JP5250194B2 - Game machine - Google Patents

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JP5250194B2
JP5250194B2 JP2006269675A JP2006269675A JP5250194B2 JP 5250194 B2 JP5250194 B2 JP 5250194B2 JP 2006269675 A JP2006269675 A JP 2006269675A JP 2006269675 A JP2006269675 A JP 2006269675A JP 5250194 B2 JP5250194 B2 JP 5250194B2
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symbol
display
identification information
variable display
state
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JP2008086498A (en
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吉雄 松本
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株式会社ユニバーサルエンターテインメント
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Description

  The present invention relates to a gaming machine, and more particularly, to a gaming machine that performs variable display of identification information.

  Conventionally, in a gaming machine such as a pachinko gaming machine, a variable display can be performed when a predetermined variable display start condition is satisfied, such as a game ball passing through a start area provided in a game area where a launched game ball can roll. Variable display control means is provided for controlling the display of the identification information in a variable manner on the display area of the apparatus, and for controlling the display of the identification information on which the variable display is performed. There is provided a game in which the game state is shifted to a big hit gaming state (so-called “big hit”) that is advantageous to the player in the case of (specific display mode).

  In such a gaming machine, for example, after the above-described big hit gaming state is completed, for example, a probability change state in which it is easy to shift to the big hit gaming state, a normal gaming state in which it is difficult to shift from the positive change state to the big hit gaming state, and the like. In the probability variation state, the probability of shifting to the big hit gaming state is set higher than in the normal gaming state.

In this type of gaming machine, for example, as shown in Patent Document 1, operating means that can be operated by a player are provided, and depending on the operation of the operating means, is a big hit in the variable display of the current identification information? What is recognizable is disclosed.
JP 2005-204941 A

  However, in the above-described gaming machine, whether or not a big hit is obtained in the variable display of the identification information this time can be recognized only before the result of the variable display of the identification information is derived and displayed. This operation is not advantageous to the player at all, and the significance of the operation by the operation means may be lost.

  The present invention has been made in view of the above-described problems, and an object of the present invention is to provide a gaming machine that can improve the interest of the game by improving the significance of the operation means. .

(1) Variable display means for variably displaying identification information, specific game state determination means for determining whether or not to shift to a specific game state advantageous to a player when a predetermined variable display start condition is satisfied, and the specific If it is determined by the gaming state determination means to shift to the specific gaming state, after the specific gaming state ends, whether to shift to a probability variation state in which the probability of shifting to the specific gaming state is higher than the normal gaming state A game state determination means for determining whether or not to shift to a specific game state by the specific game state determination means, after derivation and display of a result of variable display of identification information, a transition to a specific game state When the specific gaming state control means for controlling and the gaming state determination means decide to shift to the probability variation state, Gaming state control means for performing control to shift to the probability variation state, gaming state effect execution means for effecting in a manner in which it is difficult to recognize which gaming state is in the normal gaming state and the probability variation state, Based on the determination by the gaming state determination means, there is a stop condition determination means for determining any one of the stop conditions for the plurality of types of identification information, an operation means operable by the player, and an operation by the operation means. As conditions, based on the stop condition of the identification information determined by the stop condition determination means, variable display result determination means for determining the result of variable display of identification information, and based on the determination by the variable display result determination means, Variable display control means for performing control for deriving and displaying the result of variable display of the identification information, and the variable display means is provided in each of the plurality of display areas. And having a function of variably displaying a plurality of types of identification information, wherein the stop condition determining means determines a condition of a combination display result of identification information to be derived and displayed in each of the plurality of display areas in the variable display means. The variable display result determination means has a function of variable display of identification information for each of the plurality of display areas based on a condition of a combination display result of identification information determined by the stop condition determination means The operation means is provided corresponding to each of the plurality of display areas, and the variable display result determination means is selected from among the plurality of display areas on the condition that there is an operation by the operation means. The function of determining the result of variable display of the identification information in the display area corresponding to the operated operating means, and the specific gaming state determining means Specific game state to be constant is formed by a specific game state of a plurality of types of advantageously different degrees with respect to the player, of the specific game state of the plurality of types, in particular game state advantageous degree is relatively low with respect to the player , first the specific game state shifts to the probability change state after the specific game state is completed by pre Symbol gaming state controlling unit is thereby shifts to the normal game state after the specific game state is completed in the normal gaming state A combination display result of the first identification information corresponding to the first specific game state to be derived and displayed in each of the plurality of display areas in the variable display means. And the condition of the combination display result of the second identification information corresponding to the second specific gaming state, the variable display result determination means, Identification of each of the plurality of display areas based on the condition of the combined display result of the first or second identification information determined by the stop condition determining means, on condition that there has been an operation by the operating means When the result of variable display of information is determined and the condition of the combined display result of the first identification information is determined by the stop condition determining means, the operation means is operated on the condition that the operation is at a predetermined timing. Based on the combination of one identification information, the result of variable display of the identification information for each of the plurality of display areas is determined, and the condition of the combination display result of the first or second identification information is determined by the stop condition determining means. If determined, the combination of the third identification information is made on condition that the operation by the operation means is not at a predetermined timing. Zui, the gaming machine and determines the variable display of the results of the identification information for each of the plurality of display areas.

(2) In the gaming machine according to (1), the variable display control means performs variable display of identification information when a predetermined variable display start condition is satisfied, and a predetermined time after the variable display of the identification information is started. After the elapse of time, the operation means has a function of performing control for deriving and displaying the result of variable display of the identification information regardless of the operation of the operation means, and within a predetermined operation reception time during the variable display of the identification information. On the condition that there has been an operation, and has a function of performing control for deriving and displaying the result of variable display of identification information based on the determination by the variable display result determination unit, and the stop condition determination unit performs the first or second 2 When the condition of the combination display result of the identification information is determined and there is no operation by the operation means within the predetermined operation reception time, as a result of the variable display of the identification information A gaming machine having a function of performing control to derive and display a specific display mode based on the combination of the third identification information .

According to the invention described in (1), in the normal gaming state and the probability variation state, the presentation is performed in a manner in which it is difficult to recognize which gaming state it is. In addition, based on the determination of whether or not to shift to the probability variation state, it is determined from the stop conditions of a plurality of types of identification information, and on the condition that there has been an operation by the operating means, Based on the stop condition, the result of variable display of the identification information is determined. Therefore, in the variable display of the identification information determined to shift to the specific game state, the result of the variable display of the identification information based on the stop condition of the identification information is determined by the operation of the operation means. Since it becomes possible to recognize whether or not the game state after the completion is a probability variation state, and it becomes a guideline whether or not to continue the game, it creates an advantageous state that the game state can be recognized by operating the operation means It is possible to improve the interest of the game by improving the significance of the operation means.
In addition, the condition for the combination display result of the identification information to be derived and displayed in each of the plurality of display areas is determined, and the identification information for each of the plurality of display areas is determined based on the condition of the combination display result of the determined identification information Determine the result of variable display. Therefore, the expectation for whether or not to shift to the probability variation state can be enhanced by the result of the variable display of the identification information in each of the plurality of display areas, and the interest in the game can be improved.
The operation means is provided corresponding to each of the plurality of symbol display areas, and corresponds to the operated operation means among the plurality of display areas on the condition that the operation by the operation means has been performed. The result of variable display of the identification information in the display area is determined. Therefore, for each operation of the operating means, the identification information is derived and displayed in the display area corresponding to the operation, and for example, a sense of expectation that a result of variable display that shifts to the probability variation state is obtained. Can be increased, and the interest in games can be improved.

  According to the invention described in (2), when the predetermined variable display start condition is satisfied, the identification information is variably displayed, and when a predetermined time elapses after the variable information is displayed, the operation means is operated. First, the result of variable display of the identification information is derived and displayed. Result of variable display of identification information based on determination of variable display result of identification information by stop condition of identification information on condition that operation by operation means has been performed within predetermined operation reception time during variable display of identification information Is derived and displayed. What is the result of variable display of identification information that can be determined based on the determined stop condition of identification information as a result of variable display of identification information when there is no operation by the operating means within a predetermined operation reception time Different specific display modes are derived and displayed. Therefore, if the operation means is operated within the predetermined operation reception time, the result of variable display of the identification information is determined based on the stop condition of the identification information, but the operation is performed within the predetermined operation reception time. If the means is not operated, the identification information variable display result is determined as a specific display mode different from the identification information variable display result determined based on the identification information stop condition. It is possible to prompt the user to operate the operating means within a predetermined operation reception time, and to improve the significance of the operation of the operating means, it is possible to further enhance the interest of the game.

  According to the present invention, it is possible to improve the interest of the game by improving the significance of the operation means.

  Hereinafter, preferred embodiments of the present invention will be described with reference to the drawings.

[Composition of gaming machine]
An overview of the gaming machine in the present embodiment will be described with reference to FIGS. In the embodiment described below, a case where the present invention is applied to a first type pachinko gaming machine (also referred to as “digital pachi”) is shown as a preferred embodiment for a gaming machine according to the present invention.

  As shown in FIGS. 1 and 2, the pachinko gaming machine 1 has a gaming machine main body 3a to which the gaming board 2 is mounted so as to be rotatable to a wooden base frame 3b fixed to the island facility via a hinge. (In other words, the gaming machine main body 3a is supported by using one end of the gaming machine main body 3a as a rotation fulcrum and is attached to the base frame 3b so as to be freely opened and closed.) The gaming machine main body 3 is configured by the frame 3b. And with respect to the gaming machine main body 3a of such a gaming machine main body 3, a glass door 9 and an upper plate (ball) that covers the speakers 8a and 8b, the liquid crystal display (LCD) 21, and the gaming board 2 so as to be visible. 4), a lower plate part 5, a cover 6, a handle 7a, and an ashtray 7b.

  As shown in FIG. 1, the game board 2 is surrounded by a rail 11 and has a game area 2a in which game balls can flow down. The game area 2a includes a number of obstacles (not shown) such as game nails and windmills, a general winning port 12, a passing gate 13, a grand winning port 15, an out port 16, a starting winning port 14, and A gaming member comprising a start winning opening 17 having a normal electric accessory 18 is arranged.

  Here, the general winning opening 12 is a device in which a predetermined number of game balls are paid out when a game ball is won. The passing gate 13 is a device for changing and stopping a plurality of symbols displayed in the normal symbol display area when a game ball has passed. The start winning ports 14 and 17 are devices for changing and stopping the special symbols displayed on the special symbol display LEDs 23a and 23b on condition that the game ball has won. In the big winning opening 15, the special symbol combination when the special symbol display LEDs 23a and 23b are stopped becomes a specific symbol combination (a jackpot display mode and a small jackpot display mode) set in advance, and a big hit gaming state (a jackpot game state) The game state means a state where a so-called big hit has occurred.) When a transition is made to a small hit game state (the state where a small hit game state means a so-called small hit), according to a predetermined setting, Under the predetermined condition, the door opens and closes a predetermined number of times (that is, the special winning opening 15 changes only a predetermined number of times to a first state in which a game ball is easily received and a second state in which it is difficult to receive a game ball. The device is controlled so as to perform an operation that changes between the state and the second state. The out port 16 is a device for collecting and collecting game balls that have not won any of the general winning port 12, the starting winning ports 14, 17 and the big winning port 15.

  The passing gate 13 detects a passing game ball. The game ball that has passed through the passing gate 13 is stored as passing memory information, and based on this passing memory information, a variable display of symbols in the normal symbol display area is performed. Further, four normal symbol memory LEDs (not shown) for displaying the number of passage memories of the passage gate 13 are provided on the upper right side of the game area 2a. The number of stored game balls that have passed through the passage gate 13 can be displayed by the number of lighting of the normal symbol memory LEDs.

  In the above normal symbol display area, for example, two normal symbols blink alternately, and when the reduction of the two normal symbols is completed and “win” is displayed, the normal electric accessory The start winning opening 17 provided at 18 switches to the first state in which it is easy to accept the game ball for a predetermined time.

  Instead of the normal symbol display area, two normal symbol display LEDs may be provided at an arbitrary place on the game board 2, and "winning" may be displayed by blinking these LEDs. Further, the two normal symbol display LEDs can be constituted by, for example, a 7-segment display. In this case, numbers such as “0”, “1”, “2”,... “7”, “8”, “9”, etc. are displayed in a variable manner as normal symbols displayed on the 7-segment display. The case where the stop-displayed number becomes “3” or “7” is defined as “winning”.

  The start winning port 17 has a receiving port for receiving a game ball, and includes an opening / closing mechanism that can be switched between a first state in which the game ball is easily received and a second state in which it is difficult to receive the game ball. Device. The start winning port 17 is in a second state in which it is difficult to accept a game ball in a normal state, and when a predetermined condition is satisfied (for example, the normal symbol in the normal symbol display area means “win”). In the case of stopping with a symbol), it is switched to the first state in which it is opened for a predetermined time (for example, 0.3 seconds) and it is easy to accept a game ball. A predetermined number of game balls are paid out when a game ball wins the receiving port.

  The winning balls to the start winning ports 14 and 17 can be memorized, and based on this memorized memory, the special symbols on the two special symbol display LEDs 23a and 23b provided at predetermined positions on the game board 2 are stored. Fluctuation display is performed. In the center of the game area 2a, four special symbol storage LEDs for displaying the number of winning prizes stored in the start winning openings 14, 17 are provided. Based on the number of lighting of the special symbol memory LED, the number of winning prizes stored in the start winning holes 14, 17 can be displayed.

  Further, as the types of special symbol variable display results displayed on the special symbol display LEDs 23a and 23b, the probability variation big hit mode indicating the probability variation big hit, the normal big hit mode indicating the normal big hit, the sudden big hit (suddenly big hit (suddenly) There are five types: a sudden big hit mode indicating that the probability has changed), a small hit mode indicating that the jackpot has been lost, and a lost mode indicating that the jackpot has been lost. The probability variation big hit mode, the normal big hit mode, the sudden hit mode, the small hit mode, and the off mode will be described later in detail.

  The big hit gaming state means that, for example, the big winning opening SOL (solenoid) opens and closes the door of the big winning opening 15 for a predetermined time and a predetermined number of times, thereby making it easier to win more game balls than in the normal gaming state. This is a gaming state that is advantageous to the player. In particular, in the case of a big hit, the opening mode (opening time, the number of times of opening, etc.) of the big winning opening 15 is set to be disadvantageous compared to the case of a probable big hit and a normal big hit. The small hit gaming state is more disadvantageous than the big hit gaming state. However, for example, the big winning opening SOL (solenoid) opens and closes the door of the big winning opening 15 a predetermined number of times, so that it is more than the normal gaming state. This is a game state that is advantageous to the player who makes it easy to win the game balls of the player. Moreover, since the door of the big prize opening 15 opens and closes in the same opening and closing manner at the time of the big hit and the small hit, just checking the opening and closing mode of the door of the big prize opening 15 makes the big hit It is difficult to recognize whether it is a small hit or not. Further, the probability variation state is a gaming state that has a relatively high probability of being a big hit as compared to the normal gaming state. That is, the probability variation state is a gaming state with a relatively high probability of becoming a specific gaming state (big hit gaming state, small hit gaming state), and the normal gaming state is a gaming state with a relatively low probability of becoming a specific gaming state. It is.

  When the variation display result of the special symbol becomes the probability variation big hit mode (that is, when the probability variation big hit is reached), after the big hit gaming state is finished, the state is shifted to the probability variation state. On the other hand, when the display mode of the special symbol is a normal big hit (that is, a normal big win), the game is shifted to the normal gaming state after the big hit gaming state. Further, when the variation display result of the special symbol is in the sudden hit mode (that is, when the hit is in the big hit state), after the big hit gaming state is finished, the state is shifted to the probability changed state. Furthermore, when the special symbol variation display result is in the small hit mode (that is, the small hit), the gaming state before the small hit gaming state is maintained after the small hit gaming state is completed. In addition, when the odd hit big hit and the normal big hit, the upper limit number of rounds is 15 rounds, and the big hit gaming state in which the maximum opening time of the big winning opening 15 is 28 seconds is executed, but it is a sudden big hit. In this case, a big hit gaming state is executed in which the upper limit number of rounds is two and the maximum opening time of the big winning opening 15 is 0.2 seconds. Further, when a small hit is made, a small hit gaming state is executed in which the large winning opening 15 of 0.2 seconds is opened twice. In the present embodiment, the big hit gaming state or the small hit gaming state is referred to as a specific gaming state.

  In the present embodiment, the above-mentioned winning memory number and passing memory number are displayed on the normal symbol memory LED and the special symbol memory LED, respectively. However, the present invention is not limited to this and is displayed by other display methods. May be. For example, it may be displayed in the display area 21a.

  Further, on the back surface of the game board 2, a display having a display area 21a capable of displaying an effect image (for example, an animation corresponding to a game state or other notification information; hereinafter referred to as an “effect information image”) or the like. A liquid crystal display (LCD) 21 which is a device is arranged.

  The liquid crystal display device 21 displays an arbitrary image on the display area 21a based on an instruction from the image control circuit.

  The display area 21a of the liquid crystal display device 21 includes an information display area for displaying effect images and other notification information, a normal symbol display area (normal symbol display device) for displaying normal symbols in a variable manner, and a decorative symbol (identification). It includes a decorative symbol display area (variable display device) that performs variable display of symbols.

  In the present embodiment, the decorative symbols are composed of three columns of symbols, left symbol, middle symbol, and right symbol arranged in the horizontal direction, and are variably displayed so as to rotate from top to bottom. That is, the liquid crystal display device 21 variably displays a plurality of types of decorative symbols (identification information) in each of a plurality (a plurality of columns) of symbol display areas. In the present embodiment, the liquid crystal display device 21 that performs variable display of such decorative symbols corresponds to an example of variable display means. The arrangement of the decorative symbols will be described in detail later. However, the decorative symbols do not have to be three symbols, and the variation display mode may be the horizontal direction or the front-rear direction instead of the vertical direction.

  In the present embodiment, the square display area 21a may be larger or smaller than the game area 2a. Further, the shape of the display area 21a is not limited to a square, and may be another shape. For example, it may be circular.

  In the present embodiment in which the game board 2 is transparent, the display area 21 a of the liquid crystal display device 21 is disposed so as to be visible through the game board 2. Further, instead of the liquid crystal display device 21, for example, a CRT (cathode ray tube) or a plasma display can be used.

  Further, one end of each of the glass door 9 and the upper plate portion 4 is pivotally supported by the gaming machine main body 3a, and the other end is engaged with the gaming machine main body 3a. The glass door 9 covers the game board 2 so as to be visible.

  At a predetermined position of the upper plate part 4, a shutter lever 10 is provided that is operated when the game ball stored in the upper plate part 4 is moved to the lower plate part 5 to be described later and taken out at the end of the game. Yes.

  The lower tray part 5 located on the lower side of the upper dish part 4 is fixed to the gaming machine main body part 3a, and has a storage surface 5a for storing game balls overflowed from the upper dish part 4 by payout. .

  A handle 7a is provided on the left side of the lower plate part 5. The handle 7a is rotated when a game ball is driven into the game area 2a of the game board 2 via the rail 11, and is provided with a stop button (not shown) for stopping the launch of the game ball. ing. Further, an ashtray 7b is provided on the right side of the lower tray part 5 for the convenience of a player who plays a game while smoking. As described above, the pachinko gaming machine 1 of the present embodiment is different from many conventional gaming machines in that the handle 7a is provided on the left side and the ashtray 7b is provided on the right side, that is, the left and right are opposite to each other.

  The cover 6 located on the upper side of the glass door 9 is fixed to the gaming machine main body 3a, and on the left and right sides of the cover 6, there are a number of slits respectively corresponding to the left and right speakers 8a and 8b provided on the gaming machine main body 3a. Is formed so that the sound from the speakers 8a and 8b can be heard. The speakers 8a and 8b have a function of outputting a predetermined sound (for example, music corresponding to a gaming state or other notification information).

  An operation button 50 that can be operated by a player is provided on the front surface of the pachinko gaming machine 1. The operation buttons 50 include a left symbol stop button (hereinafter referred to as “left button”) 50a, a middle symbol stop button (hereinafter referred to as “middle button”) 50b, and a right symbol stop button (hereinafter referred to as “right button”). .) 50c, and are arranged in parallel in the horizontal direction.

  These left button 50a, middle button 50b and right button 50c are electrically connected to a sub CPU 301 which will be described later. When the left button 50a is pressed, the left symbol stop signal is input to the sub CPU 301. When the middle button 50b is pressed, the middle symbol stop signal is input to the sub CPU 301. When the right button 50c is pressed, the right symbol stop signal is input to the sub CPU 301. It is like that.

  The left symbol stop signal is a signal for stopping and displaying the left symbol in the decorative symbol row being variably displayed on the liquid crystal display device 21. In the present embodiment, the sub CPU 301 that has received this signal performs control for stopping and displaying the left symbol in the symbol row being variably displayed on the liquid crystal display device 21. That is, the left button 50a corresponds to the left symbol, and when the left button 50a is pressed, the left symbol is stopped and displayed.

  The middle symbol stop signal is a signal for stopping and displaying the middle symbol in the symbol sequence of the decorative symbols that are variably displayed on the liquid crystal display device 21. In the present embodiment, the sub CPU 301 that has received this signal performs control for stopping and displaying the middle symbols in the symbol row being variably displayed on the liquid crystal display device 21. That is, the middle button 50b corresponds to the middle symbol, and when the middle button 50b is pressed, the middle symbol is stopped and displayed.

  The right symbol stop signal is a signal for stopping and displaying the right symbol in the symbol string of the decorative symbols being variably displayed on the liquid crystal display device 21. In the present embodiment, the sub CPU 301 that has received this signal performs control for stopping and displaying the right symbol in the symbol row being variably displayed on the liquid crystal display device 21. That is, the right button 50c corresponds to the right symbol, and when the right button 50c is pressed, the right symbol is stopped and displayed.

  That is, the left button 50a, the middle button 50b, and the right button 50c have a function of stopping the decorative symbols that are variably displayed (that is, the left symbol, the middle symbol, and the right symbol), respectively. Note that the operation button 50 in the present embodiment can be operated by the player, and corresponds to an example of operation means provided corresponding to each of the plurality of symbol display areas.

  As described above, since the handle 7a is provided on the left side, in the pachinko gaming machine 1 according to the present embodiment, the left hand operates the handle 7a while the right hand is at the front edge of the upper platen portion 4. The decorative pattern that is changing is stopped by pressing the left button 50a, the middle button 50b, and the right button 50c at a desired timing.

[Electric configuration of gaming machine]
Next, a control system of the pachinko gaming machine 1 having the above configuration will be described with reference to FIG. FIG. 3 is a block diagram showing a control system of the gaming machine shown in FIG.

  The control system of the pachinko gaming machine 1 includes a main control circuit 200, a sub control circuit 300 connected to the main control circuit 200, a payout control circuit 70a, and a launch control circuit 70b. This control system is mounted on the back side of the game board 2.

  A card unit 81 is connected to the payout control circuit 70a of the pachinko gaming machine 1.

  The card unit 81 is installed in the vicinity of the pachinko gaming machine 1 and has an insertion slot into which a prepaid card can be inserted, and reads the recorded information recorded on the prepaid card inserted into the insertion slot. In accordance with the operation of the means, the ball lending operation panel 55 (see FIG. 3), the lending command signal output means for outputting the lending command signal for instructing the lending of the game ball to the payout control circuit 70a, and the reading means are read. Writing means for subtracting the number of loans commanded by the lending command signal output means from the lending possible number specified from the record information and recording the information on the prepaid card inserted in the insertion port. doing.

  The main control circuit 200 includes a main CPU (ultra-compact processing unit) 201 that controls the progress of the game of the pachinko gaming machine 1 according to a preset program, and a lamp control circuit 207 that controls lighting of the special symbol display LEDs 23a and 23b. , An initial reset circuit 204 that generates a reset signal for starting the program from the beginning at the time of abnormality or power-on, a main RAM 203 that stores various data necessary for the main CPU 201 to operate, and the main CPU 201 is the pachinko machine 1 A program for processing and controlling game operations, a jackpot determination table referred to when determining a big hit by random number lottery, a normal hit determination table referred to when determining a normal hit by random number lottery, a variable display pattern of special symbols Variable display pattern selection that is referred to when determining Table, and the main ROM202 that stores various probability table is referred to when drawing other effect is implemented.

  The main RAM 203 has a holding memory counter for counting the holding memory stored in a holding memory area (“0” to “4”) described later, the number of passing memories counted by the main CPU 201 (the passing ball of the passing gate 13). Pass memory counter for storing the number), a big prize winning prize counter for memorizing the number of game balls that have entered the big prize opening 15 during the operation of one round, and during one big hit gaming state There is provided a grand prize opening number counter for storing the number of times the door of the big prize opening 15 is opened (that is, the number of round operations in one big hit gaming state).

  The main RAM 203 has a reserved storage area (“0” to “4”). The reserved storage area refers to the jackpot determination random number extracted on the condition that the game ball has passed through the start area provided in the start winning openings 14 and 17 in order from the reserved storage area “0”. It is an area that is stored. In addition, the combination in which the jackpot determination random number value or the like is stored in the reserved storage area (“1” to “4”) is displayed on the special symbol storage LED according to the stored number, and the reserved storage area “0” is stored. The random number value for jackpot determination stored in “” is used for jackpot determination.

  Further, the main RAM 203 has a high probability flag. Here, (77) can be set in the high probability flag when the gaming state is shifted to the probable change state, while (00) is set when the gaming state is shifted to the normal gaming state. Yes. The main CPU 201 functions as various means described later.

  The I / O port 205 of the main control circuit 200 is provided on the inner side of the pass gate 13 and starts a pass gate SW (switch) 19Sa, which is a sensor for detecting the passing of a game ball, and start winning ports 14, 17 Start ports SW19a and 19b, which are sensors provided in the area and detect game balls that have passed through the start area of the start winning ports 14 and 17, are connected.

  Further, the I / O port 205 is provided in a passing area in the special winning opening 15 and detects a game ball that has won a prize in the general winning opening 12 as a count SW 19Se that is a sensor for detecting a gaming ball passing through the passing area. A general winning opening SW19Sb, which is a sensor to be used, and a backup clear SW74S for erasing various data stored in the main RAM 203 are connected.

  Further, the following components are connected to the I / O port 205. That is, actuators such as a movable member SOL (solenoid) 71S for driving the movable blades 18a and 18b of the ordinary electric accessory 18 and a large winning opening SOL (solenoid) 72S for opening and closing the door of the large winning opening 15 are connected.

  Here, when each of the sensors detects a game ball, the detection signal is input to the main CPU 201 of the main control circuit 200. Therefore, the main CPU 201 determines that each of the actuators 71S and 72S corresponds to the input detection signal. Are driven and controlled.

  Control commands (commands) are transmitted from the command output port 206 of the main control circuit 200 to the sub control circuit 300, the payout control circuit 70a, and the launch control circuit 70b, respectively.

  The sub-control circuit 300 that has received this control command (command) controls the operation of the liquid crystal display device 21, the speakers 8a and 8b, and the lamp / LED 39a, and the payout control circuit 70a and the launch that have received this control command (command). Operations of the dispensing device 82 and the launching device 90 are controlled by the control circuit 70b.

  The payout control circuit 70a is connected to a payout device 82 for paying out award balls and rental balls. The payout control circuit 70a drives and controls the payout device 82 in accordance with a payout command signal output from the main control circuit 200 on condition that a game ball has entered the general winning opening 12 and the big winning opening 15 and the like. A number of game balls are paid out as prize balls. Also, the payout control circuit 70a controls the payout device 82 in accordance with the payout command signal output from the card unit 81, and pays out a predetermined number of game balls as the payable balls.

  A launch device 90 that launches a game ball toward the game area 2a is connected to the launch control circuit 70b. Further, the launch control circuit 70b causes the launching device 90 to launch a game ball by drivingly controlling the launch solenoid in accordance with the turning operation of the handle 7a.

  Next, the configuration of the sub control circuit 300 will be described. The sub control circuit 300 includes a sub CPU 301, a program ROM 302, a work RAM 303, a command input port 304, an image control circuit 305, an audio control circuit 306, and a lamp control circuit 307. As described above, the left button 50a, the middle button 50b, and the right button 50c are connected to the sub CPU 301.

  In the program ROM 302, the sub CPU 301 controls the image control circuit 305 for processing control based on various commands output from the main control circuit 200, and the sound control circuit 306 for processing control. A control program, a control program for controlling the processing of the lamp control circuit 307, data on a plurality of types of notification modes, and the like are stored.

  The work RAM 303 serves as a temporary storage unit when the sub CPU 301 performs processing control according to the control program, and includes a reception buffer area (not shown) for storing commands transmitted from the main CPU 201, and processing. A work area (not shown) for storing data necessary for control is allocated.

  The sub CPU 301 determines a command received from the main control circuit 200 via the command input port 304, and controls the image control circuit 305, the sound control circuit 306, the lamp control circuit 307, and the like according to the determination result. The sub CPU 301 functions as various means described later.

  The image control circuit 305 executes display of a variable game or the like in the display area 21a in response to an instruction from the sub CPU 301 (instruction based on the effect data set in a predetermined work area of the work RAM 303). Image data ROM (image data storage means) 305b for storing various image data and corresponding image data are extracted from the image data ROM 305b in accordance with control from the sub CPU 301, and based on the extracted image data, a variable game, A VDP (Video Display Processor) 305a for generating data for executing display of an effect image and the like, and a D / A conversion circuit (D / A converter) 305d for converting the display image data generated by the VDP 305a into an analog signal; It comprises.

  For example, the image control circuit 305 performs an image display control process for causing the display area 21a to display a variable game or an effect image corresponding to the result of the big hit determination based on an instruction from the sub CPU 301.

  The image data ROM 305b also includes identification information image data for variably displaying the decorative symbol in the decorative symbol display area of the display area 21a, and a normal symbol image for variably displaying the normal symbol in the normal symbol display area of the display area 21a. Data, effect image data for displaying the effect image in the regular display area of the display area 21a, and the like are stored. Here, each image data includes a plurality of pieces of image data (data in dot units) necessary to display each image data in the display area 21a.

  Here, a VRAM 305c having two buffer areas is connected to the VDP 305a. The VDP 305a performs the following processing when generating data for executing display in the display area 21a based on an instruction from the sub CPU 301 transmitted every predetermined time (for example, 1/30 second).

  The VDP 305a reads predetermined image data from the image data ROM 305b, develops it to the VRAM 305c, and reads the decompressed image data from the VRAM 305c. Specifically, the VDP 305a performs expansion processing on one buffer area provided in the VRAM 305c, and reads image data that has already been expanded from the other buffer area. Next, the VDP 305 a switches between a buffer area to be expanded and a buffer area to be read based on an instruction from the sub CPU 301. The VDP 305a displays the read image data on the display area 21a via the D / A conversion circuit 305d.

  In this embodiment, the VRAM is used as a storage device for developing image data. However, the present invention is not limited to this, and other storage devices may be used. For example, an SDRAM that can read and write data at high speed may be used.

  Speakers 8 a and 8 b are connected to the audio control circuit 306. The sound control circuit 306 generates a sound signal based on the control of the sub CPU 301. The speakers 8a and 8b generate sound based on the input sound signal.

  A lamp / LED 39 a is connected to the lamp control circuit 307. The lamp control circuit 307 generates a signal based on the control of the sub CPU 301. The lamp / LED 39a performs lighting display of lamps and LEDs (for example, a normal symbol memory LED, a special symbol memory LED, etc.) provided in various places of the pachinko gaming machine 1 based on this input signal.

  In this way, the speakers 8a and 8b, the lamp / LED 39a, and the liquid crystal display device 21 perform an effect based on the effect data set (control program) by the sub CPU 301.

  Each process in the pachinko gaming machine 1 is controlled by the main control circuit 200 and the sub control circuit 300. The main control circuit 200 processes all or part of the processes controlled by the sub control circuit 300. Alternatively, the sub control circuit 300 may process all or part of the processing controlled by the main control circuit 200.

[Special design LED]
The special symbol display LEDs 23a and 23b in the pachinko gaming machine 1 configured as described above will be described with reference to FIGS.

  The special symbol display LEDs 23a and 23b are composed of two 7-segment indicators and the like. These special symbol display LEDs 23a and 23b can respectively derive and display 21 types of special symbols shown in FIG.

  Specifically, the special symbol is displayed as “-” displayed as symbol number 01, “0” displayed as symbol number 02, “1” displayed as symbol number 03, and symbol number 04. Displayed as symbol number 05, “3” displayed as symbol number 05, “4” displayed as symbol number 06, “5” displayed as symbol number 07, and symbol number 08. “6”, “7” displayed as symbol number 09, “8” displayed as symbol number 10, “9” displayed as symbol number 11, and “0” displayed as symbol number 12 .. ”,“ 1. ”displayed as symbol number 13,“ 2. ”displayed as symbol number 14,“ 3. ”displayed as symbol number 15, and“ 16. ” “4.” is displayed as symbol number 17 "5." displayed as symbol number 18, "7." displayed as symbol number 19, "8." displayed as symbol number 20, and as symbol number 21 “9.” displayed. Since “.” Is displayed in a small size, for example, it is not easy to distinguish between “0” displayed as symbol number 02 and “0.” displayed as symbol number 12. .

  Further, as described above, these special symbols are derived and displayed as a small hitting mode, a normal big hitting mode, a probability variation big hitting mode, a sudden hitting big hitting mode, and a deviation mode. When the special symbol is derived and displayed as a small hit mode, it becomes a small hit, and it is shifted to the small hit gaming state, and when the special symbol is derived and displayed as a normal big hit mode, a probability variable big hit mode, or a sudden hit mode, It will be a big hit and will be shifted to the big hit gaming state. In addition, if the special symbol is displayed as a probable big hit mode or a sudden big hit mode, after the big hit gaming state is finished, it shifts to a probable variation state, and if the special symbol is displayed as a normal big hit mode, the big hit gaming state If the special game is displayed as a small hit mode after the game ends, the game state before the small hit game state is maintained after the small hit game state ends. Become. When the special symbol is derived and displayed as an out-of-game mode, it is out-of-game, and the probability change state and the normal game state are maintained without shifting to the big hit game state and the small hit game state.

  Specifically, as a non-hit display mode, the special symbol display LEDs 23a and 23b include a combination of symbol number 01 and symbol number 01.

  In addition, as shown in FIG. 5, the special symbol display LEDs 23 a and 23 b include a combination of symbol number 11 and symbol number 12, a combination of symbol number 10 and symbol number 13, symbol number 09 and symbol. A combination of number 14, a combination of symbol number 08 and symbol number 15, a combination of symbol number 07 and symbol number 16, a combination of symbol number 06 and symbol number 17, a combination of symbol number 05 and symbol number 18, A combination of symbol number 04 and symbol number 19, a combination of symbol number 03 and symbol number 20, and a combination of symbol number 02 and symbol number 21 are included.

  In addition, as shown in FIG. 6, the special symbol display LEDs 23a and 23b are usually a combination of symbol number 04 and symbol number 18, a combination of symbol number 17 and symbol number 02, symbol number 08 and symbol. A combination of number 11, a combination of symbol number 19 and symbol number 16, a combination of symbol number 13 and symbol number 05, a combination of symbol number 06 and symbol number 04, a combination of symbol number 11 and symbol number 13, The combination of symbol number 15 and symbol number 17, the combination of symbol number 20 and symbol number 19, the combination of symbol number 02 and symbol number 20, the combination of symbol number 10 and symbol number 18, the symbol number 03 and symbol number 09, a combination of symbol number 16 and symbol number 03, a combination of symbol number 07 and symbol number 15, a combination of symbol number 18 and symbol number 11, and a symbol number 14 The combination of symbol number 12, the combination of symbol number 11, symbol number 04, the combination of symbol number 15, symbol number 07, the combination of symbol number 02, symbol number 06, the combination of symbol number 09, symbol number 10 The combination of symbol number 12, symbol number 14, the combination of symbol number 16, symbol number 12, the combination of symbol number 19, symbol number 11, the combination of symbol number 07, symbol number 08, symbol number 08, symbol A combination of number 19, a combination of symbol number 05 and symbol number 16, a combination of symbol number 13 and symbol number 20, and a combination of symbol number 04 and symbol number 13 are included.

  As shown in FIG. 7 and FIG. 8, the special symbol display LEDs 23a and 23b include a combination of symbol number 08 and symbol number 16, a combination of symbol number 11 and symbol number 20, and a symbol number. 02, combination of symbol number 03, combination of symbol number 07, symbol number 02, combination of symbol number 15, symbol number 11, combination of symbol number 20, symbol number 05, symbol number 04, symbol number 09 The combination of symbol number 19 and symbol number 07, the combination of symbol number 13 and symbol number 14, the combination of symbol number 16 and symbol number 18, the combination of symbol number 02 and symbol number 19, and symbol number 03 The combination of symbol number 08, the combination of symbol number 19 and symbol number 02, the combination of symbol number 11 and symbol number 15, the combination of symbol number 08 and symbol number 10, and the symbol No. 16, combination of symbol number 04, combination of symbol number 10, symbol number 17, combination of symbol number 15, symbol number 13, combination of symbol number 07, symbol number 11, symbol number 04, symbol number 16 A combination of symbol number 11, symbol number 07, a combination of symbol number 20, symbol number 15, a combination of symbol number 14, symbol number 03, a combination of symbol number 03, symbol number 10, and a symbol number. 15, combination of symbol number 06, combination of symbol number 18, symbol number 09, combination of symbol number 17, symbol number 18, combination of symbol number 09, symbol number 21, symbol number 06, symbol number 02 A combination, a combination of symbol number 02 and symbol number 04, a combination of symbol number 19 and symbol number 20, a combination of symbol number 12 and symbol number 16, a symbol number 05 and symbol number 1 A combination of symbol number 21, symbol number 14, a combination of symbol number 04, symbol number 02, a combination of symbol number 08, symbol number 21, a combination of symbol number 17, symbol number 05, and a symbol number. 06, combination of symbol number 13, combination of symbol number 13, symbol number 19, combination of symbol number 20, symbol number 08, combination of symbol number 02, symbol number 20, symbol number 10, symbol number 09 A combination, a combination of symbol number 05 and symbol number 07, a combination of symbol number 21 and symbol number 03, and a combination of symbol number 16 and symbol number 14 are included.

  In addition, as shown in FIG. 9, the special symbol display LEDs 23a and 23b include a combination of symbol number 03 and symbol number 15, a combination of symbol number 09 and symbol number 06, symbol number 18 and symbol, as shown in FIG. A combination of number 21, a combination of symbol number 07 and symbol number 12, a combination of symbol number 14 and symbol number 08, a combination of symbol number 05 and symbol number 05, a combination of symbol number 09 and symbol number 09, A combination of symbol number 12, symbol number 11, a combination of symbol number 13, symbol number 10, a combination of symbol number 14, symbol number 09, a combination of symbol number 15, symbol number 08, symbol number 16, symbol number 07, a combination of symbol number 17 and symbol number 06, a combination of symbol number 18 and symbol number 05, a combination of symbol number 19 and symbol number 04, and a symbol number 20 And a combination of symbols numbers 03, symbol number 21, and symbol combination number 02, are included.

  In this way, it is easy to distinguish between the off mode and the other modes, but “.” Is displayed in a small size as described above, and more than 100 combinations of symbols are set. Therefore, it is not easy to identify the small hit mode, the normal big hit mode, the probability variation big hit mode, and the sudden big hit mode, and it can be identified by the result of the variable display of the decorative symbols executed as described later.

[Decorative design]
The decorative design displayed on the liquid crystal display device 21 in the pachinko gaming machine 1 configured as described above will be described with reference to FIG.

  As described above, in the display area 21 a of the liquid crystal display device 21, an image simulating the reel of the slot machine is displayed, and variable display of the decorative pattern in the left column, the decorative symbol in the middle column, and the decorative symbol in the right column is performed. Is called. As shown in FIG. 10, 21 decorative symbols are determined in a predetermined display order for each of the decorative symbol in the left column, the decorative symbol in the middle column, and the decorative symbol in the right column. This display order is stored in the program ROM 302 in the sub-control circuit 300 as a symbol arrangement table. In the symbol arrangement table, the symbol located at the middle stage of the liquid crystal display device 21 is defined as symbol position “0”, the symbol positions “0” to “20” corresponding to the symbol counter described above, and the symbol corresponding to each symbol position. The type is specified. Specifically, as the type of each symbol, red 7 (symbol 61), blue 7 (symbol 62), VThunder (symbol 63), VVersus (symbol 64), V (symbol 65), BAR (symbol 66), watermelon (Symbol 67), bell (symbol 68), cherry (symbol 69) or replay (symbol 70) are arranged. Each decorative symbol is displayed in a variable manner in the direction of the arrow.

[Description of display screen]
In addition, display screens related to the special symbol game executed in the above-described configuration will be described with reference to FIGS.

[Description of special symbol game]
Special symbols are variably displayed on the special symbol display LEDs 23a and 23b. Specifically, in the case where the special symbol is derived and displayed, when a predetermined variable display start condition is satisfied, the special symbol variable display is executed. Then, on the condition that the special symbol that is displayed in a stopped state and that is derived and displayed is in an outlier mode, the current gaming state such as the normal gaming state is maintained without shifting to the big hit gaming state, as shown in FIG. As shown in FIGS. 6 to 9, the game state is changed to the small hit game state on the condition that the small hit mode is set, and the probable big hit mode, the normal big hit mode, and the sudden big hit mode are obtained. As a result, the gaming state is shifted to the big hit gaming state.

  In addition, on the display area 21a in the liquid crystal display device 21, a variable display of a plurality of decorative symbols for decorating the special symbols in the special symbol display LEDs 23a and 23b is performed. In the liquid crystal display device 21, as shown in FIG. 11A, a region 21L for displaying a left row of decorative symbols, a region 21C for displaying a middle row of decorative symbols, and a region for displaying a right row of decorative symbols. 21R. Specifically, when the special symbol is derived and displayed, the decorative symbol is also derived and displayed as shown in FIG. And when the predetermined variable display start condition mentioned above is satisfied, the variable display of a decoration symbol is also performed as shown in FIG. 11 (B) like the special symbol. Then, before the special symbol is derived and displayed, the decorative symbol is stopped and displayed in the left column as shown in FIG. 11 (C), and then the decorative symbol is stopped in the middle column as shown in FIG. 11 (D). As shown in FIG. 11E, the decorative symbols are stopped and displayed in the right column. Then, as shown in FIG. 11 (F), a special symbol is derived and displayed at a timing when the decorative symbol is stopped and displayed, or after that timing. In FIG. 11, the state in which the operations of the left button 50a, the middle button 50b, and the right button 50c are invalidated is maintained.

  On the other hand, when the operation of the left button 50a, the middle button 50b, and the right button 50c is validated, the decorative symbols derived and displayed as shown in FIG. 12A are as shown in FIG. Then, the variable display is executed, and a notification image 21D for prompting the operation of the operation button 50 is displayed, and the operation button 50 is activated. Then, as shown in FIG. 12C, when the left button 50a is pressed, the decorative symbols in the left column are stopped and displayed according to the operation, and as shown in FIG. When the button 50b is pressed, the decorative symbols in the middle row are stopped and displayed according to the operation. When the right button 50c is pressed as shown in FIG. Accordingly, the decorative symbols in the right column are stopped and displayed. In addition, after the operation of the operation button 50 is validated and then the operation button 50 is operated once, the operation button on which the operation has been performed is invalidated. In addition, after the operation of the operation button 50 is activated, a timer notification image 21E indicating the time for which the operation is activated is displayed. Then, the decorative symbol is stopped and displayed, and after a predetermined time has elapsed from the start of the variable display, the special symbol is derived and displayed as shown in FIG.

  Depending on the display mode of the decorative symbols that are stopped and displayed in this way, it is possible to recognize whether it is a probable big hit, a normal big hit, a sudden big hit, a small hit, or a loss.

  When the result of the variable display of the identification information this time is a probable big hit, the decorative design that is derived and displayed as shown in FIG. 13A and the variable display is executed as shown in FIG. In response to the operation of the operation button 50, as shown in FIGS. 13C to 13E, the display is stopped. Then, among the decorative symbols of all the columns that are stopped and displayed, the decorative symbols in the left column are stopped and displayed as VVersus, VThunder, and VVersus in order from the top as shown in FIG. As shown in FIG. 13 (D), VVersus is stopped and displayed in the middle stage, and as shown in FIG. 13 (E), VThunder and the like are stopped and displayed in any of the upper, middle, and lower stages, and VThunder and the like are displayed. As a result, the probable jackpot is finalized. Then, after the decorative symbol is stopped and displayed and a predetermined time has elapsed from the start of variable display, as shown in FIG. 13 (F), the special symbol is derived and displayed (symbol number 11 and symbol number 7 that become the probable large hit mode). Combination), and it is a promising big hit. This is a triple tempered state in which the VThunder is aligned regardless of which stage of the right column is stopped and displayed in any stage of the right column in the state where the decorative pattern of the left column and the middle column is stopped. The decorative symbol that the VThunders are aligned is stopped and displayed as the probability variation jackpot mode, whereby the probability variation jackpot is determined. Since such a decorative symbol is not stopped and displayed in the probability variation big hit mode except during the probability variation big hit, the probability variation big hit is determined. It should be noted that any combination of VVersus, VThunder, and V is referred to as a bonus symbol and is determined to be a probable big hit. By providing a plurality of such bonus symbols, it is possible to improve the interest in the game.

  In addition, when the result of the variable display of the identification information this time is usually a big hit, the decorative design is derived and displayed as shown in FIG. 14 (A) and the variable display is executed as shown in FIG. 14 (B). Is stopped and displayed as shown in FIG. 14C to FIG. 14E in accordance with the operation of the operation button 50. Then, as shown in FIG. 14E, among the decorative symbols of all the columns that are stopped and displayed, when “7” is aligned, the normal big hit is confirmed. Then, after the decorative symbol is stopped and displayed and a predetermined time has elapsed from the start of variable display, as shown in FIG. 14 (F), special symbols are derived and displayed (generally, symbol number 7 and symbol number 8 that are in a big hit mode). Is usually a big hit. Such a decorative symbol is not displayed in the normal big hit mode except for the normal big hit, so the normal big hit is determined. By providing a plurality of such bonus symbols, it is possible to improve the interest in the game.

  Furthermore, when the result of the variable display of the identification information this time is a big hit, the decoration is derived and displayed as shown in FIG. 15A and the variable display is executed as shown in FIG. In accordance with the operation of the operation button 50, the symbol is stopped and displayed as shown in FIGS. 15 (C) to 15 (E). Then, as shown in FIG. 15E, among the decorative symbols of all the columns that are stopped and displayed, when “watermelon” is aligned, the sudden hit is determined. Then, after the decorative symbol is stopped and displayed, and a predetermined time has elapsed since the start of variable display, as shown in FIG. 15 (F), the special symbol is derived and displayed (symbol number 2 and symbol number 21 that become a sudden hit mode). Will be a big hit. Such a decorative symbol is not stopped and displayed in the sudden big hit mode except during the big hit big hit, so that the big hit big hit is determined. By providing a plurality of such bonus symbols, it is possible to improve the interest in the game.

  Furthermore, when the result of the variable display of the identification information this time is a small hit, the decoration is derived and displayed as shown in FIG. 16A and the variable display is executed as shown in FIG. In accordance with the operation of the operation button 50, the symbol is stopped and displayed as shown in FIGS. Then, among the stop-displayed decorative symbols in all the rows, as shown in FIG. 16E, “Cherry” is stopped as the decorative symbol in the left column, thereby confirming the small hit. Then, after the decorative symbol is stopped and displayed and a predetermined time has elapsed from the start of the variable display, as shown in FIG. 16 (F), the special symbol is derived and displayed (symbol number 12, symbol number 11 that is a small hit mode). Will be a small hit. Since such a decorative symbol is not stopped and displayed in the small hit mode except at the time of the small hit, the small hit is determined. By providing a plurality of such bonus symbols, it is possible to improve the interest in the game.

  In addition, as shown in FIGS. 17A to 17E, the decorative symbols are stopped and displayed in response to the operation of the operation button 50, but “watermelon”, “cherry”, and the like are aligned. However, “watermelon”, “cherry”, etc. may not be available due to the arrangement of the decorative symbols and the maximum number of frames to which the decorative symbols can be drawn. In this case, when it is determined that the hit, probability variation big hit, or normal big hit, it is not stopped, and the decorative symbols are derived and displayed in a common mode (so-called chance eyes) for the sudden big hit and the small hit. It will be. In addition, when it is determined that a big hit or a small hit is made and all the operation buttons 50 are not operated within a predetermined effective time, similarly, when the big hit and the small hit are made. Thus, the decorative symbols are derived and displayed in a common mode (so-called chance chance). In this way, by having chance chances that are common modes for sudden big hits and small hits, there is a possibility of sudden big hits and small hits, so that it is urged to operate the operation button 50, The decorative design can be aimed to be stopped and displayed as a predetermined mode, and the significance of the operation of the operation button 50 can be further increased.

[Game machine operation]
The processes executed in the pachinko gaming machine 1 are shown in FIGS. 18 to 20 and FIGS. 22 to 31 below. Moreover, the state transition of the special symbol control process (FIG. 20) performed with the pachinko gaming machine 1 will be described with reference to FIG.

[Main processing]
First, as shown in FIG. 18, initial setting processing such as RAM access permission, backup restoration processing, and work area initialization is executed (step S11). Then, as will be described in detail later with reference to FIG. 20, a special symbol control process relating to the progress of the special symbol game, the special symbols displayed on the liquid crystal display device 21 and the special symbol display LEDs 23a and 23b, and the decorative symbols is executed (step S15). ). Then, the main CPU 201 executes a normal symbol control process related to the normal symbol displayed in the normal symbol display area in the normal symbol game progress (step S16). Then, the main CPU 201 executes a symbol display device control process for performing display control of variable display such as a special symbol in accordance with the execution results of step S15 and step S16 (step S19). As described above, in the main process, after the initial setting process in step S11 is completed, the processes in step S15, step S16, and step S19 are repeatedly executed.

[System timer interrupt processing]
Further, even when the main CPU 201 is executing the main process, the main CPU 201 may interrupt the main process and execute the system timer interrupt process. The following system timer interrupt process is executed according to a clock pulse generated every predetermined period (for example, 2 milliseconds). This system timer interrupt process will be described with reference to FIG.

  First, as shown in FIG. 19, the main CPU 201 executes a random number update process so as to increase the count values of the big hit determination random number counter, the big hit symbol determination random number counter, and the like by “1” (step S42). Then, the main CPU 201 executes an input detection process for detecting the winning or passing of the game ball to the start winning opening 14, 17 or the like (step S43). In this process, the main CPU 201 stores, in a predetermined area of the main RAM 203, data indicating that a game ball is paid out (wins) on the condition that a game ball has been won at various winning ports. A waiting time timer for synchronizing the main control circuit 200 and the sub-control circuit 300, and a big winning opening opening time for measuring the opening time of the big winning opening 15 that is opened when a big hit or a small hit occurs. Update processing of various timers such as a timer is executed (step S44). Then, an output process is executed in order to supply a signal for drive control based on various variables to a solenoid, a motor or the like (step S46). If this process ends, the process moves to a step S47.

  In step S47, command output processing is executed. In this process, the main CPU 201 supplies various commands to the sub control circuit 300. Specifically, these various commands include a demo display command, a derived symbol designation command indicating the type of special symbol derived and displayed, a variation pattern designation command indicating a variation display pattern of the special symbol, and the like. If this process ends, the process moves to a step S49.

  In the process of step S49, the main CPU 201 executes a payout process such as transmitting a prize ball control command for causing the payout device 82 to perform a prize ball to the payout control circuit 70a. Specifically, the main CPU 201 supplies to the payout control circuit 70a a prize ball control command for paying out a predetermined number of prize balls as a result of the game balls winning in various winning holes. When this process is finished, this subroutine is finished, the address is returned to the address before the occurrence of the interrupt, and the main process is executed.

[Special symbol control processing]
The subroutine executed in step S15 in FIG. 18 will be described with reference to FIG. In FIG. 20, the numerical values drawn on the sides of step S72 to step S83 indicate control state flags corresponding to those steps, and one step corresponding to the numerical value according to the numerical value of the control state flag. Will be executed and the special symbol game will proceed.

  First, as shown in FIG. 20, a process for loading a control state flag is executed (step S71). In this process, the main CPU 201 reads the control state flag. If this process ends, the process moves to a step S72.

  In steps S72 to S83, which will be described later, the main CPU 201 determines whether or not to execute various processes in each step based on the value of the control state flag, as will be described later. This control state flag indicates the game state of the special symbol game, and enables one of the processes from step S72 to step S83 to be executed. In addition, the main CPU 201 executes processing in each step at a predetermined timing determined according to a waiting time timer or the like set for each step. Before reaching the predetermined timing, the process ends without executing the process in each step, and another subroutine is executed. Of course, the system timer interrupt process is also executed at a predetermined cycle.

  In step S72, a special symbol memory check process is executed. Although the details will be described later with reference to FIG. 22, the main CPU 201 checks the number of holdings when the control state flag is a value (00) indicating a special symbol storage check, and determines the big hit if there is a holding number. , Derived special symbol, variation pattern of special symbol, etc. are determined. Further, the main CPU 201 sets a value (01) indicating special symbol variation time management in the control state flag, and sets the variation time corresponding to the variation pattern determined in the current process in the waiting time timer. That is, it is set so that the process of step S73 is executed after the fluctuation time corresponding to the fluctuation pattern determined this time has elapsed. On the other hand, if there is no pending number, a demonstration display process for displaying a demonstration screen is performed. If this process ends, the process moves to a step S73.

  In step S73, a special symbol variation time management process is executed. In this process, the main CPU 201 sets the control state flag to a value (01) indicating special symbol variation time management, and when the variation time has elapsed, sets the value (02) indicating special symbol display time management to the control state flag. Set the waiting time after confirmation (for example, 1 second) in the waiting time timer. That is, it is set so that the processing of step S74 is executed after the waiting time after determination has elapsed. If this process ends, the process moves to a step S74.

  In step S74, a special symbol display time management process is executed. Although the details will be described later with reference to FIG. 24, the main CPU 201 determines whether the control state flag is a value (02) indicating special symbol display time management, and whether the big hit or the small hit is off when the waiting time after determination has elapsed. Judging. When the main CPU 201 is a big hit, the main CPU 201 sets a value (03) indicating the big hit start interval management in the control state flag, and sets a time (for example, 5 seconds) corresponding to the big hit start interval in the waiting time timer. That is, after the time corresponding to the big hit start interval elapses, the setting of step S75 is performed. When the main CPU 201 is a small hit, the main CPU 201 sets a value (09) indicating the small hit start management in the control state flag, and sets a time corresponding to the small hit start interval (for example, 5 seconds) in the waiting time timer. To do. In other words, after the time corresponding to the small hit start interval has elapsed, the setting of step S81 is performed. On the other hand, the main CPU 201 sets a value (08) indicating the end of the special symbol game when it is out of place. That is, it is set to execute the process of step S80. If this process ends, the process moves to a step S75. When it is determined that the main CPU 201 executing such processing shifts to a specific gaming state advantageous to the player (including the big hit gaming state and the small hit gaming state), the result of the variable display of the identification information is changed. Control is made to shift to a specific gaming state after being derived and displayed as one of the big hit mode, the normal big hit mode, the sudden hit mode, or the small hit mode. The main CPU 201 that executes such processing corresponds to an example of a specific gaming state control unit.

  In step S75, a big hit start interval management process is executed. In this process, the main CPU 201 has a value (03) indicating that the control status flag indicates the jackpot start interval management, and when the time corresponding to the jackpot start interval has elapsed, the main CPU 201 Based on the data read from the ROM 202, the variables positioned in the main RAM 203 are updated. The main CPU 201 sets a value (04) indicating that the special winning opening is open in the control state flag, and stores data indicating the special winning opening open command indicating that the special winning opening 15 is opened in a predetermined area of the main RAM 203. At the same time, an opening upper limit time (for example, 28 seconds at the time of probability variation big hit and normal big hit, and 0.2 seconds at the time of sudden big hit) is set in the big prize opening time timer. That is, it is set to execute the process of step S77. If this process ends, the process moves to a step S76.

  In step S76, a waiting time management process before reopening the big winning opening is executed. In this process, the main CPU 201 sets the special prize opening number counter to “0” when the control state flag is a value (06) indicating the big prize opening reopening waiting time management and the time corresponding to the interval between rounds has elapsed. Update the memory so that it increases by 1 ″. The main CPU 201 sets a value (04) indicating that the special winning opening is open to the control state flag, and stores data indicating the special winning opening open command indicating that the special winning opening 15 is opened in a predetermined area of the main RAM 203. Set to. The main CPU 201 sets an opening upper limit time (for example, 28 seconds at the time of probability variation big hit and normal big hit, 0.2 seconds at the time of sudden big hit) in the big winning opening opening time timer. That is, it is set to execute the process of step S77. If this process ends, the process moves to a step S77.

  In step S77, a special winning opening opening process is executed. In this process, when the control status flag is a value (04) indicating that the big prize opening is being opened, the main CPU 201 has passed the condition that the big prize opening prize counter is “9” or more, and the opening upper limit time ( It is determined whether or not any of the conditions that the big prize opening time timer is “0” is satisfied (a predetermined closing condition is satisfied). The main CPU 201 updates a variable positioned in the main RAM 203 in order to close the special winning opening 15 when any of the conditions is satisfied. The main CPU 201 sets a value (05) indicating monitoring of the winning ball residual ball in the control state flag. The main CPU 201 sets the winning ball remaining ball monitoring time (for example, 1 second) in the waiting time timer. That is, it is set so that the process of step S78 is executed after the winning ball residual ball monitoring time has elapsed. Note that the main CPU 201 does not execute the above-described processing when none of the conditions is satisfied. If this process ends, the process moves to a step S78.

  In step S78, a special winning opening residual ball monitoring process is executed. In this process, the main CPU 201 indicates that the control state flag is a value (05) indicating monitoring of the winning ball in the winning prize mouth, and when the remaining winning ball monitoring time in the winning game mouth has elapsed, It is determined whether or not the condition that the number of times of release is equal to or greater than the maximum value (the final round) is satisfied. When this condition is satisfied, the main CPU 201 sets a value (07) indicating the big hit end interval in the control state flag, and sets a time corresponding to the big hit end interval in the waiting time timer. In other words, after the time corresponding to the big hit end interval has elapsed, the setting of step S79 is executed. On the other hand, when this condition is not satisfied, the main CPU 201 sets a value (06) indicating management of the special winning opening reopening waiting time in the control state flag. Further, the main CPU 201 sets a time corresponding to the interval between rounds in the waiting time timer. That is, after the time (for example, 1 second) corresponding to the interval between rounds has passed, the setting of step S76 is executed. If this process ends, the process moves to a step S79.

  In step S79, a big hit end interval process is executed. In this processing, the main CPU 201 sets the value (08) indicating the end of the special symbol game to the control state when the control state flag is a value (07) indicating the jackpot end interval and the time corresponding to the jackpot end interval has elapsed. Set to flag. That is, it is set to execute the process of step S80. Then, the main CPU 201 performs control to shift to the probability variation state when the special symbol is the probability variation big hit mode or the sudden probability big hit mode, and enters the normal gaming state when the special symbol is the normal big hit mode. Control to be transferred is performed. That is, when it is determined that the main CPU 201 shifts to the probability changing state, the main CPU 201 performs control to shift to the probability changing state after the specific gaming state ends. In the present embodiment, such a main CPU 201 corresponds to an example of a gaming state control unit. In addition, when the main CPU 201 determines to shift to the probability variation state after the probability variation big hit, the main CPU 201 sets the probability change big hit and the data indicating the game state command indicating the transition to the probability variation state is changed to the probability variation big hit after the sudden probability big hit. If it is decided to shift to the state, it becomes a sudden big hit, and the data indicating the gaming state command indicating that the state is changed to the probability changed state is the normal if it is decided to move to the normal gaming state after the normal big hit Data indicating a game state command indicating a big hit and a transition to the normal game state is set in a predetermined area of the main RAM 203. Further, the data indicating the gaming state command set in this way is supplied as a gaming state command from the main CPU 201 of the main control circuit 200 to the sub CPU 301 of the sub control circuit 300 by the process of step S47 in FIG. Thereby, in the sub-control circuit 300, it becomes possible to recognize the gaming state that shifts after the end of the specific gaming state. If this process ends, the process moves to a step S80.

  In step S80, a special symbol game end process is executed. In this process, when the control state flag is a value (08) indicating the end of the special symbol game, the main CPU 201 stores and updates the data indicating the number of holdings (starting storage information) so as to decrease by “1”. Then, the main CPU 201 updates the special symbol storage area in order to perform the next fluctuation display. The main CPU 201 sets a value (00) indicating a special symbol storage check. That is, it is set to execute the process of step S72. If this process ends, the process moves to a step S81.

  In step S81, a small hit start process is executed. In this process, the main CPU 201 has a value (09) indicating that the control state flag indicates the small hit start management, and when the time corresponding to the small hit start interval has elapsed, Based on the data read from the main ROM 202, the variables positioned in the main RAM 203 are updated. The main CPU 201 sets, in the control state flag, a value (0A) indicating that the small hit is being executed (the big winning opening is being opened). That is, it is set to execute the process of step S82. Then, the main CPU 201 sets data indicating a special winning opening opening command indicating that the special winning opening 15 has been opened in a predetermined area of the main RAM 203, and also sets an open upper limit time (for example, 2.4 seconds, specifically Is set to the winning opening opening time timer for 0.2 second, closed for 2 seconds, and opened for 0.2 seconds). As a result, the main CPU 201 performs control for opening the special winning opening 15 for 0.2 seconds, closing it for 2 seconds, and opening it for 0.2 seconds. If this process ends, the process moves to a step S82.

  In step S82, a small hitting execution process is executed. In this process, when the control state flag is a value (0A) indicating that the small hit is being executed (opening the big winning opening), the upper opening limit time has elapsed (the big winning opening opening time timer is “0”). It is determined whether or not the condition “is” is satisfied. The main CPU 201 updates a variable positioned in the main RAM 203 in order to end the opening / closing of the big prize opening 15 when the condition that the upper limit time for opening has been satisfied is satisfied. Then, the main CPU 201 sets a value (0B) indicating the end of the small hit in the control state flag. That is, it is set to execute the process of step S83. Then, the main CPU 201 sets a small hit end interval display time in the waiting time timer. Note that the main CPU 201 does not execute the above-described processing when the above-described conditions are not satisfied. If this process ends, the process moves to a step S83.

  In step S83, a small hit end process is executed. In this process, the main CPU 201 has a value (08) indicating the end of the special symbol game when the control state flag is a value (0B) indicating the end of the small hit and the end interval display time for the small hit has elapsed. Is set in the control status flag. That is, it is set to execute the process of step S80. When this process is finished, this subroutine is finished.

  As described above, the special symbol game is executed by setting the control state flag. Specifically, as shown in FIG. 21, the main CPU 201 sets the control status flag to “00”, “01”, “02”, when the big hit determination result is out of order when the big hit gaming state is not set. By setting “08” in order, the processing of step S72, step S73, step S74, and step S80 shown in FIG. 20 is executed at a predetermined timing. In addition, when the main CPU 201 is not in the big hit gaming state, when the result of the big hit determination is a big hit, the main CPU 201 sets the control state flag in order of “00”, “01”, “02”, “03”, The processing of step S72, step S73, step S74, and step S75 shown in FIG. 20 is executed at a predetermined timing, and control to the big hit gaming state is executed. Furthermore, when the control to the big hit gaming state is executed, the main CPU 201 sets the control state flag in order of “04”, “05”, “06”, thereby performing step S77 shown in FIG. The processing of step S78 and step S76 is executed at a predetermined timing, and the specific game is executed. When a specific game is being executed and the end condition (specific game end condition) for the big hit gaming state is satisfied, “04”, “05”, “07”, and “08” are set in this order. Accordingly, the processing from step S77 to step S80 shown in FIG. 20 is executed at a predetermined timing, and the big hit gaming state is ended. The specific game ending condition is to end the big hit gaming state on condition that the maximum number of continuation of the big hit round (upper limit number of rounds) has ended. Further, when the control to the small hit gaming state is executed, the main CPU 201 sets the control state flags in order of “09”, “0A”, “0B”, “08”, thereby FIG. The process of step S81, step S82, step S83, and step S80 shown in FIG. It should be noted that the specific game end condition is that the small hit game state is ended on condition that the maximum number of consecutive small hit rounds (upper limit round number) has ended.

[Special symbol memory check processing]
The subroutine executed in step S72 in FIG. 20 will be described with reference to FIG.

  First, as shown in FIG. 22, it is determined whether or not the control state flag is a value (00) indicating a special symbol storage check (step S101), and the control state flag is a value indicating a special symbol storage check. If it is determined that there is, the process proceeds to step S102. If it is not determined that the control state flag is a value indicating a special symbol storage check, this subroutine is terminated. In step S102, it is determined whether or not the reserved number is “0”. If it is determined that the data indicating the reserved number is “0”, the process proceeds to step S103, and the reserved number is stored. If it is not determined that the data indicating “0” is “0”, the process proceeds to step S104.

  In step S103, a demonstration display process is executed. In this process, the main CPU 201 stores in the main RAM 203 a variable for supplying a demo display command to the sub-control circuit 300 in order to perform a demo display. Thereby, the sub-control circuit 300 can recognize that the customer waiting state (predetermined waiting state) has been entered. When this process is finished, this subroutine is finished.

  In step S104, a process of setting a value (01) indicating special symbol variation time management as a control state flag is executed. In this process, the main CPU 201 stores a value indicating special symbol variation time management in the control state flag. If this process ends, the process moves to a step S105.

In step S105, a big hit determination process is executed. In this process, the main CPU 201 reads out the high probability flag, and selects one jackpot determination table from a plurality of jackpot determination tables having different numbers of jackpot determination values (big hit determination values) based on the read high probability flag. . When the high probability flag is a predetermined value (for example, “77”), that is, when the gaming state is a probable change state, the probability of shifting to the big hit gaming state is improved as compared to the normal gaming state. is there. Then, the main CPU 201 refers to the jackpot determination random number extracted at the time of starting winning, and the selected jackpot determination table.
If the main CPU 201 determines not to shift to the big hit gaming state, the main CPU 201 similarly determines whether or not to shift to the small hit gaming state. As a result, the main CPU 201 determines whether to shift to the big hit gaming state, to shift to the small hit gaming state, or neither. That is, the main CPU 201 determines whether or not to shift to a specific game state (big hit game state, small hit game state) advantageous to the player when a predetermined variable display start condition is satisfied. In the present embodiment, the main CPU 201 that executes such processing corresponds to an example of a specific gaming state determination unit. If this process ends, the process moves to a step S107.

  In step S107, the main CPU 201 executes a special symbol determination process. Although details will be described later with reference to FIG. 23, the main CPU 201 determines a special symbol to be derived and displayed depending on whether it is a big hit, a small hit, or a loss. In addition, the main CPU 201 determines the gaming state to be transferred by determining the special symbol to be derived and displayed. The data indicating the special symbol to be derived and stored as described above is supplied to the special symbol display LEDs 23a and 23b. As a result, the special symbol display LEDs 23a and 23b are made to display the determined special symbol. Further, the data indicating the special symbol to be derived and displayed stored in this way is supplied as a derived symbol designation command from the main CPU 201 of the main control circuit 200 to the sub CPU 301 of the sub control circuit 300 by the process of step S47 in FIG. The The sub CPU 301 of the sub control circuit 300 executes the effect display according to the received derived symbol designation command. If this process ends, the process moves to a step S109.

  In step S109, a variation pattern determination process is executed. In this process, the main CPU 201 extracts a rendering condition selection random value. The main CPU 201 selects a variation pattern distribution table for determining a variation pattern based on the special symbol determined in step S107. Then, the main CPU 201 determines a variation pattern based on the rendering condition selection random number extracted from the rendering condition selection random number counter and the selected variation pattern distribution table, and stores the variation pattern in a predetermined area of the main RAM 203. The main CPU 201 determines the variation display mode (in particular, the variation display time) of the special symbol based on the data indicating such a variation pattern. The data indicating the variation pattern thus stored is supplied to the special symbol display LEDs 23a and 23b. As a result, the special symbol display LEDs 23a and 23b are variably displayed with the variation pattern determined by the special symbol. Further, the data indicating the variation pattern stored in this way is supplied as a variation pattern designation command from the main CPU 201 of the main control circuit 200 to the sub CPU 301 of the sub control circuit 300 by the process of step S47 of FIG. The sub CPU 301 of the sub control circuit 300 executes an effect display according to the received variation pattern designation command. If this process ends, the process moves to a step S110.

  In step S110, a process of setting a variation time corresponding to the determined variation pattern in the waiting time timer is executed. In this process, the main CPU 201 calculates the fluctuation time based on the fluctuation pattern determined by the process of step S109 and the fluctuation time table indicating the fluctuation time of the fluctuation pattern, and sets a value indicating the fluctuation time. Store in the waiting time timer. Then, a process of clearing the storage area used for the current variation display is executed (step S111). When this process is finished, this subroutine is finished.

[Special symbol memory check processing]
The subroutine executed in step S107 in FIG. 22 will be described with reference to FIG.

  First, as shown in FIG. 23, the main CPU 201 determines whether it is a big hit (step S501). In this process, the main CPU 201 determines whether it is a big hit, a small hit or a loss based on the result determined in step S105. If the main CPU 201 determines that it is a big hit, it moves the process to step S505. If the main CPU 201 determines that it is a small hit, it moves the process to step S503. If the main CPU 201 determines that there is a loss, the process moves to step S502.

  In step S <b> 502, the main CPU 201 stores, in a predetermined area of the main RAM 203, data indicating a loss symbol data for deriving and displaying a special symbol as a loss symbol and a deriving symbol designation command for deriving and displaying a special symbol as a loss symbol. set. The lost symbol data stored in this way is supplied to the lamp control circuit 207. As a result, the lamp control circuit 207 derives and displays the special symbol as a symbol on the special symbol display LEDs 23a and 23b. Further, the data indicating the derived symbol designation command stored in this way is supplied as the derived symbol designation command from the main CPU 201 of the main control circuit 200 to the sub CPU 301 of the sub control circuit 300 by the process of step S47 in FIG. . As a result, the sub control circuit 300 can recognize that the special symbol is derived and displayed as the off symbol. When this process is finished, this subroutine is finished.

  In step S503, the main CPU 201 determines a small hit symbol. Then, the main CPU 201 stores, in a predetermined area of the main RAM 203, a small hit symbol data for deriving and displaying a special symbol as the determined small hit symbol, and data indicating a derived symbol designation command for deriving and displaying a special symbol as a small hit symbol (Step S504). The small hit symbol data stored in this way is supplied to the lamp control circuit 207. As a result, the lamp control circuit 207 derives and displays the special symbol as the determined small hit symbol on the special symbol display LEDs 23a and 23b. Further, the data indicating the derived symbol designation command stored in this way is supplied as the derived symbol designation command from the main CPU 201 of the main control circuit 200 to the sub CPU 301 of the sub control circuit 300 by the process of step S47 in FIG. . As a result, the sub-control circuit 300 can recognize that the special symbol is derived and displayed as a small hit symbol. When this process is finished, this subroutine is finished.

  In step S505, the main CPU 201 determines a jackpot symbol based on the jackpot symbol determination random number. Then, the main CPU 201 sets, in a predetermined area of the main RAM 203, the big hit symbol data for deriving and displaying the special symbol as the determined big hit symbol, and the data indicating the derived symbol designation command for deriving and displaying the special symbol as the big hit symbol (Step S506). The big hit symbol data stored in this way is supplied to the lamp control circuit 207. As a result, the lamp control circuit 207 derives and displays the special symbol as the determined jackpot symbol on the special symbol display LEDs 23a and 23b. Further, the data indicating the derived symbol designation command stored in this way is supplied as the derived symbol designation command from the main CPU 201 of the main control circuit 200 to the sub CPU 301 of the sub control circuit 300 by the process of step S47 in FIG. . As a result, the sub-control circuit 300 can recognize that the special symbol is derived and displayed as a big hit symbol. Also, depending on the type of special symbol that becomes the big hit, it becomes possible to recognize whether it is a probable big hit, a normal big hit, or a sudden big hit. If this process ends, the process moves to a step S507.

  In step S507, the main CPU 201 determines whether it will be a probable big hit, a normal big hit, or a sudden big hit in accordance with the type of special symbol determined as the big hit symbol. Correspondingly, data for determining the jackpot start interval display time for determining the time of the jackpot start interval, and data for determining the number of times the jackpot opening is determined for determining the number of times the jackpot 15 is opened are stored in a predetermined area of the main RAM 203. Set to. If this process ends, the process moves to a step S508.

  In step S508, the main CPU 201 determines whether it will be a probable big hit, a normal big hit, or a sudden big hit in accordance with the type of special symbol determined as the big hit symbol. Correspondingly, main hit end display determination data for determining the display mode after the end of the big hit gaming state, main hit end game state determining data for determining the gaming state after the big hit gaming state ends, Set in a predetermined area of the RAM 203. When this process is finished, this subroutine is finished.

  By executing the above-described steps S105 and S505, it is determined whether the probability variation big hit, the normal big hit, the sudden big hit, the small hit or the deviation is made. Based on the determination, the game state to be transferred after the end of the specific game state (including the big hit game state and the small hit game state) is also determined. As described above, when it is determined that the main CPU 201 shifts to the specific gaming state, the main CPU 201 determines whether to shift to the probability changing state or the normal gaming state after the specific gaming state ends. It will be. Note that the main CPU 201 that executes such processing corresponds to an example of a gaming state determination unit.

[Special symbol display time management process]
The subroutine executed in step S74 in FIG. 20 will be described with reference to FIG.

  First, as shown in FIG. 24, it is determined whether or not the control state flag is a value (02) indicating special symbol display time management (step S131), and whether or not the waiting time timer is “0”. A determination is made (step S132). In this process, if the main CPU 66 determines that the control state flag is a value indicating special symbol display time management and the waiting time timer is “0”, the main CPU 66 shifts the process to step S133. On the other hand, if the main CPU 66 does not determine that the control state flag is a value indicating the special symbol display time management, or if the main CPU 66 does not determine that the waiting time timer is “0”, the main CPU 66 Exit the subroutine.

  In step S133, it is determined whether or not it is off. In this process, the main CPU 66 determines whether or not it has been determined that it is out of step by the process of step S105 of FIG. If the main CPU 66 determines that it is out of place, it moves the process to step S134. If it is not determined to be out of place, the main CPU 66 moves the process to step S136.

  In step S136, it is determined whether or not it is a big hit. In this process, the main CPU 66 determines whether or not it has been determined that the game is a big hit by the process of step S105 of FIG. If the main CPU 66 determines that it is a big hit, it moves the process to step S138, and if it determines that it is not a big hit, that is, a small hit, moves the process to step S141.

  In step S134, a process of setting a value (08) indicating the end of the special symbol game as the control state flag is executed. In this process, the main CPU 66 stores a value indicating the end of the special symbol game in the control state flag. When this process is finished, this subroutine is finished.

  In step S137, the main CPU 201 clears the big hit flag, the game state flag, and the big win release counter that are located in a predetermined area of the main RAM 203. Then, the main CPU 201 executes a process of setting a value (03) indicating the big hit start interval management as the control state flag (step S138). In this process, the main CPU 66 stores a value indicating the big hit start interval management in the control state flag. And the process which sets the time corresponding to a big hit start interval to a waiting time timer is performed (step S139). In this process, the main CPU 66 reads a predetermined time until the big hit gaming state is started. Then, the main CPU 66 stores the read value indicating the waiting time in the waiting time timer. Then, the main CPU 201 sets the data indicating the big hit start command and the big winning opening opening number upper limit data in a predetermined area of the main RAM 203 (step S140). The jackpot start command stored in this way is supplied as a jackpot start command from the main CPU 201 of the main control circuit 200 to the sub CPU 301 of the sub control circuit 300 by the process of step S47 of FIG. As a result, the sub control circuit 300 can recognize the start of the big hit gaming state. When this process is finished, this subroutine is finished.

  In step S141, the main CPU 201 executes a process of setting a value (09) indicating the small hitting start management as the control state flag. In this process, the main CPU 66 stores a value indicating the small hit start management in the control state flag. And the process which sets the time corresponding to a small hit | start start interval to a waiting time timer is performed (step S142). In this process, the main CPU 66 reads a predetermined time until the small hit gaming state is started. Then, the main CPU 66 stores the read value indicating the waiting time in the waiting time timer. Then, the main CPU 201 sets data indicating a small hitting start command in a predetermined area of the main RAM 203 (step S140). The small hitting start command stored in this way is supplied as a small hitting start command from the main CPU 201 of the main control circuit 200 to the sub CPU 301 of the sub control circuit 300 by the process of step S47 of FIG. As a result, the sub control circuit 300 can recognize the start of the small hit gaming state. Further, the time corresponding to the big hit start interval and the time corresponding to the small hit start interval are set to the same time in order not to recognize the sudden big hit or the small hit. When this process is finished, this subroutine is finished.

[Sub control circuit main processing]
On the other hand, the sub-control circuit 300 executes the sub-control circuit main process. The sub control circuit main process will be described with reference to FIG. The sub-control circuit main process is a process that starts when the power is turned on.

  First, as shown in FIG. 25, the sub CPU 301 executes initial setting processing such as RAM access permission and work area initialization (step S201). If this process ends, the process moves to a step S202.

  In step S202, the sub CPU 301 executes a random number update process. In this process, the sub CPU 301 updates the random number values of various random number counters positioned in a predetermined area of the work RAM 303. If this process ends, the process moves to a step S203.

  In step S203, the sub CPU 301 executes command analysis processing. Although details will be described later with reference to FIG. 30, the received command is analyzed, and processing corresponding to the analyzed command is executed. If this process ends, the process moves to a step S204.

  In step S204, the sub CPU 301 executes display control processing. Although details will be described later with reference to FIG. 31, the sub CPU 301 performs image display control in the liquid crystal display device 21.

  Then, the sub CPU 301 executes a sound control process for controlling sounds generated from the speakers 8a and 8b (step S205) and a lamp control process for controlling light emission of various lamps / LEDs 39a (step S206). When this process ends, the process is moved again to step S202.

  As described above, in the sub control circuit main process, after the initial setting process in step S201 is completed, the processes from step S202 to step S206 are repeatedly executed.

[Command interrupt processing]
Further, the sub control circuit 300 executes the command interrupt process at a predetermined timing (for example, the timing at which the command is received). This command interrupt process will be described with reference to FIG.

  First, as shown in FIG. 26, the sub CPU 301 saves the register (step S221), and stores various received commands received from the main control circuit 200 in a command buffer positioned in a predetermined area of the work RAM 303. (Step S222). Then, the sub CPU 301 restores the register saved in step S221 (step S223). When this process is finished, this subroutine is finished.

[VDP interrupt processing]
Further, the sub control circuit 300 executes the VDP interrupt process at a predetermined timing (for example, every predetermined period such as the vertical synchronization timing (1/60 s) in the display device). This VDP interrupt process will be described with reference to FIG.

  First, as shown in FIG. 27, the sub CPU 301 saves the register (step S231), increments the VDP counter located in a predetermined area of the work RAM 303, and stores it (step S232). This VDP counter is a counter for displaying an image, and counts the timing for displaying the image. Specifically, the VDP counter is incremented by “1” every time this process called at each vertical synchronization timing is executed. Thereby, in the display control process (see FIG. 31) described later, the sub CPU 301 supplies data for performing display control to the image control circuit 305 every time the VDP counter increases by “2”. That is, the sub CPU 301 that executes this process counts the timing for displaying an image. Then, the sub CPU 301 restores the register saved in step S231 (step S233). When this process is finished, this subroutine is finished.

[Timer interrupt processing]
In the sub control circuit 300, a timer interrupt process is executed at a predetermined timing (for example, every 2 ms, etc.). This timer interrupt process will be described with reference to FIG.

  First, as shown in FIG. 28, the sub CPU 301 saves the register (step S241) and executes update processing of various timers (step S242). Then, the sub CPU 301 executes switch input processing (step S243). In this process, the sub CPU 301 executes various processes according to the player's operation. In particular, the sub CPU 301 detects operation signals from the left button 50a, middle button 50b, and right button 50c. In the present embodiment, the sub CPU 301 corresponds to an example of an operation detection unit. Then, the sub CPU 301 executes a reel stop control process. (Step S244). Although details will be described later with reference to FIG. 29, the sub CPU 301 performs display control of the decorative symbol stop display according to the operation of the left button 50a, the middle button 50b, the right button 50c, or the like. Then, the sub CPU 301 restores the register saved in step S241 (step S245). When this process is finished, this subroutine is finished.

[Reel stop control process]
The subroutine executed in step S244 in FIG. 28 will be described with reference to FIG.

  First, as shown in FIG. 29, the sub CPU 301 determines whether or not it is within the stop button valid period (step S251). In this processing, if the received variation pattern designation command is a command for executing the eye pressing time, the sub CPU 301 sets a value indicating the stop timing of the decorative symbol corresponding to the command in the counter of the work RAM 303. . In the present embodiment, the command for executing the pressing time corresponds to a reach command regardless of whether it is a big hit or not, but is not limited thereto. Then, the sub CPU 301 counts the counter by the timer update process or the like in step S242. If the counter is “0”, the sub CPU 301 determines that it is not within the stop button valid period. If the sub CPU 301 determines that it is within the stop button valid period, it moves the process to step S252. On the other hand, if the sub CPU 301 determines that it is not within the stop button valid period, it moves the process to step S255.

  In step S252, the sub CPU 301 determines whether or not there is an operation button pressing operation. In this process, the sub CPU 301 determines whether or not the pressed operation button 50 has been pressed. If the sub CPU 301 determines that there is an operation button pressing operation, it moves the process to step S253. On the other hand, when the sub CPU 301 determines that there is no operation button pressing operation, the sub CPU 301 ends the present subroutine.

  In step S253, the sub CPU 301 invalidates the corresponding operation button. Then, the sub CPU 301 sets “5” as the number of checks positioned in the predetermined area of the work RAM 303 (step S254), and moves the process to step S261.

  On the other hand, in step S255, the sub CPU 301 determines whether or not it is a symbol stop time during normal fluctuation. In this process, the sub CPU 301 is in a normal variation state depending on whether or not the received variation pattern designation command is a command indicating a normal variation and the timing for stopping and displaying the decorative symbol corresponding to the normal variation. It will be determined whether or not it is the symbol stop time. If the sub CPU 301 determines that it is the symbol stop time during normal fluctuation, the sub CPU 301 sets “5” as the number of checks positioned in a predetermined area of the work RAM 303 (step S257), and moves the process to step S261. On the other hand, if the sub CPU 301 determines that it is not the symbol stop time during normal fluctuation, it moves the process to step S256.

  In step S256, the sub CPU 301 determines whether or not the operation button valid time has expired. In this process, the sub CPU 301 determines that the valid time of the operation button 50 has expired when the counter set corresponding to the received variation pattern designation command changes from “1” to “0”. It becomes. If the sub CPU 301 determines that it is the timing when the operation button valid time has ended, it sets “5” to the number of checks positioned in a predetermined area of the work RAM 303 (step S257), and moves the process to step S261. . On the other hand, if the sub CPU 301 determines that it is not the timing when the operation button valid time ends, this sub-routine ends.

  In step S261, the sub CPU 301 checks the set stop control data, and searches for the symbol position with the highest priority within the range of the set number of checks from the current symbol position. In this process, the sub CPU 301 reads and checks the stop control data determined in the effect determination process described later and set in a predetermined area of the work RAM 303. Further, the sub CPU 301 reads the number of checks set in a predetermined area of the work RAM 303. Then, the sub CPU 301 has the highest priority within the range corresponding to the number of checks from the symbol position of the decorative symbol displayed in the current reel image (for example, within the range of four frames not including the current position). Search for a higher symbol position.

  Specifically, the sub CPU 301 keeps the operation button 50 invalidated in the case of normal fluctuation, and therefore, based on the automatic stop control data, the stop timing corresponding to each of the decorative symbols in all rows In this case, a symbol position that does not include a chance eye and at which a deviation is established is searched.

  In addition, when the sub CPU 301 has a pressing time (disengagement) that becomes a deviation after reaching reach, the sub CPU 301 determines the operation button 50 based on the determined stop control data within the effective period of the operation button 50. At a timing according to the operation, a symbol position that does not include a chance eye and that has a gap is retrieved. In addition, the sub CPU 301 searches for a symbol position that does not include a chance eye and that is out of place when all the operation buttons 50 are not operated within the effective period of the operation button 50. Become.

  Further, the sub CPU 301 has a pattern in which bonus symbols are arranged at a timing corresponding to the operation of the operation button 50 based on the stop control data for probability variation big hit within the effective period of the operation button 50 when the probability big hit is reached. The position will be searched. In particular, in this case, the sub CPU 301 may search for a symbol position that has a probability variation big hit mode that is displayed only at the time of probability variation big hit. Of course, depending on the operation timing of the operation button 50, the sub CPU 301 may search for a symbol position where the bonus symbols are aligned but does not become the probability variation big hit mode. Further, the sub CPU 301 searches for a symbol position where a bonus symbol is provided but the probability variation big hit mode does not occur even when all the operation buttons 50 are not operated within the effective period of the operation button 50. It becomes. For this reason, when the operation button 50 is operated within the valid period, the probability variation big hit mode is set.

  In addition, when the sub-CPU 301 has a normal big hit, the bonus symbols are arranged at the timing corresponding to the operation of the operation button 50 based on the normal big hit stop control data within the effective period of the operation button 50. The symbol position that does not become the big hit mode is searched. Further, the sub CPU 301 searches for a symbol position where a bonus symbol is provided but the probability variation big hit mode does not occur even when all the operation buttons 50 are not operated within the effective period of the operation button 50. It becomes.

  In addition, the sub CPU 301 has a design in which the watermelon symbols are aligned at a timing corresponding to the operation of the operation button 50 based on the stoppage control data for the sudden hit during the effective period of the operation button 50 when the hit is a big hit. The position will be searched. In particular, in this case, the sub CPU 301 may search for a symbol position that provides a sudden hit mode that is displayed only at the hit rate. Of course, depending on the operation timing of the operation button 50, the sub CPU 301 may search for a symbol position where the watermelon symbols are not aligned and do not become a sudden hit mode. In this case, the sub CPU 301 has a chance. Such a symbol position is searched. Further, the sub CPU 301 searches for a symbol position such that the watermelon symbols are not prepared and the sudden hit mode is not obtained when all the operation buttons 50 are not operated within the effective period of the operation buttons 50, In this case, the sub CPU 301 searches for a symbol position that is a chance. For this reason, when the operation button 50 is operated at a predetermined timing within the effective period, a sudden hit mode is established, and the operation button 50 is not operated within the effective period, or the operation button 50 is not operated at the predetermined timing. It becomes a mode of chance eyes.

  On the other hand, the sub CPU 301 derives a cherry symbol in the left column at the timing corresponding to the operation of the operation button 50 based on the stop control data for small hits within the effective period of the operation button 50 when the small hit is made. The symbol position as displayed is searched. In particular, in this case, the sub CPU 301 may search for a symbol position that provides a small hit mode that is displayed only at the small hit time. Of course, depending on the operation timing of the operation button 50, the sub CPU 301 may search for a symbol position in which the cherry symbol is not derived and displayed in the left column and does not become a small hitting mode. In this case, the sub CPU 301 Thus, the symbol position that is the same as the chance at the time of the above-described sudden hit is searched. Further, the sub CPU 301 searches for a symbol position such that the watermelon symbols are not prepared and the sudden hit mode is not obtained when all the operation buttons 50 are not operated within the effective period of the operation buttons 50, In this case, the sub CPU 301 searches for a symbol position that has the same mode as the chance at the above-described sudden hit. For this reason, when the operation button 50 is operated at a predetermined timing within the effective period, a small hitting mode is established, and the operation button 50 is not operated within the effective period, or the operation button 50 is not operated at the predetermined timing. It becomes a mode of chance eyes.

  In other words, the sub CPU 301 that executes such processing is based on the condition (stop condition, for example, established small part) of the combination symbol combination display result determined on the condition that there is an operation by the operation button. The result of variable display of the decorative symbols (decorative symbols for each of the plurality of display regions) in the display region corresponding to the operated operation button 50 among the plurality of display regions is determined. In the present embodiment, this corresponds to an example of a variable display result determination unit. If this process ends, the process moves to a step S262.

  Therefore, the expectation for whether or not to shift to the probability variation state can be enhanced by the result of the variable display of the identification information in each of the plurality of display areas, and the interest in the game can be improved. In addition, for each operation of the operating means, the identification information is derived and displayed in the display area corresponding to the operation, and for example, a sense of expectation that a result of variable display that shifts to the probability variation state is obtained. Can be increased, and the interest in games can be improved.

  In this way, when the operation button 50 is operated at a predetermined timing within the effective period, depending on whether the decoration symbol to be derived and displayed is in the sudden big hit mode or the small hit mode, after the end of the specific gaming state It becomes possible to recognize whether or not the gaming state to be transferred in is a probability variation state. On the other hand, when the operation button 50 is not operated within the effective period, or when the operation button 50 is not operated at a predetermined timing, the same chance is obtained regardless of whether it is a sudden big hit or a small hit. Therefore, it becomes difficult to recognize whether or not the game state to be transferred after the end of the specific game state is a certain change state.

  In step S262, the sub CPU 301 determines whether or not the bonus symbols are aligned. In this process, the sub CPU 301 reads out stop control data set in a predetermined area of the work RAM 303 based on a variation pattern designation command as will be described later, and determines whether or not the bonus symbols are aligned, that is, the probability variation big hit mode or the normal big hit. It will be judged whether it is set as an aspect. If the sub CPU 301 determines that the bonus symbols are to be aligned, the process proceeds to step S263. On the other hand, if the sub CPU 301 determines that the bonus symbols are not aligned, the sub CPU 301 proceeds to step S264.

  In step S263, the sub CPU 301 determines whether or not there is a desired bonus symbol within the range of the number of checks. In this process, the sub CPU 301 reads the number of checks set in a predetermined area of the work RAM 303, searches the design pattern for the number of times of the read check from the current symbol position, and finds a desired bonus symbol within that range. It will be determined whether or not there is. If the sub CPU 301 determines that there is a desired bonus symbol within the range of the number of checks, it moves the process to step S264. On the other hand, if the sub CPU 301 determines that there is no desired bonus symbol within the range of the number of checks, it moves the process to step S265.

  In step S264, the sub CPU 301 determines the number of sliding frames based on the search result. In this process, the sub CPU 301 determines a sliding piece at a desired symbol position based on the search result in step S261 and sets it in a predetermined area of the work RAM 303. If this process ends, the process moves to a step S267.

  On the other hand, in step S265, the sub CPU 301 replaces the display position of the reel image with the position three frames before the desired bonus symbol, and determines the number of sliding frames (step S266). In this process, the sub CPU 301 replaces the current reel image display position with the reel image display position at a position three frames before the desired bonus symbol, and after the replacement, the sliding symbol at the desired symbol position is obtained. Is set in a predetermined area of the work RAM 303. As a result, a desired bonus symbol is stopped and displayed at a desired position. If this process ends, the process moves to a step S267.

  In step S267, the sub CPU 301 sets symbol stop display data corresponding to the number of sliding symbols in a predetermined area of the work RAM 303. In this process, the sub CPU 301 determines the display position of the reel image according to the number of sliding frames determined in steps S264 and S266, and sets the symbol stop display data in a predetermined area of the work RAM 303. As a result, a desired decorative design is stopped and displayed.

[Command analysis processing]
The subroutine executed in step S203 in FIG. 25 will be described with reference to FIG.

  First, as shown in FIG. 30, the sub CPU 301 determines whether or not there is a reception command (step S401). In this process, the sub CPU 301 determines whether or not there is a received command depending on whether or not the command is stored in the command buffer in step S222 of the command interrupt process (see FIG. 26). In this process, if the sub CPU 301 determines that there is a received command, it reads the command data from the command buffer located in a predetermined area of the work RAM 303 (step S402), and moves the process to step S403. On the other hand, if the sub CPU 301 determines that there is no received command, the sub CPU 301 ends this subroutine.

  That is, the sub CPU 301 that executes Step S402 receives various commands (for example, a variation pattern designation command, a derived symbol designation command, etc.) transmitted by the main control circuit 200. In the present embodiment, the sub CPU 301 that executes step S402 corresponds to an example of a command receiving unit.

  In step S403, the sub CPU 301 determines whether or not a variation pattern designation command has been received. In this process, the sub CPU 301 determines whether or not a variation pattern designation command has been received based on the command data read in step S402. In this process, if the sub CPU 301 determines that a variation pattern designation command has been received, it moves the process to step S404. On the other hand, if the sub CPU 301 determines that it has not received the variation pattern designation command, it moves the process to step S406.

  In step S <b> 404, the sub CPU 301 sets presentation control data corresponding to the variation pattern designation command in a predetermined area of the work RAM 303. Then, the sub CPU 301 executes an effect determination process. In this process, the sub CPU 301 sets control data for stopping the decoration symbol in a predetermined area of the work RAM 303 based on the variation pattern designation command. Further, the sub CPU 301 determines a winning combination for determining a decorative symbol to be stopped and displayed according to the operation of the operation button 50 based on the variation pattern designation command. This established small combination is determined based on whether or not it is a big hit, the type of big hit, and the like, and is also a stop condition (derivative condition) for stopping and displaying the decorative symbol (derived display). Then, the sub CPU 301 sets stop control data based on the established small combination determined in this way in a predetermined area of the work RAM 303. That is, the sub CPU 301 determines the condition of the combined display result of the identification information to be derived and displayed in each of the plurality of decorative symbol display areas in the liquid crystal display device 21 based on the determination of the gaming state to be shifted after the end of the specific gaming state. Thus, any one of the plurality of types of identification information is determined from the stop conditions. Note that the sub CPU 301 that executes such processing corresponds to an example of a stop condition determination unit. When this process is finished, this subroutine is finished.

  In step S406, the sub CPU 301 determines whether or not a gaming state command has been received. In this process, the sub CPU 301 determines whether or not a gaming state command has been received based on the command data read in step S402. In this process, if the sub CPU 301 determines that a gaming state command has been received, the sub CPU 301 sets data corresponding to the gaming state command (step S407) and ends this subroutine. In particular, when the sub CPU 301 receives a gaming state command indicating a transition to the probability changing state, the sub CPU 301 sets a high probability flag. It should be noted that the same effects are performed in the case of the probability change state (especially the probability change state after the end of the sudden hit big hit) and the normal game state (particularly the normal game state after the end of the big hit hit). It will be. In addition, when the sub CPU 301 receives a jackpot start command to shift to the jackpot gaming state, the sub CPU 301 clears the high probability flag. On the other hand, if the sub CPU 301 determines that it has not received a gaming state command, it moves the process to step S410.

  In step S410, the main CPU 201 sets presentation control data corresponding to the received command, and ends this subroutine. As a specific example, the sub CPU 301 sets data corresponding to the received demo display command or the like in a predetermined area of the work RAM 303.

[Display control processing]
The subroutine executed in step S204 in FIG. 25 will be described with reference to FIG.

  First, as shown in FIG. 31, the sub CPU 301 determines whether or not the VDP counter is “2” (step S351). In this process, the sub CPU 301 reads the VDP counter value from the VDP counter counted in step S232 of the above-described VDP interrupt process (see FIG. 27), and determines whether it is “2”. That is, as described above, in the VDP interrupt process, the VDP counter is incremented by “1” every 1/60 s, so the sub CPU 301 determines whether 1/30 s has elapsed. In this process, if the sub CPU 301 determines that the VDP counter is “2”, it moves the process to step S352. On the other hand, if the sub CPU 301 determines that the VDP counter is not “2”, this sub-routine ends.

  In step S352, the sub CPU 301 executes control data output processing. In this processing, the sub CPU 301 supplies control data for displaying an image to the image control circuit 305. For example, the sub CPU 301 supplies control data indicating an effect such as data indicating image data to the image control circuit 305. Then, the sub CPU 301 sets “0” in the VDP counter (step S353). Then, the sub CPU 301 supplies a bank switching instruction to the image control circuit 305 (step S354). When this process is finished, this subroutine is finished.

  As described above, the sub CPU 301 and the image control circuit 305 are based on the determination of the result of variable display of the decoration symbol based on the stop condition of the decoration symbol (identification information) on the condition that the operation by the operation button 50 has been performed. Control to derive and display the result of variable display of symbols is performed. In addition, the sub CPU 301 and the image control circuit 305 perform effects in a manner in which it is difficult to recognize which game state is in the normal game state and the probability change state. Therefore, in the variable display of the identification information determined to shift to the specific game state, the result of the variable display of the identification information based on the stop condition of the identification information is determined by the operation of the operation means. Since it becomes possible to recognize whether or not the game state after the completion is a probability variation state, and it becomes a guideline whether or not to continue the game, it creates an advantageous state that the game state can be recognized by operating the operation means It is possible to improve the interest of the game by improving the significance of the operation means.

  Further, the sub CPU 301 and the image control circuit 305 perform variable display of the decorative symbol when a predetermined variable display start condition is satisfied, and when the predetermined time elapses after the variable display of the decorative symbol is started, the operation button 50 is operated. Regardless, control is performed to derive and display the result of variable display of decorative symbols. In particular, the sub CPU 301 and the image control circuit 305 are determined based on the determined decoration symbol stop condition on the condition that the operation button 50 is operated within a predetermined operation reception time during the variable display of the decoration symbol. Based on the result of variable display of decorative symbols that can be performed, control is performed to derive and display the result of variable display of decorative symbols (for example, watermelon, cherry, etc.), and there has been no operation by the operation button 50 within a predetermined operation reception time In this case, a control for deriving and displaying a specific display mode (chance eye) different from the result of the variable display of the decorative symbol that can be determined based on the determined stop condition of the decorative symbol as a result of the variable display of the decorative symbol Will be performed. Therefore, if the operation means is operated within the predetermined operation reception time, the result of variable display of the identification information is determined based on the stop condition of the identification information, but the operation is performed within the predetermined operation reception time. If the means is not operated, the identification information variable display result is determined as a specific display mode different from the identification information variable display result determined based on the identification information stop condition. It is possible to prompt the user to operate the operating means within a predetermined operation reception time, and to improve the significance of the operation of the operating means, it is possible to further enhance the interest of the game. In the present embodiment, the sub CPU 301 and the image control circuit 305 correspond to an example of a game state effect executing unit and a variable display control unit.

[Other Embodiments]
In the present embodiment, before entering the specific gaming state, the decorative symbol stop control as described above is performed according to the operation of the operation button 50, and depending on the display mode of the decorative symbol that is stopped and displayed, the big hit Although it has been reported in a recognizable manner whether or not the gaming state after the end of the gaming state becomes a probable change state, the present invention is not limited to this. For example, in the specific gaming state, the decorative button stop control as described above is performed on the operation button 50. It may be performed in accordance with the above-described operation, and it may be notified in a recognizable manner whether or not the gaming state after the end of the specific gaming state is a probable change state, depending on the display mode of the decorative pattern that is stopped and displayed. Further, the probability that the bonus symbols are aligned may be used instead of the probability that the watermelons and cherries are aligned.

  In the present embodiment, on the condition that there is an operation by the operation button 50, among the plurality of decorative symbols, the decorative symbol of the column corresponding to the operation button 50 is stopped and displayed, and the determined decorative symbol is displayed. Although the result of the variable display is derived and displayed, the present invention is not limited to this. For example, a decorative pattern in a column not corresponding to the operation button 50 may be stopped and displayed. Further, for example, instead of a plurality of rows of decorative symbols, a single row of decorative symbols may be variably displayed.

  Further, in the present embodiment, the common chance eye is made to appear when the operation button 50 is not operated or depending on the operation timing, when the big hit or the small hit is made. Not limited to this, for example, chances may appear even in other states such as a probable big hit or a normal big hit. Also, for example, different chances may appear depending on whether or not the game is a big hit. Further, for example, not the chance, but the off mode may be displayed. Moreover, these combinations may be sufficient.

  Furthermore, in this embodiment, when the reach is not reached, the decorative symbol is automatically stopped and displayed. However, the present invention is not limited to this. For example, the decorative symbol may be stopped and displayed according to the operation of the operation button 50. . In addition, for example, when the reach is not achieved, the decorative symbols may not be variably displayed.

  Furthermore, in the present embodiment, the notification is performed in a display mode in which it is possible to recognize that the gaming state is a probable change state by displaying an image called a decorative symbol on the liquid crystal display device 21, but the present invention is not limited thereto. In addition, notification may be performed in a display mode in which it is possible to recognize that the gaming state is a probable change state by sound from the speakers 8a and 8b or blinking of the lamp / LED 39a. Of course, a combination of these may be used. Furthermore, although the decorative design is displayed on the liquid crystal display device 21, the present invention is not limited to this. For example, other electrical display devices such as a 7-segment or dot LED can be used as the decorative design. For example, a mechanical display device such as a drum or a belt can be used.

[Composition of game board]
In the above-described embodiment, the entire game board 2 is configured by a permeable member. However, the present invention is not limited to this, and another mode may be used. An example of a specific configuration of the game board will be described with reference to FIG. In FIG. 32, a plurality of obstacle nails and the like are omitted for easy understanding.

  For example, a part of the game board may be configured with a member that does not have permeability. Specifically, as shown in FIG. 32A, the game board 314 is configured by combining a member 314a having permeability and a member 314b (for example, wood) having no flat permeability. May be. Of course, as shown in FIG. 32 (A), not only the member 314a having transparency and the member 314b having no permeability are simply combined, but also as shown in FIG. 32 (B), It is good also as a structure which couple | bonds the member 315a which has transparency so that it may surround with the member 315b which does not have permeability.

  For example, you may comprise so that the process which shields a part of game board which has permeability | transmittance may be performed. For example, as shown in FIG. 32C, a part 316b of the game board 316 having transparency may be painted with a color having light shielding properties. As a result, as shown by reference numeral 316a, it is possible to configure a game board 316 that is partially transparent. Of course, instead of coating, a blasting process or a light scattering process for forming a fine rough surface by sandpaper may be performed to make it appear as if visible light is scattered and light is emitted.

  That is, the game board should just have a part at least partially permeable. In other words, if the display area 21a located behind the whole or a part of the game area 2a is configured so that the image can be viewed from the front through the vicinity of the whole or part of the game area 2a. Good.

  Furthermore, in the above-described embodiment, the game board 2 having transparency in part or in whole is used. However, the present invention is not limited to this, and other modes may be used. For example, a game having no transparency A board may be used.

[Configuration of display device]
A configuration using a gaming board that does not have transparency will be described with reference to FIG.

  As shown in FIG. 33, the door 311 is provided with a display device 332, and various effect images are displayed. The display device 332 includes a touch panel 351 for detecting a coordinate position touched by a player, transparent acrylic plates 353 and 355 as protective covers, and a transparent liquid crystal display device between the transparent acrylic plates 353 and 355. And a liquid crystal display device 354 to be stacked. The display device 332 (liquid crystal display device 354) can display a highly transmissive image in the display area. Note that the liquid crystal display device 354 not only displays an image with high transparency in the display area, but also performs variable display of special symbols, variable display of normal symbols, display of effect images for effects, and the like.

  Further, above and below the liquid crystal display device 354, a liquid crystal backlight 352 serving as an illumination device as a backlight of the liquid crystal display device 354 is provided. Further, the liquid crystal backlight 352 is controlled to be lit when power is supplied. For this reason, the liquid crystal backlight 352 is always driven at the time of power supply so that the image displayed on the liquid crystal display device 354 can be clearly seen by the player. The liquid crystal backlight 352 is mainly a cold cathode tube, but the present invention is not limited to this.

  A obstacle nail 313 is driven into the game board 314. A game area 315 is provided between the game board 314 and the door 311, and a game ball 317 launched into the game area 315 can roll.

  The display device 332 includes a touch panel 351, transparent acrylic plates 353 and 355, a liquid crystal display device 354, a liquid crystal backlight 352, and the like. There is no problem even if only the liquid crystal display device 354 is provided without including the touch panel 351, the transparent acrylic plates 353 and 355, the liquid crystal backlight 352, and the like.

  As described above, the liquid crystal display device 354 is disposed in front of the game board 314 so that the display area and the whole or part of the game area 315 in the game board 314 overlap with each other, and an image with high transparency is displayed on the display area. Since display is possible, all or a part of the game area 315 is displayed through the liquid crystal display device 354 so that the image can be viewed from the front. In other words, the liquid crystal display device 354 is a device that is provided in front of the game board 314, has a display area that can be seen through the game board 314 and displays an effect image related to the game. The game board and the display device may be configured not to overlap in the depth direction.

  In the present embodiment, the control circuit is configured to include a plurality of control circuits of the main control circuit 200 and the sub control circuit 300. However, the present invention is not limited to this. For example, as shown in FIG. In addition, the sub control circuit 300 and the main control circuit 200 may be configured as one board.

  In the above-described embodiment, the first type pachinko gaming machine has been described as an example. However, the present invention is not limited to this. It may be a three-type pachinko gaming machine or another mode.

  In the present embodiment, the present invention is applied to the pachinko gaming machine as shown in FIG. 1, but the present invention is not limited to this, for example, a pachislot gaming machine 410 as shown in FIG. The present invention may be applied to various game machines such as the game machine 501. Specifically, as shown in FIG. 35, the pachislot machine 410 includes a liquid crystal display device 430 capable of displaying a highly transmissive image, and a reel (not shown) behind the liquid crystal display device 430. I have. For this reason, when a highly transmissive image is displayed on the liquid crystal display device 430, the player can visually recognize the reel. As shown in FIG. 36, the game machine 501 also includes a liquid crystal display device 505 that can display an image with high transparency, and reels 503L, 503C, and 503R behind the liquid crystal display device 505.

  Although the embodiments of the present invention have been described above, they are merely illustrative examples and do not particularly limit the present invention. That is, the present invention mainly includes variable display means for performing variable display of identification information, and a specific game state for determining whether or not to shift to a specific game state advantageous to the player when a predetermined variable display start condition is satisfied. If the determination means and the specific gaming state determination means determine that the specific gaming state is to be shifted, the probability that the probability of shifting to the specific gaming state after the specific gaming state is ended is higher than the normal gaming state A game state determination unit that determines whether or not to shift to a variable state, and when the specific game state determination unit determines to shift to a specific game state, after deriving and displaying a result of variable display of identification information, A specific gaming state control means for performing control to shift to a specific gaming state, and when the gaming state determination means determines to shift to a probability variation state, the specific gaming state A game state control means for performing control to shift to the probability variation state after the game is completed, and a game state effect for rendering in a manner in which it is difficult to recognize which game state is in the normal game state and the probability variation state An execution means; a stop condition determination means for determining any one of a plurality of types of identification information stop conditions based on the determination by the gaming state determination means; an operation means operable by the player; and an operation by the operation means The variable display result determination means for determining the variable display result of the identification information based on the stop condition of the identification information determined by the stop condition determination means, and the variable display result determination means Variable display control means for performing control for deriving and displaying the result of the variable display of the identification information based on the determination. Variable display means, specific gaming state determination means, gaming state determination means, specific gaming state control means, gaming state control means, gaming state effect execution means, stop condition determination means, operating means, variable display result determination means, variable display control means The specific configuration such as can be appropriately changed in design.

  It should be noted that the effects described in the embodiments of the present invention only list the most preferable effects resulting from the present invention, and the effects of the present invention are limited to those described in the embodiments of the present invention. is not.

It is a front view which shows the game board in the pachinko game machine of one Embodiment of this invention. 1 is an external view showing an overview of a pachinko gaming machine according to an embodiment of the present invention. It is a block diagram which shows the main control circuit and sub control circuit which are comprised in the pachinko game machine of one Embodiment of this invention. It is explanatory drawing which shows the special symbol in the pachinko game machine of one Embodiment of this invention. It is explanatory drawing which shows the special symbol in the pachinko game machine of one Embodiment of this invention. It is explanatory drawing which shows the special symbol in the pachinko game machine of one Embodiment of this invention. It is explanatory drawing which shows the special symbol in the pachinko game machine of one Embodiment of this invention. It is explanatory drawing which shows the special symbol in the pachinko game machine of one Embodiment of this invention. It is explanatory drawing which shows the special symbol in the pachinko game machine of one Embodiment of this invention. It is explanatory drawing which shows the decorative design in the pachinko game machine of one Embodiment of this invention. It is explanatory drawing which shows the display screen etc. which are displayed in the pachinko game machine of one Embodiment of this invention. It is explanatory drawing which shows the display screen etc. which are displayed in the pachinko game machine of one Embodiment of this invention. It is explanatory drawing which shows the display screen etc. which are displayed in the pachinko game machine of one Embodiment of this invention. It is explanatory drawing which shows the display screen etc. which are displayed in the pachinko game machine of one Embodiment of this invention. It is explanatory drawing which shows the display screen etc. which are displayed in the pachinko game machine of one Embodiment of this invention. It is explanatory drawing which shows the display screen etc. which are displayed in the pachinko game machine of one Embodiment of this invention. It is explanatory drawing which shows the display screen etc. which are displayed in the pachinko game machine of one Embodiment of this invention. It is a flowchart which shows the control processing performed in the pachinko game machine of one Embodiment of this invention. It is a flowchart which shows the control processing performed in the pachinko game machine of one Embodiment of this invention. It is a flowchart which shows the control processing performed in the pachinko game machine of one Embodiment of this invention. It is explanatory drawing which shows the state transition of the control process performed in the pachinko game machine of one Embodiment of this invention. It is a flowchart which shows the control processing performed in the pachinko game machine of one Embodiment of this invention. It is a flowchart which shows the control processing performed in the pachinko game machine of one Embodiment of this invention. It is a flowchart which shows the control processing performed in the pachinko game machine of one Embodiment of this invention. It is a flowchart which shows the control processing performed in the pachinko game machine of one Embodiment of this invention. It is a flowchart which shows the control processing performed in the pachinko game machine of one Embodiment of this invention. It is a flowchart which shows the control processing performed in the pachinko game machine of one Embodiment of this invention. It is a flowchart which shows the control processing performed in the pachinko game machine of one Embodiment of this invention. It is a flowchart which shows the control processing performed in the pachinko game machine of one Embodiment of this invention. It is a flowchart which shows the control processing performed in the pachinko game machine of one Embodiment of this invention. It is a flowchart which shows the control processing performed in the pachinko game machine of one Embodiment of this invention. It is explanatory drawing which shows the game board in the pachinko game machine of one Embodiment of this invention. It is sectional drawing which shows the door and game board which are comprised in the pachinko game machine of one Embodiment of this invention. It is a block diagram which shows the main control circuit comprised in the pachinko game machine of one Embodiment of this invention. It is a perspective view which shows the general view in the pachislot gaming machine of one Embodiment of this invention. It is a perspective view showing the appearance in the game machine of one embodiment of the present invention.

Explanation of symbols

DESCRIPTION OF SYMBOLS 1 Pachinko machine 2 Game board 7a Launch handle 14,17 Start winning opening 15 Large winning opening 21 Liquid crystal display device 21a Display area 23a, 23b Special symbol display LED
200 Main control circuit 201 Main CPU
202 Main ROM
203 Main RAM
300 Sub control circuit 301 Sub CPU
302 Program ROM
303 Work RAM

Claims (2)

  1. Variable display means for performing variable display of identification information;
    Specific game state determination means for determining whether or not to shift to a specific game state advantageous to the player when a predetermined variable display start condition is satisfied;
    When it is determined by the specific gaming state determination means to shift to the specific gaming state, after the specific gaming state ends, the probability transitioning to the probability changing state in which the probability of shifting to the specific gaming state is improved over the normal gaming state A gaming state determining means for determining whether or not
    Specific game state control means for performing control to shift to a specific game state after deriving and displaying the result of variable display of identification information when it is determined by the specific game state determination means to shift to a specific game state;
    A game state control unit that performs control to shift to the probability variation state after the specific gaming state is ended when the game state determination unit determines to shift to the probability variation state;
    In the normal game state and the probability variation state, a game state effect execution means for performing an effect in a manner in which it is difficult to recognize which game state it is,
    Based on the determination by the gaming state determination means, stop condition determination means for determining any one of a plurality of types of identification information stop conditions;
    Operation means that can be operated by the player;
    Variable display result determination means for determining the result of variable display of identification information based on the stop condition of identification information determined by the stop condition determination means, on condition that there has been an operation by the operation means;
    Variable display control means for performing control for deriving and displaying the result of variable display of identification information based on the determination by the variable display result determination means,
    The variable display means has a function of performing variable display of a plurality of types of identification information in each of a plurality of display areas,
    The stop condition determining means has a function of determining a condition of a combination display result of identification information to be derived and displayed in each of the plurality of display areas in the variable display means,
    The variable display result determining means determines a result of variable display of identification information for each of the plurality of display areas based on a condition of a combination display result of identification information determined by the stop condition determining means,
    The operation means is provided corresponding to each of the plurality of display areas,
    The variable display result determination means determines a result of variable display of identification information in a display area corresponding to the operated operation means among a plurality of display areas on condition that the operation by the operation means has been performed. Has function,
    The specific game state determined by the specific game state determination means is composed of a plurality of types of specific game states having different degrees of advantage for the player,
    The plurality of types of the specific game state, in particular game state advantageous degree is relatively low with respect to the player, the first to be migrated to the probability change state after the specific game state is completed by pre Symbol gaming state control means the specific game state, and the second specific game state shifts to the normal game state after the normal that particular game state is completed in the gaming state, include,
    The stop condition determining means includes a combination display result condition of the first identification information corresponding to the first specific gaming state to be derived and displayed in each of the plurality of display areas in the variable display means, and the second specific gaming state. Determining the combination display result condition of the corresponding second identification information,
    Wherein the variable display result determining means,
    On condition that there is an operation by pre-Symbol operation means, on the basis of the combination display result of the condition of the determined first or second identification information by the stop condition determination means, for each of the plurality of display areas Determine the result of variable display of identification information ,
    When the condition of the combination display result of the first identification information is determined by the stop condition determination unit, based on the combination of the first identification information, on condition that the operation by the operation unit is at a predetermined timing, Determine the result of variable display of identification information for each of multiple display areas,
    When the condition for the combination display result of the first or second identification information is determined by the stop condition determination unit, based on the combination of the third identification information, provided that the operation by the operation unit is not at a predetermined timing. A gaming machine , wherein a result of variable display of identification information for each of the plurality of display areas is determined .
  2. In the gaming machine according to claim 1,
    The variable display control means includes
    When the predetermined variable display start condition is satisfied, the identification information is variably displayed, and when a predetermined time has elapsed since the variable information is displayed, the result of the variable display of the identification information is displayed regardless of the operation of the operation means. It has a function to control to display and display
    The result of the variable display of the identification information is derived and displayed based on the determination by the variable display result determination means on the condition that the operation by the operation means has been performed within a predetermined operation reception time during the variable display of the identification information. Has the ability to control,
    When the condition for the combined display result of the first or second identification information is determined by the stop condition determining means and no operation is performed by the operation means within the predetermined operation reception time, the identification information is variably displayed. As a result, the gaming machine has a function of performing control for deriving and displaying a specific display mode based on the combination of the third identification information .
JP2006269675A 2006-09-29 2006-09-29 Game machine Expired - Fee Related JP5250194B2 (en)

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JP5067251B2 (en) * 2008-04-21 2012-11-07 タイヨーエレック株式会社 Bullet ball machine
JP2010088789A (en) * 2008-10-10 2010-04-22 Abilit Corp Pachinko game machine
JP5212067B2 (en) * 2008-12-12 2013-06-19 タイヨーエレック株式会社 Game machine
JP5723333B2 (en) * 2012-08-20 2015-05-27 京楽産業.株式会社 Game machine
JP5829588B2 (en) * 2012-08-20 2015-12-09 京楽産業.株式会社 Game machine
JP5829587B2 (en) * 2012-08-20 2015-12-09 京楽産業.株式会社 Game machine
JP5723332B2 (en) * 2012-08-20 2015-05-27 京楽産業.株式会社 Game machine
JP5769314B2 (en) * 2012-08-20 2015-08-26 京楽産業.株式会社 Game machine
JP5891261B2 (en) * 2014-04-30 2016-03-22 株式会社平和 Game machine

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JP2003340058A (en) * 2002-05-30 2003-12-02 Okumura Yu-Ki Co Ltd Game machine
JP3948729B2 (en) * 2003-04-21 2007-07-25 豊丸産業株式会社 Game machine
JP4450582B2 (en) * 2003-08-21 2010-04-14 株式会社ニューギン Game machine
JP2005160561A (en) * 2003-11-28 2005-06-23 Sankyo Kk Game machine
JP4208702B2 (en) * 2003-12-01 2009-01-14 サミー株式会社 Bullet ball machine
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