game, and various games are realized. However, the gaming machine to which the present invention is applicable is not limited to two types of special machines, and the present invention can be applied even to a gaming machine having one type or three or more types of special symbols. Needless to say. Further, the “hit determination” in the present invention is not limited to the jackpot determination that triggers the change of the special symbol, and is a gaming machine that notifies the player of the result of the normal hit determination using the display screen 28. Is also applicable. More specifically, a plurality of types of normal hit determinations can be performed, and a plurality of hit determinations are continuously executed in response to the determination of “win” by a specific normal hit determination. The present invention can also be applied to a combination type gaming machine. Of course, the present invention can also be applied to a gaming machine or the like that executes a small hit determination.
  In the present embodiment, the player can grasp both the changed appropriate firing strength and the result of the jackpot determination by simultaneously displaying the appropriate strength image and the demo symbol in the display screen 28. . However, a display means for displaying an appropriate intensity image may be newly provided in addition to the display screen 28 for performing the demonstration symbol variation effect. Further, the position and size in the display screen 28 where the appropriate intensity image display unit 101 is formed can be changed, and may be formed on the upper or lower portion of the display screen 28. Moreover, it is also possible to display the appropriate intensity image in a blinking manner. By blinking, it is possible to make the player more easily recognize the demo symbols changing on the back side.
  Further, in the present embodiment, while displaying the results of the five jackpot determinations after changing the appropriate firing intensity, the appropriate intensity image is displayed for a maximum of 5 seconds from the start of the demo symbol variation. However, the number of times and the display time for displaying the appropriate intensity image can be appropriately changed. For example, the number of times that the appropriate display image is displayed may be one or more, and the display time may be changed as appropriate in accordance with the change time of the demo symbol. In addition, it is determined whether or not the total display time of the appropriate intensity image has reached a predetermined time, and when it is determined that the predetermined time has been reached, the demonstration design variation effect being performed at that time is appropriately It is also possible to adopt a configuration in which it is determined as the final round of the variation effect with the intensity image.
  In addition, the display content of the appropriate strength image “Please finish right-handed” can be changed, and it may be changed to other messages such as “Please aim at the left side”. The player may be notified of the firing direction with an arrow or the like. In addition, the player may be notified of the angle of the firing handle 7 with an appropriate firing strength using a volume display or the like. Similarly to the launch intensity, the mode of the strength notification sound can be changed as appropriate, and it is possible to notify the player of the proper launch intensity using only the proper intensity image without generating sound. Furthermore, the lighting device 35, the illumination lamp, and the like may be caused to emit light in synchronization with the display of the appropriate intensity image.
  In the present embodiment, the same appropriate intensity image is displayed for a maximum of 5 seconds, but a plurality of different appropriate intensity images may be displayed for 5 seconds. For example, “please finish right-handed” is displayed for 2 seconds after the start of fluctuation of the demo symbol, and “please aim at the left side” may be displayed for the next 3 seconds. In addition, when displaying the appropriate intensity image in a blinking manner, different appropriate intensity images may be displayed alternately. In addition, while the results of the 5th big hit judgment are displayed, for example, “Please finish right-handed” is displayed during the first, 3rd and 5th demo symbol changes. It is also possible to display “Please aim at the left side” during the fluctuation. In this way, by providing a plurality of appropriate firing intensity notification modes and displaying them appropriately, the player can be more clearly notified that the appropriate firing intensity has been changed, and the player may suffer disadvantages. Can be made lower. In addition, when a plurality of appropriate intensity images are provided, different images may be displayed randomly instead of alternately, or the number of times and the display time of an image to be emphasized may be increased as compared with other images. Furthermore, it is possible to provide three or more types of appropriate intensity images.
  Further, in the present embodiment, the appropriate intensity image is displayed for a maximum of 5 seconds in all five displays, but it is also possible to set the maximum display time to be different depending on the display count. is there. For example, the first display after changing the appropriate firing intensity may be up to 5 seconds, the second display may be 4 seconds, the third display may be 3 seconds, the fourth display may be 2 seconds, and the fifth display may be 1 second. . In this case, by setting the display time of the first appropriate intensity image to be longer, it is possible to emphasize that the appropriate firing intensity has been changed easily to the player, and to gradually shorten the longest display time. Thus, it is possible to prevent the player's interest in gaming from being hindered.
  The gaming machine of the present invention is not limited to a pachinko machine, but can be applied to various gaming machines such as a pachinko machine.
1 is a front view of a pachinko machine 1. FIG. 2 is a front view of the game board 2. FIG. 2 is a block diagram showing an electrical configuration of the pachinko machine 1. FIG. 3 is a conceptual diagram showing a storage area of a RAM 52 of a main board 41. FIG. It is a conceptual diagram which shows the 1st jackpot relation information storage area 5205 of RAM52. 3 is a conceptual diagram showing a storage area of a ROM 53 of a main board 41. FIG. 5 is a conceptual diagram showing a special symbol determination table stored in a determination table storage area 5306. FIG. 4 is a flowchart of main processing in the main board 41. It is a flowchart of a subroutine of special symbol processing performed in the main processing. It is a flowchart of a subroutine of special symbol processing performed in the main processing. It is a flowchart of a subroutine of special symbol processing performed in the main processing. It is a flowchart of the subroutine of the jackpot type determination process performed in the special symbol process shown in FIG. It is a flowchart of the subroutine of the game state transfer process performed in the special symbol process shown in FIG. 3 is a conceptual diagram showing a storage area of a RAM 582 of a sub integrated board 58. FIG. 5 is a flowchart of sub integrated substrate processing in a sub integrated substrate 58. It is a flowchart of the subroutine of the change production start process performed in a sub integrated board | substrate process. It is a figure which shows an example of the display screen 28 in which the appropriate intensity | strength image display part 101 is formed. It is explanatory drawing which showed an example of the display mode of the image displayed on the display screen 28 after completion | finish of a time saving state according to progress of time.
DESCRIPTION OF SYMBOLS 1 Pachinko machine 2 Game board 4 Game area 7 Launch handle 12 Normal pattern start gate 15 1st start port 16 2nd start port 17 2nd start electric appliance 18 1st grand prize opening 19 2nd grand prize opening 28 Display screen 37 Game ball launcher 41 Main board 43 Production control board 46 Illumination board 48 Speaker 51 CPU
52 RAM
53 ROM
58 Sub-Integrated Board 65 First Start Port Switch 66 Second Start Port Switch 67 Second Start Electric Appliance Switch 101 Appropriate Strength Image Display Unit 581 CPU
582 RAM
583 ROM
5825 Intensity display number counter storage area 5826 Intensity display time measurement counter storage area

Claims (4)

  1. A launcher that launches a game ball into a game area formed on the game board; and
    An operation handle for adjusting the launch intensity of the game ball by the launch device;
    A game ball detection means for detecting the passage of the game ball to a start port provided on the game board;
    A winning random number acquisition means for acquiring a winning random number for determining whether or not to execute a winning game advantageous to the player due to the detection of the gaming ball by the gaming ball detection means;
    A hit determination means for performing a hit determination that is a determination as to whether or not the hit random number acquired by the hit random number acquisition means is a predetermined random number determined in advance;
    Display means for displaying a pattern indicating the determination result of the hit determination means;
    Display control means for displaying the determination result of the hit determination means by controlling the display means and making a fixed display after changing the design;
    A game state control means for generating any one of a plurality of game states;
    In the gaming state, the gaming machine is provided with at least a first gaming state and a second gaming state that are different from each other in an appropriate firing strength that is a firing strength of the launching device that is advantageous for a player,
    An appropriate intensity display means for displaying an appropriate intensity image that is an image showing the appropriate emission intensity of the emission device;
    Between when the gaming state that is occurring is changed from the second game condition in the first game condition by said gaming state control means, until the determination result of the hit determination means is a predetermined number of times displayed, the symbol When the time from the start of fluctuation to the final display is longer than the predetermined time for displaying the appropriate intensity image, the appropriate intensity image is displayed on the appropriate intensity display means for a predetermined time from the start of the fluctuation of the symbol. If the time from the start of the symbol variation to the final display is shorter than the predetermined time for displaying the appropriate intensity image, the next time the symbol variation starts, gaming machine is characterized in that a proper intensity display control means for Ru to terminate the display.
  2. In the second gaming state, the average time from the start of change of the symbol to the confirmation display is shorter than that in the first gaming state, and the number of determinations per unit time by the hit determination means is larger than that in the first gaming state. 2. The gaming machine according to claim 1, wherein the gaming machine is in a short state.
  3. The gaming machine according to claim 1 or 2 , wherein the appropriate strength display means is a part of a display area of the display means.
  4. Sound generating means for generating sound;
    Voice generation control means for controlling the generation of voice by the voice generation means,
    The sound generation control means causes the sound generation means to generate a sound indicating the appropriate firing intensity of the launching device when the appropriate intensity image is displayed on the appropriate intensity display means. The gaming machine according to any one of 1 to 3 .
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JP5294499B2 (en) * 2010-04-28 2013-09-18 京楽産業.株式会社 Game machine, firing operation device control method, and firing operation device control program
JP5951942B2 (en) * 2011-07-04 2016-07-13 株式会社ニューギン Game machine
JP5832838B2 (en) * 2011-09-15 2015-12-16 株式会社平和 Game machine
JP5662508B2 (en) * 2013-03-29 2015-01-28 株式会社平和 Game machine
JP5759502B2 (en) * 2013-04-04 2015-08-05 株式会社大都技研 Amusement stand
JP5925164B2 (en) * 2013-07-31 2016-05-25 京楽産業.株式会社 Game machine
JP2015073544A (en) * 2013-10-04 2015-04-20 株式会社大都技研 Game machine
JP6031553B2 (en) * 2015-04-28 2016-11-24 株式会社三共 Game machine
JP6370288B2 (en) * 2015-12-10 2018-08-08 株式会社藤商事 Bullet ball machine
JP2016073861A (en) * 2016-01-18 2016-05-12 株式会社藤商事 Pinball game machine
JP2017205349A (en) * 2016-05-19 2017-11-24 株式会社ニューギン Game machine
JP6510460B2 (en) * 2016-05-19 2019-05-08 株式会社ニューギン Gaming machine
JP6568016B2 (en) * 2016-05-19 2019-08-28 株式会社ニューギン Game machine

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JP4249082B2 (en) * 2004-05-11 2009-04-02 株式会社三共 Game machine
JP2006263437A (en) * 2005-02-25 2006-10-05 Aruze Corp Game machine and simulation program
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