JP5253988B2 - Game machine - Google Patents

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JP5253988B2
JP5253988B2 JP2008314872A JP2008314872A JP5253988B2 JP 5253988 B2 JP5253988 B2 JP 5253988B2 JP 2008314872 A JP2008314872 A JP 2008314872A JP 2008314872 A JP2008314872 A JP 2008314872A JP 5253988 B2 JP5253988 B2 JP 5253988B2
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determination
effect
variable display
display
winning
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JP2010136829A5 (en
JP2010136829A (en
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敏男 小倉
行映 陳野
太一 粟村
俊浩 吉水
寛 原田
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株式会社三共
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  The present invention comprises variable display means for variably displaying a plurality of types of identification information that can be identified based on the establishment of the starting condition, and the game result is determined by deriving the display result to the variable display means. The present invention relates to a gaming machine such as a pachinko gaming machine that shifts to a specific gaming state advantageous to the player when the result of the game becomes a specific gaming result.

  As a gaming machine, a game ball, which is a game medium, is launched into a game area by a launching device, and when a game ball wins a prize area such as a prize opening provided in the game area, a predetermined number of prize balls are paid out to the player. There is something to be done. Further, a variable display unit capable of variably displaying the identification information (also referred to as “fluctuation”) is provided, and a predetermined game value is obtained when the display result of the variable display of the identification information in the variable display unit becomes a specific display result. Are configured to give the player.

  The game value is the right that the state of the variable winning ball apparatus provided in the gaming area of the gaming machine becomes advantageous for a player who is easy to win, and the right for becoming advantageous for a player. In other words, or a condition for winning a prize ball is easily established.

  In a pachinko machine, a specific display mode determined in advance is derived and displayed as a display result of variable display of a special symbol (identification information) that is started in the variable display unit based on the winning of a game ball at the start winning opening. If this happens, a “big hit” will occur. Note that the derivation display is to stop and display a symbol (excluding stop before so-called re-variation). When the big hit occurs, for example, the big winning opening is opened a predetermined number of times, and the game shifts to a big hit gaming state where the hit ball is easy to win. And in each open period, if there is a prize for a predetermined number (for example, 10) of the big prize opening, the big prize opening is closed. And the number of times the special winning opening is opened is fixed to a predetermined number (for example, 15 rounds). An opening time (for example, 29 seconds) is determined for each opening, and even if the number of winnings does not reach a predetermined number, the big winning opening is closed when the opening time elapses. Hereinafter, the opening period of each special winning opening may be referred to as a round.

  In the variable display section, the symbols other than the symbol that becomes the final stop symbol (for example, the middle symbol of the left and right middle symbols) continue for a predetermined time and stop, swing, There is a possibility that a big hit will occur before the final result is displayed due to the state of scaling or deformation, or multiple symbols changing synchronously with the same symbol, or the position of the display symbol being switched An effect performed in a continuing state (hereinafter, these states are referred to as reach states) is referred to as reach effect. Further, the reach state and its state are referred to as a reach mode. Furthermore, variable display including reach production is called reach variable display. Then, when the display result of the symbol variably displayed on the variable display device is not a specific display result, it becomes “out of” and the variability display state ends. A player plays a game while enjoying how to generate a big hit.

  In such a gaming machine, there is one configured to pre-read each random number value in advance and determine whether or not it will be a big hit before executing the variable display based on the start winning (for example, patent document) 1). In the gaming machine described in Patent Document 1, each random number value is pre-read in advance at the timing when a game ball starts winning at a start winning opening provided in the game area, and a variable display corresponding to the start winning is executed. It is determined whether or not sometimes a big hit. Then, based on the determination result, during the variation display executed before the variation display corresponding to the start winning prize, by performing an effect using the character, a pre-reading notice effect that predicts that it will be a big hit It is described to be executed. Further, Patent Document 1 describes that when there is a variable display that is determined to be a big hit in the next and subsequent variable displays, the change pattern selection table is changed when the change pattern is determined. ing.

JP 2003-199928 A (paragraphs 0092-0093, paragraphs 0097-0098, paragraphs 0143-0148, FIGS. 12 and 23)

  In the gaming machine described in Patent Document 1, when the pre-reading notice effect is configured to be executable, when there is a variable display that is determined to be a big hit in the variable display after the next time, the variation pattern is selected. By changing the table (for example, changing to a variation pattern selection table that includes only a variation pattern that does not involve reach), for example, the reach effect is interrupted during the prefetching notice effect, and the continuity of the contents of the prefetching notice effect is lost. Can be prevented. However, the process for determining the variation pattern becomes complicated, such as a change process of the variation pattern selection table, and the control burden increases. On the other hand, if the fluctuation pattern is determined according to the conventional processing method, there may be a situation in which the reach effect is interrupted and executed during the pre-reading notice effect. This may impair the player's interest in the game, impairing the player's expectation for the jackpot.

  Accordingly, an object of the present invention is to increase a player's expectation for a big hit without complicating the process of determining a variation pattern in a gaming machine configured to be able to execute a prefetch notice effect. To do.

In the gaming machine according to the present invention , after the game medium passes through a predetermined start area, a start condition that allows the start of variable display is satisfied (for example, the start start winning is made at the first start winning opening 13; the second start winning opening). 14 start winning the thing.) in based, identification information of a plurality of types that can identify each (e.g., variable display of deriving displaying a first special symbol. the second special symbol.) variable display line have displayed results of Means (for example, a first special symbol display 8a, a second special symbol display 8b), and a specific game state (for example, jackpot) advantageous to the player when the specific display result is derived and displayed on the variable display means A gaming machine to be transferred to (gaming state), a random number for determining a specific gaming state for determining whether or not to shift to a specific gaming state when a game medium passes through the starting area, and variable display of identification information Decide the pattern Extraction means for extracting the variable display determination random number for performing, and for the variable display in which the start condition is not satisfied even though the game medium passes through the start area, the specific game state determination random number extracted by the extraction means And a variable display determining random number as a reserved storage means (for example, a first reserved storage buffer; a second reserved storage buffer), and a start condition is satisfied . , Using a predetermined gaming state determination random number, prior determination means (for example, steps S61, S62, and S73 in the gaming control microcomputer 560) that determine whether or not to shift to the specific gaming state before derivation display of the display result. a portion) to be executed, a determination result of the pre-determining means, hold and hold memory number storing means for storing when the start condition is satisfied, the extraction means The value of the extracted variable display determination random number, based on the determination value corresponding to a plurality of types of variable display pattern, the variable display pattern determining means for determining a variable display pattern of the identification information (e.g., a microcomputer for game control And a variable display control unit that executes variable display of identification information based on the determination result of the variable display pattern determination unit (for example, step S107 in the game control microcomputer 560). The variable display pattern determining means can determine a reach variable display pattern in which a reach state is established as a variable display pattern of identification information (e.g., a portion that executes S108, S125 to S127, S131) (for example, The game control microcomputer 560 executes step S9. 1 to S105, the fluctuation pattern (normal PA2-1, PA2-2, PB2-1, PB2-2, super PA3-1, PA3-2, PB3-3 with normal reach and super reach shown in FIG. 6 is executed. 1, PB3-2, Normal PA2-3, PA2-4, PB2-3, PB2-4, Super PA3-3, PA3-4, PB3-3, PB3-4, Special PG2-1, PG2-2) In addition, the gaming machine is further based on the value of the random number for determining the specific gaming state extracted by the extracting means when the game medium passes through the starting area before being determined by the variable display pattern determining means. In addition to determining whether or not to shift to a specific gaming state, the variable display determination random number value extracted by the extraction means and determination values corresponding to a plurality of types of variable display patterns On the basis of the start determination means for determining whether or not the variable display pattern of the identification information is a specific variable display pattern among a plurality of types of variable display patterns, and determining to shift to the specific gaming state by the start determination means If it is determined that a specific variable display pattern is to be obtained, a specific effect execution means (for example , a specific effect can be executed before the start condition for variable display of the identification information as the determination target is satisfied) In the production control microcomputer 100, step S679 is executed to determine the presence / absence and production mode of the continuous notice effect, and step S1848 is executed, thereby executing the continuous notice effect of the production modes shown in FIGS. a portion) that includes a specific effect execution means, variable display of the open identification information became determination target by start decision means All of the variable display condition is executed until satisfied (e.g., if the game state is the normal state (low-based state), first before the variable display as an object of winning during determination is started All the change displays executed based on the start winning to the start winning opening 13. When the gaming state is a probability change state or a short time state (high base state), the game state is executed based on the start winning to the second start winning opening 14 before the display of the variation that is the target of the winning determination is started. All change indications. For), on condition and go, such become rie Ji variable display pattern, executes a specific effect (e.g., effect control microcomputer 100, a continuous step S679 on the condition that it is determined that Y in step S668 When the notice determining means is executed and it is decided to execute the continuous notice effect, step S1848 is executed to execute the continuous notice effect) , and at least a part of the determination value corresponding to the specific variable display pattern is: Regardless of the number of pending storages stored by the pending storage means when the start condition is satisfied, the same determination value is set, and the determination condition corresponding to a non-specific variable display pattern different from the specific variable display pattern satisfies the start condition A different judgment value is set according to the number of reserved memories stored in the reserved storage means when the non-specific variable display pattern is in the reach state. Variable display patterns that do not hold, including variable display patterns for shortening the variable display time from the start of variable display of identification information to the display of derived display results compared to specific variable display patterns. When the number of reserved memories stored by the reserved storage means when the start condition is satisfied is greater than or equal to a predetermined number, the determination means displays a variable display for shortening as compared with the case where the number of reserved memories is less than the predetermined number. The variable display pattern is determined using a determination value in which a large number of determination values corresponding to the pattern are set, and the start determination unit matches the variable display determination random number extracted by the extraction unit with the same determination value. It is characterized by determining whether it becomes a specific variable display pattern by determining .

  The hold storage means stores the right up to a predetermined upper limit number (for example, 4), and the gaming machine further determines the variable display for determining the variable display pattern of the identification information when the starting condition is satisfied. Extraction means (for example, a part for executing steps S214A and S214B in the game control microcomputer 560) for extracting random numbers (for example, random numbers for variation pattern type determination (random 2)) is provided. Based on the determination result of the determining means, a variable display determining random number and a table in which determination values are assigned to a plurality of types of variable display patterns, and the right storage means for storing variable display when starting variable display A determination value table with different determination values to be assigned depending on the number (for example, the variation pattern type determination table 1 for loss shown in FIG. 10). 5A, 135B), the variable display pattern of the identification information is determined, and the variable display pattern determination means includes a variable display determination random number and a determination value table extracted by the extraction means when the start condition is satisfied. The variable display pattern of the variable display of the identification information performed according to the right stored in the hold storage means is a specific variable display pattern (for example, a variable pattern with super reach) among the plurality of types of variable display patterns. (For example, when the game control microcomputer 560 executes steps S217A and S217B and executes step S229, the change of the super CA 2-7 which becomes “superreach out” in step S229. The part for determining whether or not the pattern type is used), the production control means is a variable display pattern determination unit. Based on the determination that the specific variable display pattern is determined, the predetermined presentation means provided in the gaming machine is started before the variable display of the identification information determined to be the specific variable display pattern is started. (E.g., the production control microcomputer 100 determines a winning time determination result indicating a winning time determination result of super CA2-7, which is a variation pattern type of “super-reaching”). Based on the reception of the result 7 designation command or the winning determination result 27 designation command, the continuous notice effect is executed), and the judgment value table has the right to be stored by the holding storage means for a specific variable display pattern. Regardless of the number, a common determination value is assigned (for example, as shown in FIGS. 10A and 10B and FIG. 57). Regardless of whether the total pending storage number is 0 to 2 or 3 or more, a judgment value in the range of 230 to 251 is provided for a variation pattern type (super CA 2-7) including a variation pattern with super reach. (Assigned).

  A plurality of types of variable display patterns are identified after temporarily stopping the identification information that becomes a non-specific game result (for example, a chance symbol) from when the variable information display is started until the display result is derived and displayed. A plurality of types of re-variable display patterns (for example, a variation pattern with pseudo-ream. More specifically, non-reach PA1-4 shown in FIG. 6, Normal PB2-1, Normal PB2-2, Super PA3-1, Super PA3-2, Normal PB2-3, Normal PB2-4, Super PA3-3, Super PA3-4, Special PG1-3) The control means executes the pre-reading notice in the same production manner as when the variable display control means executes the variable display of the identification information using the re-variable display pattern. For example, the production control microcomputer 100 executes the continuous notice production of the production mode “change in the variation mode at the time of symbol variation” as shown in FIG. 48 in the production mode similar to the pseudo-series production shown in FIG. It may be configured as follows.

  The effect control means executes a pre-reading notice over the variable display of a plurality of identification information until the variable display performed by the one right is started after the right is stored in the holding storage means (for example, (The effect control microcomputer 100 executes the continuous notice effect over a plurality of variation displays as shown in FIGS. 48 to 51 until the value of the variation counter becomes 0 in step S1807 and executes step S1808). A special display result (for example, a chance symbol) is derived and displayed as a variable display result of identification information until variable display performed by one right is started, and variable display performed by one right is started. When the next variable display is started, a predetermined effect (for example, a display in which the flash shines above the display screen of the effect display device 9 is displayed. (For example, as shown in FIGS. 48 (5) and 48 (8), the microcomputer 100 for effect control stops displaying the chance symbol at the end of the variable display, and displays FIGS. 48 (6) and (9). ), A predetermined effect may be executed at the start of the variable display).

  The variable display means has a plurality of types of first identification information (for example, the first special symbol, for example) that can be identified based on the establishment of the first start condition (for example, the start winning prize in the first start winning opening 13). ) In accordance with the first variable display means (for example, the first special symbol display 8a) and the establishment of the second start condition (for example, the start winning prize at the second start winning opening 14), A second variable display means (for example, a second special symbol display 8b) that variably displays a plurality of types of second identification information (for example, a second special symbol) that can be identified. A first hold storage means (for example, a first hold storage buffer) for storing a right (for example, a first hold storage) for performing variable display of the first identification information based on the establishment of the first start condition; 2 Based on the establishment of the start condition, the second identification information And a second holding storage means (for example, a second holding storage buffer) for storing a right to perform variable display (for example, a second holding storage), and the gaming machine further includes a second holding storage means (for example, a second holding storage buffer) after the specific gaming state is ended. (2) Advantageous gaming state control means for controlling the gaming state to an advantageous gaming state (for example, a high base state (probability variation state or time-short state)) in which the frequency of establishment of the start condition and / or the execution frequency of variable display of the second identification information is increased (E.g., a portion for executing steps S167, S170, S171 in the game control microcomputer 560), and the variable display control means is provided in both the first hold storage means and the second hold storage means at least in the advantageous gaming state. When the right is stored, the variable display of the second identification information is given priority over the variable display of the first identification information (for example, the game control my If the second reserved storage number is not 0 in step S52, the local computer 560 preferentially executes step S53, sets a value indicating "second" in the special symbol pointer, and executes the processes in and after step S55. The second special symbol variation display), the predetermining means, as the specific gaming state, a predetermined amount of gaming value (for example, in order to vary the amount of gaming value provided here, (For example, the number of first rounds (for example, two rounds)) is granted (the allowable amount of the number of game balls to be awarded to the grand prize opening (count number) may be different per round). The first specific gaming state (for example, a big hit gaming state that is shifted when a sudden probability change big hit occurs), or a larger amount of gaming value than the first specific gaming state is given. (For example, when the round control of the second round number (for example, 15 rounds) larger than the first round number (for example, 2 rounds) is executed) When the second specific gaming state (for example, probable big hit or normal big hit) The game state to be transferred to the jackpot game state), and when the first start condition is satisfied, the first specific game state is set at a higher rate than when the second start condition is satisfied. The game control microcomputer 560 decides to enter the specific game state (for example, when the variable display of the first special symbol is performed at step S73 as shown in FIG. In contrast to the sudden probability change big hit, as shown in FIG. 8 (E), when the variation display of the second special symbol is performed, the sudden probability change big hit is determined at a ratio of 3/40. ) May be configured so.

  When the first start condition is satisfied, the determination unit when the start condition is satisfied determines whether the game result by the variable display of the first identification information performed according to the right stored in the first hold storage unit becomes the specific game result. The first start condition satisfaction determination means for determining whether or not (for example, the portion executing step S217A in the game control microcomputer 560) and the second hold storage means are stored when the second start condition is satisfied. Determination means when the second starting condition is satisfied (for example, step S217B in the game control microcomputer 560 is performed) for determining whether or not the game result by the variable display of the second identification information performed according to the right to be determined becomes the specific game result. In a specific gaming state, and in a specific gaming state, the determination in the specific gaming state that restricts the execution of the determination by the determination means when the first start condition is satisfied Limit means (e.g., the part which controls so as not to shift to step S217A when it is determined that Y in Step S216A in the gaming control microcomputer 560) may be configured to include.

  When the first start condition is satisfied, the determination unit when the start condition is satisfied determines whether the game result by the variable display of the first identification information performed according to the right stored in the first hold storage unit becomes the specific game result. The first start condition satisfaction determination means for determining whether or not (for example, the portion executing step S217A in the game control microcomputer 560) and the second hold storage means are stored when the second start condition is satisfied. Determination means when the second starting condition is satisfied (for example, step S217B in the game control microcomputer 560 is performed) for determining whether or not the game result by the variable display of the second identification information performed according to the right to be determined becomes the specific game result. In the advantageous gaming state, and in the advantageous gaming state, the judgment during the advantageous gaming state is restricted to limit the execution of the determination by the judging means when the first start condition is established Limit means (e.g., the part which controls so as not to shift to step S217A when it is determined that Y in Step S215A in the gaming control microcomputer 560) may be configured to include.

In the gaming machine according to claim 1, specific effect execution means, for all of the variable display of the variable display start condition is performed until the establishment of the identification information became determination target by start decision means, rie on condition and go, such become Ji variable display pattern, which is configured to perform a specific effect, without complicated process of changing the table or the like for selecting a variable display pattern and variable display pattern also, it is possible to prevent the continuity of the specific effect is impaired interrupted by reach effect display during the execution of the specific effect. Therefore, it is possible to increase the player's sense of expectation for the specific gaming state without complicating the variable display pattern determination process.

Further , the variable display pattern determining means is a table in which determination values are assigned to a variable display determining random number and a plurality of types of variable display patterns based on the determination result of the prior determining means, and starts variable display. A variable display pattern of the identification information is determined using a determination value table having different determination values to be assigned according to the number of rights stored in the hold storage unit at the time, and the production control unit is specified by the variable display pattern determination unit. Based on the fact that it is determined to be a variable display pattern, before the variable display of the identification information determined to be the specific variable display pattern is started, the predetermined effect means provided in the gaming machine is used to A pre-reading notice for one right is executed, and the judgment value table indicates the number of rights stored in the hold storage means for a specific variable display pattern. Warazu, common decision value is assigned, for the variable display pattern other than the specific variable display pattern, configured to different determination value according to the number of right hold storage means stores is assigned As a result , in the case where the pre-reading notice is executed based on the determination that the specific variable display pattern is obtained, inconsistency can be prevented from occurring depending on the number of rights stored in the holding storage unit. Further, by varying the variable display time according to the number of rights stored in the holding storage means, it is possible to prevent the situation where the variable display operation rate is reduced as much as possible.

In addition , a plurality of types of variable display patterns are used to temporarily display the identification information after temporarily stopping the identification information that becomes a non-specific game result from when the variable information display is started until the display result is derived and displayed. In the case where the re-variation to be executed again includes a plurality of types of re-variable display patterns that are executed once or a plurality of times, and the effect control means performs variable display of the identification information using the re-variable display patterns by the variable display control means And in the case where the variable display using the re-variable display pattern is executed even when the effect of the same effect aspect is executed by configuring the pre-reading notice in the same effect aspect The possibility of both the case where the pre-reading notice is executed can be expected, and the interest in the game can be improved.

Further , the production control means executes a pre-reading notice over a variable display of a plurality of identification information until the variable display performed by the one right is started after the right is stored in the hold storage means, The special display result is derived and displayed as the variable display result of the identification information until the variable display performed by the right is started, and the next variable display until the variable display performed by the right is started is started. In some cases, when a predetermined effect is executed, the special display result is stopped and displayed early when a prefetching notice of the effect mode using the derivation display of the special display result and the execution of the predetermined effect is executed. This eliminates the need for time adjustment, and prevents a situation where the process of deriving and displaying the special display result overlaps with the process of executing the predetermined effect, resulting in a lack of process. Can.

Also , the game state control means for controlling the game state to the advantageous game state in which the frequency of establishment of the second start condition and / or the execution frequency of the variable display of the second identification information is increased after the specific game state is ended, When the variable display control means has the right stored in both the first hold storage means and the second hold storage means at least in the advantageous gaming state, the second identification information is more effective than the variable display of the first identification information. The variable display is preferentially executed, and the predetermining means assigns a predetermined amount of gaming value as the specific gaming state, or a gaming value of a larger amount than the first specific gaming state. When it is determined whether the second specific gaming state is to be established, and based on the establishment of the first starting condition, the first specific gaming is set as the specific gaming state at a higher rate than in the case based on the establishment of the second starting condition. By configured to determine that a state, in advantageous gaming state condition to discourage the player by so as not higher than necessary proportion controlled by the first specific game state, in an advantageous gaming state Can be reduced and the profit of the player can be increased.

In addition , in the specific gaming state, the first identification information can be changed during the specific gaming state by including a specific gaming state determination limiting unit that limits execution of the determination by the determination unit when the first start condition is established. By making it impossible to recognize the possibility that the display result of the display will be a specific game result, it is possible to intentionally aim for more than the expected number of prize balls by continuously generating a specific game state by technical intervention of the player Can be prevented.

In addition , in the advantageous gaming state, the first identification information can be changed during the advantageous gaming state by including an advantageous gaming state determination restricting unit that restricts execution of the determination by the determining means when the first start condition is established. By making it impossible to recognize the possibility that the display result of the display will be a specific game result, it is possible to intentionally aim for more than the expected number of prize balls by continuously generating a specific game state by technical intervention of the player Can be prevented.

  Hereinafter, embodiments of the present invention will be described with reference to the drawings. First, the overall configuration of a pachinko gaming machine 1 that is an example of a gaming machine will be described. FIG. 1 is a front view of the pachinko gaming machine 1 as seen from the front.

  The pachinko gaming machine 1 includes an outer frame (not shown) formed in a vertically long rectangular shape, and a game frame attached to the inside of the outer frame so as to be opened and closed. Further, the pachinko gaming machine 1 has a glass door frame 2 formed in a frame shape that is provided in the game frame so as to be opened and closed. The game frame includes a front frame (not shown) that can be opened and closed with respect to the outer frame, a mechanism plate (not shown) to which mechanism parts and the like are attached, and various parts (games to be described later) attached to them. A structure including the board 6).

  On the lower surface of the glass door frame 2 is a hitting ball supply tray (upper plate) 3. Under the hitting ball supply tray 3, there are provided a surplus ball receiving tray 4 for storing game balls that cannot be accommodated in the hitting ball supply tray 3, and a hitting operation handle (operation knob) 5 for firing the hitting ball. A game board 6 is detachably attached to the back surface of the glass door frame 2. The game board 6 is a structure including a plate-like body constituting the game board 6 and various components attached to the plate-like body. In addition, a game area 7 is formed on the front surface of the game board 6 in which a game ball that has been struck can flow down.

  An effect display device 9 composed of a liquid crystal display device (LCD) is provided near the center of the game area 7. The effect display device 9 performs variable display (variation) of the effect symbol (decoration symbol) in synchronization with the variable display of the first special symbol or the second special symbol. Therefore, the effect display device 9 corresponds to a variable display device that performs variable display of effect symbols (decorative symbols) as identification information. The effect display device 9 is controlled by an effect control microcomputer mounted on the effect control board. When the first special symbol display 8a is executing variable display of the first special symbol, the effect control microcomputer causes the effect display device 9 to execute the effect display along with the variable display, and the second special symbol display 8a executes the second special display. When the variable display of the second special symbol is executed on the symbol display 8b, the effect display is executed by the effect display device in accordance with the variable display, so that it is possible to easily grasp the progress of the game.

  A first special symbol display (first variable display means) 8 a that variably displays a first special symbol as identification information is provided on the left side of the top of the effect display device 9 in the game board 6. In this embodiment, the first special symbol display 8a is realized by a simple and small display (for example, 7 segment LED) capable of variably displaying numbers 0 to 9. In other words, the first special symbol display 8a is configured to variably display numbers (or symbols) from 0 to 9. A second special symbol display (second variable display means) 8b that variably displays a second special symbol as identification information is provided on the right side of the upper portion of the effect display device 9 in the game board 6. The second special symbol display 8b is realized by a simple and small display (for example, 7 segment LED) capable of variably displaying numbers 0 to 9. That is, the second special symbol display 8b is configured to variably display numbers (or symbols) from 0 to 9.

  In this embodiment, the type of the first special symbol and the type of the second special symbol are the same (for example, both 0 to 9), but the types may be different. Further, the first special symbol display 8a and the second special symbol display 8b may be configured to variably display numbers (or two-digit symbols) of, for example, 00 to 99, for example.

  Hereinafter, the first special symbol and the second special symbol may be collectively referred to as a special symbol, and the first special symbol indicator 8a and the second special symbol indicator 8b may be collectively referred to as a special symbol indicator.

  For the variable display of the first special symbol or the second special symbol, the first start condition or the second start condition, which is the variable display execution condition, is satisfied (for example, the game ball has the first start winning opening 13 or the second start winning opening) 14), a variable display start condition (for example, when the number of reserved memories is not 0 and the variable display of the first special symbol and the second special symbol is not executed) When the variable display time (fluctuation time) elapses, a display result (stop symbol) is derived and displayed. Note that winning means that a game ball has entered a predetermined area such as a winning opening. Deriving and displaying the display result is to finally stop and display a symbol (an example of identification information).

  The effect display device 9 is for decoration (effect) during the variable display time of the first special symbol on the first special symbol display 8a and during the variable display time of the second special symbol on the second special symbol display 8b. The display design (decorative design) is variably displayed. The variable display of the first special symbol on the first special symbol display 8a and the variable display of the effect symbol on the effect display device 9 are synchronized. Further, the variable display of the second special symbol on the second special symbol display 8b and the variable display of the effect symbol on the effect display device 9 are synchronized. Synchronous means that the start time and end time of variable display are substantially the same (may be exactly the same) and the variable display period is substantially the same (may be exactly the same). Further, when the jackpot symbol is stopped and displayed on the first special symbol display 8a and when the jackpot symbol is stopped and displayed on the second special symbol display 8b, the effect display device 9 reminds the jackpot The combination of is stopped and displayed.

  A winning device having a first start winning port 13 is provided below the effect display device 9. The game ball won in the first start winning opening 13 is guided to the back of the game board 6 and detected by the first start opening switch 13a.

  A variable winning ball device 15 having a second starting winning port 14 through which a game ball can be won is provided below a winning device having a first starting winning port (first starting port) 13. The game ball that has won the second start winning opening (second start opening) 14 is guided to the back of the game board 6 and detected by the second start opening switch 14a. The variable winning ball device 15 is opened by a solenoid 16. When the variable winning ball device 15 is in the open state, the game ball can be awarded to the second starting winning port 14 (it is easier to start winning), which is advantageous for the player. In the state where the variable winning ball apparatus 15 is in the open state, it is easier for the game ball to win the second start winning opening 14 than the first starting winning opening 13. In addition, in a state where the variable winning ball device 15 is in the closed state, the game ball does not win the second start winning opening 14. In the state where the variable winning ball apparatus 15 is in the closed state, it may be configured that the winning is possible (that is, it is difficult for the gaming ball to win) although it is difficult to win a prize.

  Hereinafter, the first start winning opening 13 and the second start winning opening 14 may be collectively referred to as a start winning opening or a starting opening.

  When the variable winning ball device 15 is controlled to be in the open state, the game ball heading for the variable winning ball device 15 is very likely to win the second start winning port 14. The first start winning opening 13 is provided directly under the effect display device 9, but the interval between the lower end of the effect display device 9 and the first start winning opening 13 is further reduced, or the first start winning opening is set. The nail arrangement around the first start winning opening 13 is made difficult to guide the game balls to the first starting winning opening 13 so that the winning rate of the second starting winning opening 14 is increased. It is also possible to make the direction higher than the winning rate of the first start winning opening 13.

  Below the first special symbol display 8a, the number of valid winning balls that have entered the first start winning opening 13, that is, the first reserved memory number (the reserved memory is also referred to as the start memory or the start prize memory) is displayed 4. There is provided a first special symbol storage memory indicator 18a composed of two indicators (for example, LEDs). The first special symbol storage memory display 18a increases the number of indicators to be turned on by 1 every time there is an effective start winning. Then, each time the variable display on the first special symbol display 8a is started, the number of indicators to be turned on is reduced by one.

  Below the second special symbol display 8b is a second special symbol hold comprising four indicators (for example, LEDs) for displaying the number of effective winning balls that have entered the second start winning opening 14, that is, the second reserved memory number. A storage indicator 18b is provided. The second special symbol storage memory display 18b increases the number of indicators to be lit by 1 every time there is an effective start winning. Then, each time the variable display on the second special symbol display 8b is started, the number of indicators to be turned on is reduced by one.

  Further, the display screen of the effect display device 9 is provided with a first reserved memory display unit 18c for displaying the first reserved memory number and a second reserved memory display unit 18d for displaying the second reserved memory number. . In addition, you may make it provide the area | region (sum total pending | holding memory display part) which displays the total number (sum total pending memory count) which is the sum total of the 1st pending memory count and the 2nd pending memory count. As described above, if the summation pending storage display section for displaying the total number is provided, it is possible to easily grasp the total number of execution conditions that are not satisfied with the variable display start condition.

  In this embodiment, as shown in FIG. 1, the variable winning ball apparatus 15 that opens and closes only the second start winning opening 14 is provided. Any of the start winning ports 14 may be provided with a variable winning ball device that performs an opening / closing operation.

  Further, as shown in FIG. 1, a special variable winning ball device 20 is provided below the variable winning ball device 15. The special variable winning ball apparatus 20 includes an opening / closing plate, and when the specific display result (big hit symbol) is derived and displayed on the first special symbol display 8a, and the specific display result (big hit symbol) on the second special symbol display 8b. When the open / close plate is controlled to be open by the solenoid 21 in the specific game state (big hit game state) that occurs when the symbol is derived and displayed, the big winning opening serving as the winning area is opened. The game ball that has won the big winning opening is detected by the count switch 23.

  A normal symbol display 10 is provided at the lower right side of the game board 6. The normal symbol display 10 variably displays a plurality of types of identification information (for example, “◯” and “x”) called normal symbols.

  When the game ball passes through the gate 32 and is detected by the gate switch 32a, variable display of the normal symbol display 10 is started. In this embodiment, variable display is performed by alternately lighting the upper and lower lamps (the symbols can be visually recognized when turned on). For example, if the lower lamp is turned on at the end of the variable display, it is a hit. . When the stop symbol on the normal symbol display 10 is a predetermined symbol (winning symbol), the variable winning ball device 15 is opened for a predetermined number of times. In other words, the state of the variable winning ball apparatus 15 is a state that is advantageous from a disadvantageous state for the player when the normal symbol is a stop symbol (a state in which a game ball can be awarded at the second start winning port 14). To change. In the vicinity of the normal symbol display 10, a normal symbol holding storage display 41 having four indicators (for example, LEDs) for displaying the number of winning balls that have passed through the gate 32 is provided. Each time there is a game ball passing through the gate 32, that is, every time a game ball is detected by the gate switch 32a, the normal symbol storage memory display 41 increases the number of indicators that are turned on by one. Then, each time the variable display on the normal symbol display 10 is started, the number of indicators that are lit is reduced by one. Further, in the probability variation state where the probability of being determined to be a big hit as compared to the normal state is high, the probability that the stop symbol in the normal symbol display 10 becomes a winning symbol is increased, and the variable winning ball apparatus 15 The opening time becomes longer and the number of opening times is increased. That is, the game ball is controlled to be in a high base state that is controlled so as to make it easier for the game ball to start and win (that is, the variable display execution conditions in the special symbol indicators 8a and 8b and the effect display device 9 are easily established). Transition. Further, in this embodiment, even in the short time state (the game state in which the special symbol variable display time is shortened), the opening time of the variable winning ball device 15 becomes long and the number of times of opening is increased.

  Instead of extending the time during which the variable winning ball apparatus 15 is in the open state (also referred to as the open extended state), the normal symbol display unit 10 shifts to a normal symbol probability changing state in which the probability that the stop symbol in the normal symbol display unit 10 will be a hit symbol is increased. Depending on the situation, the high base state may be entered. When the stop symbol in the normal symbol display 10 becomes a predetermined symbol (winning symbol), the variable winning ball device 15 is opened for a predetermined number of times. In this case, by performing the transition control to the normal symbol probability changing state, the probability that the stop symbol in the normal symbol display 10 becomes a winning symbol is increased, and the frequency at which the variable winning ball apparatus 15 is opened is increased. Therefore, if the normal symbol probability changing state is entered, the opening time and the number of opening times of the variable winning ball device 15 are increased, and a state where it is easy to start a winning (high base state) is achieved. That is, the opening time and the number of times of opening of the variable winning ball device 15 can be increased when the stop symbol of the normal symbol is a winning symbol or the stop symbol of the special symbol is a probabilistic symbol. It changes to an advantageous state (a state where it is easy to win a start). It should be noted that increasing the number of times of opening is a concept including changing from a closed state to an open state.

  Moreover, you may transfer to a high base state by shifting to the normal symbol time short state where the fluctuation time (variable display period) of the normal symbol in the normal symbol display 10 is shortened. In the normal symbol short-time state, the variation time of the normal symbol is shortened, so that the frequency of starting the variation of the normal symbol increases, and as a result, the frequency of hitting the normal symbol increases. Therefore, when the frequency that the normal symbol is won increases, the frequency that the variable winning ball apparatus 15 is in the open state increases, and the start winning state becomes easy (high base state).

  Also, by shifting to the short time state when the variation time (variable display period) of special symbols and production symbols is shortened, the variation time of special symbols and production symbols is shortened, so that effective start winnings are likely to occur. The possibility that a big hit game is played increases.

  Furthermore, by making transitions to all the states shown above (open extended state, normal symbol probability change state, normal symbol short time state, and special symbol short time state), it will be easier to win a start (shift to a high base state). May be. In addition, it is easier to win a start (high base) by shifting to any one of the above states (open extended state, normal symbol probability changing state, normal symbol short time state, and special symbol short time state). Transition to a state).

  On the left and right sides of the game area 7 of the game board 6, there are provided decorative LEDs 25 that are displayed blinking during the game, and at the lower part there is an outlet 26 for taking in a hit ball that has not won. In addition, two speakers 27R and 27L that utter sound effects and sounds as predetermined sound outputs are provided on the left and right upper portions outside the game area 7. A top frame LED 28a, a left frame LED 28b, and a right frame LED 28c provided on the front frame are provided on the outer periphery upper portion, the outer periphery left portion, and the outer periphery right portion of the game area 7. Also, a prize ball LED 51 that is turned on when there is a remaining number of prize balls is provided in the vicinity of the left frame LED 28b, and a ball cut LED 52 that is turned on when the supply ball is cut is provided in the vicinity of the right frame LED 28c. . The top frame LED 28a, the left frame LED 28b, the right frame LED 28c, and the decoration LED 25 are examples of effects light emitters provided in the pachinko gaming machine 1. In addition to the above-described various LEDs for production (decoration), LEDs and lamps for production are installed.

  In the gaming machine, a ball striking device (not shown) that drives a driving motor in response to a player operating the batting operation handle 5 and uses the rotational force of the driving motor to launch a gaming ball to the gaming area 7. ) Is provided. A game ball launched from the ball striking device enters the game area 7 through a ball striking rail formed in a circular shape so as to surround the game area 7, and then descends the game area 7. When the game ball enters the first start winning opening 13 and is detected by the first start opening switch 13a, if the variable display of the first special symbol can be started (for example, the variable display of the special symbol ends, 1), the first special symbol display 8a starts variable display (variation) of the first special symbol, and the effect display device 9 starts variable display of the effect symbol (decoration symbol). Is done. That is, the variable display of the first special symbol and the effect symbol corresponds to winning in the first start winning opening 13. If the variable display of the first special symbol cannot be started, the first reserved memory number is increased by 1 on the condition that the first reserved memory number has not reached the upper limit value.

  When the game ball enters the second start winning opening 14 and is detected by the second start opening switch 14a, if the variable display of the second special symbol can be started (for example, the special symbol variable display ends, 2), the second special symbol display 8b starts variable display (variation) of the second special symbol, and the effect display device 9 starts variable display of the effect symbol (decoration symbol). Is done. That is, the variable display of the second special symbol and the effect symbol corresponds to winning in the second start winning opening 14. If the variable display of the second special symbol cannot be started, the second reserved memory number is increased by 1 on condition that the second reserved memory number has not reached the upper limit value.

  FIG. 2 is a block diagram showing an example of the circuit configuration of the main board (game control board) 31. 2 also shows the payout control board 37, the effect control board 80, and the like. A game control microcomputer (corresponding to game control means) 560 for controlling the pachinko gaming machine 1 according to a program is mounted on the main board 31. The game control microcomputer 560 includes a ROM 54 for storing a game control (game progress control) program and the like, a RAM 55 as storage means used as a work memory, a CPU 56 for performing control operations in accordance with the program, and an I / O port unit 57. including. In this embodiment, the ROM 54 and the RAM 55 are built in the game control microcomputer 560. That is, the game control microcomputer 560 is a one-chip microcomputer. The one-chip microcomputer only needs to incorporate at least the CPU 56 and the RAM 55, and the ROM 54 may be external or built-in. The I / O port unit 57 may be externally attached. The game control microcomputer 560 further includes a random number circuit 503 that generates hardware random numbers (random numbers generated by the hardware circuit).

  In the game control microcomputer 560, the CPU 56 executes control in accordance with the program stored in the ROM 54, so that the game control microcomputer 560 (or CPU 56) executes (or performs processing) hereinafter. Specifically, the CPU 56 executes control according to a program. The same applies to microcomputers mounted on substrates other than the main substrate 31.

  The random number circuit 503 is a hardware circuit that is used to generate a random number for determination to determine whether or not to win a jackpot based on a display result of variable symbol special display. The random number circuit 503 updates numerical data in accordance with a set update rule within a numerical range in which an initial value (for example, 0) and an upper limit value (for example, 65535) are set, and starts at a random timing Based on the fact that the winning time is the reading (extraction) of the numerical data, it has a random number generation function in which the numerical data to be read becomes a random value.

  The random number circuit 503 includes a numeric data update range selection setting function (initial value selection setting function and upper limit value selection setting function), numeric data update rule selection setting function, and numeric data update rule selection. It has various functions such as a switching function. With such a function, the randomness of the generated random numbers can be improved.

  Further, the game control microcomputer 560 has a function of setting an initial value of numerical data updated by the random number circuit 503. For example, a predetermined calculation is performed using the ID number of the game control microcomputer 560 stored in a predetermined storage area such as the ROM 54 (an ID number assigned with a different value for each product of the game control microcomputer 560). The numerical data obtained by the execution is set as the initial value of the numerical data updated by the random number circuit 503. By performing such processing, the randomness of the random number generated by the random number circuit 503 can be further improved.

  The game control microcomputer 560 reads numerical data as random R from the random number circuit 503 when a start winning to the first start port switch 13a or the second start port switch 14a occurs, and starts to change the special symbol and the effect symbol. Sometimes it is determined whether or not to make a big hit display result as a specific display result based on the random R, that is, whether or not to make a big hit. Then, when it is determined to be a big hit, the gaming state is shifted to a big hit gaming state as a specific gaming state advantageous to the player.

  The RAM 55 is a backup RAM as a non-volatile storage means, part or all of which is backed up by a backup power supply created on the power supply board. That is, even if the power supply to the gaming machine is stopped, a part or all of the contents of the RAM 55 is stored for a predetermined period (until the capacitor as the backup power supply is discharged and the backup power supply cannot be supplied). In particular, at least data corresponding to the game state, that is, the control state of the game control means (the value of the special symbol process flag or the total pending storage number counter) and the data indicating the number of unpaid winning balls are stored in the backup RAM. The data corresponding to the control state of the game control means is data necessary for restoring the control state before the occurrence of a power failure or the like based on the data when the power is restored after a power failure or the like occurs. Further, data corresponding to the control state and data indicating the number of unpaid prize balls are defined as data indicating the progress state of the game. In this embodiment, it is assumed that the entire RAM 55 is backed up.

  A reset signal (not shown) from the power supply board is input to the reset terminal of the game control microcomputer 560. A reset circuit for generating a reset signal supplied to the game control microcomputer 560 and the like is mounted on the power supply board. When the reset signal becomes high level, the game control microcomputer 560 and the like are in an operable state, and when the reset signal becomes low level, the game control microcomputer 560 and the like are in an operation stop state. Therefore, an allowable signal that allows the operation of the game control microcomputer 560 or the like is output during a period when the reset signal is at a high level, and a game control microcomputer is output when the reset signal is at a low level. An operation stop signal for stopping the operation of 560 or the like is output. Note that the reset circuit may be mounted on each electric component control board (a board on which a microcomputer for controlling the electric parts is mounted).

  Further, a power-off signal indicating that the power supply voltage from the power supply board has dropped below a predetermined value is input to the input port of the game control microcomputer 560. That is, the power supply board monitors the voltage value of a predetermined voltage (for example, DC30V or DC5V) used in the gaming machine, and when the voltage value decreases to a predetermined value (the power supply voltage is reduced). A power supply monitoring circuit that outputs a power-off signal indicating that). A clear signal (not shown) indicating that the clear switch for instructing to clear the contents of the RAM is operated is input to the input port of the game control microcomputer 560.

  Further, an input driver circuit 58 for supplying detection signals from the gate switch 32a, the first start port switch 13a, the second start port switch 14a and the count switch 23 to the game control microcomputer 560 is also mounted on the main board 31. The main board also includes an output circuit 59 for driving the solenoid 16 for opening and closing the variable winning ball device 15 and the solenoid 21 for opening and closing the special variable winning ball device 20 that forms a big winning opening in accordance with a command from the game control microcomputer 560. 31. Further, an information output circuit (not shown) for outputting an information output signal such as jackpot information indicating the occurrence of a jackpot gaming state to an external device such as a hall computer is also mounted on the main board 31.

  In this embodiment, the effect control means (configured by the effect control microcomputer) mounted on the effect control board 80 instructs the effect contents from the game control microcomputer 560 via the relay board 77. An effect control command is received, and display control with the effect display device 9 that variably displays effect symbols is performed.

  FIG. 3 is a block diagram illustrating a circuit configuration example of the relay board 77, the effect control board 80, the lamp driver board 35, and the audio output board 70. In the example shown in FIG. 3, the lamp driver board 35 and the audio output board 70 are not equipped with a microcomputer, but may be equipped with a microcomputer. Further, without providing the lamp driver board 35 and the audio output board 70, only the effect control board 80 may be provided for effect control.

  The effect control board 80 has an effect control microcomputer 100 including an effect control CPU 101 and a RAM. The RAM may be externally attached. In the effect control board 80, the effect control CPU 101 operates in accordance with a program stored in a built-in or external ROM (not shown), and receives a capture signal from the main board 31 input via the relay board 77 ( In response to the (effect control INT signal), an effect control command is received via the input driver 102 and the input port 103. Further, the effect control CPU 101 causes the VDP (video display processor) 109 to perform display control of the effect display device 9 based on the effect control command.

  Further, the RAM included in the production control microcomputer 100 is a backup RAM as a nonvolatile storage means, part of which is backed up by a backup power source created on the power supply board. That is, even if the power supply to the gaming machine is stopped, a part of the RAM included in the effect control microcomputer 100 is maintained for a predetermined period (until the capacitor as the backup power supply is discharged and the backup power supply cannot be supplied). The contents are saved. In particular, at least data indicating the game state (probability change state flag and time reduction state flag described later) is stored in the backup RAM. However, in this embodiment, the value of the time reduction number counter for counting the number of fluctuations after the shift to the time reduction state described later is not stored in the backup RAM.

  In this embodiment, a VDP 109 that performs display control of the effect display device 9 in cooperation with the effect control microcomputer 100 is mounted on the effect control board 80. The VDP 109 has an address space independent of the production control microcomputer 100, and maps a VRAM therein. The VRAM is a buffer memory for expanding image data generated by the VDP. Then, the VDP 109 outputs the image data in the VRAM to the effect display device 9.

  The effect control CPU 101 reads necessary data from a character ROM (not shown) in accordance with the received effect control command. The character ROM is for storing character image data displayed on the effect display device 9, specifically, a person, characters, figures, symbols, etc. (including effect symbols) in advance. The effect control CPU 101 outputs the data read from the character ROM to the VDP 109. The VDP 109 executes display control based on the data input from the effect control CPU 101.

  The effect control command and the effect control INT signal are first input to the input driver 102 on the effect control board 80. The input driver 102 passes the signal input from the relay board 77 only in the direction toward the inside of the effect control board 80 (does not pass the signal in the direction from the inside of the effect control board 80 to the relay board 77). It is also a unidirectional circuit as a regulating means.

  As a signal direction regulating means, the signal inputted from the main board 31 is allowed to pass through the relay board 77 only in the direction toward the effect control board 80 (the signal is not passed in the direction from the effect control board 80 to the relay board 77). The unidirectional circuit 74 is mounted. For example, a diode or a transistor is used as the unidirectional circuit. FIG. 3 illustrates a diode. A unidirectional circuit is provided for each signal. Furthermore, since the effect control command and the effect control INT signal are output from the main board 31 via the output port 571 that is a unidirectional circuit, the signal from the relay board 77 toward the inside of the main board 31 is restricted. That is, the signal from the relay board 77 does not enter the inside of the main board 31 (the game control microcomputer 560 side). The output port 571 is a part of the I / O port unit 57 shown in FIG. Further, a signal driver circuit that is a unidirectional circuit may be further provided outside the output port 571 (on the relay board 77 side).

  Further, the effect control CPU 101 outputs a signal for driving the LED to the lamp driver board 35 via the output port 105. Further, the production control CPU 101 outputs sound number data to the audio output board 70 via the output port 104.

  In the lamp driver board 35, a signal for driving the LED is input to the LED driver 352 via the input driver 351. The LED driver 352 supplies a drive signal to each LED provided on the frame side such as the top frame LED 28a, the left frame LED 28b, and the right frame LED 28c. Further, a drive signal is supplied to the decoration LED 25 provided on the game board side. When a light emitter other than the LED is provided, a drive circuit (driver) for driving the light emitter is mounted on the lamp driver substrate 35.

  In the voice output board 70, the sound number data is input to the voice synthesis IC 703 via the input driver 702. The voice synthesizing IC 703 generates voice or sound effect according to the sound number data, and outputs it to the amplifier circuit 705. The amplifier circuit 705 outputs an audio signal obtained by amplifying the output level of the speech synthesis IC 703 to a level corresponding to the volume set by the volume 706 to the speakers 27R and 27L. The voice data ROM 704 stores control data corresponding to the sound number data. The control data corresponding to the sound number data is a collection of data showing the output form of the sound effect or sound in a time series in a predetermined period (for example, the changing period of the effect design).

  Next, the operation of the gaming machine will be described. FIG. 4 is a flowchart showing a main process executed by the game control microcomputer 560 on the main board 31. When power is supplied to the gaming machine and power supply is started, the input level of the reset terminal to which the reset signal is input becomes high level, and the gaming control microcomputer 560 (specifically, the CPU 56) After executing the security check process, which is a process for confirming whether the contents of the program are valid, the main process after step S1 is started. In the main process, the CPU 56 first performs necessary initial settings.

  In the initial setting process, the CPU 56 first sets the interrupt prohibition (step S1). Next, the interrupt mode is set to interrupt mode 2 (step S2), and a stack pointer designation address is set to the stack pointer (step S3). After initialization of the built-in device (CTC (counter / timer) and PIO (parallel input / output port), which are built-in devices (built-in peripheral circuits)) is performed (step S4), the RAM is accessible (Step S5). In the interrupt mode 2, the address synthesized from the value (1 byte) of the specific register (I register) built in the CPU 56 and the interrupt vector (1 byte: least significant bit 0) output from the built-in device is This mode indicates an interrupt address.

  Next, the CPU 56 checks the state of the output signal (clear signal) of a clear switch (for example, mounted on the power supply board) input via the input port (step S6). When the ON is detected in the confirmation, the CPU 56 executes normal initialization processing (steps S10 to S15).

  If the clear switch is not on, check whether data protection processing of the backup RAM area (for example, power supply stop processing such as addition of parity data) was performed when power supply to the gaming machine was stopped (Step S7). When it is confirmed that such protection processing is not performed, the CPU 56 executes initialization processing. Whether there is backup data in the backup RAM area is confirmed, for example, by the state of the backup flag set in the backup RAM area in the power supply stop process.

  After confirming that the power supply stop process has been performed, the CPU 56 checks the data in the backup RAM area (step S8). In this embodiment, a parity check is performed as a data check. Therefore, in step S8, the calculated checksum is compared with the checksum calculated and stored by the same process in the power supply stop process. When the power supply is stopped after an unexpected power failure or the like, the data in the backup RAM area should be saved, so the check result (comparison result) is normal (matched). That the check result is not normal means that the data in the backup RAM area is different from the data when the power supply is stopped. In such a case, since the internal state cannot be returned to the state when the power supply is stopped, an initialization process that is executed when the power is turned on is not performed when the power supply is stopped.

  If the check result is normal, the CPU 56 recovers the game state restoration process (steps S41 to S43) for returning the internal state of the game control means and the control state of the electrical component control means such as the effect control means to the state when the power supply is stopped. Process). Specifically, the start address of the backup setting table stored in the ROM 54 is set as a pointer (step S41), and the contents of the backup setting table are sequentially set in the work area (area in the RAM 55) (step S42). ). The work area is backed up by a backup power source. In the backup setting table, initialization data for an area that may be initialized in the work area is set. As a result of the processing in steps S41 and S42, the saved contents of the work area that should not be initialized remain as they are. The part that should not be initialized is, for example, data indicating the gaming state before the power supply is stopped (special symbol process flag, probability variation flag, time reduction flag, etc.), and the area where the output state of the output port is saved (output port buffer ), A portion in which data indicating the number of unpaid prize balls is set.

  Further, the CPU 56 transmits a power failure recovery designation command as an initialization command at the time of power supply recovery (step S43). Then, the process proceeds to step S14. In this embodiment, the CPU 56 also transmits, to the effect control board 80, a total pending storage number designation command in which the value of the total pending storage number counter stored in the backup RAM is set in the process of step S43. .

  In this embodiment, it is confirmed whether the data in the backup RAM area is stored using both the backup flag and the check data. However, only one of them may be used. That is, either the backup flag or the check data may be used as an opportunity for executing the game state restoration process.

  In the initialization process, the CPU 56 first performs a RAM clear process (step S10). The RAM clear process initializes predetermined data (for example, count value data of a counter for generating a random number for normal symbol determination) to 0, but an arbitrary value or a predetermined value It may be initialized to. In addition, the entire area of the RAM 55 may not be initialized, and predetermined data (for example, count value data of a counter for generating a random number for normal symbol determination) may be left as it is. Further, the start address of the initialization setting table stored in the ROM 54 is set as a pointer (step S11), and the contents of the initialization setting table are sequentially set in the work area (step S12).

  By the processing in steps S11 and S12, for example, a normal symbol per-determining random number counter, a special symbol buffer, a total prize ball number storage buffer, a special symbol process flag, and other flags for selectively performing processing according to the control state are initialized. Value is set.

  Further, the CPU 56 initializes a sub board (a board on which a microcomputer other than the main board 31 is mounted) (a command indicating that the game control microcomputer 560 has executed an initialization process). Is also transmitted to the sub-board (step S13). For example, when the effect control microcomputer 100 receives the initialization designation command, the effect display device 9 performs screen display for notifying that the control of the gaming machine has been performed, that is, initialization notification.

  Further, the CPU 56 executes a random number circuit setting process for initial setting of the random number circuit 503 (step S14). For example, the CPU 56 performs setting according to the random number circuit setting program to cause the random number circuit 503 to update the value of the random R.

  In step S15, the CPU 56 sets a register of the CTC built in the game control microcomputer 560 so that a timer interrupt is periodically taken every predetermined time (for example, 2 ms). That is, a value corresponding to, for example, 2 ms is set in a predetermined register (time constant register) as an initial value. In this embodiment, it is assumed that a timer interrupt is periodically taken every 2 ms.

  When the execution of the initialization process (steps S10 to S15) is completed, the CPU 56 repeatedly executes the display random number update process (step S17) and the initial value random number update process (step S18) in the main process. When the display random number update process and the initial value random number update process are executed, the interrupt disabled state is set (step S16). Set (step S19). In this embodiment, the display random number is a random number for determining the stop symbol of the special symbol when it is not a big hit, or a random number for determining whether to reach when it is not a big hit, The random number update process is a process for updating the count value of the counter for generating the display random number. The initial value random number update process is a process for updating the count value of the counter for generating the initial value random number. In this embodiment, the initial value random number is the initial value of the count value of the counter for generating a random number for determining whether or not to win for a normal symbol (normal random number generation counter for normal symbol determination). It is a random number to determine. A game control process for controlling the progress of the game, which will be described later (the game control microcomputer 560 controls game devices such as an effect display device, a variable winning ball device, a ball payout device, etc. provided in the game machine itself. In the process of transmitting a command signal to be controlled by another microcomputer, or a game machine control process), the count value of the random number for determination per normal symbol is one round (the random number for determination per normal symbol is taken). When the value is incremented by the number of values between the minimum value and the maximum value of the possible values), an initial value is set in the counter.

  In this embodiment, the reach effect is executed using an effect symbol (decorative symbol) variably displayed on the effect display device 9. Further, when the display result of the special symbol is a jackpot symbol, the reach effect is always executed. When the display result of the special symbol is not a jackpot symbol, the game control microcomputer 560 determines whether or not to execute the reach effect by lottery using a random number. However, it is the production control microcomputer 100 that actually executes the reach production control.

  When the timer interrupt occurs, the CPU 56 executes the timer interrupt process of steps S20 to S34 shown in FIG. In the timer interrupt process, first, a power-off detection process for detecting whether or not a power-off signal is output (whether or not an on-state is turned on) is executed (step S20). The power-off signal is output, for example, when a power supply monitoring circuit mounted on the power supply board detects a decrease in the voltage of the power supplied to the gaming machine. In the power-off detection process, when detecting that the power-off signal has been output, the CPU 56 executes a power supply stop process for saving necessary data in the backup RAM area. Next, detection signals from the gate switch 32a, the first start port switch 13a, the second start port switch 14a, and the count switch 23 are input via the input driver circuit 58, and their state is determined (switch processing: step S21). ).

  Next, the CPU 56 has a first special symbol display 8a, a second special symbol display 8b, a normal symbol display 10, a first special symbol hold storage display 18a, a second special symbol hold storage display 18b, a normal symbol. A display control process for controlling the display of the on-hold storage display 41 is executed (step S22). About the 1st special symbol display 8a, the 2nd special symbol display 8b, and the normal symbol display 10, a drive signal is output with respect to each display according to the content of the output buffer set by step S32, S33. Execute control.

  Also, a process of updating the count value of each counter for generating each random number for determination such as a random number for determination per ordinary symbol used for game control is performed (determination random number update process: step S23). The CPU 56 further performs a process of updating the count value of the counter for generating the initial value random number and the display random number (initial value random number update process, display random number update process: steps S24 and S25).

  Further, the CPU 56 performs special symbol process processing (step S26). In the special symbol process, corresponding processing is executed according to a special symbol process flag for controlling the first special symbol indicator 8a, the second special symbol indicator 8b, and the special winning award in a predetermined order. The CPU 56 updates the value of the special symbol process flag according to the gaming state.

  Next, normal symbol process processing is performed (step S27). In the normal symbol process, the CPU 56 executes a corresponding process according to the normal symbol process flag for controlling the display state of the normal symbol display 10 in a predetermined order. The CPU 56 updates the value of the normal symbol process flag according to the gaming state.

  Further, the CPU 56 performs a process of sending an effect control command to the effect control microcomputer 100 (effect control command control process: step S28).

  Further, the CPU 56 performs information output processing for outputting data such as jackpot information, start information, probability variation information supplied to the hall management computer, for example (step S29).

  Further, the CPU 56 executes a prize ball process for setting the number of prize balls based on detection signals from the first start port switch 13a, the second start port switch 14a and the count switch 23 (step S30). Specifically, the payout control micro mounted on the payout control board 37 in response to the winning detection based on any one of the first start port switch 13a, the second start port switch 14a and the count switch 23 being turned on. A payout control command (prize ball number signal) indicating the number of prize balls is output to the computer. The payout control microcomputer drives the ball payout device 97 in accordance with a payout control command indicating the number of winning balls.

  In this embodiment, a RAM area (output port buffer) corresponding to the output state of the output port is provided. However, the CPU 56 relates to on / off of the solenoid in the RAM area corresponding to the output state of the output port. The contents are output to the output port (step S31: output process).

  Further, the CPU 56 performs a special symbol display control process for setting special symbol display control data for effect display of special symbols in the output buffer for setting the special symbol display control data according to the value of the special symbol process flag ( Step S32). For example, if the variation speed is 1 frame / 0.2 seconds until the end flag is set when the start flag set in the special symbol process is set, the CPU 56, for example, every 0.2 seconds passes. Then, the value of the display control data set in the output buffer is incremented by one. Further, the CPU 56 outputs a drive signal in step S22 in accordance with the display control data set in the output buffer, whereby the first special symbol display unit 8a and the second special symbol display unit 8b Variable display of the second special symbol is executed.

  Further, the CPU 56 performs a normal symbol display control process for setting normal symbol display control data for effect display of the normal symbol in an output buffer for setting the normal symbol display control data according to the value of the normal symbol process flag ( Step S33). For example, when the start flag related to the variation of the normal symbol is set, the CPU 56 switches the display state (“◯” and “×”) for the variation rate of the normal symbol every 0.2 seconds until the end flag is set. With such a speed, the value of the display control data set in the output buffer (for example, 1 indicating “◯” and 0 indicating “x”) is switched every 0.2 seconds. Further, the CPU 56 outputs a normal signal on the normal symbol display 10 by outputting a drive signal in step S22 according to the display control data set in the output buffer.

  Thereafter, the interrupt permission state is set (step S34), and the process is terminated.

  With the above control, in this embodiment, the game control process is started every 2 ms. The game control process corresponds to the processes in steps S21 to S33 (excluding step S29) in the timer interrupt process. In this embodiment, the game control process is executed by the timer interrupt process. However, in the timer interrupt process, for example, only a flag indicating that an interrupt has occurred is set, and the game control process is performed by the main process. May be executed.

  When the shifted symbol is stopped and displayed on the first special symbol display 8a or the second special symbol display 8b and the effect display device 9, the variable display state of the effect symbol is changed after the variable display of the effect symbol is started. There may be a case where a predetermined combination of effects that does not reach reach is stopped and displayed without reaching reach. Such a variable display mode of the effect symbol is referred to as a variable display mode of “non-reach” (also referred to as “normally shift”) in a case where the variable display result is a loss symbol.

  When the shifted symbol is stopped and displayed on the first special symbol display 8a or the second special symbol display 8b and the effect display device 9, the variable display state of the effect symbol is started after the variable display of the effect symbol is started. After reaching the reach state, a reach effect is executed, and a combination of predetermined effect symbols that do not eventually become a jackpot symbol may be stopped and displayed. Such a variable display result of the effect design is referred to as a variable display mode of “reach” (also referred to as “reach out”) when the variable display result is “out of”.

  In this embodiment, when the jackpot symbol is stopped and displayed on the first special symbol display 8a or the second special symbol display 8b, the reach effect is executed after the variable display state of the effect symbol becomes the reach state. Eventually, the effect symbols are all stopped and displayed in the “left”, “middle”, and “right” symbol display areas 9L, 9C, and 9R on the effect display device 9.

  When “5”, which is a small hit, is stopped and displayed on the first special symbol display 8a or the second special symbol display 8b, the effect display variable display mode is “suddenly probable big hit” on the effect display device 9. In the same manner as in the case where the effect symbol is variably displayed, a predetermined small hit symbol (the same symbol as the sudden probability variation big hit symbol, for example, "135") may be stopped and displayed. The display effect in the effect display device 9 corresponding to the fact that “5”, which is the small hit symbol, is stopped and displayed on the first special symbol display 8a or the second special symbol indicator 8b is referred to as a “small hit” variable display mode. .

  Here, the small win is a hit that is allowed up to a small number of times that the big winning opening is opened compared to the big win (in this embodiment, the opening for 0.1 second is twice). When the small hit game ends, the game state does not change. That is, there is no transition from the probability variation state to the normal state or from the normal state to the certain variation state. In addition, the sudden probability change big hit is allowed up to a small number of times of opening of the big prize opening in the big hit gaming state (in this embodiment, the opening for 0.1 second is twice), but the opening time of the big prize opening is extremely large. It is a big hit that is a short jackpot and the game state after the big hit game is shifted to a probable state (that is, by doing so, it appears to the player as if it suddenly became a probable state) Is). In other words, in this embodiment, the sudden winning odds and the small wins have the same opening pattern of the big prize opening. By controlling in such a way, if the winning opening is opened twice for 0.1 seconds, it is impossible to recognize whether it is suddenly a big hit or a small hit, so a high probability state for the player (Probable change state) can be expected, and the interest of the game can be improved.

  FIG. 6 is an explanatory diagram showing the variation pattern of the effect symbol prepared in advance. As shown in FIG. 6, in this embodiment, the non-reach PA 1-1 to the non-reach are used as a variation pattern corresponding to the case where the variable display result is “out of” and the variable display mode of the effect design is “non-reach”. A variation pattern of reach PA1-4 is prepared. Further, normal PA2-1 to normal PA2-2, normal PB2-1 to normal PB2-2 are variations patterns corresponding to the case where the variable display result is “out of” and the variable display mode of the effect symbol is “reach”. Fluctuation patterns of super PA3-1 to super PA3-2 and super PB3-1 to super PB3-2 are prepared. As shown in FIG. 6, the re-variation is performed twice for the non-reach PA 1-4 variation pattern that is used when not reaching and has a pseudo-continuous effect. Of the variation patterns used for reaching and accompanied by pseudo-rendition, when normal PB2-1 is used, re-variation is performed twice. Of the fluctuation patterns used for reaching and accompanied by pseudo-continuous effects, when normal PB2-2 is used, re-variation is performed three times. Furthermore, when using super PA3-1 to super PA3-2 among the fluctuation patterns used for reaching and accompanied by pseudo-rendition effects, re-variation is performed four times.

  Further, as shown in FIG. 6, in this embodiment, normal PA2-3 to normal PA2-4, normal PB2 are used as variation patterns corresponding to the case where the variable symbol display result of the special symbol is a big hit symbol or a small hit symbol. -3 to Normal PB2-4, Super PA3-3 to SuperPA3-4, Super PB3-3 to Super PB3-4, Special PG1-1 to Special PG1-3, Special PG2-1 to Special PG2-2 Is prepared. In FIG. 6, the fluctuation patterns of special PG1-1 to special PG1-3 and special PG2-1 to special PG2-2 are fluctuation patterns used when sudden probability change big hit or small hit. Further, as shown in FIG. 6, when the normal PB2-3 is used among the fluctuation patterns that are used in the case of sudden sudden change not big hit or small hit and have the effect of the pseudo-continuous, re-change is performed twice. Of the fluctuation patterns used for reaching and accompanied by pseudo-rendition, when normal PB2-4 is used, re-variation is performed three times. Furthermore, when using super PA3-3 to super PA3-4 among the fluctuation patterns that are used for reaching and have a pseudo-continuous effect, re-variation is performed four times. Further, the re-variation is performed twice for the variation pattern of the special PG 1-3 that is used in the case of a sudden probability big hit or small hit and has a pseudo-continuous effect.

  In this embodiment, as shown in FIG. 6, when the variation time is fixedly determined according to the type of reach (for example, the variation time is 32 in the case of Super Reach A with pseudo-ream). In the case of Super Reach A without pseudo-ream, the fluctuation time is fixed at 22.75 seconds). For example, even in the case of the same type of Super Reach Depending on the total number of pending storage, the variation time may be varied. For example, even when the same type of super reach is involved, the variation time may be shortened as the total number of pending storage increases. Also, for example, even in the case of the same type of super reach, when the variable display of the first special symbol is performed, the variable time may be varied according to the first reserved memory number. When the variable display of the two special symbols is performed, the variable time may be varied according to the second reserved memory number. In this case, a separate determination table is prepared for each value of the first reserved memory number and the second reserved memory number (for example, the variation pattern type determination table for the reserved memory numbers 0 to 2 and the reserved memory numbers 3 and 4). For example, a determination table may be selected according to the value of the first reserved memory number or the second reserved memory number, and the change time may be varied.

FIG. 7 is an explanatory diagram showing each random number. Each random number is used as follows.
(1) Random 1 (MR1): Determines the type of jackpot (normal jackpot, probability variation jackpot, sudden probability variation jackpot described later) (for jackpot type determination)
(2) Random 2 (MR2): The type (type) of the variation pattern is determined (for variation pattern type determination)
(3) Random 3 (MR3): A variation pattern (variation time) is determined (for variation pattern determination)
(4) Random 4 (MR4): Determines whether or not to generate a hit based on a normal symbol (for normal symbol hit determination)
(5) Random 5 (MR5): Determine the initial value of random 4 (for determining the initial value of random 4)

  In this embodiment, the variation pattern is first determined by using the variation pattern type determination random number (random 2) and then by using the variation pattern determination random number (random 3). One of the variation patterns included in the pattern type is determined. Thus, in this embodiment, the variation pattern is determined by a two-stage lottery process.

  The variation pattern type is a group of a plurality of variation patterns according to the characteristics of the variation mode. For example, a plurality of variation patterns are grouped by reach type, and include a variation pattern type including a variation pattern with normal reach, a variation pattern type including a variation pattern with super reach A, and a variation pattern with super reach B. It may be divided into variable pattern types. Further, for example, a plurality of variation patterns are grouped by the number of re-variations of pseudo-continuations, a variation pattern type including a variation pattern without pseudo-reams, a variation pattern type including a variation pattern of less than two re-variations, It may be divided into a variation pattern type including a variation pattern of three re-variations and a variation pattern type including a variation pattern of four re-variations. Further, for example, a plurality of variation patterns may be grouped according to the presence / absence of a specific effect such as a pseudo ream or a slip effect.

  In this embodiment, as will be described later, in the case of a probable big hit, a normal CA3-1 which is a variation pattern type including a variation pattern with only normal reach, and a variation pattern with normal reach and pseudo-continuity are included. It is classified into normal CA3-2 which is a variation pattern type, and super CA3-3 and super CA3-4 which are variation pattern types with super reach. Further, in the case of a normal big hit, a normal CA3-1 that is a variation pattern type including a variation pattern with only normal reach, a normal CA3-2 that is a variation pattern type including a variation pattern with normal reach and pseudo-continuity, It is classified into super CA 3-4 which is a variation pattern type with super reach. In addition, in the case of sudden probability variation big hit, it is classified into special CA4-1 that is a variation pattern type including a non-reach variation pattern and special CA4-2 that is a variation pattern type including a variation pattern with reach. ing. Further, in the case of small hits, it is classified into special CA4-1 which is a variation pattern type including a non-reach variation pattern. Further, in the case of a deviation, it is a non-reach CA 2-1 that is a variation pattern type including a variation pattern with no reach and a specific effect, and a variation pattern type that includes a change pattern with a specific effect without a reach. Non-reach CA2-2, non-reach CA2-3 which is a variation pattern type including a variation pattern of shortened variation without reach and specific effects, and normal CA2-4 which is a variation pattern type including a variation pattern with only normal reach Normal CA2-5 which is a variation pattern type including a variation pattern with normal reach and three re-variation pseudo-continuations and Normal CA2 which is a variation pattern type including a variation pattern with normal reach and two re-variation pseudo-continuations -6 and super CA2-7 which is a variation pattern type with super reach Are the type divided into.

  In step S23 in the game control process shown in FIG. 5, the game control microcomputer 560 uses a counter for generating the jackpot type determination random number (1) and the random number for determination per ordinary symbol (4). Count up (add 1). That is, they are determination random numbers, and other random numbers are display random numbers (random 2, random 3) or initial value random numbers (random 5). In addition, in order to improve a game effect, you may use random numbers other than said random number. In this embodiment, a random number generated by hardware incorporated in the game control microcomputer 560 (or hardware external to the game control microcomputer 560) is used as the jackpot determination random number.

  FIG. 8A is an explanatory diagram showing a jackpot determination table. The jackpot determination table is a collection of data stored in the ROM 54 and is a table in which a jackpot determination value to be compared with the random R is set. The jackpot determination table includes a normal-time jackpot determination table used in a normal state (a gaming state that is not a probability change state) and a probability change jackpot determination table used in a probability change state. Each value described in the left column of FIG. 8 (A) is set in the normal jackpot determination table, and each value described in the right column of FIG. 8 (A) is set in the probability change jackpot determination table. Is set. The numerical value described in FIG. 8A is a jackpot determination value.

  8B and 8C are explanatory diagrams showing a small hit determination table. The small hit determination table is a collection of data stored in the ROM 54 and is a table in which a small hit determination value to be compared with the random R is set. The small hit determination table includes a small hit determination table (for the first special symbol) used when the variable display of the first special symbol is performed, and a small hit determination table used when the variable display of the second special symbol is performed. (For the second special symbol). Each value described in FIG. 8B is set in the small hit determination table (for the first special symbol), and in the small hit determination table (for the second special symbol), the values shown in FIG. Each numerical value listed is set. Moreover, the numerical values described in FIGS. 8B and 8C are small hit determination values.

  The CPU 56 extracts the count value of the random number circuit 503 at a predetermined time and sets the extracted value as the value of the big hit determination random number (random R). The big hit determination random number is shown in FIG. If it matches any of the big hit determination values, the special symbol is decided to be a big hit (a normal big hit, a probability variation big hit, and a sudden probability variation big hit described later). Further, when the big hit determination random number value matches one of the small hit determination values shown in FIGS. 8B and 8C, it is determined to make a small hit for the special symbol. Note that the “probability” shown in FIG. 8A indicates the probability (ratio) of a big hit. Further, “probabilities” shown in FIGS. 8B and 8C indicate the probability (ratio) of small hits. Further, deciding whether or not to win a jackpot means deciding whether or not to shift to the jackpot gaming state, but the stop symbol in the first special symbol display 8a or the second special symbol display 8b is determined. It also means deciding whether or not to make a jackpot symbol. Further, determining whether or not to make a small hit means determining whether or not to shift to the small hit gaming state, but stopping in the first special symbol display 8a or the second special symbol display 8b. It also means determining whether or not the symbol is to be a small hit symbol.

  In this embodiment, as shown in FIGS. 8B and 8C, when the small hit determination table (for the first special symbol) is used, the small hit is determined at a ratio of 1/300. On the other hand, when using the small hit determination table (second special symbol), a case where the small hit is determined at a ratio of 1/3000 will be described. Therefore, in this embodiment, when the start winning prize is given to the first start winning opening 13 and the first special symbol variation display is executed, the start winning prize is given to the second starting winning prize slot 14 and the second special symbol is displayed. The ratio determined as “small hit” is higher than when the variable display is executed.

  FIGS. 8D and 8E are explanatory diagrams showing the jackpot type determination tables 131a and 131b stored in the ROM 54. FIG. Among these, FIG. 8 (D) determines the jackpot type using the hold memory based on the game ball having won the first start winning opening 13 (that is, when the variable display of the first special symbol is performed). This is a jackpot type determination table (for the first special symbol) 131a. Further, FIG. 8E shows a case where the jackpot type is determined using the holding memory based on the fact that the game ball has won the second start winning opening 14 (that is, when the variation display of the second special symbol is performed). Is a jackpot type determination table (for the second special symbol) 131b.

  The jackpot type determination tables 131a and 131b, when it is determined that the variable display result is a jackpot symbol, based on the random number (random 1) for determining the jackpot type, the jackpot type is set to “normal jackpot”, “ This table is referred to in order to determine one of “probability big hit” and “sudden probability big hit”. In this embodiment, as shown in FIGS. 8D and 8E, ten determination values are assigned to “suddenly probable big hit” in the big hit type determination table 131a (40 minutes). 3 is assigned to the jackpot type determination table 131b for “sudden probability change big hit” (a ratio of 3/40). Will be suddenly determined to be a promising big hit). Therefore, in this embodiment, when the start winning prize is given to the first start winning opening 13 and the first special symbol variation display is executed, the start winning prize is given to the second starting winning prize slot 14 and the second special symbol is displayed. Compared with the case where the variable display is executed, the ratio determined as “suddenly probable big hit” is high. Note that “sudden probability variation big hit” is assigned only to the first special symbol jackpot type determination table 131a, and “sudden probability variation big hit” is not assigned to the second special symbol big hit type determination table 131b (ie, It may be determined that “suddenly probable big hit” may be determined only when the variable display of the first special symbol is performed.

  In this embodiment, as shown in FIGS. 8D and 8E, as the first specific gaming state to which a predetermined amount of gaming value is given, there are two rounds of sudden probabilistic big hits and more than the gaming value. The case where 15 rounds of big hit (probable big hit or normal big hit) is determined as the second specific gaming state to which the amount of gaming value is given will be explained. However, when the variable display of the first special symbol is executed, Although the case where it is determined to be one specific gaming state is shown, the gaming value to be given is not limited to the number of rounds as shown in this embodiment. For example, as compared with the first specific gaming state, the second specific gaming state in which the allowable amount of the winning number (count number) of game balls to the big winning opening per round is increased as the gaming value is determined. Also good. Further, for example, as compared with the first specific gaming state, the second specific gaming state in which the opening time of the big winning opening per game during the big hit may be determined as the gaming value. In addition, for example, even if the same 15 round big hits, the first specific gaming state that opens the big winning opening once per round and the second specific gaming state that opens the big winning opening multiple times per round It may be prepared to increase the gaming value of the second specific gaming state by substantially increasing the number of times the special winning opening is opened. In this case, for example, in any case of the first specific gaming state or the second specific gaming state, when the big winning opening is opened 15 times (in this case, all 15 rounds in the case of the first specific gaming state) In the case of the second specified gaming state, there is an undigested round remaining), and an effect in a manner that encourages whether or not the big hit continues (so-called rank-up bonus effect) You may make it perform. And in the case of the first specific gaming state, all the 15 rounds have been finished internally, so the big hit game is finished, and in the case of the second specific gaming state, there remains an undigested round internally. For this reason, the jackpot game may be continued (the effect that the bonus winning opening is additionally started with a bonus after finishing the bonus hit of 15 times).

  The “probability change big hit” is a big hit that is controlled to a 15-round big hit gaming state and shifts to the probable change state after the big hit gaming state ends. Further, the “ordinary big hit” is a big hit that is controlled to a 15-round big hit gaming state and is not shifted to the probability change state after the big hit gaming state is finished (in this embodiment, only the short time state is transferred).

  The big hit type determination tables 131a and 131b are numerical values to be compared with a random 1 value, and corresponding to the “normal big hit”, “probability variable big hit”, and “suddenly probable big hit” (big hit type determination value) ) Is set. When the value of random 1 matches any of the jackpot type determination values, the CPU 56 determines the jackpot type as a type corresponding to the matched jackpot type determination value.

  9A to 9C are explanatory diagrams showing the big hit variation pattern type determination tables 132A to 132C. The jackpot variation pattern type determination tables 132A to 132C, when it is determined that the variable display result is a jackpot symbol, the variation pattern type is determined according to the determination result of the jackpot type, and a random number for determining the variation pattern type. It is a table that is referred to in order to determine one of a plurality of types based on (Random 2).

  Each of the big hit variation pattern type determination tables 132A to 132C includes numerical values (determination values) to be compared with random number (random 2) values for variation pattern type determination, which are normal CA3-1 to normal CA3-2, A determination value corresponding to one of the variation pattern types of super CA3-3 to super CA3-4, special CA4-1, and special CA4-2 is set.

  For example, the big hit variation pattern type determination table 132A shown in FIG. 9A used when the big hit type is “normal big hit”, and FIG. 9B used when the big hit type is “probable big hit”. In the big hit variation pattern type determination table 132B shown in FIG. 2, the assignment of determination values to the variation pattern types of the normal CA3-1 to normal CA3-2 is different. The big hit variation pattern type determination table 132B is assigned a decision value for the super CA 3-3, whereas the big hit variation pattern type decision table 132A has a decision value for the super CA 3-3. Is not assigned.

  As described above, when the big hit variation pattern type determination tables 132A to 132C selected according to the big hit type are compared, the assignment of the determination value to each fluctuation pattern type is different according to the big hit type. Also, determination values are assigned to different variation pattern types depending on the jackpot type. Therefore, different variation pattern types can be determined according to the determination result of whether the big hit type is a plurality of types, and the ratio determined for the same variation pattern type can be varied.

  In this embodiment, as shown in FIGS. 9A and 9B, in the case of normal big hit or probable big hit, the random number (random 2) for determining the variation pattern type is 150 to 251. If so, it can be seen that a variable display with at least super reach (super reach A, super reach B) is executed.

  In the big hit variation pattern type determination table 132C used when the big hit type is “suddenly probable big hit”, for example, when the big hit type such as special CA4-1 or special CA4-2 is other than “suddenly probable big hit”. A determination value is assigned to a variation pattern type to which no determination value is assigned. Therefore, when the variable display result is “big hit” and the big hit type is “suddenly probable big hit”, when the control is made to the two round big hit state, the variation pattern type is different from the case of controlling to the 15 round big hit state. Can be determined.

  FIG. 9D is an explanatory diagram showing a small hit variation pattern type determination table 132D. The small hit variation pattern type determination table 132D has a plurality of variation pattern types based on a random number (random 2) for variation pattern type determination when it is determined that the variable display result is a small hit symbol. It is a table that is referred to in order to determine any of the above. In this embodiment, as shown in FIG. 9D, when it is determined to be a small hit, the case where the special CA4-1 is determined as the variation pattern type is shown. .

  FIGS. 10A to 10C are explanatory diagrams showing the deviation variation pattern type determination tables 135A to 135C. Among these, FIG. 10 (A) shows a loss variation pattern type determination table 135A used when the gaming state is the normal state and the total number of pending storages is less than three. FIG. 10B shows a loss variation pattern type determination table 135B used when the gaming state is the normal state and the total number of pending storages is 3 or more. FIG. 10C shows a variation pattern type determination table 135C for loss that is used when the gaming state is a probability variation state or a time saving state. The deviation variation pattern type determination tables 135A to 135C have a plurality of variation pattern types based on a random number (random 2) for variation pattern type determination when it is determined that the variable display result is an off symbol. It is a table that is referred to in order to determine any of the above.

  Note that the example shown in FIG. 10 shows a case where separate variation pattern type determination tables 135B and 135C are used for the case where the gaming state is the probability change state or the short-time state and the case where the total pending storage number is 3 or more. However, a common variation pattern type determination table for losing may be used in the case of the probability variation state or the time-short state and the case where the total number of pending storages is 3 or more. Further, in the example shown in FIG. 10C, a case of using one probability variation / short-time deviation variation pattern type determination table 135C is shown, but a probability variation / short-time state variation pattern type determination table is used. A plurality of deviation variation pattern determination tables (tables with different ratios of determination values) corresponding to the total number of pending storages may be used.

  In this embodiment, when the gaming state is the normal state, the deviation variation pattern type determination table 135A used when the total pending storage number is less than 3 and the total pending storage number is 3 or more. In this example, two types of tables are used, namely, the deviation variation pattern type determination table 135B. However, the method of dividing the variation variation pattern type determination table is not limited to that shown in this embodiment. For example, a separate deviation variation pattern type determination table may be provided for each value of the total pending storage number (that is, for the total pending storage number 0, for the total pending storage number 1, for the total pending storage number 2) , The deviation variation pattern type determination table for the total pending storage number 3, for the total pending storage number 4... May be used separately). Further, for example, a deviation variation pattern type determination table corresponding to a combination of a plurality of other values stored in the total number of pending storages may be used. For example, a deviation variation pattern type determination table for the total pending storage number 0 to 2, for the total pending storage number 3, for the total pending storage number 4, and so on may be used.

  Further, in this embodiment, a case is shown in which a plurality of deviation variation pattern type determination tables are provided according to the total number of reserved storages, but deviation variation pattern type determination is performed according to the first and second reserved memory numbers. A plurality of tables may be provided. For example, when the variable display of the first special symbol is performed, a deviation variation pattern type determination table prepared separately for each value of the first reserved memory number may be used (that is, the first reserved memory number). The deviation variation pattern type determination table for 0, for the first reserved memory number, for the first reserved memory number for 2, for the first reserved memory number for three, for the first reserved memory number for four, etc. Each may be used separately). Further, for example, a deviation variation pattern type determination table corresponding to a combination of a plurality of other values of the first reserved storage number may be used. For example, a deviation variation pattern type determination table for the first reserved memory number 0 to 2, the first reserved memory number 3, the first reserved memory number 4, and so on may be used. Even in this case, when the first reserved memory number and the second reserved memory number are large (for example, 3 or more), it may be configured such that a variation pattern type including a variation pattern with a short variation time is easily selected. .

  Each of the deviation variation pattern type determination tables 135A to 135B includes a numerical value (determination value) to be compared with a random number (random 2) value for variation pattern type determination, which is non-reach CA2-1 to non-reach CA2-. 3, a determination value corresponding to one of the variation pattern types of normal CA2-4 to normal CA2-6 and super CA2-7 is set.

  As shown in FIGS. 10A to 10C, in this embodiment, if the random pattern random number (random 2) for determining the variation pattern type is 230 to 251 in the case of being out of place, It can be seen that at least super-reach (super-reach A, super-reach B) is displayed regardless of the gaming state and the total number of pending storages.

  Also, as shown in FIGS. 10A and 10B, in this embodiment, when the game state is out of the game and the game state is the normal state, the value of the random number (random 2) for determining the variation pattern type Is 1 to 89, it is understood that the fluctuation display of the normal fluctuation is executed at least without the reach (without the specific effect such as the pseudo-ream or the slide effect) regardless of the total number of the pending storage. Due to such a table configuration, in this embodiment, the determination table (displacement variation pattern type determination table 135A, 135B) includes at least one of the variable display patterns other than the reach variable display pattern (variation pattern with reach). Regardless of the number of rights (first reserved memory number, second reserved memory number, combined reserved memory number) stored in the reserved memory means (first reserved memory buffer or second reserved memory buffer) for a part, Common determination values (1 to 89 in the examples shown in FIGS. 10A and 10B) are assigned. Note that the “variable display pattern other than the reach variable display pattern” means, for example, a variable display result without a reach, a specific effect such as a pseudo-ream or a slip effect, as shown in this embodiment. Is a variable display pattern (fluctuation pattern) that is used when the big hit is not a big hit. Further, as shown in FIGS. 10A and 10B, the “variable display pattern other than the reach variable display pattern” is such a variable display pattern and includes a determination table (displacement variation pattern type determination table). 135A, 135B) are the variable display patterns to which the most judgment values are assigned (for example, in the example shown in FIGS. 10A and 10B, 89 judgment values from 1 to 89, which are the most, are assigned). Is).

  In this embodiment, as shown in FIG. 10, the case where the common big hit variation pattern type determination table is used regardless of the current gaming state is shown. Depending on whether the time is short or normal, a big hit variation pattern type determination table prepared separately may be used. In this embodiment, when the total number of pending storages is 3 or more, the variation pattern for shortening variation is determined by selecting the variation pattern type determination table for shortening shown in FIG. 10B. Although the case where it is configured so that there is a case is shown, the total number of reserved memories (the first reserved memory number or the second reserved memory number may be used) when the variation pattern of the shortening variation can be selected according to the current gaming state ) May be different. For example, when the gaming state is the normal state, when the total number of reserved memory is 3 (or when the first reserved memory number or the second reserved memory number is 2, for example), The variation pattern type determination table for loss is selected so that the variation pattern of the shortened variation may be determined. When the gaming state is a short-time state or a probable variation state, the total number of pending storages is smaller 1 or 2 (Or, for example, even when the first reserved memory number and the second reserved memory number are smaller 0 or 1), the variation pattern type of shortening variation is selected by selecting the shortening variation pattern type determination table. It may be determined.

  FIGS. 11A and 11B are explanatory views showing hit variation pattern determination tables 137A to 137B stored in the ROM 54. FIG. The hit variation pattern determination tables 137A to 137B determine the variation pattern according to the determination result of the big hit type or the variation pattern type when it is determined that the variable display result is “big hit” or “small hit”. This is a table that is referred to in order to determine a variation pattern as one of a plurality of types based on a random number (random 3). Each of the variation pattern determination tables 137A to 137B is selected as a usage table according to the determination result of the variation pattern type. That is, the hit variation pattern determination table 137A is selected as the use table in accordance with the determination result that the variation pattern type is any one of normal CA3-1 to normal CA3-2 and super CA3-3 to super CA3-4. The hit variation pattern determination table 137B is selected as the use table in accordance with the determination result that the variation pattern type is either special CA4-1 or special CA4-2. Each hit variation pattern determination table 137A to 137B is a numerical value (determination value) to be compared with a random pattern random number (random 3) value according to the variation pattern type, and the variable display result of the effect symbol is Data (determination value) corresponding to any of a plurality of types of variation patterns corresponding to the case of “big hit” is included.

  In the example shown in FIG. 11A, as the variation pattern types, normal CA3-1, which is a variation pattern type including a variation pattern with only normal reach, and a variation pattern type including a variation pattern with normal reach and pseudo-continuity are used. There is a case where classification is made into a normal CA 3-2 and a super CA 3-3 and a super CA 3-4 which are fluctuation pattern types including a fluctuation pattern with super reach (which may be accompanied by a pseudo-ream together with super reach). It is shown. In the example shown in FIG. 11B, as the variation pattern type, a special CA4-1 that is a variation pattern type including a non-reach variation pattern and a special CA4- that is a variation pattern type including a variation pattern with reach are used. 2 shows a case of classification into two. In FIG. 11B, the variation pattern type may be divided according to the presence / absence of a specific effect such as a pseudo-ream or a slip effect instead of being classified according to the presence / absence of reach. In this case, for example, the special CA 4-1 includes a special PG 1-1 and a special PG 2-1 that are fluctuation patterns not accompanied by a specific effect, and the special CA 4-2 includes a special PG 1-2, a special effect PG 1-2, and a special effect. You may comprise so that PG1-3 and special PG2-2 may be included.

  FIG. 12 is an explanatory diagram showing a deviation variation pattern determination table 138A stored in the ROM 54. As shown in FIG. The deviation variation pattern determination table 138A is based on the random number (random 3) for variation pattern determination according to the determination result of the variation pattern type when it is determined that the variable display result is “out of range”. It is a table referred to in order to determine any one of a plurality of types of variation patterns. The deviation variation pattern determination table 138A is selected as a usage table according to the determination result of the variation pattern type.

  FIG. 13 and FIG. 14 are explanatory diagrams showing an example of the contents of the effect control command transmitted by the game control microcomputer 560. In the example shown in FIG. 13 and FIG. 14, the command 80XX (H) is an effect control command (variation pattern command) for designating a variation pattern of the effect symbol that is variably displayed on the effect display device 9 in response to variable display of the special symbol. (Each corresponding to a variation pattern XX). That is, when a unique number is assigned to each of the usable variation patterns shown in FIG. 6, there is a variation pattern command corresponding to each variation pattern specified by the number. “(H)” indicates a hexadecimal number. The effect control command for designating the variation pattern is also a command for designating the start of variation. Therefore, when receiving the command 80XX (H), the effect control microcomputer 100 controls the effect display device 9 to start variable display of effect symbols.

  Commands 8C01 (H) to 8C05 (H) are effect control commands indicating whether or not to make a big hit, whether or not to make a big hit, and a big hit type. The effect control microcomputer 100 determines the display result of the effect symbols in response to the reception of the commands 8C01 (H) to 8C05 (H), and the commands 8C01 (H) to 8C05 (H) are referred to as display result designation commands.

  Command 8D01 (H) is an effect control command (first symbol variation designation command) indicating that variable display (variation) of the first special symbol is started. Command 8D02 (H) is an effect control command (second symbol variation designation command) indicating that variable display (variation) of the second special symbol is started. The first symbol variation designation command and the second symbol variation designation command may be collectively referred to as a special symbol specifying command (or symbol variation designation command). Note that information indicating whether to start variable display of the first special symbol or variable display of the second special symbol may be included in the variation pattern command.

  The command 8F00 (H) is an effect control command (symbol confirmation designation command) indicating that the variable display (fluctuation) of the effect symbol is terminated and the display result (stop symbol) is derived and displayed. When receiving the symbol confirmation designation command, the effect control microcomputer 100 ends the variable display (fluctuation) of the effect symbol and derives and displays the display result.

  Command 9000 (H) is an effect control command (initialization designation command: power-on designation command) transmitted when power supply to the gaming machine is started. Command 9200 (H) is an effect control command (power failure recovery designation command) transmitted when power supply to the gaming machine is resumed. When the power supply to the gaming machine is started, the gaming control microcomputer 560 transmits a power failure recovery designation command if data is stored in the backup RAM, and if not, initialization designation is performed. Send a command.

  Command 95XX (H) is an effect control command (winning time determination result designation command) indicating the contents of the winning time determination result. In this embodiment, in a winning effect process (see FIG. 20), which will be described later, the game control microcomputer 560 determines which variation pattern type is to be used when starting winning. Then, a value for specifying the variation pattern type as the determination result is set in the EXT data of the determination result specifying result command at the time of winning, and control for transmission to the effect control microcomputer 100 is performed.

  FIG. 15 is an explanatory diagram showing an example of the contents of the winning determination result specifying command. As shown in FIG. 15, in this embodiment, which of the first start winning opening 13 or the second starting winning opening 14 is determined when winning is determined, and which variation pattern type is determined when starting winning. A value is set in the EXT data according to whether or not it is determined that a winning determination result designation command is transmitted. For example, when it is determined that the variation pattern type is non-reach CA2-1 at the time of start winning at the first start winning opening 13, (00 (H)) is set in the EXT data. A winning determination result designation command is transmitted. Further, for example, when it is determined that the variation pattern type is super CA2-7 (super reach is lost) at the time of starting winning the first starting winning opening 13, “06 (H)” is set in the EXT data. The winning determination result designation command is transmitted. Also, for example, when it is determined that the variation pattern type is super CA3-4 (super reach big hit) at the time of starting winning at the first starting winning opening 13, “0A (H)” is set in the EXT data. The winning determination result designation command is transmitted. Further, for example, when it is determined that the variation pattern type is non-reach CA2-1 (non-reach deviation) at the time of start winning at the second start winning opening 14, “10 (H)” is set in the EXT data. The set winning determination result designation command is transmitted. Further, for example, when it is determined that the variation pattern type is super CA2-7 (super reach is lost) at the start winning to the second start winning opening 14, “16 (H)” is set in the EXT data. The winning determination result designation command is transmitted. Further, for example, when it is determined that the variation pattern type is super CA3-4 (super reach big hit) at the time of starting winning the second starting winning opening 14, “1A (H)” is set in the EXT data. The winning determination result designation command is transmitted. In addition, the value of the EXT data is set according to the determined variation pattern type, and a winning determination result designation command is transmitted.

  Command 9F00 (H) is an effect control command (customer waiting demonstration designation command) for designating a customer waiting demonstration.

  The commands A001 to A003 (H) are effect control commands for displaying the fanfare screen, that is, designating the start of the big hit game (big hit start designation command: fanfare designation command). The jackpot start designation command includes a jackpot start 1 designation command, a jackpot start designation 2 designation command, and a small hit / sudden probability sudden change jackpot start designation command corresponding to the type of jackpot. Note that the game control microcomputer 560 may be configured to transmit a fanfare designation command for suddenly probable big hit start designation in the case of a sudden big hit, but not to send a fanfare designation command in the case of a small hit. Good.

  The command A1XX (H) is an effect control command (special command during opening of a big winning opening) indicating a display during the opening of the big winning opening for the number of times (round) indicated by XX. A2XX (H) is an effect control command (designation command after opening the big winning opening) indicating the closing of the big winning opening for the number of times (round) indicated by XX.

  The command A301 (H) is an effect control command for displaying the jackpot end screen, that is, the end of the jackpot game and specifying that the jackpot game is normally a big jackpot (a jackpot end 1 designation command: an ending 1 designation command). is there. Command A302 (H) is an effect control command for displaying the jackpot end screen, that is, the end of the jackpot game and specifying that it is a probable big hit (big hit end 2 designation command: ending 2 designation command). is there. Command A 303 (H) is an effect control command (small hit / sudden probability sudden change big hit end designation command: ending 3 designation command) that designates the end of the small hit game or the sudden probability change big hit game. The game control microcomputer 560 may be configured to transmit an ending designation command for suddenly probable big hit end designation in the case of a sudden big hit, but not to send an ending designation command in the case of a small hit. Good.

  Command B000 (H) is an effect control command (normal state designation command) that designates that the gaming state is a normal state. Command B001 (H) is an effect control command (time-short state designation command) for designating that the gaming state is a time-short state (not including the probability variation state). Command B002 (H) is an effect control command (probability change state designation command) for designating that the gaming state is a probability change state.

  Command C0XX (H) is an effect control command (first reserved memory number designation command) for designating the first reserved memory number. “XX” in the command C0XX (H) indicates the first reserved storage number. Command C1XX (H) is an effect control command (second reserved memory number designation command) that designates the second reserved memory number. “XX” in the command C1XX (H) indicates the second reserved storage number.

  The effect control microcomputer 100 (specifically, the effect control CPU 101) mounted on the effect control board 80 receives the above-described effect control command from the game control microcomputer 560 mounted on the main board 31. Then, the display state of the image display device 9 is changed according to the contents shown in FIGS. 13 and 14, the display state of the lamp is changed, and the sound number data is output to the audio output board 70. To do.

  For example, the game control microcomputer 560 designates the variation pattern of the effect symbol whenever there is a start prize and variable display of the special symbol is started on the first special symbol display 8a or the second special symbol display 8b. The variation pattern command and the display result designation command are transmitted to the production control microcomputer 100.

  In this embodiment, the effect control command has a 2-byte structure, the first byte represents MODE (command classification), and the second byte represents EXT (command type). The first bit (bit 7) of the MODE data is always set to “1”, and the first bit (bit 7) of the EXT data is always set to “0”. Note that such a command form is an example, and other command forms may be used. For example, a control command composed of 1 byte or 3 bytes or more may be used.

  In addition, as the transmission method of the effect control command, the effect control command data is output from the main board 31 to the effect control board 80 via the relay board 77 by the eight parallel signal lines of the effect control signals CD0 to CD7, In addition to the effect control command data, a method of outputting a pulse-shaped (rectangular wave-shaped) capture signal (effect control INT signal) for instructing capture of the effect control command data is used. The 8-bit effect control command data of the effect control command is output in synchronization with the effect control INT signal. The effect control microcomputer 100 mounted on the effect control board 80 detects that the effect control INT signal has risen, and starts a 1-byte data capturing process through an interrupt process.

  In the example shown in FIG. 13 and FIG. 14, the variable pattern command and the display result designation command are displayed as variable display (variation) of the effect symbol corresponding to the variation of the first special symbol on the first special symbol display 8 a and the second special symbol. Image display that can be used in common with variable display (variation) of the effect symbol corresponding to the variation of the second special symbol on the symbol display 8b, and that produces an effect with the variable display of the first special symbol and the second special symbol. It is possible to prevent an increase in the types of commands transmitted from the game control microcomputer 560 to the effect control microcomputer 100 when controlling the effect parts such as the device 9.

  FIGS. 16 and 17 are flowcharts showing an example of a special symbol process (step S26) program executed by the game control microcomputer 560 (specifically, the CPU 56) mounted on the main board 31. As described above, in the special symbol process, a process for controlling the first special symbol display 8a or the second special symbol display 8b and the special winning opening is executed. In the special symbol process, the CPU 56 turns on the first start winning opening 13 when the first start opening switch 13a for detecting that the game ball has won the first start winning opening 13 is turned on. If a winning has occurred, a first start port switch passage process is executed (steps S311 and S312). If the second start port switch 14a for detecting that the game ball has won the second start winning port 14 is turned on, that is, the start winning to the second start winning port 14 has occurred. Then, the second start port switch passage process is executed (steps S313, S314). Then, any one of steps S300 to S310 is performed. If the first start winning port switch 13a or the second start port switch 14a is not turned on, any one of steps S300 to S310 is performed according to the internal state.

  The processes in steps S300 to S310 are as follows.

  Special symbol normal processing (step S300): Executed when the value of the special symbol process flag is zero. When the game control microcomputer 560 is in a state where variable display of the special symbol can be started, the game control microcomputer 560 checks the number of numerical data stored in the reserved storage number buffer (total number of reserved storage). The stored number of numerical data stored in the pending storage number buffer can be confirmed by the count value of the total pending storage number counter. If the count value of the total pending storage number counter is not 0, it is determined whether or not the display result of the variable display of the first special symbol or the second special symbol is a big hit. In case of big hit, set big hit flag. Then, the internal state (special symbol process flag) is updated to a value (1 in this example) according to step S301. The jackpot flag is reset when the jackpot game ends.

  Fluctuation pattern setting process (step S301): This process is executed when the value of the special symbol process flag is 1. Also, the variation pattern is determined, and the variation time in the variation pattern (variable display time: the time from the start of variable display until the display result is derived and displayed (stop display)) is defined as the variation display variation time of the special symbol Decide to do. Also, a variable time timer for measuring the special symbol variable time is started. Then, the internal state (special symbol process flag) is updated to a value (2 in this example) corresponding to step S302.

  Display result designation command transmission process (step S302): This process is executed when the value of the special symbol process flag is 2. Control for transmitting a display result designation command to the production control microcomputer 100 is performed. Then, the internal state (special symbol process flag) is updated to a value (3 in this example) corresponding to step S303.

  Special symbol changing process (step S303): This process is executed when the value of the special symbol process flag is 3. When the variation time of the variation pattern selected in the variation pattern setting process elapses (the variation time timer set in step S301 times out, that is, the variation time timer value becomes 0), the internal state (special symbol process flag) is stepped. Update to a value corresponding to S304 (4 in this example).

  Special symbol stop process (step S304): executed when the value of the special symbol process flag is 4. The variable display on the first special symbol display 8a or the second special symbol display 8b is stopped, and the stop symbol is derived and displayed. In addition, control for transmitting a symbol confirmation designation command to the effect control microcomputer 100 is performed. If the big hit flag is set, the internal state (special symbol process flag) is updated to a value (5 in this example) corresponding to step S305. If the small hit flag is set, the internal state (special symbol process flag) is updated to a value (8 in this example) corresponding to step S308. If neither the big hit flag nor the small hit flag is set, the internal state (special symbol process flag) is updated to a value corresponding to step S300 (in this example, 0). The effect control microcomputer 100 controls the effect display device 9 to stop the effect symbol when receiving the symbol confirmation designation command transmitted by the game control microcomputer 560.

  Preliminary winning opening opening process (step S305): This is executed when the value of the special symbol process flag is 5. In the pre-opening process for the big prize opening, control for opening the big prize opening is performed. Specifically, a counter (for example, a counter that counts the number of game balls that have entered the big prize opening) is initialized and the solenoid 21 is driven to open the big prize opening. Also, the execution time of the special prize opening opening process is set by the timer, and the internal state (special symbol process flag) is updated to a value corresponding to step S306 (6 in this example). The pre-opening process for the big winning opening is executed for each round, but when the first round is started, the pre-opening process for the big winning opening is also a process for starting the big hit game.

  Large winning opening opening process (step S306): This process is executed when the value of the special symbol process flag is 6. A control for transmitting an effect control command for round display during the big hit gaming state to the effect control microcomputer 100, a process for confirming the completion of the closing condition of the big prize opening, and the like are performed. If the closing condition for the special prize opening is satisfied and there are still remaining rounds, the internal state (special symbol process flag) is updated to a value (5 in this example) corresponding to step S305. When all the rounds are completed, the internal state (special symbol process flag) is updated to a value corresponding to step S307 (7 in this example).

  Big hit end process (step S307): executed when the value of the special symbol process flag is 7. Control is performed to cause the microcomputer 100 for effect control to perform display control for notifying the player that the big hit gaming state has ended. In addition, a process for setting a flag indicating a gaming state (for example, a probability change flag or a time reduction flag) is performed. Then, the internal state (special symbol process flag) is updated to a value (0 in this example) corresponding to step S300.

  Small hit release pre-processing (step S308): This process is executed when the value of the special symbol process flag is 8. In the pre-opening process for small hits, control is performed to open the big prize opening. Specifically, a counter (for example, a counter that counts the number of game balls that have entered the big prize opening) is initialized and the solenoid 21 is driven to open the big prize opening. Also, the execution time of the special prize opening opening process is set by the timer, and the internal state (special symbol process flag) is updated to a value corresponding to step S309 (9 in this example). It should be noted that although the pre-opening process for small hits is executed for each round, the pre-opening process for small hits is also a process for starting a small hit game when starting the first round.

  Small hit release processing (step S309): executed when the value of the special symbol process flag is 9. Processing to confirm the establishment of the closing condition of the big prize opening is performed. If the closing condition for the big prize opening is satisfied and there are still remaining rounds, the internal state (special symbol process flag) is updated to a value corresponding to step S308 (8 in this example). When all rounds are completed, the internal state (special symbol process flag) is updated to a value corresponding to step S310 (in this example, 10 (decimal number)).

  Small hit end process (step S310): executed when the value of the special symbol process flag is 10. Control for causing the production control microcomputer 100 to perform display control for notifying the player that the small hit gaming state has ended is performed. Then, the internal state (special symbol process flag) is updated to a value (0 in this example) corresponding to step S300.

  FIG. 18 is a flowchart showing the start-port switch passing process in steps S312 and S314. Among these, FIG. 18A is a flowchart showing the first start port switch passing process in step S312. FIG. 18B is a flowchart showing the second start port switch passing process in step S314.

  First, the first start port switch passing process will be described with reference to FIG. In the first start port switch passing process that is executed when the first start port switch 13a is in the on state, the CPU 56 determines whether or not the first reserved memory number has reached the upper limit value (specifically, the first hold port number). Whether or not the value of the first reserved memory number counter for counting the memory number is 4 is confirmed (step S211A). If the first reserved storage number has reached the upper limit value, the processing is terminated as it is.

  If the first reserved memory number has not reached the upper limit value, the CPU 56 increases the value of the first reserved memory number counter by 1 (step S212A) and the value of the total reserved memory number counter for counting the total reserved memory number Is increased by 1 (step S213A). Next, the CPU 56 extracts values from the random number circuit 503 and a counter for generating software random numbers, and executes a process of storing them in a storage area in the first reserved storage buffer (see FIG. 19) (step S214A). . In the process of step S214A, a random R (big hit determination random number) that is a hardware random number, a big hit type determination random number (random 1) that is a software random number, a variation pattern type determination random number (random 2), and a variation pattern A random number for determination (random 3) is extracted and stored in the storage area. Note that the random number for random pattern determination (random 3) is not extracted in the first start port switch passing process (at the time of start winning) and stored in the storage area in advance, but is extracted at the start of fluctuation of the first special symbol. You may do it. For example, the game control microcomputer 560 may directly extract a value from a variation pattern determination random number counter for generating a variation pattern determination random number (random 3) in a variation pattern setting process described later.

  FIG. 19 is an explanatory diagram showing a configuration example of an area (hold buffer) for storing random numbers and the like corresponding to the hold memory. As shown in FIG. 19, a storage area corresponding to the upper limit value (4 in this example) of the first reserved storage number is secured in the first reserved storage buffer. In addition, a storage area corresponding to the upper limit value of the second reserved storage number (4 in this example) is secured in the second reserved storage buffer. In this embodiment, the first reserved storage buffer and the second reserved storage buffer include a random R (big hit determination random number) that is a hardware random number, a big hit type determination random number (random 1) that is a software random number, a variation A random number for pattern type determination (random 2) and a random number for variation pattern determination (random 3) are stored. The first reserved storage buffer and the second reserved storage buffer are formed in the RAM 55.

  Next, the CPU 56 checks whether or not a time-short flag indicating that the gaming state is a time-short state (including a probability change state) is set (step S215A). If it is set, the process proceeds to step S218A. If the time reduction flag is not set, the CPU 56 checks whether or not the value of the special symbol process flag is 5 or more (step S216A). If the value of the special symbol process flag is 5 or more (that is, if it is a big hit gaming state or a small hit gaming state), the CPU 56 proceeds to step S218A as it is.

  If the value of the special symbol process flag is less than 5, the CPU 56 executes a winning presentation process for preliminarily determining the variation display result when the variation based on the detected starting winning is executed at the time of starting winning (step S217A). ). Then, the CPU 56 performs control for transmitting the first reserved memory number designation command to the effect control microcomputer 100 based on the value of the first reserved memory number counter, and at the time of winning based on the determination result of the effect processing at the time of winning. Control is performed to transmit the determination result designation command to the production control microcomputer 100 (step S218A).

  Note that if the winning effect processing in step S217A is not executed because it is determined as Y in step S215A or step S216A, the CPU 56 performs control to transmit only the first reserved memory number designation command in step S218A. Control is performed to transmit a winning determination result designation command. In addition, when the effect process at the time of winning in step S217A is not executed, the determination result at the time of winning is set by setting a value (for example, “FF (H)”) indicating that the winning determination result cannot be specified as EXT data A command may be transmitted.

  In this embodiment, when the process of step S215A is executed, and there is a start winning to the first start winning opening 13, when the gaming state is the normal state (even if the probability change state is short state) If not, the winning effect process in step S217A is executed. Further, in this embodiment, when the process of step S216A is executed, when there is a start winning at the first start winning opening 13, step S217A is performed only when the big hit gaming state or the small hit gaming state is not established. The award winning directing process is executed. It should be noted that the process may not be shifted to step S217A only when the game state is a big hit game state, and the game process may be executed at step S217A when the game state is a small hit game state.

  Next, the second start port switch passing process will be described with reference to FIG. In the second start port switch passing process executed when the second start port switch 14a is in the ON state, the CPU 56 determines whether or not the second reserved memory number has reached the upper limit value (specifically, the second hold port number). Whether or not the value of the second reserved memory number counter for counting the memory number is 4 is confirmed (step S211B). If the second reserved storage number has reached the upper limit value, the processing is terminated as it is.

  If the second reserved memory number has not reached the upper limit value, the CPU 56 increases the value of the second reserved memory number counter by 1 (step S212B) and the value of the aggregated reserved memory number counter for counting the total reserved memory number Is increased by 1 (step S213B). Next, the CPU 56 extracts values from the random number circuit 503 and a counter for generating software random numbers, and executes a process of storing them in a storage area in the second reserved storage buffer (see FIG. 19) (step S214B). . In the process of step S214B, a random R (big hit determination random number) that is a hardware random number, a big hit type determination random number (random 1) that is a software random number, a variation pattern type determination random number (random 2), and a variation pattern A random number for determination (random 3) is extracted and stored in the storage area. Note that the random number for random pattern determination (random 3) is not extracted in the second start port switch passing process (at the time of start winning) and stored in the storage area in advance, but is extracted at the start of the variation of the second special symbol. You may do it. For example, the game control microcomputer 560 may directly extract a value from a variation pattern determination random number counter for generating a variation pattern determination random number (random 3) in a variation pattern setting process described later.

  Next, the CPU 56 executes a winning effect process (step S217B). Then, the CPU 56 performs control to transmit the second reserved memory number designation command to the effect control microcomputer 100 based on the value of the second reserved memory number counter, and at the time of winning based on the determination result of the effect processing at the time of winning. Control is performed to transmit the determination result designation command to the effect control microcomputer 100 (step S218B).

  FIG. 20 is a flowchart showing the winning effect processing in steps S217A and S217B. In the winning effect process, the CPU 56 first compares the jackpot determination random number (random R) extracted in steps S214A and S214B with the normal jackpot determination value shown in the left column of FIG. 8A. It is confirmed whether or not they match (step S220). In this embodiment, at the timing of starting the variation of the special symbol and the production symbol, whether or not to make a big hit or a small hit in the special symbol normal processing described later, determining the type of big hit or changing the variation pattern in the variation pattern setting processing In addition to that, at the timing when the game ball starts and wins at the first start winning opening 13 and the second starting winning opening 14, before the change display based on the start winning is started, By executing the winning time presentation process, it is confirmed in advance which of the variation pattern types. By doing so, the variation pattern type is predicted in advance before the variation display of the effect symbol is executed, and, as described later, based on the determination result at the time of winning, the effect control microcomputer 100 performs a big hit or Execute a continuous notice effect to announce that it will be super reach.

  If the jackpot determination random number (random R) does not match the normal jackpot determination value (N in step S220), the CPU 56 determines whether or not a probability change flag indicating that the gaming state is a probability change state is set. Confirmation (step S221). If the probability change flag is set, the CPU 56 compares the jackpot determination random number (random R) extracted in steps S214A and S214B with the jackpot determination value at the time of probability change shown in the right column of FIG. Are matched (step S222). It should be noted that there is a possibility that a plurality of variation displays will be executed after confirming whether or not the state is surely changed in step S221 at the time of the start winning, until the actual display of the variation based on the start winning is actually started. There is. For this reason, the game state has changed (for example, the start of change) from when it is confirmed whether or not it is in the probable variation state at step S221 at the time of starting winning, until when the fluctuation display based on the starting winning is actually started. If there is a probable big hit before, the normal state has changed to the probable state.). For this reason, the gaming state determined in step S221 at the time of starting winning and the gaming state determined at the start of variation (see step S61 described later) are not necessarily the same.

  If the jackpot determination random number (random R) does not match the jackpot determination value at the time of probability change (N in step S222), the CPU 56 determines the jackpot determination random number (random R) extracted in steps S214A and S214B and FIG. ) And (C) are compared with the small hit determination values to confirm whether or not they match (step S223). In this case, when there is a start winning to the first start winning opening 13 (when executing the winning effect processing (see step S217A) in the first start opening switch passing process shown in FIG. 18A). Is determined whether or not it matches the small hit determination value set in the small hit determination table (for the first special symbol) shown in FIG. Also, when there is a start winning at the second start winning opening 14 (when the winning effect processing (see step S217B) is executed in the second start opening switch passing process shown in FIG. 18B), It is determined whether or not the small hit determination value set in the small hit determination table (for the second special symbol) shown in FIG.

  If the big hit determination random number (random R) does not match the small hit determination value (N in Step S223), the CPU 56 performs a process of determining the current gaming state (Step S224). In this embodiment, in step S224, the CPU 56 determines whether or not the gaming state is a certain change state or a short time state (specifically, whether or not a short time flag is set). It should be noted that a plurality of variation displays are executed after confirming whether or not the state of probability variation or time reduction is confirmed in step S224 at the time of starting winning, until the actual displaying of variation based on the starting winning is actually started. There is a possibility. For this reason, the game state has changed from the time when the start winning is confirmed in step S224 to determine whether or not the state is the probability change state or the short time state until the display of the actual variation based on the start winning is actually started (for example, If there is a probable big hit before the start of fluctuation, the normal state changes to the probable state.). Therefore, the gaming state determined in step S224 at the time of starting winning and the gaming state determined at the start of variation (see step S61 described later) do not necessarily match.

  Then, the CPU 56 sets a deviation variation pattern type determination table according to the determination result of step S224 (step S225). Specifically, when the CPU 56 determines that the gaming state is the probability variation state or the time reduction state, the CPU 56 sets a variation pattern type determination table (probability variation / time reduction) 135C shown in FIG. If it is determined that the gaming state is the normal state, a variation pattern type determination table (for normal use) 135A shown in FIG. 10A is set. In this embodiment, two types of variation pattern type determination tables for detachment 135A and 135B are prepared as the variation pattern type determination table for detachment for the normal state according to the total number of pending storages. Regardless of the number of memories, the variation pattern type determination table for detachment (for normal use) 135A is set. When it is determined that the gaming state is the normal state, the deviation variation pattern type determination table (for shortening) 135B may be set regardless of the total number of pending storage.

  Further, it is not distinguished which variation pattern type determination table 135A or 135C is to be used depending on the game state, but any one variation pattern type determination for failure regardless of the game state or the total number of pending storage. The tables 135A and 135C may be selected and set. Also, instead of using the deviation variation pattern type determination table, a threshold determination program for performing threshold determination is incorporated in advance, and it is determined whether or not the variation pattern type is larger than the threshold, thereby determining the variation pattern type in step S229 described later. You may make it do. For example, in this embodiment, as shown in FIGS. 9A and 9B, determination values are assigned to a common range of 150 to 251 with respect to the variation pattern type of super CA 3-4 that is a super reach big hit. Therefore, it is determined whether or not the value of the random number for variation pattern type determination (random 2) is greater than or equal to the threshold value 150, and if it is greater than or equal to 150, it is determined that the variation pattern type is super CA3-4. Also good. Further, for example, in this embodiment, as shown in FIGS. 10A to 10C, the determination value falls within a common range of 230 to 251 with respect to the variation pattern type of super CA2-7 that is out of super reach. Therefore, it is determined whether or not the value of the random number for determining the variation pattern type (random 2) is greater than or equal to the threshold 230, and if it is greater than or equal to 230, it is determined that the variation pattern type of the super CA 2-7 is obtained. May be. Further, for example, in this embodiment, when the gaming state is the normal state, as shown in FIGS. 10 (A) and 10 (B), the variation pattern type of the non-reach CA 2-1 that is out of non-reach is used. On the other hand, since the determination value is assigned to the common range of 1 to 89, it is determined whether or not the value of the random number for random variation pattern determination (random 2) is equal to or less than the threshold value 89. For example, it may be determined that the variation pattern type is non-reach CA2-1.

  When the big hit determination random number (random R) matches the small hit determination value (Y in Step S223), the CPU 56 sets the small hit variation pattern type determination table 132D shown in FIG. 9D (Step S223). S226).

  When the jackpot determination random number (random R) matches the jackpot determination value in step S220 or step S222, the CPU 56 determines the type of jackpot based on the jackpot type determination random number (random 1) extracted in steps S214A and S214B. Is determined (step S227). In this case, when there is a start winning to the first start winning opening 13 (when executing the winning effect processing (see step S217A) in the first start opening switch passing process shown in FIG. 18A). Is determined using the jackpot type determination table (for the first special symbol) 131a shown in FIG. 8D to determine whether the jackpot type is “normal jackpot”, “probability big hit” or “sudden probability big hit”. To do. Also, when there is a start winning at the second start winning opening 14 (when the winning effect processing (see step S217B) is executed in the second start opening switch passing process shown in FIG. 18B), The big hit type determination table (for the second special symbol) 131b shown in FIG. 8E is used to determine whether the big hit type is “normal big hit”, “probable big hit” or “suddenly probable big hit”.

  Then, the CPU 56 sets a big hit variation pattern type determination table according to the big hit type determined in step S227 (step S228). Specifically, when the CPU 56 determines that it is a normal big hit, it sets a big hit variation pattern type determination table 132A shown in FIG. When it is determined that the probability variation big hit, the big hit variation pattern type determination table 132B shown in FIG. 9B is set. If it is suddenly determined that the probability change big hit, the big hit variation pattern type determination table 132C shown in FIG. 9C is set.

  Next, the CPU 56 determines the variation pattern type using the variation pattern type determination table set in steps S225, S226, and S228 and the variation pattern type determination random number (random 2) extracted in steps S214A and S214B ( Step S229).

  As described above, in this embodiment, as shown in FIGS. 9A and 9B, when the big hit of 15 rounds (probability big hit or normal big hit) is made, the big hit type is the normal big hit. Regardless of whether there is a probable big hit or not, a common range of judgment values (150 to 251) is assigned to the variation pattern type of the super CA 3-4. Therefore, when the probability variation big hit or the normal big hit, the CPU 56 determines that the variation pattern type random number (random 2) is 150 to 251, the variation pattern type is at least super CA3-4 (that is, super reach). It will be a big hit).

  Further, for example, in this embodiment, as shown in FIGS. 10A and 10B, when the gaming state is the normal state and becomes “out of”, the non-reserved number is not related regardless of the total pending storage number. A common range of determination values (1 to 89) is assigned to the variation pattern type of reach CA2-1. Therefore, when the gaming state is the normal state and “out of”, the CPU 56 determines that the variation pattern type is at least non-reach CA 2-1 if the random number for random variation pattern determination (random 2) is 1 to 89. (That is, non-reach is lost). Also, as shown in FIGS. 10A to 10C, in this embodiment, in the case of losing, the variation pattern type of the super CA 2-7, regardless of the gaming state or the total number of pending storage, Common determination values (230 to 251) are assigned. Therefore, in the case of deviation, if the random number for variation pattern type determination (random 2) is 230 to 251, the CPU 56 at least changes the variation pattern type to super CA2-7 (that is, super reach is deviated). Can be determined.

  Then, the CPU 56 performs a process of setting the determined variation pattern type in the winning determination result designation command (step S230). Specifically, the CPU 56 has determined whether the winning determination was made when the first starting winning opening 13 or the second starting winning opening 14 was won, and which variation pattern type was determined in step S229. In response to this, a process of setting any value from “00 (H)” to “1C (H)” as shown in FIG. 15 to the EXT data of the winning determination result designation command is performed.

  For example, when there is a start winning at the first start winning opening 13 (when a winning effect process (see step S217A) is executed in the first start opening switch passing process shown in FIG. 18A), a step is performed. If it is determined in S229 that the variation pattern type of the non-reach CA2-1 that is “non-reach out” is set, “00” is added to the EXT data of the winning determination result designation command composed of the MODE data “95 (H)”. (H) "is set. If it is determined in step S229 that the super CA2-7 fluctuation pattern type is “super-reaching”, the EXT data of the determination result designation command at the time of winning constituted by the MODE data “95 (H)” is added. Processing to set “06 (H)” is performed. If it is determined in step S229 that the variation pattern type of the super CA 3-4 is “super reach big hit”, the EXT data of the determination result designation command at the time of winning constituted by the MODE data “95 (H)” is added. A process of setting “0A (H)” is performed. Further, when there is a start winning at the second start winning opening 14 (when the winning start effect process (see step S217B) is executed in the second start opening switch passing process shown in FIG. 18B), a step is performed. If it is determined in S229 that the variation pattern type of the non-reach CA2-1 that is “non-reach out” is obtained, “10” is added to the EXT data of the winning determination result designation command composed of the MODE data “95 (H)”. (H) "is set. If it is determined in step S229 that the super CA2-7 fluctuation pattern type is “super-reaching”, the EXT data of the determination result designation command at the time of winning constituted by the MODE data “95 (H)” is added. Processing to set “16 (H)” is performed. If it is determined in step S229 that the variation pattern type of the super CA 3-4 is “super reach big hit”, the EXT data of the winning determination result designation command composed of the MODE data “95 (H)” is added. A process of setting “1A (H)” is performed. In addition, the CPU 56 performs a process of setting a value corresponding to the determined variation pattern type in the EXT data of the winning determination result designation command.

  21 and 22 are flowcharts showing the special symbol normal process (step S300) in the special symbol process. In the special symbol normal process, the CPU 56 confirms the value of the total pending storage number (step S51). Specifically, the count value of the total pending storage number counter is confirmed. If the total pending storage number is 0, the process is terminated.

  If the total reserved memory number is not 0, the CPU 56 checks whether or not the first reserved memory number is 0 (step S52). Specifically, it is confirmed whether or not the value of the first reserved memory number counter is zero. If the second reserved memory number is not 0, the CPU 56 has a special symbol pointer (a flag indicating whether the special symbol process is being performed for the first special symbol or the special symbol process is being performed for the second special symbol). Is set to data indicating “second” (step S53). If the second reserved memory number is 0 (that is, only the first reserved memory number is accumulated), the CPU 66 sets data indicating “first” in the special symbol pointer (step S54).

  In this embodiment, by executing the processing of steps S52 to S54, the variation display of the second special symbol is executed with priority over the variation display of the first special symbol.

  Next, the CPU 56 reads out each random number value stored in the storage area corresponding to the reserved storage number = 1 indicated by the special symbol pointer in the RAM 55 and stores it in the random number buffer area of the RAM 55 (step S55). Specifically, when the special symbol pointer indicates “first”, the CPU 56 determines each disturbance stored in the storage area corresponding to the first reserved memory number = 1 in the first reserved memory number buffer. The numerical value is read and stored in the random number buffer area of the RAM 55. In addition, when the special symbol pointer indicates “second”, the CPU 56 reads each random number value stored in the storage area corresponding to the second reserved memory number = 1 in the second reserved memory number buffer. And stored in the random number buffer area of the RAM 55.

  Then, the CPU 56 decrements the count value of the reserved storage number counter indicated by the special symbol pointer, and shifts the contents of each storage area (step S56). Specifically, when the special symbol pointer indicates “first”, the CPU 56 decrements the count value of the first reserved memory number counter by 1 and saves each storage area in the first reserved memory number buffer. Shift the contents of. When the special symbol pointer indicates “second”, the count value of the second reserved memory number counter is decremented by 1, and the contents of each storage area in the second reserved memory number buffer are shifted.

  That is, when the special symbol pointer indicates “first”, the CPU 56 saves the first reserved memory number = n (n = 2, 3, 4) in the first reserved memory number buffer of the RAM 55. Are stored in a storage area corresponding to the first reserved memory number = n−1. Further, when the special symbol pointer indicates “second”, it is stored in the storage area corresponding to the second reserved memory number = n (n = 2, 3, 4) in the second reserved memory number buffer of the RAM 55. Each random number value is stored in a storage area corresponding to the second reserved memory number = n−1.

  Therefore, the order in which each random value stored in each storage area corresponding to each first reserved memory number (or each second reserved memory number) is extracted is always the first reserved memory number (or (Second reserved storage number) = 1, 2, 3, 4 in order.

  Then, the CPU 56 stores the count value of the total pending storage number counter in a predetermined area of the RAM 55 (step S57), and then decreases the value of the total pending storage number by one. That is, 1 is subtracted from the count value of the total pending storage number counter (step S58). The CPU 56 stores the value of the total pending storage number counter before the count value is decremented by 1 in a predetermined area of the RAM 55.

  Further, the CPU 56 performs control to transmit the reserved memory number designation command indicated by the special symbol pointer to the effect control microcomputer 100 based on the value of the reserved memory number counter indicated by the special symbol pointer after the subtraction. (Step S59). In this case, when a value indicating “first” is set in the special symbol pointer, the CPU 56 performs control to transmit the first reserved storage number designation command. When a value indicating “second” is set in the special symbol pointer, the CPU 56 performs control to transmit a second reserved memory number designation command.

  In the special symbol normal process, first, data indicating “first” indicating that the process is executed for the first start winning opening 13, that is, “first” indicating that the process is executed for the first special symbol. ”Or“ second ”indicating that the process is performed on the second special symbol, that is,“ second ”indicating that the process is performed on the second start winning opening 14. Data is set in the special symbol pointer. In the subsequent processing in the special symbol process, processing corresponding to the data set in the special symbol pointer is executed. Therefore, the process of steps S300 to S310 can be made common between the case of targeting the first special symbol and the case of targeting the second special symbol.

  Next, the CPU 56 reads a random R (a jackpot determination random number) from the random number buffer area and executes a jackpot determination module. In this case, the CPU 56 determines the jackpot determination that is extracted in step S214A of the first start port switch passing process or step S214B of the second start port switch passing process and stored in advance in the first hold memory buffer or the second hold memory buffer. A random number is read and a big hit judgment is performed. The big hit determination module compares the big hit determination value or the small hit determination value (see FIG. 8) determined in advance with the big hit determination random number, and executes a process of determining that it is a big hit or a small hit if they match. It is a program to do. That is, it is a program that executes a big hit determination or a small hit determination process.

  The jackpot determination process is configured such that when the gaming state is a probable change state (high probability state), the probability of a big hit is higher than when the gaming state is a non-probability change state (normal game state and short-time state). ing. Specifically, a jackpot determination table (a table in which the numerical values on the right side of FIG. 8A in the ROM 54 are set) in which a large number of jackpot determination values are set in advance and the number of jackpot determination values are definitely changed. There is provided a normal big hit determination table (a table in which the numerical values on the left side of FIG. 8A in the ROM 54 are set) set to be smaller than the big hit determination table. Then, the CPU 56 checks whether or not the gaming state is a probability variation state. If the gaming state is a probability variation state, the CPU 56 performs a jackpot determination process using the probability variation jackpot determination table. When in the gaming state or the short-time state, the big hit determination process is performed using the normal big hit determination table. That is, when the value of the big hit determination random number (random R) matches one of the big hit determination values shown in FIG. 8A, the CPU 56 determines that the special symbol is a big hit. When it is determined to be a big hit (step S61), the process proceeds to step S71. Note that deciding whether to win or not is to decide whether or not to shift to the big hit gaming state, but to decide whether or not to stop the special symbol display as a big hit symbol. But there is.

  Note that whether or not the current gaming state is the probability variation state is determined by whether or not the probability variation flag is set. The probability variation flag is set when the gaming state is shifted to the probability variation state, and is reset when the probability variation state is terminated. Specifically, it is determined to be a probable big hit or suddenly probable big hit, and is set in the process of ending the big hit game, and when the big hit is determined, the special symbol variation display is terminated and the stop symbol is stopped and displayed. Reset at timing.

  If the value of the big hit determination random number (random R) does not match any of the big hit determination values (N in step S61), the CPU 56 uses the small hit determination table (see FIGS. 8B and 8C). Then, the small hit determination process is performed. That is, when the value of the big hit determination random number (random R) matches one of the small hit determination values shown in FIGS. 8B and 8C, the CPU 56 determines that the special symbol is a small hit. In this case, the CPU 56 confirms the data indicated by the special symbol pointer. If the data indicated by the special symbol pointer is “first”, the small hit determination table (for the first special symbol) shown in FIG. ) To determine whether or not to make a small hit. If the data indicated by the special symbol pointer is “second”, it is determined whether or not to make a small hit using the small hit determination table (for the second special symbol) shown in FIG. . If it is determined to be a small hit (step S62), the CPU 56 sets a small hit flag indicating a small hit (step S63), and proceeds to step S75.

  If the random R value does not match either the big hit determination value or the small hit determination value (N in step S62), that is, if it is out of place, the process proceeds to step S75 as it is.

  In step S71, the CPU 56 sets a big hit flag indicating that it is a big hit. Then, the jackpot type determination table indicated by the special symbol pointer is selected as a table used to determine the jackpot type as one of a plurality of types (step S72). Specifically, when the special symbol pointer indicates “first”, the CPU 56 selects the jackpot type determination table 131a for the first special symbol shown in FIG. 8D. Further, when the special symbol pointer indicates “second”, the CPU 56 selects a big hit type determination table 131b for the second special symbol shown in FIG.

  Next, the CPU 56 uses the selected jackpot type determination table to select a type (“normal jackpot”, “probability change”) corresponding to the value of the random number for random determination (random 1) stored in the random number buffer area. "Big hit" or "Suddenly probable big hit") is determined as the type of big hit (step S73). In this case, the CPU 56 determines the jackpot type extracted in step S214A of the first start port switch passing process or step S214B of the second start port switch passing process and stored in advance in the first hold memory buffer or the second hold memory buffer. The random number is read and the jackpot type is determined. Further, in this case, as shown in FIGS. 8D and 8E, when the variable display of the first special symbol is executed, it is compared with the case where the variable display of the second special symbol is executed. Therefore, the rate at which suddenly probable big hits are selected is high.

  Further, the CPU 56 sets data indicating the determined jackpot type in the jackpot type buffer in the RAM 55 (step S74). For example, when the big hit type is “normal big hit”, “01” is set as data indicating the big hit type, and when the big hit type is “probable big hit”, “02” is set as the data indicating the big hit type, When the big hit type is “suddenly probable big hit”, “03” is set as data indicating the big hit type.

  Next, the CPU 56 determines a special symbol stop symbol (step S75). Specifically, when neither the big hit flag nor the small hit flag is set, “−” which is a loss symbol is determined as a special symbol stop symbol. When the big hit flag is set, one of “1”, “3”, and “7”, which is a big hit symbol, is determined as a special symbol stop symbol according to the determination result of the big hit type. That is, when the big hit type is determined to be “suddenly promising big hit”, “1” is decided as a special symbol stop symbol, and when “normal big hit” is decided, “3” is decided as a special symbol stop symbol. If “probable big hit” is determined, “7” is determined as a special symbol stop symbol. When the small hit flag is set, “5” as the small hit symbol is determined as the special symbol stop symbol.

  Then, the value of the special symbol process flag is updated to a value corresponding to the variation pattern setting process (step S301) (step S76).

  FIG. 23 is a flowchart showing the variation pattern setting process (step S301) in the special symbol process. In the variation pattern setting process, the CPU 56 checks whether or not the big hit flag is set (step S91). When the big hit flag is set, the CPU 56 uses the big hit variation pattern type determination tables 132A to 132C (FIG. ) To (C)) is selected (step S92). Then, the process proceeds to step S102.

  When the big hit flag is not set, the CPU 56 checks whether or not the small hit flag is set (step S93). When the small hit flag is set, the CPU 56 uses the small hit variation pattern type determination table 132D (FIG. 9D) as a table used to determine the variation pattern type as one of a plurality of types. )) Is selected (step S94). Then, the process proceeds to step S102.

  When the small hit flag is not set, the CPU 56 checks whether or not the time reduction flag indicating that the time reduction state is set (step S95). The time reduction flag is set when the gaming state is shifted to the time reduction state (including the time of shifting to the probability change state), and is reset when the time reduction state is ended. Specifically, it is usually determined to be a big hit, a probable big hit or a sudden probable big hit, set in the process of ending the big hit game, and the timing of digesting the number of times or the special symbol changes when it is determined to be a big hit It is reset when the display is terminated and the stop symbol is stopped and displayed. If the time reduction flag is set (Y in step S95), the CPU 56 proceeds to step S99.

  If the time flag is not set (N in Step S95), the CPU 56 checks whether or not the total number of pending storages is 3 or more (Step S96). If the total pending storage number is less than 3 (N in step S96), the CPU 56 uses the variation pattern type determination table 135A for detachment as a table used to determine the variation pattern type as one of a plurality of types. 10A) is selected (step S97). Then, the process proceeds to step S102.

  When the total pending storage number is 3 or more (Y in step S96), the CPU 56 uses the variation pattern type determination table for deviation as a table used to determine one of the plurality of variation pattern types. 135B (see FIG. 10B) is selected (step S98). Then, the process proceeds to step S102.

  When the time reduction flag is set (Y in step S95), the CPU 56 uses the variation pattern type determination table 135C for deviation as a table used to determine one of a plurality of variation pattern types. 10C) is selected (step S99). Then, the process proceeds to step S102.

  In this embodiment, when the total pending storage number is 3 or more by executing the processing of steps S95 to S99, the variation pattern type determination table 135B for loss shown in FIG. 10B is selected. The Further, when the gaming state is the short-time state (including the case of the probability variation state), the deviation variation pattern type determination table 135C shown in FIG. 10C is selected. In this case, non-reach CA2-3 may be determined as the variation pattern type in the process of step S102, which will be described later. If the variation pattern type of non-reach CA2-3 is determined, the process changes in step S105. Short reach variation non-reach PA1-2 is determined as a pattern (see FIG. 12). Therefore, in this embodiment, when the gaming state is the short-time state (including the case where the probability variation state is included) or when the total number of pending storages is 3 or more, the variation display of the shortening variation may be performed. .

  In this embodiment, even if the gaming state is a short-time state, if the total number of pending storage is almost 0 (for example, 0, 0, or 1), the shortened The fluctuation display of fluctuation may not be performed. In this case, for example, when the CPU 56 determines Y in step S95, the CPU 56 checks whether or not the total pending storage number is almost zero. The determination table 135A (see FIG. 10A) may be selected.

  Next, the CPU 56 reads random 2 (random number for variation pattern type determination) from the random number buffer area (first reserved storage buffer or second reserved storage buffer) and selects it in the process of steps S92, S94, S97, S98 or S99. By referring to the table, the variation pattern type is determined as one of a plurality of types (step S102).

  Next, the CPU 56 uses the hit variation pattern determination tables 137A and 137B (see FIG. 11) as tables used to determine the variation pattern as one of a plurality of types based on the determination result of the variation pattern type in step S102. ), One of the deviation variation pattern determination table 138A (see FIG. 12) is selected (step S103). Further, the random pattern 3 (random number for variation pattern determination) is read from the random number buffer area (first reserved storage buffer or second reserved storage buffer), and the variation pattern is determined by referring to the variation pattern determination table selected in step S103. Is determined as one of a plurality of types (step S105). When the random number 3 (variation pattern determination random number) is not extracted at the start winning timing, the CPU 56 uses the variation pattern determination random number counter for generating the variation pattern determination random number (random 3). It is also possible to extract the value directly from and to determine the variation pattern based on the extracted random number value.

  Next, an effect control command (variation pattern command) corresponding to the determined variation pattern is controlled to be transmitted to the effect control microcomputer 100 (step S106).

  Also, the special symbol change is started (step S107). For example, a start flag corresponding to the special symbol referred to in the special symbol display control process in step S33 is set. Further, a value corresponding to the variation time corresponding to the selected variation pattern is set in the variation time timer formed in the RAM 55 (step S108). Then, the value of the special symbol process flag is updated to a value corresponding to the display result designation command transmission process (step S302) (step S109).

  In the case where it is determined to be out of place, instead of suddenly determining the variation pattern type, first, it may be determined whether or not to reach by a lottery process using a random number for reach determination. Then, based on the determination result as to whether or not to reach, the processing of steps S95 to S99 and S102 may be executed to determine the variation pattern type. In this case, the variation pattern type determination table for non-reach (including the variation pattern types of non-reach CA2-1 to non-reach CA2-3 shown in FIG. 10) and the variation pattern type determination table for reach (FIG. 10). Normal CA2-4 to normal CA2-6, including a variation pattern type of super CA2-7) are prepared, and one of the variation pattern type determination tables is selected based on the reach determination result. The variation pattern type may be determined.

  In addition, when determining whether or not to reach by a lottery process using a reach determination random number, depending on the total reserved memory number (which may be the first reserved memory number or the second reserved memory number), Reach determination tables with different selection ratios may be selected, and it may be determined whether or not to reach so that the reach probability decreases as the number of reserved memories increases. In this case, for example, whether the CPU 56 matches the determination value assigned to the common range of the reach determination table in determining whether “super-reach out” or “non-reach out” occurs in the winning effect processing. By determining whether or not, it may be determined in advance whether or not to reach. In addition, considering that the execution ratio of the notice effect is reduced, as shown in this embodiment, the “super-reach out” is performed depending on the variation pattern type without performing the lottery process using the random number for reach determination. It is preferable that a continuous notice effect is performed by determining whether or not “non-reach” will occur.

  FIG. 24 is a flowchart showing the display result designation command transmission process (step S302). In the display result designation command transmission process, the CPU 56 transmits one of the presentation control commands (display result 1 designation to display result 5 designation) (see FIG. 13) according to the determined type of big hit, small hit, and loss. Control. Specifically, the CPU 56 first checks whether or not the big hit flag is set (step S110). If not set, the process proceeds to step S116. When the big hit flag is set, when the big hit type is a probable big hit, control is performed to transmit a display result 3 designation command (steps S111 and S112). Specifically, whether or not it is a probable big hit can be determined by checking whether or not the data set in the big hit type buffer in step S74 of the special symbol normal process is “02”. Further, the CPU 56 performs control to transmit a display result 4 designation command when the big hit type is suddenly probable big hit (steps S113 and S114). Whether or not it is a sudden probability variation big hit can be specifically determined by checking whether or not the data set in the big hit type buffer in step S74 of the special symbol normal process is “03”. Then, when neither the probability variation big hit nor the sudden probability variation big hit is obtained (that is, when it is a normal big hit), the CPU 56 performs control to transmit a display result 2 designation command (step S115).

  On the other hand, when the big hit flag is not set (N in step S110), the CPU 56 checks whether or not the small hit flag is set (step S116). If the small hit flag is set, the CPU 56 performs control to transmit a display result 5 designation command (step S117). When the small hit flag is not set (N in Step S116), that is, when it is out of place, the CPU 56 performs control to transmit a display result 1 designation command (Step S118).

  Then, the CPU 56 updates the value of the special symbol process flag to a value corresponding to the special symbol changing process (step S303) (step S119).

  FIG. 25 is a flowchart showing the special symbol changing process (step S303) in the special symbol process. In the special symbol changing process, the CPU 56 decrements the variable time timer by 1 (step S125), and when the variable time timer times out (step S126), the value of the special symbol process flag corresponds to the special symbol stop process (step S304). The updated value is updated (step S127). If the variable time timer has not timed out, the process ends.

  FIG. 26 is a flowchart showing the special symbol stop process (step S304) in the special symbol process. In the special symbol stop process, the CPU 56 sets an end flag referred to in the special symbol display control process in step S32 to end the variation of the special symbol, and the first special symbol display 8a or the second special symbol display 8b. Then, a control for deriving and displaying the stop symbol is performed (step S131). If data indicating “first” is set in the special symbol pointer, the variation of the first special symbol on the first special symbol display 8a is terminated, and “second” is indicated in the special symbol pointer. When data is set, the variation of the second special symbol on the second special symbol display 8b is terminated. Moreover, control which transmits the symbol determination designation | designated command to the microcomputer 100 for production control is performed (step S132). If the big hit flag is not set, the process proceeds to step S140 (step S133).

  If the big hit flag is set, the CPU 56 resets the probability change flag indicating the probability change state and the time reduction flag indicating the time reduction state if set (step S134). Control to send a big hit start designation command to the microcomputer 100 is performed (step S135). Specifically, when the type of jackpot is normally jackpot, a jackpot start 1 designation command is transmitted. If the jackpot type is a probabilistic jackpot, a jackpot start 2 designation command is transmitted. When the big hit type is sudden probability change big hit, a small hit / sudden probability sudden change big hit start designation command is transmitted. Whether the big hit type is a normal big hit, a probable big hit or a sudden probable big hit is determined based on the data indicating the big hit type stored in the RAM 55 (data stored in the big hit type buffer). .

  Further, the CPU 56 performs control to transmit a normal state designation command to the effect control microcomputer 100 (step S136).

  In addition, a value corresponding to the jackpot display time (a time for which the effect display device 9 notifies that the jackpot has occurred, for example) is set in the jackpot display time timer (step S137). In addition, the number of times of opening (for example, 15 times in the case of a normal big hit or a probable big hit, 2 times in the case of a sudden probable big hit) is set in the big prize opening number counter (step S138). Then, the value of the special symbol process flag is updated to a value corresponding to the pre-winner opening pre-processing (step S305) (step S139).

  In step S140, the CPU 56 checks whether or not a probability variation flag indicating that the probability variation state is set. If the probability variation flag is not set, the CPU 56 checks whether or not the time reduction flag indicating that the time reduction state is set (step S141). When the time reduction flag is set (that is, when the time change state is not controlled and only the time reduction state is controlled), the value of the time reduction counter indicating the number of times that the special symbol can be changed in the time reduction state is- 1 (step S142).

  Next, when the value of the time reduction counter after subtraction becomes 0 (step S144), the CPU 56 resets the time reduction flag (step S145). Further, the CPU 56 performs control for transmitting a normal state designation command to the effect control microcomputer 100 (step S146).

  Next, the CPU 56 checks whether or not the small hit flag is set (step S147). If the small hit flag is set, the CPU 56 transmits a small hit / sudden probability sudden change big hit start designation command to the effect control microcomputer 100 (step S148). In addition, a value corresponding to the small hit display time (for example, the time when the effect display device 9 notifies that the small hit has occurred) is set in the small hit display time timer (step S149). Further, the number of times of opening (for example, 2 times) is set in the special winning opening opening number counter (step S150). Then, the value of the special symbol process flag is updated to a value corresponding to the small hit start pre-processing (step S308) (step S151).

  If the small hit flag is not set (N in step S147), the CPU 56 updates the value of the special symbol process flag to a value corresponding to the special symbol normal process (step S300) (step S152).

  FIG. 27 is a flowchart showing the jackpot end process (step S307) in the special symbol process. In the jackpot end process, the CPU 56 checks whether or not the jackpot end display timer is set (step S160). If the jackpot end display timer is set, the process proceeds to step S164. If the jackpot end display timer is not set, the jackpot flag is reset (step S161), and control for transmitting a jackpot end designation command is performed (step S162). Here, a big hit end 1 designation command is transmitted when it is a normal big hit, a big hit end 2 designation command is sent when it is a probable big hit, and a small hit / abrupt is sudden when it is a sudden probable big hit. Send a probable jackpot end designation command. Then, a value corresponding to the display time corresponding to the time during which the big hit end display is being performed in the image display device 9 (big hit end display time) is set in the big hit end display timer (step S163), and the processing is ended.

  In step S164, 1 is subtracted from the value of the jackpot end display timer. Then, the CPU 56 checks whether or not the value of the jackpot end display timer is 0, that is, whether or not the jackpot end display time has elapsed (step S165). If not, the process ends.

  If the big hit end display time has elapsed (Y in step S165), the CPU 56 checks whether the big hit type is a probability change big hit or a sudden probability change big hit (step S166). Note that whether or not the probability change big hit or sudden probability change big hit is, specifically, whether or not the data set in the big hit type buffer in step S74 of the special symbol normal processing is “02” to “03”. This can be determined by checking. If neither the probability change big hit nor the sudden probability change big hit is present (that is, if it is a normal big hit), the CPU 56 sets the time reduction flag and shifts the gaming state to the time reduction state (step S167). Further, the CPU 56 sets a predetermined number of times (for example, 100 times) in a time reduction number counter for counting the number of time reductions (step S168). In addition, the CPU 56 performs control to transmit a time reduction state designation command to the effect control microcomputer 100 (step S169). Then, control goes to a step S173.

  If the probability change big hit or the sudden probability change big hit, the CPU 56 sets the probability change flag and shifts the gaming state to the probability change state (step S170). Further, the CPU 56 sets a time reduction flag (step S171). Further, the CPU 56 performs control to transmit a probability change state designation command to the effect control microcomputer 100 (step S172). Then, control goes to a step S173.

  In this embodiment, the time reduction flag set in steps S167 and S171 is also used to determine whether or not to increase the opening time of the variable winning ball device 15 or increase the number of times of opening. In this case, specifically, in the normal symbol process (see step S27), the CPU 56 confirms whether or not the time reduction flag is set when the normal symbol variation display result is a win. If so, control is performed to open the variable winning ball device 15 by extending the opening time or increasing the number of times of opening. The time reduction flag set in steps S167 and S171 is used to determine whether or not to shorten the special symbol variation time.

  Then, the CPU 56 updates the value of the special symbol process flag to a value corresponding to the special symbol normal process (step S300) (step S173).

  Next, the operation of the effect control means will be described. FIG. 28 is a flowchart showing main processing executed by the effect control microcomputer 100 (specifically, the effect control CPU 101) as effect control means mounted on the effect control board 80. The effect control CPU 101 starts executing the main process when the power is turned on. In the main processing, first, initialization processing is performed for clearing the RAM area, setting various initial values, and initializing a timer for determining the activation control activation interval (for example, 2 ms) (step S701). . Thereafter, the effect control CPU 101 proceeds to a loop process for monitoring a timer interrupt flag (step S702). When a timer interrupt occurs, the effect control CPU 101 sets a timer interrupt flag in the timer interrupt process. If the timer interrupt flag is set in the main process, the effect control CPU 101 clears the flag (step S703) and executes the following effect control process.

  In the effect control process, the effect control CPU 101 first analyzes the received effect control command and performs a process of setting a flag according to the received effect control command (command analysis process: step S704). Next, the effect control CPU 101 performs effect control process processing (step S705). In the effect control process, the process corresponding to the current control state (effect control process flag) is selected from the processes corresponding to the control state, and display control of the effect display device 9 is executed.

  Next, a random number update process for updating a count value of a counter for generating a random number such as a jackpot symbol determining random number is executed (step S706). Further, a hold storage display control process for controlling the display state of the combined hold storage display unit 18c is executed (step S707). Thereafter, the process proceeds to step S702.

  FIG. 29 is an explanatory diagram showing a configuration example of a command reception buffer for storing the effect control command received from the game control microcomputer 560 of the main board 31. In this example, a command reception buffer of a ring buffer type capable of storing six 2-byte configuration effect control commands is used. Therefore, the command reception buffer is configured by a 12-byte area of reception command buffers 1 to 12. A command reception number counter indicating in which area the received command is stored is used. The command reception number counter takes a value from 0 to 11. The ring buffer format is not necessarily required.

  The effect control command transmitted from the game control microcomputer 560 is received by an interrupt process based on the effect control INT signal, and is stored in a buffer area formed in the RAM. In the command analysis process, it is analyzed which command (see FIG. 13 and FIG. 14) the effect control command stored in the buffer area is.

  30 to 33 are flowcharts showing a specific example of the command analysis process (step S704). The effect control command received from the main board 31 is stored in the reception command buffer, but in the command analysis process, the effect control CPU 101 confirms the content of the command stored in the command reception buffer.

  In the command analysis process, the effect control CPU 101 first checks whether or not a reception command is stored in the command reception buffer (step S611). Whether it is stored or not is determined by comparing the value of the command reception number counter with the read pointer. The case where both match is the case where the received command is not stored. When the reception command is stored in the command reception buffer, the effect control CPU 101 reads the reception command from the command reception buffer (step S612). When read, the value of the read pointer is incremented by +2 (step S613). The reason for +2 is that two bytes (one command) are read out.

  If the received effect control command is a variation pattern command (step S614), the effect control CPU 101 stores the variation pattern command in a variation pattern command storage area formed in the RAM (step S615). Then, a variation pattern command reception flag is set (step S616).

  If the received effect control command is a display result designation command (step S617), the effect control CPU 101 has the display result designation command (display result 1 designation command to display result 5 designation command) formed in the RAM. Store in the display result designation command storage area (step S618).

  If the received effect control command is a symbol confirmation designation command (step S619), the effect control CPU 101 sets a confirmed command reception flag (step S620).

  If the received effect control command is a jackpot start 1 designation command or a jackpot start 2 designation command (step S621), the effect control CPU 101 sets a jackpot start 1 designation command reception flag or a jackpot start 2 designation command reception flag ( Step S622).

  If the received effect control command is a small hit / sudden probability sudden change big hit start designation command (step S623), the effect control CPU 101 sets a small hit / sudden probability change big hit start designation command reception flag (step S624).

  If the received effect control command is the first symbol variation designation command (step S625), the first symbol variation designation command reception flag is set (step S626). If the received effect control command is the second symbol variation designation command (step S627), the second symbol variation designation command reception flag is set (step S628).

  If the received effect control command is a power-on specification command (initialization specification command) (step S631), the effect control CPU 101 displays an initial screen on the effect display device 9 indicating that the initialization process has been executed. Control is performed (step S632). The initial screen includes an initial display of predetermined production symbols.

  If the received effect control command is a power failure recovery designation command (step S633), a predetermined power failure recovery screen (screen for displaying information notifying the player that the gaming state is continuing) is displayed. Display control is performed (step S634), and a power failure recovery flag is set (step S635).

  If the received effect control command is a jackpot end 1 designation command (step S641), the effect control CPU 101 sets a jackpot end 1 designation command reception flag (step S642). If the received effect control command is a jackpot end 2 designation command (step S643), the effect control CPU 101 sets a jackpot end 2 designation command reception flag (step S644). If the received effect control command is a small hit / sudden probability sudden change big hit end designation command (step S645), the effect control CPU 101 sets a small hit / sudden probability change big hit end designation command reception flag (step S646).

  If the received effect control command is the first reserved memory number designation command (step S651), the effect control CPU 101 stores the second byte data (EXT data) of the first reserved memory number designation command as the first reserved memory. The number is stored in the number storage area (step S652). Further, the production control CPU 101 performs the first hold storage in the first hold storage display unit 18c according to the first hold storage number (specifically, the value of the EXT data) indicated by the received first hold storage number designation command. The number display is updated (step S653).

  If the received effect control command is the second reserved memory number designation command (step S654), the effect control CPU 101 stores the second byte data (EXT data) of the second reserved memory number designation command as the second reserved memory. The number is stored in the number storage area (step S655). Further, the production control CPU 101 determines the second reserved memory in the second reserved memory display unit 18d according to the second reserved memory number (specifically, the value of the EXT data) indicated by the received second reserved memory number designation command. The number display is updated (step S656).

  If the received effect control command is the normal state designation command (step S657), the effect control CPU 101, if set, the probability change state flag indicating that the game state is the probability change state, or the game state is in the short time state. The time-short state flag indicating that is reset (step S658). If the effect control command received is a time-short state designation command (step S659), the effect control CPU 101 sets a time-short state flag (step S660) and counts the number of fluctuations after the shift to the time-short state. The counter for the number of times after time reduction is cleared (step S661). If the received effect control command is a probability change state designation command (step S662), the effect control CPU 101 sets a probability change state flag (step S663).

  As already described, in this embodiment, the probability variation state flag and the time reduction state flag are stored in the backup RAM area of the RAM provided in the effect control microcomputer 100, and the power supply to the gaming machine is stopped. Is also held for a predetermined period. On the other hand, the value of the time reduction counter is not stored in the backup RAM area, and when the power supply to the gaming machine is stopped, the value of the time reduction counter is lost.

  Next, if the received effect control command is any prize determination result designation command (step S664), the effect control CPU 101 determines the prize determination result according to the received prize determination result designation command. The result is stored in the result storage buffer (step S665).

  FIG. 34 is an explanatory diagram of a configuration example of an area for storing a winning determination result (winning determination result storage buffer). As shown in FIG. 34, in this embodiment, a first winning determination result storage buffer for storing a winning determination result at the time of starting winning to the first starting winning opening 13, and a second starting winning opening 14 are stored. A second winning determination result storage buffer for storing a winning determination result at the time of starting winning is prepared. As shown in FIG. 34, a storage area corresponding to the upper limit value (4 in this example) of the first reserved storage number is secured in the first winning determination result storage buffer. In addition, a storage area corresponding to the upper limit value (4 in this example) of the second reserved storage number is secured in the second winning determination result storage buffer. In this embodiment, the EXT data of the received winning determination result designation command is stored in the first winning determination result storage buffer and the second winning determination result storage buffer. The first winning determination result storage buffer and the second winning determination result storage buffer are formed in a RAM included in the effect control microcomputer 100.

  Next, the effect control CPU 101 confirms whether any continuous notice execution flag indicating that the continuous notice effect is already being executed is set (step S666). The continuous advance notice execution flag is set in an effect symbol variation start process described later (see step S1810). If any of the continuous notice execution flags is set, the process proceeds to step S611. That is, when the continuous notice effect is already being executed, control is performed so that the determination process of the continuous notice effect is not repeated.

  If no continuous notice execution effect is set, the effect control CPU 101 determines the past winning determination result stored in the winning determination result storage buffer (the winning time indicated in the winning determination result designation command received this time). All the determination results are excluded (step S667). In this case, the effect control CPU 101 checks whether or not the probability variation state flag or the time reduction state flag is set. Then, if neither the probability change state flag nor the short time state flag is set (that is, if it is in the normal state (low base state)), the effect control CPU 101 stores the past in the first winning determination result storage buffer. All the winning judgment results are extracted. Further, the effect control CPU 101 stores the second winning determination result storage buffer if the probability variation state flag or the short time state flag is set (that is, if the probability variation state or the short time state (high base state)). All past winning determination results are extracted.

  Next, the effect control CPU 101 confirms whether or not all of the extracted winning determination results are determination results indicating “non-reach” (step S668). In this case, if neither the probability variation state flag nor the short time state flag is set and the normal state, the effect control CPU 101 determines the winning time determination extracted from only the first winning time determination result storage buffer in step S667. Check if all the results are “non-reach”. In addition, when the probability variation state flag or the time reduction state flag is set and the probability variation state flag or the time reduction state is set, the effect control CPU 101 stores all winning determination results extracted from only the second winning determination result storage buffer in step S667. Check if it is “non-reach”. In other words, when the gaming state is the normal state (low base state) by executing the processes of steps S667 and S668, the first start is performed before the display of the variation that is the object of the determination at the time of winning is started. It is confirmed whether or not the determination result at the time of winning is “non-reach out” for all the variable displays executed based on the start winning at the winning opening 13. In addition, when the gaming state is a certain change state or a short time state (high base state), the start winning to the second start winning opening 14 is started before the display of the variation that is the object of the determination at the time of winning is started. For all the variable displays to be executed, it is confirmed whether or not the winning determination result is “non-reach”. In this embodiment, as described above, when it is determined that the winning determination is “out of”, if the random number for random variation pattern determination (random 2) is 1 to 89, at least the variation pattern type Is determined to be non-reach CA2-1 (that is, non-reach is lost). Therefore, in this embodiment, the effect control CPU 101 determines in step S668 that the extracted winning determination results are all values indicating that the variation pattern type is non-reach CA2-1 (specifically, “00 ( H) ”or“ 10 (H) ”(see FIG. 15).

  If the winning determination results are all determination results indicating “non-reach”, the effect control CPU 101 checks whether or not the probability variation state flag is set (step S669). If the probability variation state flag is set, the CPU 101 for effect control selects the continuous notice allocation table B as a table for determining the presence / absence of the continuous notice effect and the effect mode of the continuous notice effect (step S670). The continuous notice allocation table will be described later (see FIGS. 35 and 36).

  If the probability variation state flag is not set, the production control CPU 101 confirms whether or not the time reduction state flag is set (step S671). If the time-short state flag is set, the effect control CPU 101 indicates that the value of the number-of-times-after-count counter is 91 to 99 (that is, the variable display to be executed next is the 92nd to 100th times after the transition to the time-short state). Whether it is a variable display) is confirmed (step S672). In this case, specifically, the production control CPU 101 should not have a value of the time-short time counter value of 100 or more in the time-short state. What is necessary is just to determine whether it is above. If the value of the number of times after time reduction is not 91 to 99, the effect control CPU 101 checks whether or not the power failure recovery flag is set (step S673). When the value of the counter for the number of hours after time reduction is 91 to 99 in step S672 or when the power failure recovery flag is set in step S673, the effect control CPU 101 determines whether there is a continuous notice effect and the effect of the continuous notice effect. The continuous notice allocation table D is selected as a table for determining the mode (step S674). If the power failure recovery flag is not set, the effect control CPU 101 selects the continuous notice allocation table C as a table for determining the presence / absence of the continuous notice effect and the effect form of the continuous notice effect (step S675).

  If the time-short state flag is not set (that is, in the normal state), the effect control CPU 101 determines whether the value of the time-short time counter is 100 to 107 (that is, the next variable display to be executed). Whether the display is the 101st to 108th fluctuation display after the transition to the short-time state) (step S676). In this case, specifically, the effect control CPU 101 may determine whether or not the value of the number-of-times-after-count counter is 100 or more. If the value of the number of times after time reduction is not 100 to 107, the effect control CPU 101 selects the continuous notice allocation table A as a table for determining the presence / absence of the continuous notice effect and the effect mode of the continuous notice effect (step) S677). If the value of the number of times after time reduction is 100 to 107, the effect control CPU 101 selects the continuous notice allocation table E as a table for determining the presence / absence of the continuous notice effect and the effect mode of the continuous notice effect (step). S678).

  Next, the effect control CPU 101 uses the continuous notice allocation table selected in steps S670, S674, S675, S677, and S678 to determine whether or not to execute the continuous notice effect and determine the effect mode of the continuous notice effect. Processing is executed (step S679).

  Note that the continuous notice determination process in step S679 is executed on the condition that no continuous notice execution flag is set in step S666. That is, in this embodiment, the effect notice determination process is executed on condition that the continuous notice effect is not currently being executed. Since the continuous notice execution flag is already set after the start of the continuous notice effect, the continuous notice effect is executed in the already determined effect form without executing the continuous notice determination process again.

  In addition, if a super-reach or a winning prize that is a big hit occurs while running a continuous notice effect based on the determination result at the time of winning a “non-reach”, the super-reach is switched from the continuous notice effect that is being executed. Or a jackpot effect (for example, a reach notice or a jackpot notice) may be executed.

  FIG. 35 and FIG. 36 are explanatory diagrams showing specific examples of a continuous notice distribution table showing distribution of continuous notice effects. If the current gaming state is the normal state and the value of the after-short-time counter is not 100 to 107, the effect control CPU 101 selects the continuous notice allocation table in the normal state shown in FIG. 35A selected in step S677. Using A, the presence / absence of execution of the continuous notice effect and the effect mode of the continuous notice effect are determined based on the result of winning determination shown by the received winning determination result designation command. In this embodiment, when the continuous notice allocation table A is used, for example, the effect control CPU 101 determines the non-reach CA 2-1 based on the start winning to the first start winning opening 13 by the winning determination result designation command. When a winning determination result indicating that the pattern is a variation pattern type (ie, “non-reach”) (specifically, when the EXT data is “00 (H)”) As shown in FIG. 35 (A), it is decided to execute the continuous notice effect of the effect mode of either “change of variation pattern at the time of symbol variation” or “mode shift”. Further, for example, the production control CPU 101 becomes the variation pattern type of the super CA 2-7 based on the start winning to the first start winning port 13 by the determination result designation command at the time of winning (that is, “super reach is lost”). ) Is displayed (specifically, when the EXT data is “06 (H)”), as shown in FIG. It is determined to execute the continuous notice effect of any one of the effect modes of “change in variation mode”, “mode transition”, “countdown”, or “holding ball change”. Further, for example, the production control CPU 101 becomes the variation pattern type of the super CA 3-4 based on the start winning to the first start winning opening 13 by the determination result designation command at the time of winning (that is, “super reach big hit”). ) Is shown (specifically, when the EXT data is “0A (H)”), as shown in FIG. It is determined to execute the continuous notice effect of any one of the effect modes of “change in variation mode”, “mode transition”, “countdown”, or “holding ball change”.

  Further, when using the continuous notice allocation table A, for example, the production control CPU 101 determines the variation pattern type of the non-reach CA 2-1 based on the start winning to the second start winning port 14 by a winning determination result designation command. When the winning determination result indicating that “there is“ non-reach out ”” is shown (specifically, when the EXT data is “10 (H)”), FIG. As shown in A), it is determined that there is no allocation for any of the continuous notice effects of any effect mode, and the continuous notice is not executed. Further, for example, the production control CPU 101 becomes the variation pattern type of the super CA 2-7 based on the start winning to the second start winning port 14 by the determination result designation command at the time of winning (that is, “super reach is lost”). ) Is shown (specifically, when the EXT data is “16 (H)”), as shown in FIG. Also, there is no allocation for the continuous notice effect, and it is decided not to execute the continuous notice. Further, for example, the production control CPU 101 becomes a variation pattern type of the super CA 3-4 based on the start winning to the second start winning port 14 with the determination result designation command at the time of winning (that is, “super reach big hit”). ) Is shown (specifically, when the EXT data is “1A (H)”), as shown in FIG. Also, there is no allocation for the continuous notice effect, and it is decided not to execute the continuous notice.

  Note that the specific contents of the presentation modes of the respective continuous notice effects of “change in change mode at the time of symbol change”, “mode shift”, “countdown”, and “change in reserved ball” will be described later.

  On the other hand, if the current gaming state is the probability variation state, the effect control CPU 101 uses the continuous notice allocation table B in the probability variation state shown in FIG. 35B selected in step S670 to determine the received winning time determination. The presence / absence of execution of the continuous notice effect and the effect mode of the continuous notice effect are determined based on the winning determination result indicated by the result designation command. In this embodiment, when the continuous notice allocation table B is used, for example, the effect control CPU 101 determines the non-reach CA 2-1 based on the start winning to the first start winning opening 13 by the determination result designation command at the time of winning. When a winning determination result indicating that the pattern is a variation pattern type (ie, “non-reach”) (specifically, when the EXT data is “00 (H)”) As shown in FIG. 35 (B), there is no allocation for the continuous notice effects of any effect form, and it is decided not to execute the continuous notice. Further, for example, the production control CPU 101 becomes the variation pattern type of the super CA 2-7 based on the start winning to the first start winning port 13 by the determination result designation command at the time of winning (that is, “super reach is lost”). ) Is shown (specifically, when the EXT data is “06 (H)”), as shown in FIG. Also, there is no allocation for the continuous notice effect, and it is decided not to execute the continuous notice. Further, for example, the production control CPU 101 becomes the variation pattern type of the super CA 3-4 based on the start winning to the first start winning opening 13 by the determination result designation command at the time of winning (that is, “super reach big hit”). ) Is shown (specifically, when the EXT data is “0A (H)”), as shown in FIG. Also, there is no allocation for the continuous notice effect, and it is decided not to execute the continuous notice.

  Further, when the continuous notice allocation table B is used, for example, the effect control CPU 101 determines the variation pattern type of the non-reach CA 2-1 based on the start winning to the second start winning port 14 by the winning determination result designation command. When the winning determination result indicating that “there is“ non-reach out ”” is shown (specifically, when the EXT data is “10 (H)”), FIG. As shown in B), there is no allocation for the continuous notice effect of any effect form, and it is decided not to execute the continuous notice. Further, for example, the production control CPU 101 becomes the variation pattern type of the super CA 2-7 based on the start winning to the second start winning port 14 by the determination result designation command at the time of winning (that is, “super reach is lost”). ) Is shown (specifically, when the EXT data is “16 (H)”), as shown in FIG. It is determined to execute the continuous notice effect of any one of the effect modes of “variation of change form”, “countdown”, or “reserved ball change”. Further, for example, the production control CPU 101 becomes a variation pattern type of the super CA 3-4 based on the start winning to the second start winning port 14 with the determination result designation command at the time of winning (that is, “super reach big hit”). ) Is displayed (specifically, when the EXT data is “1A (H)”), as shown in FIG. It is determined to execute the continuous notice effect of any of the effect modes of “change in variation form”, “countdown”, or “holding ball change”.

  In addition, if the current gaming state is the short-time state and the value of the after-short-time counter is not 91 to 99 (that is, if the next change display to be executed is the first to 91th change display after transition to the short-time state). The effect control CPU 101 uses the continuous notice allocation table C shown in FIG. 35C selected in step S675 to perform continuous notice based on the winning decision result indicated by the received winning decision result designation command. The presence / absence of execution of the effect and the effect mode of the continuous notice effect are determined. In this embodiment, when the continuous notice allocation table C is used, for example, the effect control CPU 101 determines the non-reach CA 2-1 based on the start winning to the first start winning port 13 by a winning determination result designation command. When a winning determination result indicating that the pattern is a variation pattern type (ie, “non-reach”) (specifically, when the EXT data is “00 (H)”) As shown in FIG. 35 (C), there is no allocation to the continuous notice effects of any effect form, and it is decided not to execute the continuous notice. Further, for example, the production control CPU 101 becomes the variation pattern type of the super CA 2-7 based on the start winning to the first start winning port 13 by the determination result designation command at the time of winning (that is, “super reach is lost”). ) Is shown (specifically, when the EXT data is “06 (H)”), as shown in FIG. Also, there is no allocation for the continuous notice effect, and it is decided not to execute the continuous notice. Further, for example, the production control CPU 101 becomes the variation pattern type of the super CA 3-4 based on the start winning to the first start winning opening 13 by the determination result designation command at the time of winning (that is, “super reach big hit”). ) Is shown (specifically, when the EXT data is “0A (H)”), as shown in FIG. Also, there is no allocation for the continuous notice effect, and it is decided not to execute the continuous notice.

  Further, when the continuous notice allocation table C is used, for example, the effect control CPU 101 determines the variation pattern type of the non-reach CA 2-1 based on the start winning to the second start winning opening 14 by the winning determination result designation command. When the winning determination result indicating that “there is“ non-reach out ”” is shown (specifically, when the EXT data is “10 (H)”), FIG. As shown in C), there is no allocation to the continuous notice effects of any effect form, and it is decided not to execute the continuous notice. Further, for example, the production control CPU 101 becomes the variation pattern type of the super CA 2-7 based on the start winning to the second start winning port 14 by the determination result designation command at the time of winning (that is, “super reach is lost”). ) Is shown (specifically, when the EXT data is “16 (H)”), as shown in FIG. It is determined to execute the continuous notice effect of any of the effect modes of “change in variation form”, “countdown”, or “holding ball change”. Further, for example, the production control CPU 101 becomes the variation pattern type of the super CA 3-4 based on the start winning to the second start winning port 14 with the determination result designation command at the time of winning (that is, “super reach big hit”). ) Is displayed (specifically, when the EXT data is “1A (H)”), as shown in FIG. It is determined to execute the continuous notice effect of any of the effect modes of “change in variation form”, “countdown”, or “holding ball change”.

  In addition, if the current gaming state is the short-time state and the value of the after-short-time counter is 91 to 99 (that is, if the next variation display to be executed is the 92-100th variation display after the transition to the short-time state). The effect control CPU 101 uses the continuous notice allocation table D shown in FIG. 36 (D) selected in step S674 to perform continuous advance notice based on the winning determination result indicated by the received winning determination result designation command. The presence / absence of execution of the effect and the effect mode of the continuous notice effect are determined. Also, if the current gaming state is a short-time state and the power failure recovery flag is set (that is, a power failure occurs when the gaming state is controlled to the short-time state, then power supply to the gaming machine resumes In this case, the effect control CPU 101 uses the continuous notice allocation table D shown in FIG. 36D selected in step S674 to determine the winning determination result indicated by the received winning determination result designation command. Based on this, the presence / absence of execution of the continuous notice effect and the effect mode of the continuous notice effect are determined.

  In this embodiment, when the continuous notice allocation table D is used, for example, the effect control CPU 101 determines the non-reach CA 2-1 based on the start winning to the first start winning opening 13 by the winning determination result designation command. When a winning determination result indicating that the pattern is a variation pattern type (ie, “non-reach”) (specifically, when the EXT data is “00 (H)”) As shown in FIG. 36 (D), there is no allocation to the continuous notice effects of any effect form, and it is decided not to execute the continuous notice. Further, for example, the production control CPU 101 becomes the variation pattern type of the super CA 2-7 based on the start winning to the first start winning port 13 by the determination result designation command at the time of winning (that is, “super reach is lost”). ) Is shown (specifically, when the EXT data is “06 (H)”), as shown in FIG. Also, there is no allocation for the continuous notice effect, and it is decided not to execute the continuous notice. Further, for example, the production control CPU 101 becomes the variation pattern type of the super CA 3-4 based on the start winning to the first start winning opening 13 by the determination result designation command at the time of winning (that is, “super reach big hit”). ) Is shown (specifically, when the EXT data is “0A (H)”), as shown in FIG. Also, there is no allocation for the continuous notice effect, and it is decided not to execute the continuous notice.

  When the continuous notice allocation table D is used, for example, the effect control CPU 101 determines the variation pattern type of the non-reach CA 2-1 based on the start winning to the second start winning port 14 with a winning determination result designation command. When the winning determination result indicating that the result is (that is, “non-reach out”) is indicated (specifically, when the EXT data is “10 (H)”), FIG. As shown in D), there is no allocation for the continuous notice effects of any effect form, and it is decided not to execute the continuous notice. Further, for example, the production control CPU 101 becomes the variation pattern type of the super CA 2-7 based on the start winning to the second start winning port 14 by the determination result designation command at the time of winning (that is, “super reach is lost”). ) Is shown (specifically, when the EXT data is “16 (H)”), as shown in FIG. Is determined to execute the continuous notice effect of the effect mode. Further, for example, the production control CPU 101 becomes the variation pattern type of the super CA 3-4 based on the start winning to the second start winning port 14 with the determination result designation command at the time of winning (that is, “super reach big hit”). ) Is shown (specifically, when the EXT data is “1A (H)”), as shown in FIG. Is determined to execute the continuous notice effect of the effect mode.

  The continuous notice allocation table D shown in FIG. 36 (D) is used when the game state is the short-time state, but the remaining number of short-time states is within eight times (until eight times of change display is executed). The time-shortening state ends during this period. In this embodiment, since the total number of stored reserves can be stored up to 8 (that is, up to 8 total start winnings to the first starting winning port 13 and the second starting winning port 14 can be held), When the remaining number of time-saving states is within 8 times, the game state is in the time-saving state when determining the winning time, but the time-saving state is already in effect when the variable display subject to the winning-time determination is started. May have ended. Therefore, there is a possibility that the determination result at the time of winning and the determination result at the start of actual variation cannot be matched, and the continuous notice effect cannot be appropriately performed. For example, there is a possibility that the variation display that is the target of determination at the time of winning a prize will not be a big hit or super reach, and the player's expectation may be impaired. Therefore, in this embodiment, as shown in FIG. 36 (D), when the game state is the short-time state but the remaining number of the short-time state is within 8 times, The execution of the continuous notice effect is restricted so that only the continuous notice effect is performed, thereby preventing a situation that impairs the player's expectation.

  The continuous notice allocation table D shown in FIG. 36 (D) is also used when the gaming state is a short time state and the power failure recovery flag is set. In this embodiment, as already described, the time reduction state flag is stored in the backup RAM area of the RAM provided in the production control microcomputer 100, whereas the value of the time reduction number counter is stored in the backup RAM area. Not saved. Therefore, after the power supply to the gaming machine is stopped and the power supply is resumed, when any winning determination result command is received, the effect control CPU 101 has the current gaming state in the short-time state. Although it is possible to determine (see step S671), it is not possible to correctly determine how many times the variable display has been executed after shifting to the time-saving state. Therefore, if power failure recovery is performed when the remaining number of time-saving states is 8 or less, there is a possibility that the result of determination at the time of winning is not consistent with the result of determination at the start of actual fluctuation. There is a risk that the player's expectation will be impaired. Therefore, in this embodiment, as shown in FIG. 36 (D), even when the gaming state is the short-time state and the power failure is restored, only the continuous notice effect of the effect mode of “pending ball change” is performed. In order to prevent this, the execution of the continuous notice effect is regulated to prevent a situation in which the player's expectation is impaired.

  Also, if the current gaming state is the normal state and the value of the after-short-time counter is 100 to 107 (that is, if the next change display to be executed is the 101st to 108th change display after the transition to the short-time state). The CPU 101 for effect control uses the continuous notice allocation table E shown in FIG. 36E selected in step S678, based on the winning determination result indicated by the received winning determination result designation command, to provide the continuous notice. The presence / absence of execution of the effect and the effect mode of the continuous notice effect are determined.

  In this embodiment, when the continuous notice allocation table E is used, for example, the effect control CPU 101 determines the non-reach CA 2-1 based on the start winning to the first start winning opening 13 by the determination result designation command at the time of winning. When a winning determination result indicating that the pattern is a variation pattern type (ie, “non-reach”) (specifically, when the EXT data is “00 (H)”) As shown in FIG. 36 (E), there is no allocation to the continuous notice effects of any effect form, and it is determined not to execute the continuous notice. Further, for example, the production control CPU 101 becomes the variation pattern type of the super CA 2-7 based on the start winning to the first start winning port 13 by the determination result designation command at the time of winning (that is, “super reach is lost”). ) Is shown (specifically, when the EXT data is “06 (H)”), as shown in FIG. Is determined to execute the continuous notice effect of the effect mode. Further, for example, the production control CPU 101 becomes the variation pattern type of the super CA 3-4 based on the start winning to the first start winning opening 13 by the determination result designation command at the time of winning (that is, “super reach big hit”). ) Is shown (specifically, when the EXT data is “0A (H)”), as shown in FIG. Is determined to execute the continuous notice effect of the effect mode.

  Further, when using the continuous notice allocation table E, for example, the effect control CPU 101 determines the variation pattern type of the non-reach CA 2-1 based on the start winning to the second start winning port 14 with the winning determination result designation command. When the winning determination result indicating that the result is (that is, “non-reach out”) is indicated (specifically, when the EXT data is “10 (H)”), FIG. As shown in E), there is no allocation for the continuous notice effects of any effect form, and it is decided not to execute the continuous notice. Further, for example, the production control CPU 101 becomes the variation pattern type of the super CA 2-7 based on the start winning to the second start winning port 14 by the determination result designation command at the time of winning (that is, “super reach is lost”). ) Is determined (specifically, when the EXT data is “16 (H)”), as shown in FIG. Also, there is no allocation for the continuous notice effect, and it is decided not to execute the continuous notice. Further, for example, the production control CPU 101 becomes a variation pattern type of the super CA 3-4 based on the start winning to the second start winning port 14 with the determination result designation command at the time of winning (that is, “super reach big hit”). ) Is shown (specifically, when the EXT data is “1A (H)”), as shown in FIG. Also, there is no allocation for the continuous notice effect, and it is decided not to execute the continuous notice.

  The continuous notice allocation table E shown in FIG. 36 (E) is used when the number of variable displays executed after the time-short state is ended and the gaming state is shifted to the normal state is still within eight. It is. In this embodiment, since the total number of stored reserves can be stored up to 8 (that is, a total of up to 8 start winnings can be held in the first starting winning port 13 and the second starting winning port 14). If the number of executions of the variable display is still within 8 even after the short-time state is finished, the game state is in the normal state when the variable display subject to the determination at the time of winning is started, but at the time of the winning When the determination is made, there is a possibility that the gaming state is still in a short time state. Therefore, there is a possibility that the determination result at the time of winning and the determination result at the start of actual variation cannot be matched, and the continuous notice effect cannot be appropriately performed. For example, there is a possibility that the variation display that is the target of determination at the time of winning a prize will not be a big hit or super reach, and the player's expectation may be impaired. Therefore, in this embodiment, as shown in FIG. 36 (E), when the game state is the normal state but the number of executions of the variable display after the completion of the time reduction state is still within 8 times, The execution of the continuous notice effect is regulated so that only the continuous notice effect of the “change” effect mode is performed, thereby preventing a situation in which the player's expectation is impaired.

  Further, as shown in FIGS. 35A to 35C, in this embodiment, the continuous notice effect of the “countdown” effect mode has a determination result at the time of winning “super-reaching miss” or “super-reach big hit”. Is selected only if Therefore, when the continuous notice effect is executed in the “countdown” effect mode, it is determined that the super reach effect is performed at least in the variable display that is the target of the determination at the time of winning, and the interest for the game is improved. be able to.

  Note that, as shown in FIGS. 36D and 36E, in the continuous notice allocation tables D and E, no assignment is made to “countdown” which is an effect mode in which super reach is determined. Therefore, in this embodiment, when the gaming state is in the short-time state but the remaining number of short-time state is within eight times, or when the gaming state is in the short-time state and the power failure is restored, the gaming state is normally If the number of executions of the variable display after the completion of the short-time state is still within eight times, the continuous notice effect of the “countdown” effect mode is restricted from being selected. By doing so, the super-reach effect is not executed in the variable display that is the target of the determination at the time of winning, even though the continuous notice effect of the “countdown” effect mode of the super reach determination is executed, The situation that seriously impairs the player's expectation is prevented.

  Next, when it is determined that the continuous notice effect is to be executed in step S679 (Y in step S680), the effect control CPU 101 sets a continuous notice determination flag indicating that the execution of the continuous notice effect has been decided ( Step S681). In this case, for example, when the CPU 101 for effect control determines to execute the continuous notice effect based on receiving the winning determination result 1 designation command shown in FIG. If the start winning is “non-reach”, a first off-line continuous notice determination flag indicating that the execution of the continuous notice effect is decided based on the determination at the time of winning is set. Further, for example, when the CPU 101 for effect control determines to execute the continuous notice effect based on receiving the winning determination result 7 designation command shown in FIG. If the start winning prize is “super reach loss”, a first reach continuous notice determination flag indicating that the execution of the continuous notice effect has been decided based on the determination at the time of winning is set. Further, for example, when the CPU 101 for effect control determines to execute the continuous notice effect based on receiving the winning determination result 11 designation command shown in FIG. When a “super reach big hit” is made with respect to the start winning prize, a first big hit continuous notice determination flag indicating that the execution of the continuous notice effect is decided based on the determination at the time of winning is set. Further, for example, when the CPU 101 for effect control determines to execute the continuous notice effect based on receiving the winning determination result 21 designation command shown in FIG. When the start prize is “non-reach”, a second deviation continuous notice determination flag indicating that the execution of the continuous notice effect is decided based on the determination at the time of winning is set. Further, for example, when the CPU 101 for effect control determines to execute the continuous notice effect based on receiving the winning determination result 27 designation command shown in FIG. When the start winning prize is “super reach loss”, a second reach continuous notice determination flag indicating that execution of the continuous notice effect has been decided based on the determination at the time of winning is set. Further, for example, when the CPU 101 for effect control determines to execute the continuous notice effect based on the reception of the winning determination result 31 designation command shown in FIG. When it becomes “super reach big hit” with respect to the start winning prize, a second big hit consecutive notice determination flag indicating that execution of the continuous notice effect is decided based on the determination at the time of winning is set. Of these continuous notice determination flags, the first consecutive notice notice flag, the first reach notice notice flag, and the first big hit notice notice flag are the first notice notice flags. Of these continuous notice determination flags, the second off-line continuous notice determination flag, the second reach continuous notice determination flag, and the second big hit continuous notice determination flag are the second consecutive notice determination flags.

  In step S681, a continuous notice determination flag is set, and information that can specify the effect mode determined in step S679 is also set. In this case, for example, a flag indicating that the effect mode is “change in variation pattern at the time of symbol variation”, a flag indicating “mode shift”, a flag indicating “countdown”, “holding ball” A flag indicating “change” may be set. In addition, for example, when the continuous notice determination flag is composed of a plurality of bits (for example, 1 byte), by setting a value that specifies which aspect of production to a predetermined bit of the continuous notice determination flag, It may be possible to specify which production mode is determined.

  Next, the effect control CPU 101 sets the current number of reserved memories in the variation counter (step S682). In this case, when the first continuous notice determination flag is set in step S681, the effect control CPU 101 uses the first reserved memory number (see step S652) stored in the first reserved memory number storage area as the number of fluctuations. Set to counter. If the second continuous notice determination flag is set in step S681, the second reserved memory number (see step S655) stored in the second reserved memory number storage area is set in the variation counter. The variation counter is a counter for counting the number of variation displays executed until the variation display that is the target of determination of the winning determination result specified by the winning determination result specifying command is started. .

  In steps S679 and S680, whether or not to perform the continuous notice effect may be determined by executing a lottery process using random numbers. Then, when it is determined that the continuous notice effect is determined by the lottery process, the effect form to be executed may be determined from the effect forms distributed in the continuous notice distribution table. Also, in the continuous notice allocation table shown in FIGS. 35 and 36, the allocation may be performed so that the selection ratio of each effect mode differs according to the reliability that is a big hit. For example, each presentation mode may be allocated so that the reliability of the big hit becomes higher in the order of “change in variation pattern at the time of symbol variation”, “mode transition”, “countdown”, and “change in reserved ball”. . In addition, the allocation method of each production mode that increases the reliability that is a big hit is not limited to such an order, for example, in the reverse order “change in reserved ball”, “countdown”, “mode transition”, “design variation” Allocation may be performed so that the reliability that becomes a big hit becomes higher in the order of “change in the fluctuation pattern of time”. Furthermore, not only in the order of these arrangements, for example, the “mode transition” and “countdown” effects are assigned in the order of arrangement in which the reliability with the biggest jackpot is high, or conversely, the reliability with the biggest jackpot is low. And various ways of allocating the production modes are possible.

  If the received effect control command is another command, the effect control CPU 101 sets a flag corresponding to the received effect control command (step S683). Then, control goes to a step S611.

  FIG. 37 is a flowchart showing the effect control process (step S705) in the main process shown in FIG. In the effect control process, the effect control CPU 101 performs one of steps S800 to S806 according to the value of the effect control process flag. In each process, the following process is executed. In the effect control process, the display state of the effect display device 9 is controlled and variable display of the effect symbol (decorative symbol) is realized. Control related to variable display and control related to variable display of effect symbols (decorative symbols) synchronized with the variation of the second special symbol are executed in one effect control process.

  Fluctuation pattern command reception waiting process (step S800): It is confirmed whether or not a variation pattern command has been received from the game control microcomputer 560. Specifically, it is confirmed whether or not the variation pattern command reception flag set in the command analysis process is set. If the change pattern command has been received, the value of the effect control process flag is changed to a value corresponding to the effect symbol change start process (step S801).

  Effect symbol variation start processing (step S801): Control is performed so that the variation of the effect symbol (decoration symbol) is started. Then, the value of the effect control process flag is updated to a value corresponding to the effect symbol changing process (step S802).

  Production symbol variation processing (step S802): Controls the switching timing of each variation state (variation speed) constituting the variation pattern and monitors the end of the variation time. When the variation time ends, the value of the effect control process flag is updated to a value corresponding to the effect symbol variation stop process (step S803).

  Effect symbol variation stop processing (step S803): Based on the reception of the effect control command (design determination designation command) for instructing all symbols to stop, the variation of the effect symbol (decoration symbol) is stopped and the display result (stop symbol) Control to derive and display. Then, the value of the effect control process flag is updated to a value corresponding to the jackpot display process (step S804) or the variation pattern command reception waiting process (step S800).

  Big hit display process (step S804): After the end of the variation time, control is performed to display a screen for notifying the effect display device 9 of the occurrence of the big hit. Then, the value of the effect control process flag is updated to a value corresponding to the big hit game processing (step S805).

  Big hit game processing (step S805): Control during big hit game is performed. For example, when a special winning opening opening designation command or a special winning opening open designation command is received, display control of the number of rounds in the effect display device 9 is performed. Then, the value of the effect control process flag is updated to a value corresponding to the jackpot end effect process (step S806).

  Big hit end effect processing (step S806): In the effect display device 9, display control is performed to notify the player that the big hit gaming state has ended. Then, the value of the effect control process flag is updated to a value corresponding to the variation pattern command reception waiting process (step S800).

  FIG. 38 is a flowchart showing a variation pattern command reception waiting process (step S800) in the effect control process shown in FIG. In the variation pattern command reception waiting process, the effect control CPU 101 confirms whether or not the variation pattern command reception flag is set (step S811). If the variation pattern command reception flag is set, the variation pattern command reception flag is reset (step S812). Then, the value of the effect control process flag is updated to a value corresponding to the effect symbol variation start process (step S801) (step S813).

  39 and 40 are flowcharts showing the effect symbol variation start process (step S801) in the effect control process shown in FIG. In the effect symbol variation start process, the effect control CPU 101 first checks whether or not the continuous notice interrupting flag indicating that the continuous notice effect is being interrupted is set (step S1801). The continuous notice interruption flag is set in step S1805 described later. If the continuous notice interruption flag is not set, the effect control CPU 101 indicates that the continuous notice effect is being executed based on the determination result at the time of winning for the start winning to the second start winning opening 14. It is confirmed whether or not the second continuous notice execution flag is set (step S1802). Note that the second continuous notice execution flag is set in step S1815 described later. If any of the second continuous notice execution flags is set (Y in step S1802), the process proceeds to step S1806.

  If no second continuous notice execution flag is set (N in step S1802), the effect control CPU 101 performs the continuous notice effect based on the winning determination result for the start winning to the first start winning opening 13. It is checked whether or not any of the first continuous notice execution flags indicating execution is set (step S1803). The first continuous notice execution flag is set in step S1815 described later. If any of the first continuous notice execution flags is set (Y in step S1803), the effect control CPU 101 confirms whether or not the second symbol variation designation command reception flag is set (step S1804). ). If the second symbol variation designation command reception flag is not set, the process proceeds to step S1806. If the second symbol variation designation command reception flag is set, the effect control CPU 101 sets the continuous notice interruption flag (step S1805).

  As described above, in this embodiment, by executing the processing of steps S1802 to S1805, the continuous notice effect is being executed based on the determination result at the time of winning for the start winning to the first starting winning opening 13. When the execution of the variable display of the second special symbol is interrupted, control is performed to interrupt the continuous notice effect.

  Next, if it is set, the effect control CPU 101 subtracts 1 from the value of the variation counter (step S1806). Also, the effect control CPU 101 checks whether or not the value of the variation counter after subtraction is 0 (step S1807). If the value of the variation counter is 0, the effect control CPU 101 resets the set continuous notice execution flag (first continuous notice execution flag or second continuous notice execution flag). (Step S1808). By executing such processing, in this embodiment, the continuous notice effect is executed until the display of the change one time before the start of the change subject to the determination at the time of winning, and the determination at the time of winning is determined. The continuous notice execution flag is reset at the start of the subject variable display (the continuous notice effect is not performed during the variable display subject to the winning determination). Note that the continuous notice effect may be executed even during the variable display that is the target of the determination at the time of winning.

  If the continuous notice interruption flag is set in step S1801, the effect control CPU 101 checks whether or not the second symbol variation designation command reception flag is set (step S1809). If the second symbol variation designation command reception flag is not set (that is, when the variation display of the second special symbol is finished and the variation display of the first special symbol is returned), the continuous notice interruption flag is reset. (Step S1810). Next, the production control CPU 101 confirms whether or not the set first continuous notice execution flag is the first off-line continuous notice execution flag of the first continuous notice execution flags (step S1811). ). Note that the first off-running continuous notice execution flag indicates that a continuous notice effect is being executed based on the determination at the time of winning when the start winning to the first start winning opening 13 becomes “non-reach out”. And is set as one of the first continuous notice execution flags in step S1815 described later. When the first deviation continuous notice execution flag is set, the effect control CPU 101 resets the first deviation continuous notice execution flag (step S1812).

  On the other hand, if the flag for executing the first missed continuous advance notice is not set in step S1811 (in this case, if the “super reach miss” or “super reach big hit” is given for the start prize to the first start prize opening 13) Based on the time determination, the first reach continuous notice execution flag or the first big hit continuous notice execution flag is set), the effect control CPU 101 proceeds to step S1806.

  As described above, when the processing of steps S1809 to S1812 is executed, the second special symbol variation display interrupts and the continuous notice effect is interrupted, and then the first special symbol variation display is restored. When the variation subject to time determination is “non-reach”, the continuous notice effect is ended without continuing the continuous notice effect. In addition, if the variation subject to determination at the time of winning is “Super reach out” or “Super reach jackpot”, after the display returns to the variation display of the first special symbol, the remaining continuous notice effect continues. Executed. With such a configuration, when returning to the continuous notice effect after the change display of the second special symbol has interrupted, at least super reach will be determined, and a big hit will be given to the player after super reach. Expectation can be raised.

  FIG. 41 is an explanatory view showing the handling when the change display of the second special symbol is interrupted when the continuous notice effect is executed based on the determination result at the time of winning for the starting winning to the first starting winning opening 13. is there. Among these, FIG. 41 (A) shows the handling when the change display of the second special symbol is interrupted when the continuous notice effect of “change of the variation mode at the time of symbol variation” or “mode transition” is executed. Show. FIG. 41B shows the handling when the change display of the second special symbol is interrupted when the continuous notice effect of “countdown” or “holding ball change” is being executed.

  In this embodiment, when the change display of the second special symbol is interrupted when the continuous notice effect is executed based on the determination result at the time of winning with respect to the start winning to the first start winning opening 13, the continuous notice effect is given. Is interrupted (see step S1805). In this case, if the change in the first special symbol for which the reason for the execution of the interrupted continuous notice effect is determined is due to the determination at the time of winning as “non-reach”, the second special symbol Even if the variable display is ended and the variable special display is returned to the first special symbol, as shown in FIG. 41, the continuous preliminary notice effect is ended without restarting the interrupted continuous preliminary notice effect (Y in step S1811). , S1812). In addition, when the variation of the first special symbol is due to the determination of winning out of “super reach loss” or “super reach jackpot”, the variation display of the second special symbol is terminated and the first special symbol is terminated. 41, the remaining continuous notice effect is resumed and executed as shown in FIG. 41 (see N in step S1811). However, if the display result of the variable display of the second special symbol executed while interrupting the continuous notice effect is a big hit, as shown in FIG. The continuous notice effect is ended as it is without restarting the continuous notice effect (see step S887 described later).

  As shown in FIG. 35 and FIG. 36, when it is determined at the time of winning that the start winning to the first starting winning opening 13 is “non-reach”, “countdown” and “change in reserved ball” There is no case where a continuous notice effect is executed. Therefore, in this case, as shown in FIG. 41 (B), it is determined at the time of winning that the variation of the first special symbol whose determination reason is the execution reason of the interrupted continuous notice effect is “non-reach”. Since there is no case where the continuous notice effect is executed, there is no problem that the variable display of the second special symbol is interrupted and executed.

  Also, in this embodiment, as shown in FIG. 41, when the change display of the second special symbol interrupts during execution of the continuous notice effect, the notice effect (the relevant Control is performed so as not to execute the effect of giving a notice to the variable display of the second special symbol (see Y in step S1823 described later).

  In this embodiment, in addition to the prohibition process for the continuous notice effect shown in FIG. 41, the following prohibition process is performed.

(1) If the game machine is a big hit when the power is turned on or the power is restored, the gaming state after the big hit game is indeterminate. Therefore, in such a case, control is performed so as to clear all the information on the current reserved memory number.

(2) When there is a new start winning at the first start winning opening 13 or the second start winning opening 14 during the big hit game state, the game state after the big hit game is uncertain. Therefore, control is performed so as not to perform the process of executing the continuous notice effect for such a start-up prize (see step S216A). Also, control is performed so as not to stack the variation information of the number of reserved storage.

(3) In the case of a high probability state (probability variation state), a short time state, or a high probability state due to sudden probability variation big hit, a winning determination result designation command for determining a winning for the first winning winning opening 13 Is controlled so as not to be transmitted (see step S215A).

(4) When changing from the 92nd time to the 100th time after the transition to the short-time state, the remaining state is small until the end of the short-time state, and the gaming state and the actual state at the time of winning determination are determined by the timing of transition from the short-time state to the normal state There is a possibility that the game state at the time of change may not match. Therefore, even in the same short time state, when changing from the 92nd time to the 100th time, using a continuous notice allocation table different from the case of changing from the 1st time to the 91st time, Control is performed so that only the continuous notice effect of “ball change” is executed (see FIG. 36).

(5) Further, even when the power saving state is in the time-saving state, the same as (4) can be said because the remaining number of time-saving states is uncertain. For this reason, by using a continuous notice allocation table similar to the case of performing the changes from the 92nd to the 100th, control is performed so that only the continuous notice effect of “holding ball change” is executed.

(6) Further, when a start prize is received within a very short predetermined period (for example, 30 ms) after starting the variable display, control is performed so that the continuous notice effect is not performed for the start prize.

(7) In addition, control is performed so that the continuous notice effect based on the non-reach losing and the determination at the time of winning is not continuously executed for a predetermined period. For example, when the continuous notice effect based on the determination at the time of winning the non-reach is ended, and then the next continuous notice effect based on the determination at the time of winning the non-reach is made until the variation display is finished 20 times or more. Control not to execute.

  If the first continuous notice execution flag is not set in step S1803 (that is, if any continuous notice execution flag is not set), the production control CPU 101 sets any continuous notice determination flag. It is confirmed whether or not (step S1813). If set, the effect control CPU 101 confirms whether or not the display result of the variable display executed this time is a big hit (step S1814). Specifically, the production control CPU 101 determines whether or not the display result designation command stored in the display result designation command storage area is a display result designation command for designating a big hit. If the display result of the variable display executed this time is a big hit, the process proceeds to step S1816 as it is without performing the setting process of the continuous notice execution flag in step S1815. That is, when the display result of the variable display executed this time is a big hit, the effect control CPU 101 performs control so as not to execute the continuous notice effect. If the display result of the variable display executed this time is not a big hit, the CPU 101 for effect control sets a continuous notice execution flag according to the set continuous notice determination flag (step S1815). Then, the effect control CPU 101 resets the set continuous notice determination flag (step S1816).

  In step S1815, when the first deviation continuous notice determination flag is set, the CPU 101 for effect control determines that the start winning to the first starting winning opening 13 becomes “non-reach out”. Based on the determination, the first off-line continuous notice execution flag indicating that the continuous notice effect is being executed is set. In addition, when the first reach continuous notice determination flag is set, the continuous notice effect is performed based on the determination at the time of winning when “super reach is lost” with respect to the start winning to the first starting winning opening 13. A first reach continuous advance notice execution flag indicating that execution is in progress is set. In addition, when the first big hit consecutive notice determination flag is set, the continuous notice effect is performed based on the determination at the time of winning when the “super reach big hit” is made for the start winning to the first starting winning opening 13. A first big hit continuous notice execution flag indicating that the execution is in progress is set. In addition, when the second deviation continuous notice determination flag is set, if the start prize to the second start prize opening 14 becomes “non-reach”, the continuous notice effect is performed based on the judgment at the time of winning. A second off-running continuous advance notice execution flag indicating that execution is in progress is set. In addition, when the second reach continuous notice determination flag is set, the continuous notice effect based on the determination at the time of winning is made when “super reach is lost” with respect to the start winning to the second starting winning opening 14. A second reach continuous notice execution flag indicating that the execution is in progress is set. In addition, when the second jackpot continuous notice determination flag is set, a continuous notice effect is performed based on the determination at the time of winning when the “super reach big hit” is made for the start winning to the second starting winning opening 14. A second big hit continuous advance notice execution flag indicating that execution is in progress is set. Among these continuous notice execution flags, the first missed continuous notice execution flag, the first reach continuous notice execution flag, and the first big hit continuous notice execution flag are the first continuous notice execution flags. . Of these continuous advance notice execution flags, the second outlier continuous advance notice execution flag, the second reach continuous advance notice execution flag, and the second big hit continuous advance notice execution flag are second continuous advance notice execution flags. .

  For example, if the continuous notice determination flag is composed of a plurality of bits (for example, 1 byte) and a value that specifies which aspect of the predetermined bit of the continuous notice determination flag is set is set as a step. In step S1815, the effect control CPU 101 sets a continuous notice execution flag, and also sets information that can specify the effect form set in the continuous notice determination flag. In this case, for example, a flag indicating that the effect mode is “change in variation pattern at the time of symbol variation”, a flag indicating “mode shift”, a flag indicating “countdown”, “holding ball” A flag indicating “change” may be set. Also, for example, when the continuous notice execution flag is composed of a plurality of bits (for example, 1 byte), a value that specifies which effect mode is set in a predetermined bit of the continuous notice execution flag. By which, it may be possible to specify which production mode is determined.

  Next, the production control CPU 101 deletes the first winning determination result (oldest determination result) stored in the winning determination result storage buffer, and shifts the contents of the winning determination result storage buffer (step S1817). . In this case, the production control CPU 101 executes the production symbol variation display in synchronization with the variation display of the first special symbol (specifically, when the first symbol variation designation command reception flag is set). In this case, the first winning determination result stored in the first winning determination result storage buffer is deleted, and the contents of the first winning determination result storage buffer are shifted. In addition, when the variation display of the effect symbol is executed in synchronization with the variation display of the second special symbol (specifically, when the second symbol variation designation command reception flag is set), at the time of the second winning The first winning determination result stored in the determination result storage buffer is deleted, and the contents of the second winning determination result storage buffer are shifted. Next, the effect control CPU 101 adds 1 to the value of the number-of-times-after-time counter (step S1818).

  Next, the effect control CPU 101 reads the variation pattern command from the variation pattern command storage area (step S1821). Next, when the effect control CPU 101 executes the variation pattern command read in step S1821, the data stored in the display result designation command storage area (that is, the received display result designation command), and the continuous notice effect. The display result (stop symbol) of the effect symbol (decoration symbol) is determined according to the effect mode of the continuous notice effect (step S1822). In other words, the processing of step S1822 is executed by the production control CPU 101, so that the variable information display pattern (variation pattern) determined by the variable display pattern determination means is displayed in accordance with the variable display pattern of the identification information (the stop of the production symbol). A display result determining means for determining (design) is realized. In this case, when the effect control CPU 101 does not execute the continuous notice effect, or when executing the effect of the effect other than the “change in the variation pattern at the time of symbol change”, the display designated by the display result designation command. The stop symbol of the effect symbol according to the result is determined. In addition, when the production control CPU 101 executes the continuous production of the production mode of “change in variation pattern at the time of design fluctuation”, the so-called chance design symbol (for example, “223” or “ As shown in FIG. 445, a combination of symbols that are not reach and a symbol that is shifted by one symbol is determined. The effect control CPU 101 stores data indicating the determined effect stop symbols in the effect symbol display result storage area.

  FIG. 42 is an explanatory diagram showing an example of the stop symbol of the effect symbol (decoration symbol) in the effect display device 9. In the example shown in FIG. 42, when the received display result designation command indicates a normal jackpot (when the received display result designation command is a display result 2 designation command), the effect control CPU 101 uses the stop design as a stop symbol. A combination of effect symbols in which the three symbols are even-numbered symbols (a stop symbol that usually reminds of the occurrence of a big hit) is determined. When the received display result designation command indicates a probable big hit (when the received display result designation command is a display result 3 designation command), the production control CPU 101 uses odd symbols (probability variation) as 3 symbols as stop symbols. The combination of effect symbols arranged in a stop symbol reminiscent of the occurrence of a big hit) is determined. And in the case of detachment (when the received display result designation command is a display result 1 designation command), a combination of effect symbols other than the above is determined. However, when a reach effect is involved, a combination of effect symbols in which two left and right symbols are aligned is determined. When the received display result designation command suddenly shows a probable big hit or small hit (when the received display result designation command is a display result 4 designation command or a display result 5 designation command), the CPU 101 for effect control Determines a combination of effect symbols such as “135” as stop symbols. The combination of the three symbols derived and displayed on the effect display device 9 is the “stop symbol” of the effect symbol (decoration symbol).

  The effect control CPU 101 extracts, for example, a random number for determining the stop symbol, and uses the stop symbol determination table in which the data indicating the combination of effect symbols and numerical values are associated with each other to generate the stop symbol of the effect symbol. decide. That is, the stop symbol is determined by selecting data indicating the combination of effect symbols corresponding to the numerical value matching the extracted random number.

  As for the effect symbols, a stop symbol that recalls a big hit is called a big hit symbol. In addition, a stop symbol reminiscent of a probable big hit is called a probable big hit symbol, and a stop symbol reminiscent of a normal big hit is called a normal big hit symbol. And a stop symbol that reminds of a loss is called a loss symbol.

  Next, the effect control CPU 101 confirms whether or not the continuous notice interruption flag is set (step S1823). If the continuous notice interruption flag is not set, the effect control CPU 101 performs a notice effect (a notice effect other than the continuous notice effect. For example, a step-up notice effect or a mini character notice) on the effect display device 9 while the effect symbol is being displayed. The notice effect setting process for determining whether to execute the effect or setting the effect aspect of the notice effect is executed (step S1824). If the continuous notice interruption flag is set (Y in step S1823), the production control CPU 101 proceeds to step S1825 without executing step S1824.

  In this embodiment, the continuous notice interruption flag is set because the second special symbol is displayed during execution of the continuous notice effect based on the result of determination at the time of winning for the start winning to the first start winning opening 13. Is interrupted and the continuous notice effect is interrupted. Therefore, when the process of step S1823 is executed to interrupt the display of the second special symbol in the middle of the continuous notice effect, the effect display device 9 is displayed during the variable display of the second special symbol. Is controlled so that the notice effect is not executed.

  Next, when executing the variation pattern and the notice effect, the effect control CPU 101 selects a process table corresponding to the notice effect (step S1825). Then, the process timer in the process data 1 of the selected process table is started (step S1826).

  FIG. 43 is an explanatory diagram of a configuration example of the process table. The process table is a table in which process data referred to when the effect control CPU 101 executes control of the effect device is set. That is, the effect control CPU 101 controls effect devices (effect components) such as the effect display device 9 according to the process data set in the process table. The process table includes data in which a plurality of combinations of process timer set values, display control execution data, lamp control execution data, and sound number data are collected. The display control execution data includes data indicating each variation mode constituting the variation mode during the variable display time (variation time) of the variable display of the effect symbol (decoration symbol). Specifically, data relating to the change of the display screen of the effect display device 9 is described. The process timer set value is set with a change time in the form of the change. The effect control CPU 101 refers to the process table and performs control to display the effect design in the variation mode set in the display control execution data for the time set in the process timer set value.

  The process table shown in FIG. 43 is stored in the ROM of the effect control board 80. A process table is prepared for each variation pattern.

  In addition, in the process table used when effect control is executed for a variation pattern with reach effect, the left symbol is stopped when a predetermined time has elapsed from the start of the variation, and the right symbol is stopped when a predetermined time further elapses. Process data indicating that it is to be displayed is set. In addition, instead of setting the symbols to be stopped and displayed in the process table, an image for displaying the symbols is synthesized and generated according to the determined stop symbol, the temporary stop symbol in the pseudo-ream and the sliding effect. May be.

  In addition, the CPU 101 for effect control is based on the contents of the process data 1 (display control execution data 1, lamp control execution data 1, and sound number data 1). Control of various lamps and speakers 27R and 27L as effect parts is executed (step S1827). For example, a command is output to the VDP 109 in order to display an image according to the variation pattern on the effect display device 9. In addition, a control signal (lamp control execution data) is output to the lamp driver board 35 in order to perform on / off control of various lamps. In addition, a control signal (sound number data) is output to the audio output board 70 in order to output audio from the speakers 27R and 27L.

  In this embodiment, the effect control CPU 101 performs control so that the effect symbol is variably displayed by the change pattern corresponding to the change pattern command on a one-to-one basis. The variation pattern to be used may be selected from a plurality of types of variation patterns corresponding to.

  Then, a value corresponding to the variation time specified by the variation pattern command is set in the variation time timer (step S1828), and the value of the effect control process flag is set to a value corresponding to the processing during the effect symbol variation (step S802). (Step S1829).

  FIG. 44 is a flowchart showing the effect symbol variation process (step S802) in the effect control process. In the effect symbol changing process, the effect control CPU 101 subtracts 1 from the value of the process timer (step S1841) and subtracts 1 from the value of the change time timer (step S1842). When the process timer times out (step S1843), the process data is switched. That is, the process timer setting value set next in the process table is set in the process timer (step S1844). Further, the control state for the rendering device is changed based on the display control execution data, lamp control execution data, and sound number data set next (step S1845).

  Next, the effect control CPU 101 checks whether any of the continuous notice execution flags is set (step S1846). If any continuous notice execution flag is set, the production control CPU 101 confirms whether or not the continuous notice interruption flag is set (step S1847). If the continuous notice interrupting flag is not set, the effect control CPU 101 follows the effect form determined in the continuous notice determination process in step S1802 according to the “change in variation pattern at the time of symbol change”, “mode shift”, “countdown”. ”Or“ change in reserved ball ”is executed to execute a continuous notice effect (step 1848). On the other hand, if the continuous notice interruption flag is set in step S1847 (that is, if the continuous notice effect is being interrupted), the process proceeds to step S1849 without executing step S1848.

  Next, if the change time timer has timed out (step S1849), the effect control CPU 101 updates the value of the effect control process flag to a value corresponding to the effect symbol change stop process (step S803) (step S1851). Even if the variable time timer has not timed out, if the confirmation command reception flag indicating that the symbol confirmation designation command has been received is set (step S1850), the process proceeds to step S1851. Even if the variation time timer has not timed out, if the symbol confirmation designation command is received, the process shifts to control to stop variation.For example, a variation pattern command indicating a long variation time due to noise between substrates is received. Even in such a case, it is possible to end the variation of the effect symbol when the regular variation time has elapsed (when the variation of the special symbol ends).

  FIG. 45 is a flowchart showing the effect symbol variation stop process (step S803) in the effect control process. In the effect symbol variation stop process, the effect control CPU 101 confirms whether or not the confirmed command reception flag is set (step S851). If the confirmed command reception flag is set, the confirmed command reception flag is reset. In step S852, control is performed to derive and display the stop symbol in accordance with the data stored in the effect symbol display result storage area (data indicating the stop symbol) (step S853). Next, the effect control CPU 101 checks whether or not it is determined to be a big hit or a small hit (step S855). Whether it is determined to be a big hit or a small hit is confirmed, for example, by a display result designation command stored in the display result designation command storage area. In this embodiment, it can be confirmed whether or not it is determined to be a big hit or a small hit according to the determined stop symbol.

  If it is determined to be a big hit or a small hit, the value of the effect control process flag is updated to a value corresponding to the big hit display process (step S804) (step S856).

  When it is determined that neither the big hit nor the small hit is made, the effect control CPU 101 updates the value of the effect control process flag to a value corresponding to the variation pattern command reception waiting process (step S800) (step S800). S857).

  In this embodiment, the production control microcomputer 100 ends the variation (variable display) of the production symbol (decoration symbol) on the condition that the symbol confirmation designation command has been received (see steps S851 and S853). . However, when the variation time timer based on the received variation pattern command times out, the variation of the effect symbol (decorative symbol) may be controlled without receiving the symbol determination designation command. In this case, the game control microcomputer 560 may not transmit the symbol confirmation designation command for designating the end of variable display.

  FIG. 46 is a flowchart showing the jackpot display process (step S804) in the effect control process. In the jackpot display process, the effect control CPU 101 receives any jackpot start designation command reception flag (a jackpot start 1 designation command reception flag indicating that a jackpot start 1 designation command has been received, or a jackpot start 2 designation command has been received). It is confirmed whether the big hit start 2 designation command reception flag shown or the small hit / sudden probability sudden change big hit start designation command reception flag) indicating that the small hit / sudden probability big hit start designation command has been received is set (step S871). . If any one of the jackpot start designation command reception flags has been set, control is performed to display a game start screen corresponding to the set flag on the effect display device 9 (step S872). Also, the set flag (big hit start 1 designation command reception flag, big hit start 2 designation command reception flag, or small hit / sudden probability sudden hit big start start command reception flag) is reset (step S873). Then, the value of the effect control process flag is updated to a value corresponding to the big hit game processing (step S805) (step S874).

  In addition, a process process for displaying a small hit is provided separately from the process for displaying a big hit. Sufficient time (for example, 0.5 seconds) may be produced in the same manner as in the case of sudden big hit.

  In addition, in the case of a small hit or sudden probability variation big hit, the production control CPU 101 does not execute the presentation based on reception of the small hit / sudden probability sudden change big hit start designation command, for example, for the small hit / sudden probability sudden change big hit. Based on the reception of the fluctuation pattern command, an effect that suggests a small hit or suddenly probable big hit may be executed for a predetermined period. In this case, the CPU 101 for effect control switches the process data for performing an effect that suggests a small hit or a sudden probability change big hit every process time, and performs the effect according to the switched process data.

  In step S872, the effect control CPU 101 performs control to display a screen for informing the start of the big hit game on the effect display device 9.

  FIG. 47 is a flowchart showing the jackpot end effect process (step S806) in the effect control process. In the jackpot end effect process, the effect control CPU 101 checks whether or not the jackpot end effect timer is set (step S880). If the big hit end effect timer is set, the process proceeds to step S885. When the jackpot end effect timer is not set, a jackpot end designation command reception flag (a jackpot end 1 designation command reception flag, a jackpot end 2 designation command reception flag, a small hit / sudden suddenly indicating that a jackpot end designation command has been received) It is confirmed whether or not the probability variation big hit end command reception flag) is set (step S881). When the jackpot end designation command reception flag is set, the jackpot end designation command reception flag (the jackpot end 1 designation command reception flag, the jackpot end 2 designation command reception flag, or the small hit / sudden probability sudden change jackpot termination designation command reception flag) ) Is reset (step S882), a value corresponding to the jackpot end display time is set in the jackpot end effect timer (step S883), and the jackpot end screen (screen for informing the end of the jackpot game) is displayed on the effect display device 9 Is displayed (step S884). Specifically, an instruction to display the big hit end screen is given to the VDP 109.

  In step S885, 1 is subtracted from the value of the big hit end effect timer. Then, the effect control CPU 101 checks whether or not the value of the jackpot end effect timer is 0, that is, whether or not the jackpot end effect time has elapsed (step S886). If not, the process ends. When the jackpot end effect time has elapsed, the effect control CPU 101, if set, sets the continuous notice execution flag (in this embodiment, the first off-line continuous notice execution flag, the first reach continuous flag). The advance notice execution flag or the first big hit continuous advance notice execution flag) and the continuous advance notice interruption flag are reset (step S887). When the process of step S887 is executed and the change display of the second special symbol is executed in the middle of the continuous notice effect, and the change display result of the second special symbol is a big hit. Is controlled to end the continuous notice effect as it is without continuing the interrupted remaining continuous notice effect.

  Then, the effect control CPU 101 updates the value of the effect control process flag to a value corresponding to the variation pattern command reception waiting process (step S800) (step S892).

  Next, a specific example of the production mode of the continuous notice effect will be described. 48 to 51 are explanatory diagrams illustrating specific examples of the effect of the continuous notice effect. Among these, FIG. 48 shows a specific example of the effect mode of the continuous notice effect “change in variation pattern at the time of symbol variation”. FIG. 49 shows a specific example of the effect mode of the continuous notice effect of “mode change”. FIG. 50 shows a specific example of the production mode of the continuous notice effect of “countdown”. Further, FIG. 51 shows a specific example of the production mode of the continuous notice effect of “reserved ball change”. 48 to 51, the aspect of the effect screen changes in the order of (1) (2) (3). Further, in the example shown in FIGS. 48 to 51, a determination at the time of winning is made with respect to the start winning to the first start winning opening 13, and the variation display of the effect symbol is executed in synchronization with the variation display of the first special symbol. In this case, a continuous notice effect is shown, but the determination at the time of winning is made for the start winning to the second start winning opening 14, and the change of the effect symbol is synchronized with the change display of the second special symbol. Even when the continuous notice effect is performed while the display is being executed, the continuous notice effect is executed in the same effect manner.

  First, with reference to FIG. 48, a specific example of the effect mode of the continuous notice effect “change in variation pattern at the time of symbol variation” will be described. In the example shown in FIG. 48, first, as shown in FIG. 48 (2), when the variation display of the effect symbol is executed in synchronization with the variation display of the first special symbol as shown in FIG. 48 (1). It is assumed that there is a start prize at the first start prize opening 13. In this case, the game control microcomputer 560 executes a winning effect process based on the newly-started winning (see step S217A). Then, a winning determination result designation command corresponding to the winning determination result is transmitted to the production control microcomputer 100 (see step S218A). In this case, the effect control microcomputer 100 determines the execution of the continuous notice effect in the continuous notice determination process (see step S679) based on the reception of the winning determination result designation command and the effect form of the continuous notice effect. It is assumed that “change in variation pattern at the time of symbol variation” is determined. Further, the game control microcomputer 560 transmits the updated first reserved memory number designation command (see step S218A), and the effect control microcomputer 100 receives the received first as shown in FIG. 48 (2). Based on the one reserved memory number designation command, the display of the first reserved memory number in the first reserved memory display unit 18c is increased by 1 (see step S653). Then, as shown in FIG. 48 (3), it is assumed that the variation time has ended, the symbol confirmation designation command is received, and the off symbol is stopped and displayed (see step S853).

  Next, the production control microcomputer 100 receives the variation pattern command, the display result designation command, and the first reserved memory number designation command, and, as shown in FIG. The display of the number of one hold memory is reduced by 1 (see step S653), and the next effect design variable display is started. In this case, the production control microcomputer 100 determines the chance eye symbol as the stop symbol of the effect symbol based on the fact that “change in variation pattern at the time of symbol variation” is determined as the effect mode of the continuous notice effect. (Refer to step S1822). Then, as shown in FIG. 48 (5), the variation time ends, a symbol confirmation designation command is received, and the chance symbol symbol is stopped and displayed (see step S853).

  Next, the production control microcomputer 100 receives the variation pattern command, the display result designation command, and the first reserved memory number designation command, and, as shown in FIG. The display of the number of one hold memory is reduced by 1 (see step S653), and the next effect design variable display is started. In this case, the production control microcomputer 100 determines the chance eye symbol as the stop symbol of the effect symbol based on the fact that “change in variation pattern at the time of symbol variation” is determined as the effect mode of the continuous notice effect. (Refer to step S1822). Further, as shown in FIG. 48 (6), a predetermined effect is performed such as displaying an aspect in which a flash shines above the display screen of the effect display device 9 when the effect symbol starts to change (see step S1848). Note that the predetermined effect performed at the start of the change of the effect symbol is not limited to the one shown in FIG. 48, and for example, a movable member (for example, a character or the like) provided above, below, or on the side of the effect display device 9 is imitated. The movable object having the shape described above may be moved at the start of fluctuation, or a predetermined lamp may be turned on or blinked at the start of fluctuation. Further, for example, the way of starting the change of the design at the start of the change of the effect design may be made different from normal. For example, in the case where the left, middle, and right production symbols usually start to change at the same time, the left, middle, and right production symbols start to change at different timings, or once start to change upward (or downward) As shown in FIG. 5, the fluctuation may be started downward (or upward). Conversely, in FIG. 48 (5), the way of stopping the variation of the symbols may be different from the normal one. For example, the symbols may be stopped in the order of left, right, and middle, but the symbols may be stopped in the order of left, middle, and right.

  Then, as shown in FIG. 48 (7), the variation display of the effect symbol is executed (see step S1845). As shown in FIG. 48 (8), when the variation time ends and the symbol confirmation designation command is received, The chance symbol is stopped and displayed (see step S853).

  Next, the production control microcomputer 100 receives the variation pattern command, the display result designation command, and the first reserved memory number designation command, and, as shown in FIG. The display of the number of 1 stored memory is reduced by 1 (see step S653), and the next effect design variable display is started. In this case, the production control microcomputer 100 determines the chance eye symbol as the stop symbol of the effect symbol based on the fact that “change in variation pattern at the time of symbol variation” is determined as the effect mode of the continuous notice effect. (Refer to step S1822). Further, as shown in FIG. 48 (9), a predetermined effect is performed such as displaying an aspect in which a flash shines above the display screen of the effect display device 9 when the effect symbol starts to change (see step S1848).

  Thereafter, the continuous notice effect is executed in the same effect manner until the variable display based on the start winning that is the object of the determination at the time of winning is started. Furthermore, the notice effect in the same effect mode may be executed when the variable display based on the start winning that is the target of the determination at the time of winning is executed.

  Next, with reference to FIG. 49, a specific example of the effect mode of the continuous notice effect of “mode shift” will be described. In the example shown in FIG. 49, first, as shown in FIG. 49 (2), when the change display of the effect symbol is executed in synchronization with the change display of the first special symbol as shown in FIG. 49 (1). It is assumed that there is a start prize at the first start prize opening 13. In this case, the game control microcomputer 560 executes a winning effect process based on the newly-started winning (see step S217A). Then, a winning determination result designation command corresponding to the winning determination result is transmitted to the production control microcomputer 100 (see step S218A). In this case, the effect control microcomputer 100 determines the execution of the continuous notice effect in the continuous notice determination process (see step S679) based on the reception of the winning determination result designation command and the effect form of the continuous notice effect. It is assumed that “mode transition” is determined. Further, the game control microcomputer 560 transmits the updated first reserved memory number designation command (see step S218A), and the effect control microcomputer 100 receives the received first as shown in FIG. 49 (2). Based on the one reserved memory number designation command, the display of the first reserved memory number in the first reserved memory display unit 18c is increased by 1 (see step S653). Then, as shown in FIG. 49 (3), it is assumed that the variation time has ended, the symbol confirmation designation command is received, and the off symbol is stopped and displayed (see step S853).

  Next, the production control microcomputer 100 receives the variation pattern command, the display result designation command, and the first reserved memory number designation command, and, as shown in FIG. The display of the number of 1 stored memory is reduced by 1 (see step S653), and the next effect design variable display is started. In this case, based on the fact that “mode shift” is determined as the effect mode of the continuous notice effect, the effect control microcomputer 100 displays the change in the effect symbol as shown in FIG. 49 (4). An effect in which another background screen is interrupted from the side of the currently displayed background screen on the display screen of the effect display device 9 and the two background screens overlap each other (for example, a sea background screen and a mountain background) An effect in such a manner that the screen is in contact with the screen is executed (see step S1848). When the variation time ends and a symbol confirmation designation command is received, an effect that is finally pushed back to the original background screen is executed as shown in FIG. 49 (5) (see step S1848). The final stop symbol (the off symbol in FIG. 49 (5)) is stopped and displayed (see step S853).

  Next, the production control microcomputer 100 receives the variation pattern command, the display result designation command, and the first reserved memory number designation command, and, as shown in FIG. The display of the number of one hold memory is reduced by 1 (see step S653), and the next effect design variable display is started. Further, based on the fact that “mode shift” is determined as the effect mode, the effect control microcomputer 100 performs the effect display device 9 during the effect symbol variation display as shown in FIG. 49 (6). In the display screen, another background screen is interrupted from the side of the currently displayed background screen, and the two background screens collide with each other (for example, the sea background screen and the mountain background screen meet each other) Such an effect) is executed (see step S1848). When the variation time ends and a symbol confirmation designation command is received, an effect of an aspect that is finally pushed back to the original background screen is executed as shown in FIG. 49 (7) (see step S1848). The final stop symbol (the off symbol in FIG. 49 (7)) is stopped and displayed (see step S853).

  Next, the production control microcomputer 100 receives the variation pattern command, the display result designation command, and the first reserved memory number designation command, and, as shown in FIG. The display of the number of one hold memory is reduced by 1 (see step S653), and the next effect design variable display is started. Further, based on the fact that “mode shift” is determined as the effect mode, the effect control microcomputer 100 performs the effect display device 9 during the effect symbol variation display as shown in FIG. 49 (8). In the display screen, another background screen is interrupted from the side of the currently displayed background screen, and the two background screens collide with each other (for example, the sea background screen and the mountain background screen meet each other) Such an effect) is executed (see step S1848). When the variation time ends and a symbol confirmation designation command is received, an effect that is finally pushed back to the original background screen as shown in FIG. 49 (9) is executed (see step S1848). The final stop symbol (the off symbol in FIG. 49 (9)) is stopped and displayed (see step S853).

  In the above-described manner, the continuous notice effect is executed in the same effect manner until the variable display based on the start winning that is the object of the determination at the time of winning is started. Furthermore, the notice effect in the same effect mode may be executed when the variable display based on the start winning that is the target of the determination at the time of winning is executed. In this case, when the display result of the variable display based on the start winning that is the target of the determination at the time of winning is “big hit”, for example, after performing the effect in such a manner that the two background screens overlap each other, Alternatively, the background screen that has interrupted from the side wins and the background screen is switched, and the jackpot symbol may be stopped and displayed as the final stop symbol. In addition, the mode of the continuous notice effect of “mode transition” is not limited to that shown in this embodiment. For example, instead of being pushed back to the original background screen at the end of each change display, You may make it perform the effect of the aspect from which a background screen changes for every display.

  Next, with reference to FIG. 50, a specific example of the production mode of the “countdown” continuous notice effect will be described. In the example shown in FIG. 50, first, as shown in FIG. 50 (2), when the variation display of the effect symbol is executed in synchronization with the variation display of the first special symbol as shown in FIG. 50 (1). It is assumed that there is a start prize at the first start prize opening 13. In this case, the game control microcomputer 560 executes a winning effect process based on the newly-started winning (see step S217A). Then, a winning determination result designation command corresponding to the winning determination result is transmitted to the production control microcomputer 100 (see step S218A). In this case, the effect control microcomputer 100 determines the execution of the continuous notice effect in the continuous notice determination process (see step S679) based on the reception of the winning determination result designation command and the effect form of the continuous notice effect. It is assumed that “countdown” is determined. Further, the game control microcomputer 560 transmits the updated first reserved memory number designation command (see step S218A), and the effect control microcomputer 100 receives the received first as shown in FIG. 50 (2). Based on the one reserved memory number designation command, the display of the first reserved memory number in the first reserved memory display unit 18c is increased by 1 (see step S653). Then, as shown in FIG. 50 (3), it is assumed that the variation time has ended, the symbol confirmation designation command is received, and the off symbol is stopped and displayed (see step S853).

  Next, the production control microcomputer 100 receives the variation pattern command, the display result designation command, and the first reserved memory number designation command, and, as shown in FIG. The display of the number of one hold memory is reduced by 1 (see step S653), and the next effect design variable display is started. In this case, based on the fact that “countdown” is determined as the effect mode of the continuous notice effect, the effect control microcomputer 100 performs the effect during the effect symbol variation display as shown in FIG. A character string such as “Count 3!” Is displayed on the display screen of the display device 9 and an effect is performed as if the countdown is started (see step S1848). Then, when the symbol change designation command is received after the variation time is over, as shown in FIG. 50 (5), the final stop symbol (the symbol that is off in FIG. 50 (5)) is stopped and displayed (see step S853).

  Next, the production control microcomputer 100 receives the variation pattern command, the display result designation command, and the first reserved memory number designation command, and, as shown in FIG. The display of the number of one hold memory is reduced by 1 (see step S653), and the next effect design variable display is started. Further, based on the fact that “countdown” is determined as the effect mode, the effect control microcomputer 100 displays the effect display device 9 during the effect symbol variation display as shown in FIG. 50 (6). A character string such as “Count 2!” Is displayed on the screen, and the effect of the aspect of continuously counting down is executed (see step S1848). Then, when the symbol change designation command is received after the variation time is over, as shown in FIG. 50 (7), the final stop symbol (the symbol that is off in FIG. 50 (7)) is stopped and displayed (see step S853).

  Next, the production control microcomputer 100 receives the variation pattern command, the display result designation command, and the first reserved memory number designation command, and, as shown in FIG. The display of the number of one hold memory is reduced by 1 (see step S653), and the next effect design variable display is started. Further, based on the fact that “countdown” is determined as the effect mode, the effect control microcomputer 100 displays the effect display device 9 during the effect symbol change display as shown in FIG. 50 (8). A character string such as “Count 1!” Is displayed on the screen, and an effect is produced in which the countdown continues (see step S1848). Then, when the variation time ends and a symbol confirmation designation command is received, as shown in FIG. 50 (9), the final stop symbol (the symbol that is out of FIG. 50 (9)) is stopped and displayed (see step S853).

  In the above-described manner, the continuous notice effect is executed in the same effect manner until the variable display based on the start winning that is the object of the determination at the time of winning is started.

  Next, with reference to FIG. 51, a specific example of the production mode of the continuous notice effect of “reserved ball change” will be described. In the example shown in FIG. 51, first, as shown in FIG. 51 (2), when the change display of the effect symbol is executed in synchronization with the change display of the first special symbol as shown in FIG. 51 (1). It is assumed that there is a start prize at the first start prize opening 13. In this case, the game control microcomputer 560 executes a winning effect process based on the newly-started winning (see step S217A). Then, a winning determination result designation command corresponding to the winning determination result is transmitted to the production control microcomputer 100 (see step S218A). In this case, the effect control microcomputer 100 determines the execution of the continuous notice effect in the continuous notice determination process (see step S679) based on the reception of the winning determination result designation command and the effect form of the continuous notice effect. It is assumed that “holding ball change” is determined. In addition, the game control microcomputer 560 transmits the updated first reserved memory number designation command (see step S218A), and the effect control microcomputer 100 receives the received first as shown in FIG. 51 (2). Based on the one reserved memory number designation command, the display of the first reserved memory number in the first reserved memory display unit 18c is increased by 1 (see step S653). Then, as shown in FIG. 51 (3), it is assumed that the variation time has ended, the symbol confirmation designation command is received, and the off symbol is stopped and displayed (see step S853).

  Next, the production control microcomputer 100 receives the variation pattern command, the display result designation command, and the first reserved memory number designation command, and, as shown in FIG. The display of the number of one hold memory is reduced by 1 (see step S653), and the next effect design variable display is started. In this case, as shown in FIG. 51 (4), the production control microcomputer 100 displays the variation of the production symbol based on the fact that “holding ball change” is determined as the production mode of the continuous notice production. Then, the display of the first reserved memory number, which is the object of the determination at the time of winning in the first reserved memory display unit 18c, is changed to a display different from the normal display (star display in the example shown in FIG. 51 (4)). Step S1848). In the example shown in FIG. 51, after the determination at the time of winning is performed, the case where the continuous notice effect of the effect mode of “reserved ball change” is started from the time of the next start of variation display is shown. When the determination result designation command is received, the display of the first reserved memory number that is the object of the determination at the time of winning may be changed to a display different from the normal display to start the continuous notice effect. Then, when the change time is over and a symbol confirmation designation command is received, the final stop symbol (the symbol that is off in FIG. 51 (5)) is stopped and displayed as shown in FIG. 51 (5) (see step S853). In addition, as shown in FIG. 51 (5), the display of the first reserved memory number that is the target of the determination at the time of winning in the first reserved memory display unit 18c is continuously displayed in a different form (FIG. 51). In the example shown in 51 (5), a star shape is displayed.

  Next, the production control microcomputer 100 receives the variation pattern command, the display result designation command, and the first reserved memory number designation command, and, as shown in FIG. The display of the number of one hold memory is reduced by 1 (see step S653), and the next effect design variable display is started. Further, based on the fact that the “pending ball change” is determined as the effect mode, the effect control microcomputer 100 performs the first on-hold storage during the effect symbol variation display, as shown in FIG. 51 (6). In the display unit 18c, the display of the first reserved memory number that is the object of the determination at the time of winning is continuously displayed in a different form (star display in the example shown in FIG. 51 (6)) (see step S1848). Then, when the variation time is over and a symbol confirmation designation command is received, the final stop symbol (the symbol that is off in FIG. 51 (7)) is stopped and displayed as shown in FIG. 51 (7) (see step S853). Note that, as shown in FIG. 51 (7), the display of the first reserved memory number that is the object of the determination at the time of winning in the first reserved memory display unit 18c is continuously displayed in a different form (FIG. 51). 51 (7), star display).

  Next, the production control microcomputer 100 receives the variation pattern command, the display result designation command, and the first reserved memory number designation command, and, as shown in FIG. The display of the number of one hold memory is reduced by 1 (see step S653), and the next effect design variable display is started. Further, based on the fact that the “pending ball change” has been determined as the effect mode, the effect control microcomputer 100 performs the first reserved storage during the effect symbol variation display as shown in FIG. 51 (8). In the display unit 18c, the display of the first reserved memory number that is the object of the determination at the time of winning is continuously displayed in a different form (star display in the example shown in FIG. 51 (8)) (see step S1848). Then, when the symbol change designation command is received after the variation time is over, as shown in FIG. 51 (9), the final stop symbol (the symbol that is off in FIG. 51 (9)) is stopped and displayed (see step S853). In addition, as shown in FIG. 51 (9), the display of the first reserved memory number that is the object of the determination at the time of winning in the first reserved memory display unit 18c is continuously displayed in a different form (FIG. 51). In the example shown in 51 (9), a star shape is displayed.

  In the above-described manner, the continuous notice effect is executed in the same effect manner until the variable display based on the start winning that is the object of the determination at the time of winning is started.

  Further, in this embodiment, a variation pattern with pseudo-continuations as the variation pattern (non-reach PA1-4, normal PB2-1, normal PB2-2, super PA3-1, super PA3-2, normal PB2 shown in FIG. 6). -3, normal PB2-4, super PA3-3, super PA3-4, and special PG1-3) are determined, a pseudo-series effect may be executed during the variation display of the effect symbol. FIG. 52 is an explanatory diagram showing a specific example of the effect mode of the pseudo-ream. 52, the aspect of the effect screen changes in the order of (1) (2) (3). In addition, in the example shown in FIG. 52, a case is shown in which pseudo-continuation is performed when the variation display of the effect symbol is executed in synchronization with the variation display of the first special symbol, but the variation display of the second special symbol is performed. In the case where the quasi-continuation is performed while the effect symbol variation display is being executed in synchronization with the simulating, the quasi-continuation is executed in the same effect manner.

  In the example shown in FIG. 52, first, as shown in FIG. 52 (2), when the variation display of the effect symbol is executed in synchronization with the variation display of the first special symbol as shown in FIG. 52 (1). It is assumed that there is a start prize at the first start prize opening 13. In this case, the game control microcomputer 560 transmits the updated first reserved memory number designation command based on the newly received start prize (see step S218A). In addition, as shown in FIG. 52 (2), the production control microcomputer 100 displays 1 of the first reserved memory number on the first reserved memory display unit 18c based on the received first reserved memory number designation command. Increase (see step S653). Then, as shown in FIG. 52 (3), it is assumed that the variation time has ended, the symbol confirmation designation command is received, and the off symbol is stopped and displayed (see step S853).

  Next, the production control microcomputer 100 receives the variation pattern command, the display result designation command, and the first reserved memory number designation command, and, as shown in FIG. The display of the number of one hold memory is reduced by 1 (see step S653), and the next effect design variable display is started. In this case, it is assumed that the production control microcomputer 100 has received a variation pattern command for designating a variation pattern with a pseudo-ream. Further, the production control microcomputer 100 determines a chance symbol as a temporary stop symbol of the production symbol based on the reception of the variation pattern command that designates the variation pattern accompanied by the pseudo-ream. Then, as shown in FIG. 52 (5), when the temporary stop timing of the temporary stop symbol comes, the chance symbol is temporarily stopped.

  Next, the production control microcomputer 100 starts re-variation of the production symbol as shown in FIG. 52 (6). In this case, as shown in FIG. 52 (6), a predetermined effect is performed, for example, a display in which a flash is lit above the display screen of the effect display device 9 at the start of re-variation of the effect symbol. In addition, the predetermined effect performed at the start of re-variation is not limited to the one shown in FIG. 52, and for example, imitating a movable member (for example, a character or the like) provided above, below, or on the side of the effect display device 9. A movable object having a shape) may be moved at the start of re-variation, or a predetermined lamp may be turned on or blinked at the start of re-variation. Further, for example, the way of starting the variation of the symbol at the start of re-variation may be different from the normal one. For example, in the case where the left, middle, and right production symbols usually start to change at the same time, the left, middle, and right production symbols start to change at different timings, or once start to change upward (or downward) As shown in FIG. 5, the fluctuation may be started downward (or upward). Conversely, in FIG. 52 (5), the way of temporarily stopping the fluctuation of the symbols may be different from the normal one. For example, the symbols may be temporarily stopped in the order of left, right, and middle, but the symbols may be temporarily stopped in the order of left, middle, and right. In addition, since it is not a case where a new fluctuation | variation is started, as shown in FIG. 52 (6), the display of the 1st reservation memory number in the 1st reservation memory display part 18c does not change.

  Then, as shown in FIG. 52 (7), the effect symbol variation display is executed (see step S1845), and when the temporary stop timing of the next temporary stop symbol is reached as shown in FIG. The symbol is displayed temporarily.

  Next, the production control microcomputer 100 starts re-variation of the production symbol as shown in FIG. In this case, as shown in FIG. 52 (9), a predetermined effect is performed, such as a display in which a flash is lit above the display screen of the effect display device 9 at the start of re-variation of the effect symbol.

  The pseudo-continuous effect is executed by repeatedly executing the temporary stop display of the chance symbol and the re-variation in the above manner. As described above, in this embodiment, the continuous notice effect of “change in change pattern at the time of symbol change” shown in FIG. 48 and the pseudo-continuous effect shown in FIG. 52 are executed in a common effect mode. Therefore, even if the same aspect of the effect is executed, the player can be given a sense of expectation that it may be a continuous notice effect or may be a pseudo-ream, and the interest in the game can be improved. it can.

  Next, the execution timing of the continuous notice effect will be described. FIG. 53 is an explanatory diagram showing the execution timing of the continuous notice effect. In the example shown in FIG. 53, a case where a new start winning is generated during the variation display of the special symbol and the effect symbol is shown. In the example shown in FIG. 53, as an example, the case where the continuous notice effect of “change in the variation pattern at the time of symbol change” is executed is shown, but the execution when the continuous notice effect of another effect mode is executed is shown. The timing is the same.

  When the game control microcomputer 560 detects a new start winning to the first start winning opening 13 or the second starting winning opening 14 (see Steps S311 and S313), the winning effect processing (see Steps S217A and S217B) is performed. Execute and determine when winning. If a new start winning is detected in the first start winning opening 13, it is not in the high base state (probability change state or short time state) and is not in the big hit gaming state (see steps S215A and S216A). Then, the winning time effect process is executed to determine the winning time. Then, a winning determination result designation command is transmitted based on the determination result of winning determination (see steps S218A and S218B).

  The production control microcomputer 100 executes continuous notice determination processing (see step S679) based on the reception of the winning determination result designation command, and determines the presence / absence of the continuous notice effect and the effect mode of the continuous notice effect. . In this case, the production control microcomputer 100 extracts each past winning determination result from the winning determination result storage buffer (the first winning determination result storage buffer or the second winning determination result storage buffer) and wins the winning. The continuous notice determination process is executed on the condition that all the determination results are “non-reach” (see steps S667 and S668). As shown in FIG. 53, in this example, the continuous notice determination processing is executed based on the fact that all three change displays executed before the change display subject to determination at the time of winning are “non-reach”. It is assumed that it is determined to execute the continuous notice effect of the effect mode of “change in variation pattern at the time of symbol variation”. Further, the production control microcomputer 100 determines the current number of reserved memories (in the example shown in FIG. 53) based on the received reserved memory number designation command (first reserved memory number designation command or second reserved memory number designation command). “3”) is set in the variation counter (see step S682).

  Next, a variation pattern command, a display result designation command, and a reserved storage number designation command (a first reserved memory number designation command or a second reserved memory number designation command) are received, and the next variation display is started. In this case, the production control microcomputer 100 determines the chance eye symbol as the stop symbol of the effect symbol based on the fact that “change in variation pattern at the time of symbol variation” is determined as the effect mode of the continuous notice effect. (Refer to step S1822). Then, the fluctuation time ends and a symbol confirmation designation command is received, and the chance symbol symbol is stopped and displayed as shown in FIG. 53 (see step S853).

  When starting the next variation display, the effect control microcomputer 100 subtracts 1 from the variation counter (see step S1806). Then, based on the fact that the value of the variation counter is 2, as shown in FIG. 53, display is performed in such a manner that the flash is lit above the display screen of the effect display device 9 when the effect symbol starts to change. By performing the predetermined effect (see step S1848), the continuous notice effect is continuously executed. Then, the fluctuation time ends and a symbol confirmation designation command is received, and the chance symbol symbol is stopped and displayed as shown in FIG. 53 (see step S853).

  When starting the next variation display, the effect control microcomputer 100 subtracts 1 from the variation counter (see step S1806). Then, based on the fact that the value of the variation counter is 1, as shown in FIG. 53, display is performed in such a manner that the flash is lit above the display screen of the effect display device 9 when the effect symbol starts to change. By performing the predetermined effect (see step S1848), the continuous notice effect is continuously executed. Then, the fluctuation time ends and a symbol confirmation designation command is received, and the chance symbol symbol is stopped and displayed as shown in FIG. 53 (see step S853).

  Then, when starting the next variation display (variation display subject to determination at the time of winning), the effect control microcomputer 100 subtracts 1 from the variation counter (see step S1806), and the variation counter Based on the fact that the value of becomes zero, the set continuous notice execution flag is reset (steps S1807 and S1808), and the continuous notice effect is ended.

  In this embodiment, as shown in FIG. 53, the case where the continuous notice effect is performed during the variation display until the variation display immediately before the variation display subjected to the determination at the time of winning is shown. However, the continuous notice effect may be executed even during the variable display that is the target of determination at the time of winning. In this embodiment, since the continuous notice effect is not executed in the variable display that is the target of determination at the time of winning, both the continuous notice effect and the super reach effect are displayed during one variable display. It is executed to prevent the production from becoming too unnatural (especially, the production is surely prevented from becoming too busy just before the end of the variable display). If a continuous notice effect is to be executed even during the fluctuation display subject to the determination at the time of winning, the continuous notice effect is executed before the super reach effect during the variable display is executed. It is only necessary that the production of super reach be executed after the completion of.

  On the other hand, FIG. 54 is an explanatory diagram showing the execution timing of the variation display when the variation display with reach is included in the variation display executed before the variation display to be determined at the time of winning.

  When the game control microcomputer 560 detects a new start winning to the first start winning opening 13 or the second starting winning opening 14 (see Steps S311 and S313), the winning effect processing (see Steps S217A and S217B) is performed. Execute and determine when winning. If a new start winning is detected in the first start winning opening 13, it is not in the high base state (probability change state or short time state) and is not in the big hit gaming state (see steps S215A and S216A). Then, the winning time effect process is executed to determine the winning time. Then, a winning determination result designation command is transmitted based on the determination result of winning determination (see steps S218A and S218B).

  The production control microcomputer 100 executes continuous notice determination processing (see step S679) based on the reception of the winning determination result designation command, and determines the presence / absence of the continuous notice effect and the effect mode of the continuous notice effect. . In this case, the production control microcomputer 100 extracts each past winning determination result from the winning determination result storage buffer (the first winning determination result storage buffer or the second winning determination result storage buffer) and wins the winning. The continuous notice determination process is executed on the condition that all the determination results are “non-reach” (see steps S667 and S668). As shown in FIG. 54, in this example, the reach effect (either normal reach or super reach) is executed in the change display executed two times before the change display subject to determination at the time of winning. Therefore, the production control microcomputer 100 does not execute the continuous notice effect in each variable display executed thereafter as shown in FIG. 54 without executing the continuous notice determination process.

  Further, in this embodiment, when the gaming state is the normal state (low base state), the frequency of the variable winning ball device 15 is extremely low, and the gaming state is the probability change state or the short time state (high base state). ), The frequency with which the variable winning ball apparatus is opened is increased. For this reason, when the gaming state is the normal state, it is rare for the game ball to start winning a prize at the second start winning opening 14, and the first special symbol variation display is mainly executed continuously. In addition, when the gaming state is a probable change state or a short time state, the frequency at which the game ball starts and wins at the second start winning opening 14 is increased, and the variation display of the second special symbol is preferentially executed. Mainly, the variable display of the second special symbol is executed continuously. However, even if the game state is the normal state, the game ball may start and win at the second start winning port 14 at a low frequency, and the variation display of the second special symbol may be executed. In this case, if there is a start prize for the second start prize opening 14 during the execution of the continuous notice effect based on the determination result at the time of winning with respect to the start prize to the first start prize opening 13, the middle of the continuous notice effect is given. Then, the change display of the second special symbol is interrupted. Therefore, in this embodiment, when the change display of the second special symbol interrupts during the continuous notice effect, the continuous notice effect is controlled to be interrupted.

  Hereinafter, the production timing when the continuous notice production is interrupted will be described. FIG. 55 and FIG. 56 are explanatory diagrams showing the effect timing when the continuous notice effect is interrupted. Among these, FIG. 55 shows the continuous notice effect that is executed based on the determination of “super reach out” or “super reach big hit” in the determination at the time of winning with respect to the start winning to the first starting winning opening 13. The production timing in the case of interruption is shown. Also, FIG. 56 shows the performance timing when the continuous notice effect that is executed based on the determination of “non-reach” is determined in the determination at the time of winning with respect to the start winning to the first start winning opening 13. Show.

  In the example shown in FIG. 55 and FIG. 56, as an example, a case where a continuous notice effect of “change in variation form at the time of symbol change” is executed is shown, but a continuous notice effect of another effect form is executed. The production timing in this case is also the same. In the example shown in FIGS. 55 and 56, it is assumed that the start winning to the second start winning port 14 during the execution of the continuous notice effect is determined as non-reach or non-reach as a variable display result.

  First, referring to FIG. 55, the continuous advance notice is executed based on the fact that the start winning to the first start winning opening 13 is determined to be “super reach out” or “super reach big hit” in the determination at the time of winning. The production timing when the production is interrupted will be described.

  When the game control microcomputer 560 detects a new start prize to the first start prize opening 13 (see step S311), it executes a prize-time effect process (see step S217A) and performs a prize determination. When it is determined that “super reach loss” or “super reach jackpot” is reached, a winning determination result designation command is transmitted (see step S218A). In this case, the effect control microcomputer 100 determines the execution of the continuous notice effect in the continuous notice determination process (see step S679) based on the reception of the winning determination result designation command and the effect form of the continuous notice effect. It is assumed that “change in variation pattern at the time of symbol variation” is determined.

  Next, a fluctuation pattern command, a display result designation command, and a first reserved storage number designation command are received, and the next fluctuation display is started. In this case, the production control microcomputer 100 determines the chance eye symbol as the stop symbol of the effect symbol based on the fact that “change in variation pattern at the time of symbol variation” is determined as the effect mode of the continuous notice effect. (Refer to step S1822). Then, the fluctuation time ends and a symbol confirmation designation command is received, and the chance symbol symbol is stopped and displayed as shown in FIG. 55 (see step S853).

  Further, when starting the next variation display, as shown in FIG. 55, the production control microcomputer 100 displays a mode in which a flash is emitted above the display screen of the production display device 9 when the production symbol variation starts. By performing a predetermined effect such as performing (see step S1848), the continuous notice effect is continuously executed. Then, the fluctuation time ends and a symbol confirmation designation command is received, and the chance symbol symbol is stopped and displayed as shown in FIG. 55 (see step S853).

  Here, as shown in FIG. 55, it is assumed that the start winning to the second start winning opening 14 occurs during the execution of the continuous notice effect. In such a case, in this embodiment, as shown in FIG. 55, the variable display of the second special symbol is executed with priority. Therefore, the effect control microcomputer 100 sets the continuous notice interruption flag as shown in FIG. 55 when the change display of the second special symbol is executed even while the continuous notice effect is being executed. Control is performed so that the continuous notice effect is interrupted (see steps S1804 and S1805). When the production control microcomputer 100 performs the change display of the effect symbol in synchronization with the change display of the second special symbol during the interruption of the continuous notice effect, the other announcement effect is displayed during the change display. (See Y of step S1823).

  When the variation display of the second special symbol is finished and the state returns to the state in which the variation display of the first special symbol is executed, the continuous notice interruption flag is reset (see step S1810), as shown in FIG. , Resume the remaining continuous notice effect. Specifically, as shown in FIG. 55, when the effect symbol variation display is started in synchronization with the next variation display of the first special symbol, the flash appears above the display screen of the effect display device 9. The continuous notice effect is resumed by performing a predetermined effect such as displaying a certain aspect (see step S1848). Then, the fluctuation time ends and a symbol confirmation designation command is received, and the chance symbol symbol is stopped and displayed as shown in FIG. 55 (see step S853).

  Next, referring to FIG. 56, the case where the continuous notice effect that is executed based on the fact that it is determined as “non-reach” in the determination at the time of winning for the starting winning to the first starting winning opening 13 is interrupted. The production timing will be described.

  When the game control microcomputer 560 detects a new start prize to the first start prize opening 13 (see step S311), it executes a prize-time effect process (see step S217A) and performs a prize determination. When it is determined that “non-reach” is detected, a winning determination result designation command is transmitted (see step S218A). In this case, the effect control microcomputer 100 determines the execution of the continuous notice effect in the continuous notice determination process (see step S679) based on the reception of the winning determination result designation command and the effect form of the continuous notice effect. It is assumed that “change in variation pattern at the time of symbol variation” is determined.

  Next, a fluctuation pattern command, a display result designation command, and a first reserved storage number designation command are received, and the next fluctuation display is started. In this case, the production control microcomputer 100 determines the chance eye symbol as the stop symbol of the effect symbol based on the fact that “change in variation pattern at the time of symbol variation” is determined as the effect mode of the continuous notice effect. (Refer to step S1822). Then, when the variation time ends, a symbol confirmation designation command is received, and the chance symbol symbol is stopped and displayed as shown in FIG. 56 (see step S853).

  Further, when starting the next variation display, the effect control microcomputer 100, as shown in FIG. 56, displays in such a manner that the flash shines above the display screen of the effect display device 9 when the effect symbol variation starts. By performing a predetermined effect such as performing (see step S1848), the continuous notice effect is continuously executed. Then, when the variation time ends, a symbol confirmation designation command is received, and the chance symbol symbol is stopped and displayed as shown in FIG. 56 (see step S853).

  Here, as shown in FIG. 56, it is assumed that the start winning to the second start winning opening 14 occurs during the execution of the continuous notice effect. In such a case, in this embodiment, as shown in FIG. 56, the variation display of the second special symbol is executed with priority. Therefore, if the second special symbol change display is executed even when the continuous notice effect is being executed, the effect control microcomputer 100 sets the continuous notice interruption flag as shown in FIG. Control is performed so that the continuous notice effect is interrupted (see steps S1804 and S1805). When the production control microcomputer 100 performs the change display of the effect symbol in synchronization with the change display of the second special symbol during the interruption of the continuous notice effect, the other announcement effect is displayed during the change display. (See Y of step S1823).

  When the variation display of the second special symbol is finished and the state is changed to the state where the variation display of the first special symbol is executed, the continuous notice interruption flag is reset (refer to Step S1810), and the first off continuous notice is given. The execution flag is reset (see steps S1811, S1812), and control is performed so as to end the continuous notice effect. In other words, when the determination result that is the reason for executing the continuous notice effect is “non-reach”, as shown in FIG. 56, after the continuous notice effect is interrupted, the variable display of the second special symbol is displayed. Control is performed so that the continuous notice effect is ended as it is without resuming the continuous notice effect even if it is finished.

  As described above, according to this embodiment, the production control microcomputer 100 performs all the variable displays executed until the variable display performed by one right (holding storage) is started. A pre-reading notice (continuous notice effect) is executed on the condition that it is determined that “non-reach is lost” in the winning determination. Therefore, even when complicated processing to change the variation pattern and the table for selecting the variation pattern (variation pattern type determination table or variation pattern determination table) is not performed, reach is performed during the pre-reading notice (continuous notice effect). It is possible to prevent a situation in which the effect display is interrupted and the continuity of the pre-reading notice (continuous notice effect) is impaired. Therefore, the player's sense of expectation for the big hit can be increased without complicating the process of determining the variation pattern.

  For example, in order to prevent a situation in which the continuity of the pre-reading notice (continuous notice effect) is impaired, after it is decided to execute the pre-reading notice (continuous notice effect), the target variable display is started. It is also conceivable that the variation pattern is determined by changing the variation pattern type determination table or the variation pattern determination table so that the reach effect is not performed in the variation display executed before. However, in such a configuration, change processing of the variation pattern type determination table and the variation pattern determination table occurs, and the variation pattern determination processing becomes complicated. On the other hand, according to this embodiment, the pre-reading notice (continuous notice) is provided on the condition that all the fluctuation displays before starting the fluctuation display subject to the determination at the time of winning are “non-reach”. Since the change pattern type determination table and the change pattern determination table are not required to be changed. Therefore, the player's sense of expectation for the big hit can be increased without complicating the process of determining the variation pattern.

  In addition, according to this embodiment, when the game ball starts and wins at the first start winning opening 13, does the display result of the variable display of the first special symbol performed for the first reserved memory become a big hit? It is determined whether or not the display result of the variable display of the second special symbol performed for the second reserved memory is a big hit when the game ball is won at the second start winning opening 14 To do. In addition, when one hold memory is stored as the first hold memory or the second hold memory, until the variable display performed on the one hold memory is started, when winning the prize for the one hold memory Based on the determination result of the determination, a pre-reading notice (continuous notice effect) for the one hold storage is executed using predetermined effect means (for example, effect display device 9) provided in the gaming machine. In this case, in this embodiment, in the big hit gaming state, control is performed so as to limit the execution of the winning determination based on the start winning winning in the first starting winning opening 13. Further, even in the high base state (probability change state or short time state), control is performed so as to limit the execution of the determination at the time of winning based on starting winning at the first starting winning port 13. Therefore, by making it impossible to recognize the possibility that the display result of the variable display of the first special symbol will be a big hit during the big hit gaming state or the high base state, the big hit is continuously generated by the technical intervention of the player. Thus, it is possible to prevent deliberately aiming for more than the expected number of prize balls.

  For example, as shown in this embodiment, it is provided with a plurality of special symbol indicators 8a and 8b, and after the big hit game is finished, it shifts to a high base state (probability variation state or short time state), and priority is given to the variation display of the second special symbol. In the case of execution, if the pre-reading notice (continuous notice effect) is configured to be executable, the pre-reading notice is executed based on the fact that the game ball has started and won the first start winning opening 13 during the big hit game or the high base state. Therefore, the player recognizes that there is a high possibility that the variation display result of the first special symbol executed after the end of the big hit game or during the advantageous game state will be a big hit. In this embodiment, when the game shifts to the high base state after the big hit game is finished, the start winning to the second starting winning opening 14 becomes easy and the change display of the second special symbol is preferentially executed. From the above, the variation display of the second special symbol is continuously executed so that the start winning to the second starting prize opening 14 is not interrupted, and the expected jackpot as the variation display result of the first special symbol is retained. It becomes possible to aim at the big hit based on the fluctuation display of the second special symbol. Then, it is easy to be targeted by the technical intervention of the player, and the number of big hits based on the fluctuation display of the first special symbol and the big hit based on the fluctuation display of the second special symbol is continuously generated. There is a risk that the prize ball will be deliberately targeted and the gambling will become too high. Therefore, in this embodiment, by making it impossible to recognize the possibility that the display result of the variable display of the first special symbol becomes a big hit during the big hit gaming state or the high base state, the big hit by the player's technical intervention Are generated in succession to prevent deliberately aiming for more than the expected number of prize balls.

  In this embodiment, the winning determination is not performed in the big hit gaming state or the high base state (in the case of the big hit gaming state or the high base state by steps S215A and S216A). In the example, the pre-reading notice (continuous notice effect) is not performed so that the possibility of a big hit cannot be recognized. It is also possible to perform a time determination and transmit a winning determination result designation command, and determine whether or not the effect control microcomputer 100 is in a big hit gaming state or a high base state, When in a big hit game state or in a high base state, a pre-reading notice (continuous notice effect) is not performed even if a winning judgment result designation command is received. It may be controlled so.

  Further, according to this embodiment, when the variable display of the second special symbol is started during execution of the continuous effect (continuous notice effect) for the variable display of the first special symbol that is not in the reach state, The first reserved memory that is started before the variable display of the first special symbol that is the target of the continuous effect (continuous notice effect) that is executed after the variable display of the second special symbol and the variable display of the second special symbol. In the variable display of the first special symbol, execution of a continuous effect (continuous notice effect) is prohibited. Therefore, it is possible to prevent a situation in which the continuity of the continuous production (continuous notice effect) is impaired due to the variable display of the other second special symbol being interrupted during the continuous effect (continuous notice effect). It is possible to prevent a situation in which the production mode of production is not suitable. Therefore, in a gaming machine provided with a plurality of special symbol indicators 8a and 8b, it is possible to prevent the contents of the effects from becoming unnatural without increasing the processing burden when performing the continuous effects (continuous notice effects). it can. In addition, when the variable display of the second special symbol is started during the execution of the continuous effect (continuous notice effect) for the variable display of the first special symbol that is not in the reach state, the continuous effect (continuous notice effect) is continued as it is. By ending, it is possible to notify the player early that it will not reach the reach state.

  In addition, according to this embodiment, the variable display of the second special symbol that does not become a big hit is started during the execution of the continuous effect (continuous notice effect) for the variable display of the first special symbol that is in the reach state. Sometimes, the variable display of the second special symbol prohibits the execution of the continuous effect (continuous notice effect), while the continuous effect (continuous notice effect) executed after the variable display of the second special symbol ends. In addition, in the variable display of the first special symbol stored in the first reserved memory that is started before the variable display of the first special symbol, the execution of the continuous effect (continuous notice effect) is resumed. Further, when the variable display of the second special symbol that is a big hit is started during the execution of the continuous effect (continuous notice effect) for the variable display of the first special symbol that is in the reach state, the second special symbol of the second special symbol is displayed. The first special symbol in the first reserved memory that is started before the variable display of the first special symbol that is the target of the continuous effect (continuous notice effect) executed after the variable display and the variable display of the second special symbol are finished. In the variable display, continuous execution (continuous notice effect) is prohibited. Therefore, it is possible to prevent a situation in which the continuity of the continuous production (continuous notice effect) is impaired due to the variable display of the other second special symbol being interrupted during the continuous effect (continuous notice effect). It is possible to prevent a situation in which the production mode of production is not suitable. Therefore, in a gaming machine provided with a plurality of special symbol indicators 8a and 8b, it is possible to prevent the contents of the effects from becoming unnatural without increasing the processing burden when performing the continuous effects (continuous notice effects). it can. Further, if the continuous effect (continuous notice effect) is resumed after the variable display of the second special symbol is completed, it is determined that the reach state is reached, and the interest in the game can be improved. Further, it is possible to prevent the player from feeling uncomfortable due to the continuous performance (continuous notice performance) being continued unnecessarily after the big hit.

  Further, according to this embodiment, when the variable display of the second special symbol that does not become a big hit is started during the execution of the continuous presentation (continuous notice effect) for the variable display of the first special symbol that is a big hit. In the variable display of the second special symbol, the execution of the continuous effect (continuous notice effect) is prohibited, while the continuous effect (continuous notice effect) executed after the variable display of the second special symbol is ended. In the variable display of the first special symbol stored in the first reserved memory that is started before the variable display of the first special symbol, the execution of the continuous effect (continuous notice effect) is resumed. When the variable display of the second special symbol that is a big hit is started during the execution of the continuous effect (continuous notice effect) for the variable display of the first special symbol that is a big hit, the variable of the second special symbol is started. The first special symbol in the first reserved memory that is started before the variable display of the first special symbol that is the target of the continuous effect (continuous notice effect) executed after the display and the variable display of the second special symbol is finished. In variable display, execution of a continuous effect (continuous notice effect) is prohibited. Therefore, it is possible to prevent a situation in which the continuity of the continuous production (continuous notice effect) is impaired due to the variable display of the other second special symbol being interrupted during the continuous effect (continuous notice effect). It is possible to prevent a situation in which the production mode of production is not suitable. Therefore, in a gaming machine provided with a plurality of special symbol indicators 8a and 8b, it is possible to prevent the contents of the effects from becoming unnatural without increasing the processing burden when performing the continuous effects (continuous notice effects). it can. Further, if the continuous effect (continuous notice effect) is resumed after the variable display of the second special symbol is ended, the expectation of a big hit is increased, so that the interest in the game can be improved. Further, it is possible to prevent the player from feeling uncomfortable due to the continuous performance (continuous notice performance) being continued unnecessarily after the big hit.

  Further, according to this embodiment, when the variable display of the second special symbol is started during the execution of the continuous effect (continuous notice effect) for the variable display of the first special symbol, the notice effect is executed. Ban. Therefore, it is possible to prevent a situation in which a continuous effect (continuous notice effect) and another notice effect are executed in a mixed manner and confuse the player.

  Further, according to this embodiment, when the variable display of the first special symbol is executed based on the start winning at the first start winning opening 13, the second winning based on the start winning at the second starting winning opening 14 is performed. Compared to the case where the special symbol variation display is executed, it is decided to make a small hit at a high rate. Therefore, by suppressing the occurrence frequency of the small hit game based on the start winning to the second start winning opening 14, it can be understood that it was a small hit game despite expecting a sudden probability change big hit game in the high base state. It is possible to suppress a situation in which a situation in which the player is discouraged more than necessary is prevented, and a situation in which the player is disadvantaged more than necessary can be prevented.

  In addition, according to this embodiment, the game control microcomputer 560 uses the variation pattern type determination table for detachment to change the variation pattern type of the effect symbol to the variation pattern type including the variation pattern with super reach, It is determined as one of a plurality of variation pattern types including a variation pattern type that does not include a variation pattern with super reach. Then, the variation pattern of the effect design is determined from the variation patterns included in the determined variation pattern type. In this case, the deviation variation pattern type determination tables 135A to 135C indicate a common determination value (variable pattern type (super CA2-7) including a variation pattern with super reach, regardless of the total number of pending storages). 230 to 251) are allocated. Moreover, the variation pattern type tables 135A and 135B for loss used when the gaming state is the normal state are common to the non-reach variation pattern types (non-reach CA2-1) regardless of the total number of pending storages. Determination values (1 to 89) are assigned. Therefore, in the case of executing a pre-reading notice (continuous notice effect) based on the determination that the super reach is reached, it is possible to prevent inconsistency depending on the number of reserved memories. In addition, the distribution of the variation pattern with super reach and other variation patterns can be easily changed at the design stage.

  For example, in this embodiment, it is premised that the variation pattern is determined at the start of variation of the special symbol and the effect symbol, and the variation display is performed according to the determined variation pattern, but is read into the holding buffer at the timing when the start winning is detected. If the random number for determining the variation pattern type (random 2) includes a random value corresponding to the super reach with high reliability for the big hit, the variation display for the super reach is performed before the variation display is executed. A continuous notice effect is executed. In this case, if the deviation variation pattern type determination table is designed as in this embodiment, when a continuous notice effect is executed, a change with a super reach corresponding to the noticed change pattern type is always performed. Since the display is executed, a notice effect corresponding to the variation pattern type can be executed in advance.

  For example, in the gaming machine described in Japanese Patent Application Laid-Open No. 2005-278663, it is described that a variation pattern type is first determined and then one of the variation patterns included in the variation pattern type is determined. There are variation patterns that are included between a plurality of variation pattern types. For this reason, even when the continuous notice effect is executed in advance, other effects such as normal reach may be executed, which may cause distrust to the player. If you try not to give distrust to the player, you can only perform a notice effect that the reach will occur at best (you can not give a more reliable notice such as super reach) ), The effect of the notice effect will be significantly reduced. On the other hand, according to this embodiment, a common determination value is assigned to a variation pattern type including a variation pattern with super reach regardless of the total number of pending storages. Therefore, it is possible to reliably execute a continuous notice effect with higher reliability, and it is possible to enhance the effect of the notice effect without giving distrust to the player.

  In addition, the gaming machine described in Japanese Patent Laid-Open No. 2005-278663 includes a variation pattern that exists in common among the variation pattern types. For this reason, it is complicated to perform a distribution between a specific variation pattern such as a super reach variation pattern and other variation patterns at the design stage. That is, even if it is desired to change only the selection ratio of a specific fluctuation pattern without changing the selection ratio of each fluctuation pattern included in the fluctuation pattern type, the selection ratios within a plurality of fluctuation pattern types Therefore, the appearance rate of the variation pattern differs between the variation pattern types. On the other hand, according to this embodiment, a specific variation pattern such as a variation pattern of super reach and other variation patterns are configured not to exist in common among a plurality of variation pattern types. The appearance rate of the variation pattern can be easily changed.

  Further, in this embodiment, the variation pattern type determination table for detachment has different determination values depending on the total number of pending storages for variation pattern types including variation patterns (normal reach and non-reach) other than super reach. Assigned. For example, in this embodiment, only the fluctuation pattern type determination table for shortening (for shortening) 135B (see FIG. 10B) selected when the total number of pending storages is 3 or more is used as the fluctuation pattern for shortening fluctuation. A variation pattern type (non-reach CA2-3) including (non-reach PA1-2) is selected. Therefore, when the number of reserved memories (in this example, the total number of reserved memories) is large, the operating rate can be improved by shortening the fluctuation time by averaging. That is, if many variable displays with a long fluctuation time such as super reach are executed while the reserved memory is accumulated, the reserved memory is not easily digested, and there is a possibility that useless reserved memory is generated. When the number is large, the operating time is improved by shortening the fluctuation time on average. On the other hand, when there is a small amount of reserved memory, if the fluctuation time is short, the reserved memory is quickly consumed and the variable display is interrupted. For this reason, in this embodiment, when the number of reserved memories is large, the shortening variation is not performed, so that the variation time is averaged and lengthened so that the variation display is not easily interrupted. Therefore, in this embodiment, inconsistency does not occur depending on the number of reserved storages while making it difficult for the variable display to be interrupted.

  Further, according to this embodiment, after the display of the effect symbols is started and the display result is derived and displayed, the effect symbols that have been temporarily stopped are temporarily stopped, and then the effect symbols are variablely displayed again. A plurality of types of quasi-continuous variation patterns (non-reach PA1-4, normal PB2-1, normal PB2-2, super PA3-1, super PA3-2, normal PB2-3, which execute re-variation once or multiple times, Normal PB2-4, super PA3-3, super PA3-4, and special PG1-3). Then, the pre-reading notice (continuous notice effect) is executed in the same manner as when the pseudo-continuous effect is executed. For this reason, even when an effect of the same effect mode is executed, it is possible to expect the possibility of both a case where a pseudo-ream effect is executed and a case where a pre-reading notice is executed. Can improve interest in

  Moreover, according to this embodiment, after one reserved memory is stored as the first reserved memory or the second reserved memory, a plurality of effect symbols until the variable display performed by the one reserved memory is started. The pre-reading notice (continuous notice effect) is executed over the variable display. Then, the chance effect symbol is derived and displayed as a variable display result of the effect symbol until the variable display performed by the one hold memory is started, and the next effect until the variable display performed by the one hold memory is started. A predetermined effect (for example, display in such a manner that a flash shines above the display screen of the effect display device 9 at the start of effect symbol variation) is performed when symbol variation display is started. Therefore, it is necessary to make time adjustments such as stopping the chance eye symbol early when executing the pre-reading advance notice (continuous notice effect) of the effect mode using the derivation display of the chance eye symbol and the execution of the predetermined effect. It is possible to eliminate such a situation that the process of deriving and displaying the chance symbol and the process of executing the predetermined effect overlap to cause a lack of processing. For example, in order to perform an effect similar to the above, during a single variation display, first the chance symbol is stopped and displayed, and then a predetermined effect (for example, the display screen of the effect display device 9 at the start of the variation of the effect symbol) If the change display is terminated by executing the display of a mode in which a flash is lit above the image, it is possible to execute a continuous notice effect similar to the effect mode shown in FIG. However, such control requires processing such as temporarily stopping the chance symbol display slightly earlier than the end time of the variable display, and requires time adjustment until the end time of the variable display. Therefore, in this embodiment, by performing the predetermined effect at the start of the next variable display during the continuous notice effect, the continuous notice effect of the effect mode shown in FIG. It is possible to execute without doing.

  In addition, according to this embodiment, the game control microcomputer 560 variably displays the first special symbol on the first special symbol display 8a and the second special symbol on the second special symbol display 8b. The variation pattern type is determined according to a common process when displaying. The game control microcomputer 560 is common when the first special symbol is variably displayed on the first special symbol indicator 8a and when the second special symbol is variably displayed on the second special symbol indicator 8b. According to the process, the variation pattern of the effect design is determined from the variation patterns included in the determined variation pattern type. Therefore, in a gaming machine equipped with a plurality of special symbol displays, the capacity of a storage area for storing a program and data for determining a variation pattern can be reduced.

  In addition, according to this embodiment, the game control microcomputer 560 determines whether it is a big hit or not, a normal big hit that is a round 15 big hit or a probability big hit that is a big hit and a sudden probable big hit that is a round two big hit. Is determined before the derivation display of the display result. Then, when the first special symbol is variably displayed on the first special symbol display 8a and when the second special symbol is variably displayed on the second special symbol display 8b, the big hits of 15 rounds and big hits of 2 rounds are different. And decide which of the transitions. Therefore, the game value of the game state to be transferred can be varied depending on which special symbol variable display is executed, and the progress of the game can be diversified.

  Further, according to this embodiment, at the time of the start winning prize before the start of the change, the game control microcomputer 560 determines in advance whether or not the change pattern of the effect pattern becomes a change pattern with super reach. . Then, the production control microcomputer 100 determines that it becomes super reach before the variable display of the production symbol determined to be super reach is started based on the determination at the time of winning when super reach is reached. An effect to be notified can be executed. For this reason, it is possible to notify that it will be super reach before the variable display corresponding to the start winning prize, and it is possible to improve the interest in the game.

  Further, the game control microcomputer 560 determines the variation pattern by determining the variation pattern type using the variation pattern type determination table for detachment. In this case, in the deviation variation pattern type determination table, a common determination value (230 to 251) is assigned to a variation pattern type including a variation pattern with super reach regardless of the total number of pending storages. . Further, in the variation pattern type determination table for loss, different determination values are assigned to the variation pattern types including variation patterns other than super reach (normal reach and non-reach) according to the total number of pending storage. Therefore, by assigning the ratio of the determination value to the variation pattern type including the variation pattern having a short variable display time as the total number of pending storage increases, the operating rate of the variable display decreases. It can be prevented as much as possible.

  FIG. 57 is an explanatory diagram showing an assignment state of determination values in the deviation variation pattern type determination table. In this embodiment, when the total number of pending storages is 3 or more, the variation pattern type determination table 135B for loss shown in FIG. 10B is used, and the total number of pending storages is 0 to 2 (3 or less). In this case, the deviation variation pattern type determination table 135A shown in FIG. 10A is used (see steps S96 to S98). As shown in FIG. 53, when the total number of pending storages is 3 or more, the ratio becomes a reach (normal reach, super reach) as compared with the case where the total number of pending storages is 0 to 2. When the total number of pending storages is 3 or more, as shown in FIG. 10B, the non-reach CA 2-2 variation pattern type is selected and the non-reach PA 1-2 is a variation pattern of shortened variation. Therefore, it is possible to prevent the situation in which the operation rate of the variable display is reduced as much as possible by shortening the average fluctuation time as the total number of pending storage increases.

  Further, in this embodiment, as shown in FIG. 57, a common determination value (230˜) is used for the variation pattern type with super reach (super reach A, super reach B) regardless of the total number of pending storage. 251). Therefore, at the time of starting winning, it is possible to easily determine in advance whether or not it will be super reach if only the value of the extracted random number for variation pattern type determination (random 2) is confirmed. Accordingly, it is possible to notify that the super reach is reached before the variable display corresponding to the start winning prize, and it is possible to improve the interest in the game.

  In this embodiment, the case where the distribution of the determination values of the variation pattern type determination table for detachment is different for the two types of the total pending storage number being 0 to 2 or 3 or more is shown. The method of differentiating the determination values in the deviation variation pattern type determination table is not limited to that shown in this embodiment. For example, the distribution may be made more finely stepwise according to the total number of pending storage. In this case, for example, the deviation variation pattern type determination table for the total pending storage number 0, 1 and the offset for the total pending storage count 2, the total pending storage count 3 and the total pending storage count 4 A variation pattern type determination table may be prepared in advance, and the distribution of the variation pattern type with reach and the variation pattern type of the shortened variation may be further varied in stages. In addition to such an example, various combinations of the deviation variation pattern type determination table prepared in advance are conceivable. For example, a separate deviation variation pattern type determination table may be provided for each value of the total pending storage number (that is, for the total pending storage number 0, for the total pending storage number 1, for the total pending storage number 2) , The deviation variation pattern type determination table for the total pending storage number 3, for the total pending storage number 4... May be used separately). Further, for example, a deviation variation pattern type determination table for the total pending storage number 0 to 2, the total pending storage number 3, the total pending storage number 4... May be used.

  Moreover, in this embodiment, a completely common determination value (230 to 251) is assigned to the variation pattern type with super reach (super reach A, super reach B) regardless of the total number of pending storage. However, the determination value for super reach in one of the deviation variation pattern type determination table may include the determination value for super reach in the other variation pattern type determination table for deviation. . FIG. 58 is an explanatory diagram showing another example of a determination value assignment state in the deviation variation pattern type determination table.

  In the modification shown in FIG. 58, when the total number of reserved storages is 3 or more, the determination values 230 to 251 are assigned to the variation pattern types with super reach, whereas the total number of reserved storages 0 to In the case of 2, determination values 200 to 251 are assigned to the variation pattern types with super reach. However, even in such a case, if the value of the extracted variation pattern type determination random number (random 2) is in the range of at least 230 to 251 at the time of starting winning, it becomes easy to become super reach beforehand. Can be determined. Accordingly, it is possible to notify that the super reach is reached before the variable display corresponding to the start winning prize, and it is possible to improve the interest in the game.

  Specifically, as shown in FIG. 58, among the determination values 0 to 199 assigned to the non-reach variation pattern type when the total number of pending storages is 3 or more, the range of the determination values 100 to 199 Are not included in the range 0 to 99 of the determination value assigned to the non-reachable variation pattern type when the total pending storage number is 0 to 2. On the other hand, the range 230 to 251 of the determination value assigned to the variation pattern type with super reach when the total pending storage number is 3 or more indicates the super value when the total pending storage number is 0 to 2. All of the determination value ranges 200 to 251 assigned to the variation pattern types with reach are included. Therefore, when the value of the extracted variation pattern type determination random number (random 2) is in the range of at least 230 to 251 at the time of starting winning a prize, it can be easily determined in advance that it will be super reach.

  In the modification shown in FIG. 58, when the total pending storage number is 0 to 2, the determination values 100 to 199 are assigned to the variation pattern types with normal reach, and when the total pending storage number is 3 or more. The determination values 200 to 229 are assigned to the variation pattern types with normal reach, and the ranges to which the determination values are assigned to the variation patterns with normal reach are not overlapped. The range of determination values assigned to the variation pattern types with normal reach may be overlapped between the case and three or more cases. For example, when the total pending storage number is 0 to 2, the determination values 100 to 199 are assigned to the variation pattern type with normal reach, and when the total pending storage number is 3 or more, the variation pattern type with normal reach is assigned. On the other hand, the determination values 180 to 229 may be assigned. Even in the case of such a configuration, some of the determination values 180 to 229 among the determination values 180 to 229 assigned to the variation pattern type with normal reach when the total number of pending storages is 3 or more. Only the range of 199 is included in the range of determination values 100 to 199 assigned to the variation pattern type with normal reach when the combined pending storage number is 0 to 2.

  Further, in this embodiment, a case has been shown in which a variation pattern type with a super reach is used as a collective variation pattern type, and a variation pattern type determination table for deviation is configured. However, for each super reach type (for example, super reach A and The variation pattern type may be divided into super reach B). FIG. 59 is an explanatory diagram showing still another example of the determination value assignment state in the deviation variation pattern type determination table.

  In the modification shown in FIG. 59, determination values 230 to 237 are assigned to the variation pattern type with super reach A regardless of the total number of pending storages, and the variation pattern type with super reach B is assigned. Determination values 237 to 251 are assigned. However, even in such a case, if the value of the extracted variation pattern type determination random number (random 2) is in the range of 230 to 251 at the time of starting winning, it is easily determined in advance that it will be super reach. can do. Accordingly, it is possible to notify that the super reach is reached before the variable display corresponding to the start winning prize, and it is possible to improve the interest in the game.

  Further, even when the deviation variation pattern type determination table is configured as shown in FIG. 59, the distribution of the determination values of super reach A and super reach B may be different for each table. As in the modification shown in FIG. 4, for example, the determination value for super reach A and B in one deviation variation pattern type determination table is the determination value for super reach A and B in the other variation pattern type determination table for deviation. It may be included. Moreover, you may comprise so that allocation of the judgment value with respect to the super reach A and the super reach B may partially overlap between tables. This can be similarly applied to both this embodiment and each modification shown in this embodiment.

  In addition, according to this embodiment, the variation pattern other than the variation pattern with super reach includes the variation pattern with pseudo-continuity. Therefore, even when the effect of notifying that it will be a super reach is not executed, the variable display with the pseudo-ream can be performed, so that the expectation for becoming a big hit gaming state can be increased, and the interest in the game can be enhanced. Can be improved.

  Further, according to this embodiment, when determining a variation pattern with pseudo-continuations as a variation pattern other than the variation pattern with super reach, when the total number of pending storage is small, In comparison, a variation pattern having a large number of pseudo-variation re-variation execution times is determined. Therefore, it is possible to prevent a situation in which variable display accompanied by a pseudo-ream with a large number of re-variations is performed when the total number of reserved storage is large (when the stored storage is accumulated), and the variable display operating rate Can be further prevented.

  FIG. 60 shows the assignment state of the determination value in the variation pattern type determination table for detachment when looking at the variation pattern type including the variation pattern with pseudo-continuity as the variation pattern other than the variation pattern with super reach. It is explanatory drawing shown. In this embodiment, when the total number of pending storages is 3 or more, based on the determination value being in the range of 215 to 229 as the variation pattern type including the variation pattern other than the variation pattern with super reach. Then, the variation pattern type of normal CA2-6 is selected (see FIG. 10B). Then, as shown in FIG. 60, the fluctuation pattern of the normal PB2-1 with the pseudo-continuation with the number of re-variations of 2 is selected (see FIGS. 12 and 6). On the other hand, when the total pending storage number is 0 to 2, normal CA2 based on the determination value being in the range of 170 to 229 as the variation pattern type including the variation pattern other than the variation pattern with super reach. A variation pattern type of −5 is selected (see FIG. 10A). Then, as shown in FIG. 60, the fluctuation pattern of the normal PB2-2 with the pseudo-ream with the number of re-variations of 3 is selected (see FIGS. 12 and 6).

  As shown in FIG. 60, even if the effect of notifying that it will be a super reach is not executed, there is a case where a variable display accompanied by a pseudo-ream is performed, so that a sense of expectation for becoming a big hit gaming state is increased. Can improve the interest of the game. As shown in FIG. 60, when variable display with pseudo-continuations is performed, when the total number of pending storages is as small as 0 to 2, variable display with three re-variations of pseudo-continuations is executed. When the number of reserved memories is as large as 3 or more, variable display with pseudo-continuations with a small number of re-variations as 2 is executed. By doing so, it is possible to prevent a situation in which variable display accompanied by a pseudo-ream with a large number of re-variation execution times is frequently performed when the total number of reserved storage is large (when the stored storage is accumulated), It is possible to prevent a situation in which the operation rate of variable display is lowered.

  In this embodiment, the variation pattern type with super reach assigned to the range of determination values 230 to 251 includes a variation pattern with pseudo-continuity and a variation without pseudo-continuation as a specific variable display pattern. (See super CA2-7 in FIGS. 6 and 12), but the variation pattern type with super reach assigned to the range of determination values 230 to 251 is only accompanied by super reach. And a variation pattern that does not involve pseudo-continuations may be included. Further, even when a variation pattern with pseudo-ream is used together with super reach, the range of determination values 230 to 251 includes a variation pattern that has only super reach and does not involve pseudo ream as a specific variable display pattern. Variation pattern types that include only quasi-continuous and super-reach and quasi-continuous variation patterns, normal reach and quasi-continuous variation pattern types, and non-reach and variability pattern types that involve quasi-continuation. May be assigned to a range other than the determination values 230 to 251 as a variation pattern type including a variable display pattern other than a specific variable display pattern.

  Further, according to this embodiment, when a variation pattern with pseudo-continuity is determined as a variation pattern with super reach, the number of re-variation executions is a predetermined number or more (in this embodiment, four times). It is possible to determine a variation pattern with a pseudo-ream. In addition, when a variation pattern with a pseudo-continuity is determined as a variation pattern other than the variation pattern with super reach, the number of re-variation executions is less than a predetermined number (two or three in this embodiment). It is possible to determine the variation pattern with ream. Therefore, by executing a quasi-ream whose number of re-variations is greater than or equal to a predetermined number (for example, 4 times), the player can have a sense of expectation that it may become super reach. Can be improved.

  FIG. 61 is an explanatory diagram showing an assignment state of determination values in the deviation variation pattern type determination table when attention is paid to a variation pattern type including a variation pattern with pseudo-continuations. In this embodiment, the super CA 2-7 variation pattern type with super reach is selected based on the determination value being in the range of 230 to 251 regardless of the total number of pending storage (see FIG. 10). . Then, as shown in FIG. 60, super PA3-1 to super PA3-2, which are fluctuation patterns with pseudo-continuations of the number of re-variations four times, may be selected (see FIGS. 12 and 6). On the other hand, when the total pending storage number is 3 or more, the normal CA 2-6 variation pattern type that does not become super reach is selected based on the determination value being in the range of 215 to 229 (FIG. 10 ( B)). Then, as shown in FIG. 60, the normal PB2-1, which is a variation pattern with a pseudo-continuity with two revariations, may be selected (see FIGS. 12 and 6). When the total pending storage number is 0 to 2, the variation pattern type of normal CA 2-5 that does not become super reach is selected based on the determination value being in the range of 170 to 229 (FIG. 10). (See (A)). Then, as shown in FIG. 60, the normal PB2-2, which is a variation pattern with a pseudo-continuity with three revariations, may be selected (see FIGS. 12 and 6).

  As shown in FIG. 61, by executing a pseudo-ream with a re-variation count of 4 or more, it is possible to give the player a sense of expectation that it may become a super-reach. Can be improved.

  In this embodiment, as shown in FIG. 61, the variation pattern type with super reach assigned to the range of the determination values 230 to 251 includes four pseudo-variations as a specific variable display pattern. A variation pattern with reaming is included, and a variation pattern with re-variation two or three pseudo-reams is included as a variable display pattern other than a specific variable display pattern in a range other than that. This shows a case where the display pattern and a variable display pattern other than a specific variable display pattern include a variation pattern with a pseudo-series that does not overlap the number of re-variations. May be. For example, the variation pattern type with super reach assigned to the range of determination values 230 to 251 includes a variation pattern with re-variation 3 to 5 pseudo-continuations as a specific variable display pattern. A variable pattern other than the specific variable display pattern may be included in a range other than that including a variation pattern with re-variation 1 to 3 pseudo-continuations.

  It should be noted that any variation pattern with any type of super reach within the range to which the variation pattern type with super reach in the deviation variation pattern type determination table (the range to which the determination values 230 to 251 are allocated) is assigned. It is not limited to what is shown in this embodiment whether it is assigned or how much the fluctuation pattern with pseudo-continuous is assigned. FIG. 62 is an explanatory diagram showing an example of assignment in a range in which a variation pattern type with super reach is assigned.

  For example, as shown in FIG. 62 (A), not all types of reach are allocated, but among the reach with high reliability for some jackpots (for example, super reach C in super reach A to C). Those with pseudo-continuations and having a large number of pseudo-continuations (for example, four times) may be collectively assigned to the range of determination values 230 to 251. For example, as shown in FIG. 62 (B), regardless of the type of reach, all the reach (for example, super reach A to super reach C) is accompanied by a pseudo run, and the number of pseudo runs. Those having a large number may be collectively assigned to a range of determination values 230 to 251. Further, for example, as shown in FIG. 62 (C), in addition to the fluctuation pattern of only super reach (for example, super reach A and not accompanied by pseudo-ream), it is accompanied by pseudo-ream and the number of times of pseudo-ream is determined. Many variation patterns may be assigned to a range of determination values 230 to 251 as specific variation patterns.

  In this embodiment, the case of using two types of reach, that is, super reach A and super reach B, is shown as the super reach. You may comprise so that a super reach may be performed. For example, when the super reach C is configured to be executed in addition to the super reach A and B as shown in FIG. 62, the game control microcomputer 560 first performs the process similar to that of this embodiment in accordance with the processing shown in FIG. Super CA 3-3, which is a variation pattern type for super reach, from the variation pattern type determination table for jackpots shown in (A) and (B) and the variation pattern type determination table for loss shown in FIGS. 10 (A) and (B). And Super CA2-7 will be decided. Then, the super CA 3-3 and the super CA 2-7, which are the variation patterns for super reach, are each configured to include the variation patterns with super reach A to C, and the super reach is determined based on the determined variation pattern types. A variation pattern involving any one of A to C may be determined.

  Further, according to this embodiment, when it is determined to be a big hit, it is a fluctuation pattern with a super reach at a higher rate than when it is determined not to be a big hit. For example, as shown in FIG. 10, when it is determined to be out of place, the determination value is assigned only to a narrow range of 230 to 251 with respect to the super reach, whereas FIGS. As shown in (2), when it is determined to be a big hit, a determination value is assigned to a super reach over a wide range of 150 to 251 or 80 to 251. Therefore, the expectation to the big hit gaming state when variable display with super reach is performed can be enhanced, and the interest in gaming can be further improved.

  Further, according to this embodiment, it is determined that the variation pattern other than the variation pattern with super reach is a variation pattern with normal reach or a non-reach variation pattern. Therefore, even when variable display with super reach is not performed, variable display with normal reach can be executed, giving a sense of expectation that it may be a big hit gaming state. Further improvement can be achieved.

  Further, according to this embodiment, the game control microcomputer 560 sets the variation pattern type to include a variation pattern type including a variation pattern with super reach or a variation pattern type not including a variation pattern with super reach. Decide on. Then, when it is determined that the variable display pattern type of the effect symbol is a variation pattern type including a variation pattern with super reach, it is determined that the variation pattern of the effect symbol is a variation pattern with super reach. Therefore, the distribution between the variation pattern with super reach and the variation pattern other than that can be easily changed at the design stage only by changing the distribution of the variation pattern type.

  In the above-described embodiment, the production control board 80, the audio output board 70, and the lamp driver board 35 are provided as the boards on which the circuit for controlling the production apparatus is mounted. You may mount on one board | substrate. Further, a first effect control board (display control board) on which a circuit for controlling the effect display device 9 and the like is mounted and a circuit for controlling other effect devices (lamps, LEDs, speakers 27R, 27L, etc.) are mounted. Alternatively, two substrates, the second effect control substrate, may be provided.

  In the above-described embodiment, the game control microcomputer 560 directly transmits a command to the effect control microcomputer 100. However, the game control microcomputer 560 transmits another command (for example, FIG. 3). The sound output board 70 and the lamp driver board 35 shown in FIG. 5 or the sound / lamp board having the function of the circuit mounted on the sound output board 70 and the function of the circuit mounted on the lamp driver board 35). A control command may be transmitted and transmitted to the effect control microcomputer 100 on the effect control board 80 via another board. In that case, the command may simply pass through another board, or the sound output board 70, the lamp driver board 35, and the sound / lamp board are equipped with control means such as a microcomputer, and the control means receives the command. In response to this, control related to sound control and lamp control is executed, and the received command is changed as it is or, for example, to a simplified command to control the effect display device 9. You may make it transmit to. Even in that case, the effect control microcomputer 100 performs the display control in accordance with the effect control command directly received from the game control microcomputer 560 in the above-described embodiment. Display control can be performed in accordance with commands received from the board 35 or the sound / lamp board.

  The present invention can be applied to a gaming machine such as a pachinko gaming machine, and is particularly suitable for a gaming machine having a plurality of variable display means, in which variable display is not executed simultaneously on these variable display means. Applied.

It is the front view which looked at the pachinko game machine from the front. It is a block diagram which shows the circuit structural example of a game control board (main board). It is a block diagram showing an example of circuit configuration of an effect control board, a lamp driver board and an audio output board. It is a flowchart which shows the main process which CPU in a main board | substrate performs. It is a flowchart which shows a 2 ms timer interruption process. It is explanatory drawing which shows the variation pattern of the production | presentation symbol prepared beforehand. It is explanatory drawing which shows each random number. It is explanatory drawing which shows a big hit determination table, a small hit determination table, and a big hit type determination table. It is explanatory drawing which shows the variation pattern classification determination table for big hits. It is explanatory drawing which shows the variation pattern classification determination table for deviation. It is explanatory drawing which shows a hit fluctuation pattern determination table. It is explanatory drawing which shows a deviation variation pattern determination table. It is explanatory drawing which shows an example of the content of an effect control command. It is explanatory drawing which shows an example of the content of an effect control command. It is explanatory drawing which shows an example of the content of the determination result designation command at the time of winning. It is a flowchart which shows an example of the program of a special symbol process process. It is a flowchart which shows an example of the program of a special symbol process process. It is a flowchart which shows a starting port switch passage process. It is explanatory drawing which shows the structural example of a pending | holding buffer. It is a flowchart which shows the effect process at the time of winning. It is a flowchart which shows a special symbol normal process. It is a flowchart which shows a special symbol normal process. It is a flowchart which shows a fluctuation pattern setting process. It is a flowchart which shows a display result designation | designated command transmission process. It is a flowchart which shows the special symbol change process. It is a flowchart which shows a special symbol stop process. It is a flowchart which shows a big hit end process. It is a flowchart which shows the presentation control main process which CPU for presentation control performs. It is explanatory drawing which shows the structural example of a command reception buffer. It is a flowchart which shows a command analysis process. It is a flowchart which shows a command analysis process. It is a flowchart which shows a command analysis process. It is a flowchart which shows a command analysis process. It is explanatory drawing which shows the structural example of the determination result memory buffer at the time of winning. It is explanatory drawing which shows the specific example of a continuous notice allocation table. It is explanatory drawing which shows the specific example of a continuous notice allocation table. It is a flowchart which shows production control process processing. It is a flowchart which shows a fluctuation pattern command reception waiting process. It is a flowchart which shows an effect design fluctuation start process. It is a flowchart which shows an effect design fluctuation start process. It is explanatory drawing which shows the handling when the fluctuation | variation display of a 2nd special symbol interrupts when performing the continuous notice effect. It is explanatory drawing which shows an example of the stop symbol of an effect symbol. It is explanatory drawing which shows the structural example of process data. It is a flowchart which shows the process during effect design change. It is a flowchart which shows an effect design fluctuation stop process. It is a flowchart which shows a big hit display process. It is a flowchart which shows a big hit end effect process. It is explanatory drawing which shows the specific example of the production | presentation aspect of a continuous notice effect. It is explanatory drawing which shows the specific example of the production | presentation aspect of a continuous notice effect. It is explanatory drawing which shows the specific example of the production | presentation aspect of a continuous notice effect. It is explanatory drawing which shows the specific example of the production | presentation aspect of a continuous notice effect. It is explanatory drawing which shows the specific example of the production | presentation aspect of a pseudo | simulation ream. It is explanatory drawing which shows the execution timing of a continuous notice effect. It is explanatory drawing which shows the execution timing of a fluctuation | variation display in case the fluctuation | variation display with reach is included in the fluctuation | variation display performed before the fluctuation | variation display used as the object of determination at the time of winning a prize. It is explanatory drawing which shows the effect timing in the case of interrupting a continuous notice effect. It is explanatory drawing which shows the effect timing in the case of interrupting a continuous notice effect. It is explanatory drawing which shows the allocation state of the determination value in the variation pattern classification determination table for deviation. It is explanatory drawing which shows the other example of the allocation state of the determination value in the fluctuation pattern classification determination table for deviation. It is explanatory drawing which shows the further another example of the allocation state of the determination value in the variation pattern classification determination table for deviation. It is explanatory drawing which shows the allocation state of the judgment value in the fluctuation pattern classification judgment table for deviation when it sees paying attention also to the fluctuation pattern classification including the fluctuation pattern with a pseudo-continuity as a fluctuation pattern other than the fluctuation pattern with a super reach. is there. It is explanatory drawing which shows the allocation state of the determination value in the variation pattern classification judgment table for deviation | shift when it sees paying attention also to the variation pattern classification containing the variation pattern with a pseudo | simulation series. It is explanatory drawing which shows the example of allocation in the range to which the variation pattern classification with super reach is allocated.

Explanation of symbols

DESCRIPTION OF SYMBOLS 1 Pachinko machine 8a 1st special symbol display device 8b 2nd special symbol display device 9 Production display device 13 1st starting winning port 14 2nd starting winning port 20 Special variable winning ball device 31 Game control board (main board)
56 CPU
560 Game control microcomputer 80 Production control board 100 Production control microcomputer 101 Production control CPU
109 VDP

Claims (1)

  1. After game medium a predetermined start region has passed, based on the establishment of starting conditions permitting the start of variable display, derives displays a variable display line have displayed results of the identification information of a plurality of types that can identify each variable A gaming machine comprising a display means, wherein when a specific display result is derived and displayed on the variable display means, the gaming machine is shifted to a specific gaming state advantageous to the player,
    When a game medium passes through the starting area, a random number for determining a specific gaming state for determining whether or not to shift to the specific gaming state, and a variable display determination for determining a variable display pattern of the identification information Extracting means for extracting a random number for use;
    For the variable display in which the start condition is not satisfied even though the game medium has passed through the starting area, the specific gaming state determination random number and the variable display determination random number extracted by the extraction means are set to a predetermined upper limit. Holding storage means for storing as a holding storage with a limit of the number ;
    Based on the establishment of the start condition, using the specific gaming state determination random number, prior determination means for determining whether to shift to the specific gaming state before derivation display of the display result ,
    The determination result of the prior determination means, the number of reserved memories stored by the reservation storage means when the start condition is satisfied, the value of the variable display determination random number extracted by the extraction means, and a plurality of types Variable display pattern determining means for determining a variable display pattern of the identification information based on a determination value corresponding to the variable display pattern ;
    Variable display control means for performing variable display of the identification information based on the determination result of the variable display pattern determination means,
    The variable display pattern determination means can determine a reach variable display pattern in which a reach state is established as a variable display pattern of the identification information,
    The gaming machine further includes:
    When the game medium passes through the starting area before the determination by the variable display pattern determination unit, the game state is shifted to the specific game state based on the value of the specific game state determination random number extracted by the extraction unit. A plurality of variable display patterns of the identification information based on values of the random numbers for determining variable display extracted by the extracting means and determination values corresponding to a plurality of types of variable display patterns. Start determination means for determining whether or not to become a specific variable display pattern of the types of variable display patterns;
    When it is determined by the start determination means to shift to the specific gaming state or when it is determined that the specific variable display pattern is to be established, a variable display start condition of the identification information that is the determination target is satisfied. Previously, with a specific effect execution means capable of executing a specific effect ,
    The specific demonstration execution means, the variable display start condition for all of the variable display to be performed until the establishment of the identification information became determination target by the start determination means, it if the previous SL variable display pattern Reach on condition equalizer Prefecture, and it executes the specific effect,
    At least some of the determination values corresponding to the specific variable display pattern are set to the same determination value regardless of the number of reserved memories stored by the reserved storage means when the start condition is satisfied,
    The determination value corresponding to the non-specific variable display pattern that is different from the specific variable display pattern is set to a different determination value according to the number of reserved memories stored by the reserved storage means when the start condition is satisfied,
    The non-specific variable display pattern is a variable display pattern in which a reach state is not established, and a variable display time from when variable display of the identification information is started compared to the specific variable display pattern until display results are derived and displayed. Includes a short variable display pattern for shortening,
    The variable display pattern determining means is compared with a case where the reserved storage number is less than a predetermined number when the reserved storage number stored in the reserved storage means when the start condition is satisfied is a predetermined number or more. Determining a variable display pattern using a determination value set with a large number of determination values corresponding to the variable display pattern for shortening,
    The start determination unit determines whether or not the specific variable display pattern is obtained by determining whether or not the variable display determination random number extracted by the extraction unit matches the same determination value. A gaming machine characterized by judging .
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JP5492689B2 (en) * 2010-07-14 2014-05-14 株式会社三共 Game machine
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JP5643047B2 (en) * 2010-09-30 2014-12-17 京楽産業.株式会社 Game machine
JP5768508B2 (en) * 2011-06-01 2015-08-26 株式会社三洋物産 Game machine
JP5643176B2 (en) * 2011-11-11 2014-12-17 株式会社三共 Game machine
JP6050949B2 (en) * 2012-05-02 2016-12-21 株式会社平和 Game machine
JP5925598B2 (en) * 2012-05-23 2016-05-25 株式会社ニューギン Game machine
JP6280686B2 (en) * 2012-07-25 2018-02-14 株式会社ニューギン Game machine
JP6054666B2 (en) * 2012-07-25 2016-12-27 株式会社ニューギン Game machine
JP6054667B2 (en) * 2012-07-25 2016-12-27 株式会社ニューギン Game machine
JP2014140513A (en) * 2013-01-24 2014-08-07 Sankyo Co Ltd Game machine
JP5692936B2 (en) * 2013-03-26 2015-04-01 株式会社三共 Game machine
JP5593426B2 (en) * 2013-06-21 2014-09-24 株式会社三共 Game machine
JP6118210B2 (en) * 2013-08-08 2017-04-19 株式会社平和 Game machine
JP5855688B2 (en) * 2014-02-17 2016-02-09 株式会社藤商事 Bullet ball machine
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