JP5256549B2 - Amusement stand - Google Patents

Amusement stand Download PDF

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JP5256549B2
JP5256549B2 JP2011051370A JP2011051370A JP5256549B2 JP 5256549 B2 JP5256549 B2 JP 5256549B2 JP 2011051370 A JP2011051370 A JP 2011051370A JP 2011051370 A JP2011051370 A JP 2011051370A JP 5256549 B2 JP5256549 B2 JP 5256549B2
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special
display
effect
timer
symbol
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JP2012187179A (en
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東洋志 原田
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株式会社大都技研
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Description

  The present invention relates to a game table represented by a ball game machine (pachinko machine) and a spinning machine (slot machine).

  2. Description of the Related Art In recent years, game machines that perform predetermined effects in response to player operations are known.

JP 2008-200302 A

  However, in the conventional game machine, since only one production was performed for one operation, there were few variations in production, and the interest of the game machine could not be improved.

  The objective of this invention is providing the game stand which can improve interest.

The above object is a gaming machine comprising at least operating means provided at a position operable by a player and display means capable of executing at least display , wherein the display means displays at least a first display. The display means is capable of executing at least a second display, and the display means is capable of at least executing the first display in a first period, The display means can execute at least the second display in the second period, and the display means can execute at least the first display in the third period. Is capable of executing at least the second display in the third period, and the display means reduces the third display when the operation means is operated in the first period. The display means can execute at least a fourth display when the operation means is operated in the second period, and the display means When the operation means is operated in the third period, the third display can be executed at least, and the display means can be used when the operation means is operated in the third period. This is achieved by a game machine characterized in that it does not execute at least the fourth display .

  According to the present invention, it is possible to improve the interest of the game stand by performing various effects based on the player's operation.

It is the external appearance perspective view which looked at the pachinko machine 100 by the 1st Embodiment of this invention from the front side (player side). It is the external view which looked at the pachinko machine 100 by the 1st Embodiment of this invention from the back side. 1 is a schematic front view of a game board 200 of a pachinko machine 100 according to a first embodiment of the present invention as viewed from the front. It is a circuit block diagram of a control part of pachinko machine 100 by a 1st embodiment of the present invention. It is an example of the display pattern in the pachinko machine 100 by the 1st Embodiment of this invention, (a) shows an example of the stop display design of a special figure, (b) shows an example of a decoration design, ( (c) is a figure which shows an example of the usual stop display symbol. It is a flowchart which shows the flow of the main control part main process of the pachinko machine 100 by the 1st Embodiment of this invention. It is a flowchart which shows the flow of the main control part timer interruption process of the pachinko machine 100 by the 1st Embodiment of this invention. It is a flowchart which shows the flow of the special figure prefetch process in the main-control part 300 of the pachinko machine 100 by the 1st Embodiment of this invention. It is a figure which shows an example of the prefetch result memory | storage part for special figures 1 and the special figure 2 with which the main control part 300 of the pachinko machine 100 by the 1st Embodiment of this invention was equipped. It is a figure which shows an example of the hit game state table in the pachinko machine 100 by the 1st Embodiment of this invention. It is a figure which shows an example of the table showing the operation | movement aspect of the hit gaming state in the pachinko machine 100 by the 1st Embodiment of this invention. It is a figure which shows an example of the state set determination table in the pachinko machine 100 by the 1st Embodiment of this invention. It is a figure which shows an example of the symbol game state determination table in the pachinko machine 100 by the 1st Embodiment of this invention. It is a figure which shows an example of the specific content of the symbol game state in the pachinko machine 100 by the 1st Embodiment of this invention. It is a figure which shows an example of the table set determination table in the pachinko machine 100 by the 1st Embodiment of this invention. It is a figure which shows an example of the lottery table determination table in the pachinko machine 100 by the 1st Embodiment of this invention. It is a figure which shows an example of the timer lottery table for detachment symbols in the pachinko machine 100 by the 1st Embodiment of this invention. It is a figure which shows an example of the 15R big hit symbol timer lottery table in the pachinko machine 100 according to the first embodiment of the present invention. It is a figure which shows an example of the timer lottery table for 2R big hit symbols or small hit symbols in the pachinko machine 100 according to the first embodiment of the present invention. It is a figure which shows an example of the timer number table in the pachinko machine 100 by the 1st Embodiment of this invention. It is a flowchart which shows the flow of a process in the 1st sub control part 400 of the pachinko machine 100 by the 1st Embodiment of this invention, (a) shows the flow of a 1st sub control part main process, (b) Shows the flow of the first sub-control unit command reception interrupt process, (c) shows the flow of the first sub-control unit timer interrupt process, and (d) shows the flow of the image control process. It is a flowchart which shows an example of the flow of the presentation control process of the pachinko machine 100 by the 1st Embodiment of this invention. It is a figure which shows an example of the button pushing effect lottery table for timer 6 in the pachinko machine 100 by the 1st Embodiment of this invention. It is a figure which shows an example of the pre-reading notification button press effect lottery table in the pachinko machine 100 according to the first embodiment of the present invention. It is a flowchart which shows the flow of a process in the 2nd sub control part 500 of the pachinko machine 100 by the 1st Embodiment of this invention, (a) shows the flow of the 2nd sub control part main process, (b) Shows the flow of the second sub-control unit command reception interrupt process, and (c) shows the flow of the second sub-control unit timer interrupt process. In the pachinko machine 100 according to the first embodiment of the present invention, the display state of the decorative symbol display device 208, the special figure 1 display device 212 and the special figure 2 display device 214 in the special figure variable game, and the special figure 1 holding lamp 218 and special figure 2 It is a figure which shows the lighting state of the holding lamp 220 in time series. In the pachinko machine 100 according to the second embodiment of the present invention, the display state of the decorative symbol display device 208, the special figure 1 display device 212, and the special figure 2 display device 214 in the special figure variable game, and the special figure 1 holding lamp 218 and special figure 2 It is a figure which shows the lighting state of the holding lamp 220 in time series. It is a timing chart which shows the effective period of button operation in pachinko machine 100 by a 2nd embodiment of the present invention, and the timing of presentation operation by button operation. It is a flowchart which shows an example of the flow of a chance button control process of the pachinko machine 100 by the 3rd Embodiment of this invention. It is a flowchart which shows an example of the flow of the chance button operation effective period management process of the pachinko machine 100 by the 3rd Embodiment of this invention. In the pachinko machine 100 according to the third embodiment of the present invention, the display state of the decorative symbol display device 208, the special figure 1 display device 212, and the special figure 2 display device 214 in the special figure variable game, and the special figure 1 holding lamp 218 and special figure 2 It is a figure which shows the lighting state of the holding lamp 220 in time series. In the pachinko machine 100 according to the third embodiment of the present invention, the display state of the decorative symbol display device 208, the special figure 1 display device 212, and the special figure 2 display device 214 in the special figure variable game, and the special figure 1 holding lamp 218 and special figure 2 It is a figure which shows the lighting state of the holding lamp 220 in time series. It is a timing chart which shows the effective period of button operation in the pachinko machine 100 by the 3rd Embodiment of this invention, and the timing of presentation operation | movement by button operation. It is a flowchart which shows an example of the flow of the chance button operation effective period management process of the pachinko machine 100 by the 4th Embodiment of this invention. In the pachinko machine 100 according to the fourth embodiment of the present invention, the display state of the decorative symbol display device 208, the special figure 1 display device 212, and the special figure 2 display device 214 in the special figure variable game, and the special figure 1 holding lamp 218 and special figure 2 It is a figure which shows the lighting state of the holding lamp 220 in time series. In the pachinko machine 100 according to the fourth embodiment of the present invention, the display state of the decorative symbol display device 208, the special figure 1 display device 212, and the special figure 2 display device 214 in the special figure variable game, and the special figure 1 holding lamp 218 and special figure 2 It is a figure which shows the lighting state of the holding lamp 220 in time series. It is a timing chart which shows the effective period of button operation in the pachinko machine 100 by the 4th Embodiment of this invention, and the timing of presentation operation | movement by button operation. It is a figure explaining the feature point of the pachinko machine 100 by the 5th Embodiment of this invention. It is a timing chart which shows the effective period of button operation in the pachinko machine 100 by the 5th Embodiment of this invention, and the timing of presentation operation | movement by button operation. FIG. 25 is an external perspective view of a slot machine 1100 as a game table according to modifications of the first to fifth embodiments of the present invention when viewed from the front side.

[First Embodiment]
Hereinafter, a gaming machine (for example, a ball game machine such as the pachinko machine 100 or a spinning machine such as a slot machine) according to the first embodiment of the present invention will be described in detail with reference to the drawings. First, the overall configuration of the pachinko machine 100 according to the present embodiment will be described with reference to FIG. In addition, the figure is the external appearance perspective view which looked at the pachinko machine 100 from the front side (player side). As an external structure, the pachinko machine 100 includes an outer frame 102, a main body 104, a front frame door 106, a door 108 with a ball storage tray, a launching device 110, and a game board 200 on the front surface.

  The outer frame 102 is a wooden frame member having a vertical rectangular shape for fixing to an installation location (island facilities or the like) provided in a gaming machine installation sales shop. The main body 104 is referred to as an inner frame, and is a member that is provided inside the outer frame 102 and serves as a longitudinal rectangular gaming machine base body that is rotatably attached to the outer frame 102 via a hinge portion 112. The main body 104 is formed in a frame shape and has a space 114 inside. In addition, when the main body 104 is opened, an inner frame opening sensor (not shown) that detects the opening of the main body 104 is provided.

  The front frame door 106 is attached to the front surface of the main body 104 on the front side of the pachinko machine 100 so as to be openable and closable with a lock function, and is configured in a frame shape so as to be inside thereof. Is a door member having an opening 116. The front frame door 106 is provided with a transparent plate member 118 made of glass or resin at the opening 116, and a speaker 120 and a frame lamp 122 are attached to the front side. A game area 124 is defined by the rear surface of the front frame door 106 and the front surface of the game board 200. Further, a front frame door opening sensor (not shown) that detects opening of the front frame door 106 when the front frame door 106 is opened is provided.

  The door 108 with a ball storage tray is a door member that is attached to the lower side of the main body 104 on the front surface of the pachinko machine 100 so as to have a lock function and be openable and closable. The door 108 with a ball storage tray includes an upper plate 126 that can store a plurality of game balls (hereinafter may be simply referred to as “balls”) and is provided with a passage for guiding the game balls to the launching device 110. A lower plate 128 that stores game balls that cannot be stored in the upper plate 126, a ball removal button 130 that discharges the game balls stored in the upper plate 126 to the lower plate 128 by the player's operation, A ball discharge lever 132 that discharges game balls stored in the lower plate 128 to a game ball collection container (common name, dollar box) by operation, and a game ball guided to the launching device 110 by operation of the player 200 ball launch handles 134 for launching into 200 game areas 124, a chance button 136 for changing the presentation mode of various presentation devices 206 (not shown in FIG. 1) by the player's operation, and a chance button 1 6 is a chance button lamp 138 that emits light, a ball lending operation button 140 that gives a ball lending instruction to a card unit (CR unit) installed in a game store, and a player's balance return instruction to the card unit. A return operation button 142 to be performed, and a ball lending display unit 144 for displaying the balance of the player and the state of the card unit. In addition, a lower plate full tank sensor (not shown) that detects that the lower plate 128 is full is provided.

  The launching device 110 is attached to the lower side of the main body 104, and a launching rod 146 that rotates when the ball launching handle 134 is operated by the player, and a launching rod 148 that strikes the game ball at the tip of the launching rod 146. .

  The game board 200 has a game area 124 on the front surface, and is detachably attached to the main body 104 using a predetermined fixing member so as to face the space 114 of the main body 104. The game area 124 can be observed from the opening 116 after the game board 200 is mounted on the main body 104.

  FIG. 2 is an external perspective view of the pachinko machine 100 of FIG. 1 viewed from the back side. The upper part of the back surface of the pachinko machine 100 has an opening that opens upward, a ball tank 150 for temporarily storing game balls, and a lower part of the ball tank 150 that is formed at the bottom of the ball tank 150. A tank rail 154 for guiding a ball that has passed through the communicating hole and dropped to the dispensing device 152 located on the right side of the back surface is provided.

  The payout device 152 is formed of a cylindrical member, and includes a payout motor, a sprocket, and a payout sensor (not shown) inside. The sprocket is configured to be rotatable by a payout motor. The sprocket that temporarily passes through the tank rail 154 and flows down into the payout device 152 is temporarily retained, and the payout motor is driven to rotate by a predetermined angle. Thus, the temporarily accumulated game balls are sent one by one downward to the payout device 152.

  The payout sensor is a sensor for detecting the passage of the game ball sent out by the sprocket. When the game ball is passing, either a high signal or a low signal is displayed. Either the high signal or the low signal is output to the payout controller 600 (not shown in FIG. 2). The game ball that has passed through the payout sensor passes through a ball rail (not shown) and reaches the upper plate 126 disposed on the front side of the pachinko machine 100. The pachinko machine 100 has this configuration. To pay out the ball to the player.

  On the left side of the payout device 152 in the drawing, the main board case 158 that houses the main board 156 that constitutes the main control unit 300 that performs control processing for the entire game, and the production based on the processing information generated by the main control unit 300. The first sub-board case 162 that houses the first sub-board 160 that constitutes the first sub-control unit 400 that performs the control process, and the first control process related to effects based on the processing information generated by the first sub-control unit 400. The second sub-board case 166 that houses the second sub-board 164 that constitutes the second sub-control unit 500, and the payout control unit 600 that performs control processing related to the payout of game balls are configured, and the error is canceled by the operation of the game store clerk. A payout board case 172 that houses a payout board 170 having an error release switch 168, and a launch control unit 630 that performs control processing relating to the launch of a game ball are configured. A launch board case 176 for housing the launch board 174, a power control unit 660 for supplying power to various electrical gaming machines, and a power switch 178 for turning the power on and off by the operation of a game shop clerk and being operated when the power is turned on. Accordingly, a power board case 184 that houses a power board 182 that includes an RWM clear switch 180 that outputs an RWM clear signal to the main controller 300, and a CR interface 186 that sends and receives signals between the payout controller 600 and the card unit. And are arranged.

  FIG. 3 is a schematic front view of the game board 200 as viewed from the front. In the game board 200, an outer rail 202 and an inner rail 204 are arranged, and a game area 124 in which a game ball can roll is defined. An effect device 206 is disposed in the approximate center of the game area 124. The effect device 206 is provided with a decorative symbol display device 208 substantially at the center, and around the first special symbol display device 212, the second special symbol display device 214, the normal symbol display device 210, and the first symbol display device 210. A special symbol holding lamp 218, a second special symbol holding lamp 220, a normal symbol holding lamp 216, and a high-probability medium lamp 222 are provided. The effect device 206 performs the effect by operating the effect movable body 224, and details thereof will be described later. In addition, hereinafter, the normal symbol may be referred to as “general symbol”, the special symbol as “special symbol”, the first special symbol as “special symbol 1”, and the second special symbol as “special symbol 2”.

  The decorative symbol display device 208 is a display device for performing various displays used for decorative symbols and effects. In the present embodiment, the decorative symbol display device 208 is configured by a liquid crystal display device (Liquid Crystal Display). The decorative symbol display device 208 is divided into four display areas, a left symbol display area 208a, a middle symbol display area 208b, a right symbol display area 208c, and an effect display area 208d, and the left symbol display area 208a, the middle symbol display area 208b, and The right symbol display area 208c displays different decorative symbols, and the effect display area 208d displays an image used for the effect. Furthermore, the position and size of each display area 208a, 208b, 208c, 208d can be freely changed within the display screen of the decorative symbol display device 208. In addition, although the liquid crystal display device is employ | adopted as the decoration symbol display apparatus 208, it is not a liquid crystal display device, What is necessary is just the structure which can display various effects and various game information, for example, a dot matrix display device Other display devices including a 7-segment display device, an organic EL (ElectroLuminescence) display device, a reel (drum) display device, a leaf display device, a plasma display, and a projector may be adopted.

  The general map display device 210 is a display device for displaying a general map, and is configured by a 7-segment LED in the present embodiment. The special figure 1 display device 212 and the special figure 2 display device 214 are display devices for displaying the special figure, and are configured by 7 segment LEDs in the present embodiment.

  The multi-purpose hold lamp 216 is a lamp for indicating the number of general-purpose variable games that are on hold (details will be described later). In the present embodiment, up to a predetermined number (for example, two) of general-purpose variable games. It is possible to hold. The special figure 1 hold lamp 218 and the special figure 2 hold lamp 220 are lamps for indicating the number of special figure variable games that are held (details will be described later). It is possible to hold up to a number (for example, 4). The high-probability medium lamp 222 is a lamp for indicating that the gaming state is a high-probability state in which a big hit is likely to occur or a high-probability state. Turns on when switching to the probability state, and turns off when switching from the high probability state to the low probability state.

  In addition, there are predetermined ball entrances such as a general prize opening 226, a general figure start opening 228, a special figure 1 start opening 230, a special figure 2 start opening 232, and a variable prize opening around the rendering device 206. 234.

  In the present embodiment, a plurality of general winning holes 226 are provided on the game board 200, and when a predetermined ball detection sensor (not shown) detects a ball entering the general winning holes 226 (in the general winning holes 226). In the case of winning, the payout device 152 is driven, and a predetermined number (for example, 10 balls) of balls are discharged to the upper plate 126 as prize balls. The player can freely take out the balls discharged to the upper plate 126. With these configurations, the player can pay out the winning balls to the player based on winning. The ball that has entered the general winning opening 226 is guided to the back side of the pachinko machine 100 and then discharged to the amusement island side. In the present embodiment, the game balls are paid out to the player as a consideration for winning (hereinafter sometimes referred to as “prize balls”) and balls lent to the player (hereinafter referred to as “rental balls”). May be included).

  The normal start port 228 is configured by a device called a gate or a through chucker for determining whether or not a ball has passed through a predetermined area of the game area 124. In the present embodiment, the game board 200 includes One is arranged on the left side. Unlike the ball that has entered the general winning opening 226, the ball that has passed through the usual starting port 228 is not discharged to the amusement island side. When a predetermined ball detection sensor detects that the ball has passed through the normal map starting port 228, the pachinko machine 100 starts a normal map variable game by the general map display device 210.

  In the present embodiment, only one special figure 1 starting port 230 is provided at the center of the game board 200. When a predetermined ball detection sensor detects a ball entering the special opening 1 starting port 230, the payout device 152 is driven to discharge a predetermined number (for example, three) of balls as prize balls to the upper plate 126. Then, the special figure variable game by the special figure 1 display device 212 is started. Note that the ball that has entered the special figure 1 starting port 230 is guided to the back side of the pachinko machine 100 and then discharged to the amusement island side.

  The special figure 2 starting port 232 is called an electric tulip (electrical chew). In the present embodiment, only one special opening 2 is provided directly below the special figure 1 starting port 230. The special figure 2 starting port 232 is provided with a pair of blade members 232a that can be opened and closed to the left and right. When the blade members 232a are closed, it is impossible to enter a ball. When 210 hits and stops and displays the symbol, the blade member 232a opens and closes at a predetermined time interval and a predetermined number of times. When a predetermined ball detection sensor detects a ball entering the special opening 2 232, the payout device 152 is driven, and a predetermined number (for example, four) of balls is discharged to the upper plate 126 as prize balls. Then, the special figure variable game by the special figure 2 display device 214 is started. The ball that has entered the special figure 2 starting port 232 is guided to the back side of the pachinko machine 100 and then discharged to the amusement island side.

  The variable winning opening 234 is called a big winning opening or an attacker, and in the present embodiment, only one variable winning opening 234 is arranged below the center of the game board 200. The variable winning opening 234 includes a door member 234a that can be freely opened and closed. When the door member 234a is closed, it is impossible to enter a ball, and the special symbol display device stops and displays the big hit symbol when the special symbol variable game is won. In this case, the door member 234a opens and closes at a predetermined time interval (for example, an opening time of 29 seconds and a closing time of 1.5 seconds) at a predetermined number of times (for example, 15 times). When a predetermined ball detection sensor detects a ball entering the variable winning opening 234, the payout device 152 is driven to discharge a predetermined number (for example, 15 balls) of balls to the upper plate 126 as prize balls. The ball that entered the variable winning opening 234 is guided to the back side of the pachinko machine 100 and then discharged to the amusement island side.

  Further, a plurality of disk-shaped hitting direction changing members 236 called a windmill and a plurality of game nails 238 are arranged in the vicinity of these winning openings and starting openings, and at the bottom of the inner rail 204, An out port 240 is provided for guiding a ball that has not won a prize or starting port to the back side of the pachinko machine 100 and then discharging it to the game island side.

  The pachinko machine 100 supplies the ball stored in the upper plate 126 by the player to the launch position of the launch rail, drives the launch motor with strength according to the operation amount of the player's operation handle, The outer rod 202 and the inner rail 204 are passed by the launcher 148 and are launched into the game area 124. Then, the ball that has reached the upper part of the game area 124 falls downward while changing the advancing direction by the hitting direction changing member 236, the game nail 238, etc., and a winning opening (general winning opening 226, variable winning opening 234) or start opening (Special Figure 1 Start Port 230, Special Figure 2 Start Port 232) Wins the Out Port 240 without winning any of the winning ports or start ports, or just passing through the normal start port 228 To do.

  Next, the rendering device 206 of the pachinko machine 100 will be described. On the front side of the effect device 206, a warp device 242 and a front stage 244 are disposed in an area where the game ball can roll, and an effect movable body 224 is disposed in an area where the game ball cannot roll. . In addition, a decorative symbol display device 208 and a shielding device 246 (hereinafter sometimes referred to as a door or a shutter) are disposed on the back side of the effect device 206. That is, in the effect device 206, the decorative symbol display device 208 and the shielding device 246 are positioned behind the warp device 242, the front stage 244, and the effect movable body 224. The warp device 242 discharges the game ball that has entered the warp inlet 242a provided at the upper left of the effect device 206 to the front stage 244 below the front surface of the effect device 206 from the warp outlet 242b. The front stage 244 can roll a ball discharged from the warp outlet 242b or a ball carried by a nail of the game board 200, and the passed ball is in the center of the front stage 244. A special route 244a is provided to facilitate entry to 230.

  In this embodiment, the production movable body 224 includes an upper arm 224a and a forearm 224b that imitate the upper arm and forearm of a human right arm, and includes an upper arm motor (not shown) that rotates the upper arm 224a to the position of the shoulder. A forearm motor (not shown) that rotates the forearm 224b at the position of the elbow is provided. The effect movable body 224 moves in front of the decorative symbol display device 208 by the upper arm motor and the forearm motor.

  The shielding device 246 includes a lattice-like left door 246a and right door 246b, and is disposed between the decorative symbol display device 208 and the front stage 244. Belts wound around two pulleys (not shown) are fixed to the upper portions of the left door 246a and the right door 246b, respectively. That is, the left door 246a and the right door 246b move to the left and right as the belt driven by the motor through the pulley moves. In the state where the left door 246a and the right door 246b are closed, the shielding device 246 covers the inner end portions of the shielding device 246 so that it is difficult for the player to visually recognize the decorative symbol display device 208. In the state where the left door 246a and the right door 246b are opened, each inner end portion slightly overlaps the outer end portion of the display screen of the decorative symbol display device 208, but the player can visually recognize all of the display of the decorative symbol display device 208. It is. In addition, the left door 246a and the right door 246b can be stopped at arbitrary positions, respectively, for example, only a part of the decorative design so that the player can identify which decorative design the displayed decorative design is. Can be shielded. In addition, the left door 246a and the right door 246b may be configured so that a part of the decorative symbol display device 208 behind the lattice hole can be visually recognized, or the shoji part of the lattice hole is closed with a translucent lens body. The display by the decorative symbol display device 208 may be made vaguely visible to the player, or the shoji part of the holes in the lattice is completely blocked (shielded), and the decorative symbol display device 208 behind is made completely invisible. Also good.

  Next, the circuit configuration of the control unit of the pachinko machine 100 will be described in detail with reference to FIG. This figure shows a circuit block diagram of the control unit. The control unit of the pachinko machine 100 can be roughly divided into a main control unit 300 that controls the central part of the game and a command signal (hereinafter simply referred to as “command”) transmitted by the main control unit 300. The first sub-control unit 400 that performs control, the second sub-control unit 500 that controls various devices based on the command transmitted from the first sub-control unit 400, and the main control unit 300 according to the command transmitted by the main control unit 300 The payout control unit 600 controls the game ball payout, the launch control unit 630 performs the game ball launch control, and the power supply control unit 660 controls the power supplied to the pachinko machine 100. .

  First, the main control unit 300 of the pachinko machine 100 will be described. The main control unit 300 includes a basic circuit 302 that controls the entire main control unit 300. The basic circuit 302 includes a CPU 304, a ROM 306 for storing control programs and various data, a RAM 308 for temporarily storing data, an I / O 310 for controlling input / output of various devices, a time And a counter timer 312 for measuring the number of times and a WDT 314 for monitoring an abnormality in the program processing. Note that other storage devices may be used for the ROM 306 and the RAM 308, and this is the same for the first sub-control unit 400 and the second sub-control unit 500 described later. The CPU 304 of the basic circuit 302 operates by inputting a clock signal of a predetermined period output from the crystal oscillator 316b as a system clock.

  In addition, the basic circuit 302 includes a counter circuit 318 used as a hardware random number counter that changes a numerical value in the range of 0 to 65535 each time a clock signal output from the crystal oscillator 316a is received (this circuit includes two circuits). And a predetermined ball detection sensor, for example, a sensor that detects a game ball passing through each start port, winning port, variable winning port, front frame door opening sensor, and inner frame opening sensor. And a sensor circuit 322 for receiving signals output from various sensors 320 including a lower plate full sensor and outputting a comparison result with an amplification result or a reference voltage to the counter circuit 318 and the basic circuit 302, and a predetermined symbol display device For example, a drive circuit 324 for performing display control of the special figure 1 display device 212 and the special figure 2 display device 214, and a predetermined symbol display device, for example, A drive circuit 326 for performing display control of the display device 210 and various status display units 328 (for example, a general map hold lamp 216, a special figure 1 hold lamp 218, a special figure 2 hold lamp 220, a high accuracy medium lamp 222, etc.) Drive circuit 330 for performing display control, and various solenoids 332 for opening and closing a predetermined movable member, for example, a blade member 232a of the special drawing 2 starting port 232, a door member 234a of the variable prize opening 234, and the like. The drive circuit 334 is connected.

  When the ball detection sensor 320 detects that the ball has won the special figure 1 starting port 230, the sensor circuit 322 outputs a signal indicating that the ball has been detected to the counter circuit 318. Upon receiving this signal, the counter circuit 318 latches the value at the timing of the counter corresponding to the special figure 1 starting port 230, and uses the latched value as a built-in counter value storage register corresponding to the special figure 1 starting port 230. To remember. Similarly, when the counter circuit 318 receives a signal indicating that a ball has won the special figure 2 starting port 232, the counter circuit 318 latches the value corresponding to the timing of the counter corresponding to the special figure 2 starting port 232 at that timing. The obtained value is stored in a built-in counter value storage register corresponding to the special figure 2 starting port 232.

  Further, an information output circuit 336 is connected to the basic circuit 302, and the main control unit 300 is connected to an information input circuit 350 provided in an external hall computer (not shown) or the like via this information output circuit 336. The game information (for example, game state) of the machine 100 is output.

  In addition, the main control unit 300 is provided with a voltage monitoring circuit 338 that monitors the voltage value of the power source supplied from the power source control unit 660 to the main control unit 300. The voltage monitoring circuit 338 is a voltage value of the power source. Is lower than a predetermined value (9 V in this example), a low voltage signal indicating that the voltage has dropped is output to the basic circuit 302.

  In addition, the main control unit 300 is provided with a start signal output circuit (reset signal output circuit) 340 that outputs a start signal (reset signal) when the power is turned on. When an activation signal is input, game control is started (main control section main processing described later is started).

  The main control unit 300 includes an output interface for transmitting a command to the first sub-control unit 400 and an output interface for transmitting a command to the payout control unit 600. Communication with the 1 sub control part 400 and the payout control part 600 is enabled. Information communication between the main control unit 300 and the first sub-control unit 400 and the payout control unit 600 is one-way communication. The main control unit 300 sends commands and the like to the first sub-control unit 400 and the payout control unit 600. The first sub control unit 400 and the payout control unit 600 are configured such that signals such as commands cannot be transmitted to the main control unit 300.

  Next, the first sub control unit 400 of the pachinko machine 100 will be described. The first sub-control unit 400 includes a basic circuit 402 that controls the entire first sub-control unit 400 based mainly on commands transmitted from the main control unit 300. The basic circuit 402 includes a CPU 404, a RAM 408 for temporarily storing data, an I / O 410 for controlling input / output of various devices, and a counter timer 412 for measuring time and frequency. It is installed. The CPU 404 of the basic circuit 402 operates by inputting a clock signal of a predetermined period output from the crystal oscillator 414 as a system clock. The basic circuit 402 is provided with a ROM 406 for storing a control program and various effect data. The ROM 406 may store the control program and various effect data in separate ROMs.

  The basic circuit 402 includes a sound source IC (S-ROM) 416 for controlling the speaker 120 (and amplifier) and a drive circuit 420 for controlling various lamps 418 (for example, the chance button lamp 138). A driving circuit 432 for controlling the driving of the shielding device 246, a shielding device sensor 430 for detecting the current position of the shielding device 246, a chance button sensor 426 for detecting the pressing of the chance button 136, and a shielding device sensor 430. A sensor circuit 428 that outputs a detection signal from the chance button sensor 426 to the basic circuit 402, and image data stored in the ROM 406 is read based on a signal from the CPU 404, and a display image is displayed using the work area of the VRAM 436. VDP (video) that generates and displays an image on the decorative symbol display device 208 It is connected with your display processor) 434, a.

  Next, the second sub control unit 500 of the pachinko machine 100 will be described. The second sub-control unit 500 includes a basic circuit 502 that receives the control command transmitted from the first sub-control unit 400 via the input interface and controls the entire second sub-control unit 500 based on the control command. ing. The basic circuit 502 includes a CPU 504, a RAM 508 for temporarily storing data, an I / O 510 for controlling input / output of various devices, and a counter timer 512 for measuring time, frequency, and the like. doing. The CPU 504 of the basic circuit 502 operates by inputting a clock signal of a predetermined period output from the crystal oscillator 514 as a system clock. The basic circuit 502 is provided with a ROM 506 in which a control program and data for controlling the entire second sub-control unit 500, data for image display, and the like are stored.

  The basic circuit 502 includes a drive circuit 516 for controlling the drive of the effect movable body 224, an effect movable body sensor 424 that detects the current position of the effect movable body 224, and a detection signal from the effect movable body sensor 424. Is output to the basic circuit 502, a game board lamp drive circuit 530 for controlling the game board lamp 532, and a game table frame lamp drive for controlling the game table frame lamp 542 The circuit 540 is connected to a serial communication control circuit 520 that performs lighting control by serial communication between the game board lamp drive circuit 530 and the game stand frame lamp drive circuit 540.

  Next, the payout control unit 600, the launch control unit 630, and the power supply control unit 660 of the pachinko machine 100 will be described. The payout control unit 600 controls the payout motor 602 of the payout device 152 mainly based on a command signal or the like transmitted from the main control unit 300, and wins or rents a ball based on a control signal output from the payout sensor 604. It is detected whether or not the payout has been completed. Further, the payout control unit 600 communicates with a card unit 608 provided separately from the pachinko machine 100 via the interface unit 606.

  The launch control unit 630 outputs a control signal output from the payout control unit 600 to permit or stop the launch, or a launch intensity output circuit provided in the ball launch handle 134 to operate the ball launch handle 134 by the player. Control of the launch motor 632 that drives the launcher 146 and launcher 148, and control of the ball feeder 634 that supplies the launcher 110 with a ball from the upper plate 126 based on a control signal that indicates the launch intensity according to the amount. I do.

  The power control unit 660 converts the AC power supplied from the outside to the pachinko machine 100 into a DC voltage, converts it to a predetermined voltage, and controls each control unit such as the main control unit 300 and the first sub control unit 400, the payout device 152, etc. Supply to each device. Further, the power supply control unit 660 supplies a power storage circuit (for example, a power supply circuit) for supplying power to a predetermined part (for example, the RAM 308 of the main control unit 300) for a predetermined period (for example, 10 days) even after the external power supply is cut , Capacitor). In the present embodiment, a predetermined voltage is supplied from the power supply control unit 660 to the payout control unit 600 and the second sub control unit 500, and the main control unit 300, the second sub control unit 500, and the launch control are supplied from the payout control unit 600. Although the predetermined voltage is supplied to the unit 630, the predetermined voltage may be supplied to each control unit and each device through another power supply path.

  Next, with reference to FIGS. 5A to 5C, the special figure 1 display device 212, the special figure 2 display device 214, the decorative symbol display device 208, and the universal figure display device 210 of the pachinko machine 100 are stopped and displayed. The types of figures and ordinary drawings will be described. Fig.5 (a) shows an example of the stop symbol aspect of a special figure. The special figure 1 variable game is started on the condition that the first start port sensor detects that the ball has entered the special figure 1 start opening 230, and the special figure 2 start opening 232 indicates that the ball has entered 2 The special figure 2 variable game is started on condition that the start sensor is detected. When the special figure 1 variable game is started, the special figure 1 display device 212 performs “variable display of special figure 1” which repeats lighting of all seven segments and lighting of one central segment. When the special figure 2 variable game is started, the special figure 2 display device 214 performs “variable display of special figure 2” by repeating all lighting of the seven segments and lighting of the central one segment. . These “variation display of special figure 1” and “variation display of special figure 2” correspond to an example of the symbol fluctuation display in the present embodiment. When the fluctuation time determined before the start of the fluctuation in FIG. 1 elapses, the special figure 1 display device 212 stops and displays the stop symbol form of the special figure 1 and the fluctuation time determined before the fluctuation starts in the special figure 2. After the elapse, the special figure 2 display device 214 stops and displays the stop symbol form of the special figure 2. Therefore, from the start of “figure display of special figure 1” until the stop symbol form of special figure 1 is stopped, or after the start of “fluctuation display of special figure 2”, the stop symbol form of special figure 2 is displayed. Until stop display corresponds to an example of the symbol fluctuation stop display referred to in the present embodiment, the stop symbol mode of special figure 1 or 2 is stopped and displayed after the "fluctuation display of special figure 1 or 2" is started. A series of displays until this is done is referred to as symbol variation stop display. The symbol variation stop display may be continuously performed a plurality of times.

  FIG. 5 (a) shows seven types of special drawings “Special Figure A” to “Special Figure G” as stop symbol forms in the symbol variation stop display. In FIG. 5A, the white portions in the figure indicate the segment locations where the light is turned off, and the black portions indicate the location where the segments are turned on. “Special figure A” is a 15 round (15R) special jackpot symbol, and “Special figure B” is a 15R jackpot symbol. In the pachinko machine 100 according to the present embodiment, determination of whether or not a big hit in the special figure variable game is made by lottery of hardware random numbers, and determination of whether or not a special big hit is made by lottery of software random numbers. The difference between the jackpot and the special jackpot is the difference in whether the probability of winning the jackpot is high (special jackpot) or low (jackpot) in the next special figure variation game. Hereinafter, a state with a high probability of winning the jackpot is referred to as a special figure high probability state (hereinafter also referred to as “special figure certain change” or simply “probability change”), and a state with a low probability is a special figure low probability. This is called a state. In addition, after the 15R special jackpot game ends and after the 15R jackpot game ends, both shift to the time-saving state (electric support state). Although the short time will be described in detail later, the short time state is referred to as a normal figure high probability state (hereinafter also referred to as “normal figure probability change”), and the non-short time state is referred to as a general figure low probability state. “Special figure A”, which is a 15R special jackpot symbol, is a special figure high probability normal figure high probability state, and “Special figure B”, which is a 15R jackpot symbol, is a special figure low probability ordinary figure high probability state. These “special chart A” and “special chart B” are symbols that have a relatively high degree of advantage over the player.

  “Special figure C” is a 2R jackpot symbol called sudden probability change, and is a special figure high probability normal figure high probability state. That is, “Special Figure C” is 2R compared to “Special Figure A” which is 15R. "Special figure D" is a 2R jackpot symbol called hidden probability change or latent probability change, and is a special figure high probability normal figure low probability state. "Special figure E" is a 2R jackpot symbol suddenly called normal, and is a special figure low probability normal figure low probability state. These “special drawing D” and “special drawing E” are both 2R and are in a state in which they do not shift to the time-saving state.

  “Special figure F” is a small hit symbol, and is a special figure low probability normal figure low probability state. The small hit here corresponds to the same as the big hit with no short time at 2R. That is, the “special drawing F” is in the same state as the “special drawing E”, but the effects displayed on the decorative symbol display device 208 are different from each other. E ”enhances the fun of gaming. Further, the “special chart G” is an off-line symbol, and is a symbol that is relatively less advantageous to the player.

  In the pachinko machine 100 according to the present embodiment, symbols other than “Special Illustration A” are prepared as 15R special jackpot symbols, and the same applies to other symbols such as 15R jackpot symbols.

  FIG. 5B shows an example of a decorative design. There are 10 types of decoration patterns of the present embodiment: “Decoration 1” to “Decoration 10”. The first start port sensor detects that a ball has won the special figure 1 starting port 230 or the special figure 2 starting port 232, that is, the ball has entered the special figure 1 starting port 230, or the special figure 2 Each of the left symbol display area 208a, the middle symbol display area 208b, and the right symbol display area 208c of the decorative symbol display device 208 is provided on the condition that the second start port sensor detects that a ball has entered the start port 232. In the symbol display area, “decoration 1” → “decoration 2” → “decoration 3” →... → “decoration 9” → “decoration 10” → “decoration 1” →. “Change design of symbols”.

  When notifying 15R special jackpot of “Special Figure A” or 15R big jackpot of “Special Figure B”, a combination of symbols in which three same decorative symbols are arranged in the symbol display areas 208a to 208c (for example, “Decoration 1− “Decoration 1-decoration 1”, “decoration 2—decoration 2—decoration 2”, etc.) When the 15R special jackpot of “special drawing A” is explicitly notified, a combination of three symbols of the same odd number of decorative symbols (for example, “decoration 3—decoration 3—decoration 3” or “decoration 7—decoration 7”). -Decoration 7 "etc.) is stopped and displayed.

  Also, in order to notify the 2R big hit called “special drawing D” hidden probability change, the “2D big hit suddenly called“ special drawing E ”, or the small hit of“ special drawing F ”,“ decoration ” “1-decoration 2-decoration 3” is stopped and displayed. Further, when a 2R jackpot called “sudden probability change” of “special drawing C” is notified, “decoration 1-decoration 3—decoration 5” is stopped and displayed. On the other hand, in the case of notifying the detachment of “special drawing G”, the symbol combinations other than the symbol combinations for reporting “special drawing A” to “special drawing F” (for example, “decoration 1-decoration 2-decoration 8”) Are stopped and displayed in the symbol display areas 208a to 208c.

  FIG.5 (c) shows an example of the usual stop display symbol. In the present embodiment, there are two types of stoppage display modes of “normal map A”, which is a winning symbol, and “general symbol B”, which is a missed symbol. Based on the fact that the above-mentioned gate sensor has detected that the sphere has passed through the general start port 228, the general map display device 210 repeats the lighting of all seven segments and the lighting of one central segment. Perform a “normal change display”. Then, when notifying the winning of the common figure variable game, the “normal figure A” is stopped and displayed, and when notifying the deviation of the common figure variable game, the “normal figure B” is stopped and displayed. Also in FIG.5 (c), the white part in a figure shows the location of the segment which light-extinguishes, and the black-colored part has shown the location of the segment which lights up.

  Next, main control unit main processing executed by the CPU 304 of the main control unit 300 will be described with reference to FIG. This figure is a flowchart showing the flow of main processing of the main control unit. As described above, the main control unit 300 is provided with the start signal output circuit (reset signal output circuit) 340 that outputs the start signal (reset signal) when the power is turned on. The CPU 304 of the basic circuit 302 to which this activation signal has been input performs reset start by a reset interrupt, and executes main control unit main processing shown in FIG. 6 in accordance with a control program stored in advance in the ROM 306.

  First, in step S101, initial setting 1 is performed. In the initial setting 1, the stack initial value is set in the stack pointer (SP) of the CPU 304 (temporary setting), the interrupt mask is set, the I / O 310 is initialized, the various variables stored in the RAM 308 are initialized, and the WDT 314 is set. Enable operation, set initial values, etc. In this embodiment, a numerical value corresponding to 32.8 ms is set in WDT 314 as an initial value.

  In step S103 following step S101, the value of the counter of WDT 314 is cleared, and the time measurement by WDT 314 is restarted. In step S105 subsequent to step S103, whether or not the low voltage signal is ON, that is, the voltage value of the power supply that the voltage monitoring circuit 338 supplies from the power supply control unit 660 to the main control unit 300 is a predetermined value. When it is less than (9 V in this example), it is monitored whether or not a low voltage signal indicating that the voltage has dropped is output. Then, when the low voltage signal is on (when the CPU 304 detects that the power supply is cut off), the process returns to step S103, and when the low voltage signal is off (when the CPU 304 does not detect that the power supply is cut off), the step is performed. The process proceeds to S107. Even when the predetermined value (9 V) is not yet reached immediately after the power is turned on, the process returns to step S103, and step S105 is repeatedly executed until the supply voltage becomes equal to or higher than the predetermined value.

  In step S107, initial setting 2 is performed. In the initial setting 2, a process for setting a numerical value for determining a cycle for executing a main control unit timer interrupt process, which will be described later, in the counter timer 312, a predetermined port of the I / O 310 (for example, a test output port, a second output port, etc.) 1) a process of outputting a clear signal from the output port 1), a setting for permitting writing to the RAM 308, and the like.

  In step S109 subsequent to step S107, it is determined whether or not the state before power interruption (before power interruption) is restored. If the state before power interruption is not restored (the basic circuit 302 of the main control unit 300 is changed). In the case of initializing), the process proceeds to initialization processing (step S113). Specifically, first, a RAM clear signal transmitted when a store clerk or the like of an amusement store operates the RWM clear switch 180 provided on the power supply board is turned on (indicates that there has been an operation). That is, it is determined whether or not the RAM clear is necessary. If the RAM clear signal is on (when the RAM clear is necessary), the process proceeds to step S113 to set the basic circuit 302 to the initial state. On the other hand, when the RAM clear signal is OFF (when the RAM clear is not necessary), the power status information stored in the power status storage area provided in the RAM 308 is read, and the power status information is information indicating suspend. It is determined whether or not. If the power status information is not information indicating suspend, the process proceeds to step S113 to set the basic circuit 302 to the initial state. If the power status information is information indicating suspend, all 1-byte data stored in a predetermined area (for example, all areas) of the RAM 308 is added to a 1-byte register whose initial value is 0. Thus, the checksum is calculated, and it is determined whether or not the calculated checksum result is a specific value (for example, 0) (whether or not the checksum result is normal). When the checksum result is a specific value (eg, 0) (when the checksum result is normal), the process proceeds to step S111 to return to the state before the power interruption, and the checksum result is a specific value. If the value is other than 0 (for example, 0) (if the result of the checksum is abnormal), the process proceeds to step S113 to set the pachinko machine 100 to the initial state.

  In step S111, a power recovery process (power recovery process) is performed. In this power recovery process, the value of the stack pointer stored in the stack pointer save area provided in the RAM 308 at the time of power interruption is read and reset to the stack pointer (this setting). In addition, the value of each register stored in the register save area provided in the RAM 308 at the time of power interruption is read out and reset in each register, and then the interrupt permission is set. Thereafter, as a result of the CPU 304 executing the control program based on the reset stack pointer and registers, the pachinko machine 100 returns to the state when the power is turned off. That is, the processing is resumed from the instruction next to the instruction (predetermined in step S115) performed immediately before branching to the timer interrupt process (described later) immediately before the power interruption. In addition, a transmission information storage area is provided in the RAM 308 of the main control unit 300 shown in FIG. In step S111, a power recovery command is set in the transmission information storage area. This power recovery command is a command indicating that the power has been restored to the state at the time of power-off. In the command setting transmission process (step S233) in the timer interrupt process of the main control unit 300, which will be described later, the first sub control unit 400. Sent to.

  In step S113, initialization processing is performed. In this initialization process, interrupt prohibition setting, stack initial value setting to the stack pointer (this setting), initialization of all storage areas of the RAM 308, and the like are performed. Further, here, a normal return command is set in the transmission information storage area provided in the RAM 308 of the main control unit 300. This normal return command is a command indicating that the initialization process (step S113) of the main control unit 300 has been performed, and, like the power recovery command, the command setting transmission process (in the timer interrupt process of the main control unit 300) ( In step S233), it is transmitted to the first sub-control unit 400.

  In step S115 subsequent to step S113, the basic random number initial value updating process is performed after setting the interrupt prohibition. In this basic random number initial value update process, three initial value generations for generating the initial values of the three random number counters for generating the normal winning random number value, the special figure 1 random value, and the special figure 2 random value respectively. The random number counter for use and the two random number counters for generating each of the random number value for determining the usual figure variation time and the random value for determining the special figure fluctuation time are updated. For example, if the numerical value range that can be taken as the random number value for determining the normal time variation is 0 to 100, the value is acquired from the random number counter storage area for generating the random value for determining the normal time variation time provided in the RAM 308 and acquired. Then, 1 is added to the obtained value and stored in the original random number counter storage area. At this time, if the result of adding 1 to the acquired value is 101, 0 is stored in the original random number counter storage area. Other initial value generation random number counters and random number counters are similarly updated. The initial value generation random number counter is also updated in a basic random number initial value update process (step S207) described later. The main control unit 300 repeatedly executes the process of step S115 except during a timer interrupt process that starts every predetermined period.

  Next, the main control unit timer interrupt process executed by the CPU 304 of the main control unit 300 will be described with reference to FIG. This figure is a flowchart showing the flow of the main control unit timer interrupt process. The main control unit 300 includes a counter timer 312 that generates a timer interrupt signal at a predetermined cycle (in this example, about once every 2 ms), and the main control unit timer interrupt processing is triggered by this timer interrupt signal. At a predetermined cycle.

  First, in step S201, a timer interrupt start process is performed. In this timer interrupt start process, a process of temporarily saving each register value of the CPU 304 to the stack area is performed. In step S203 following step S201, the WDT 314 is periodically updated so that the WDT 314 count value exceeds the initial setting value (32.8 ms in this example) and no WDT interruption occurs (so as not to detect a processing abnormality). Therefore (in this example, the restart is performed once in about 2 ms, which is the period of the main control unit timer interrupt).

  In step S205 subsequent to step S203, input port state update processing is performed. In this input port state update process, the detection signals of various sensors 320 including the above-mentioned front frame door open sensor, inner frame open sensor, lower pan full sensor, and various ball detection sensors are input via the input port of the I / O 310. The input is monitored for the presence or absence of a detection signal, and stored in a signal state storage area provided for each of the various sensors 320 in the RAM 308. If the detection signal of the sphere detection sensor is described as an example, information on the presence / absence of the detection signal of each sphere detection sensor detected in the timer interruption process (about 4 ms before) is stored in the RAM 308 for each sphere detection sensor. This information is read out from the previous detection signal storage area partitioned and stored in the RAM 308 in the previous detection signal storage area partitioned for each sphere detection sensor, and the previous timer interrupt processing (about 2 ms before) ) Is read from the current detection signal storage area provided for each sphere detection sensor in the RAM 308, and this information is read out from the previous detection signal storage area described above. To remember. Further, the detection signal of each sphere detection sensor detected this time is stored in the above-described current detection signal storage area.

  Further, in step S205, the information on the presence or absence of the detection signal of each sphere detection sensor stored in each storage area of the above-mentioned detection signal storage area, the previous detection signal storage area, and the current detection signal storage area is compared. It is determined whether or not the information on the presence or absence of detection signals for the past three times in the ball detection sensor matches the winning determination pattern information. This main control unit timer interrupt process that is repeatedly started at a very short interval of about 2 ms while one game ball passes one ball detection sensor is started several times. For this reason, every time the main control unit timer interruption process is started, in step S205, a detection signal indicating that the same game ball has passed the same ball detection sensor is confirmed. As a result, a detection signal indicating that the same game ball has passed the same ball detection sensor is stored in each of the detection signal storage area, the previous detection signal storage area, and the current detection signal storage area. That is, when the game ball starts to pass through the ball detection sensor, there is no detection signal before, a previous detection signal, and a current detection signal. In the present embodiment, in consideration of erroneous detection and noise of the sphere detection sensor, it is determined that there is a prize when the detection signal is stored twice continuously after no detection signal.

  In the ROM 306 of the main control unit 300, winning determination pattern information (in this embodiment, information indicating that there is no previous detection signal, that there is a previous detection signal, and that there is a current detection signal) is stored. In step S205, information on the presence or absence of detection signals for the past three times in each sphere detection sensor is pre-determined winning determination pattern information (in this embodiment, no previous detection signal, previous detection signal present, current detection signal present). In the case of the general winning port 226, the variable winning port 234, the special figure 1 starting port 230, and the special figure 2 starting port 232, or the ordinary drawing starting port 228. It is determined that there was. In other words, it is determined that a prize has been awarded to the winning ports 226 and 234 and the starting ports 230, 232, and 228. For example, when the information on the presence / absence of the detection signals for the past three matches with the above-described winning determination pattern information in the general winning opening sensor for detecting the winning at the general winning opening 226, there is a winning at the general winning opening 226. If the information on the presence / absence of detection signals for the past three times does not match the above-described winning determination pattern information, the subsequent general winnings are performed. The process branches to the subsequent process without performing the process associated with winning the prize to the mouth 226.

  The ROM 306 of the main control unit 300 stores winning determination clear pattern information (in this embodiment, information indicating that there is a detection signal before, no previous detection signal, no current detection signal). After it is determined that there has been a single win, it is not determined that there has been a win until the information on the presence or absence of detection signals for the past three times matches the winning determination clear pattern information in each ball detection sensor, and the winning determination is cleared. If it matches the pattern information, it is next determined whether or not it matches the winning determination pattern information.

  In step S207 subsequent to step S205, a basic random number initial value update process is performed, and in the next step S209, a basic random number update process is performed. In these basic random number initial value update processing and basic random number update processing, the initial value generation random number counter performed in step S115 is updated, and then used in the main control unit 300. Three random number counters for generating one random value and one special figure 2 random value are updated. For example, if the range of values that can be taken as a random number value for a normal winning number is 0 to 100, a value is acquired from a random number counter storage area for generating a normal winning random number value provided in the RAM 308, and 1 is added to the acquired value. Then, it is stored in the original random number counter storage area. At this time, if the result of adding 1 to the acquired value is 101, 0 is stored in the original random number counter storage area. If it is determined that the random number counter has made a round as a result of adding 1 to the acquired value, the value of the initial value generating random number counter corresponding to each random number counter is acquired, and the random number counter storage area Set to.

  For example, a value is acquired from a random number counter for generating a regular winning random number that fluctuates in a numerical range of 0 to 100, and a result obtained by adding 1 to the acquired value is stored in a predetermined initial value storage area provided in the RAM 308. If the value is equal to the previously set initial value (for example, 7), the value is acquired as an initial value from the initial value generation random number counter corresponding to the random number counter for generating the random number for winning the normal number, The initial value set this time is stored in the above-described initial value storage area in order to determine that the random number counter for generating the winning random number value has made one round next, in addition to being set in the random number counter for generating the winning random value Keep it. In addition to the initial value storage area described above for determining that the random number counter for generating a random number for generating a regular figure has made one round next, a random number counter for generating a special figure 1 random value and a special figure 2 random value The RAM 308 is provided with an initial value storage area for determining that each of the generation random number counters has made one round. In the present embodiment, the counter for acquiring the special figure 1 random value and the counter for acquiring the special figure 2 random value are provided separately, but the same counter may be used.

  In step S211 following step S209, effect random number update processing is performed. In this effect random number update process, a random number counter for generating an effect random number used by the main control unit 300 is updated.

  In step S213 following step S211, timer update processing is performed. In this timer update process, the time for displaying and changing the symbol on the special symbol display device 212 and the time for displaying and changing the symbol on the special symbol display device 212 are counted. Special figure 1 display symbol update timer, Special figure 2 display symbol update timer for measuring the time for the symbol to be changed / stopped on the special figure 2 display device 214, a predetermined winning effect time, a predetermined opening time, a predetermined time Various timers including a timer for counting the closing time, a predetermined end effect period, and the like are updated.

  In step S215 subsequent to step S213, a winning opening counter updating process is performed. In this winning opening counter updating process, when winning holes 226, 234 and starting holes 230, 232, 228 are won, the RAM 308 stores the winning ball number storage area provided for each winning hole or for each starting hole. The value is read out, 1 is added, and the original prize ball number storage area is set.

  In step S217 following step S215, a winning acceptance process is performed. In this winning acceptance process, it is determined whether or not there has been a prize at the special figure 1 starting port 230, the special figure 2 starting port 232, the ordinary drawing starting port 228, and the variable winning port 234. Here, the determination is made using the determination result of whether or not it matches the winning determination pattern information in step S205.

  When the special figure 1 starting port 230 is won and the corresponding special figure 1 holding number storage area provided in the RAM 308 is not full, it corresponds to the special figure 1 starting port 230 of the counter circuit (hard random number circuit) 318. A special figure 1 winning random number value generated by applying a predetermined process to the value stored in the built-in counter value storage register is acquired, and the special figure 1 random number counter provided in the RAM 308 is also displayed. Numerical values are acquired and stored in the special figure 1 random value storage area in the order of acquisition. The special figure 1 winning random number values and the special figure 1 random number values in the special figure 1 random value storage area are stored in the same number as the special figure 1 reservation number stored in the special figure 1 reservation number storage area. In the special figure 1 random value storage area, each time the special figure 1 holding number decreases, the data of the combination of the special figure 1 winning random number and the special figure 1 random value having the highest holding order (first) is deleted. At the same time, processing is performed so that the data holding order of the remaining special figure 1 winning random number value and special figure 1 random value group is incremented by one. Also, each time the special figure 1 holding number increases, a new special figure 1 is added to the next holding order of the data of the combination of the special figure 1 winning random number value and the special figure 1 random value having the lowest (last) holding order. The data of a set of winning random numbers and special figure 1 random values is written.

  When there is a winning at the special figure 2 starting port 232 and the corresponding special figure 2 holding number storage area provided in the RAM 308 is not full, the built-in counter value storage corresponding to the special figure 2 starting port 232 of the counter circuit 318 is stored. A special figure 2 winning random number value generated by applying a predetermined process to the value stored in the register for registering is obtained, and a special figure 2 random number value is obtained from a random number counter for special figure 2 random value generation provided in the RAM 308. Special figure 2 It stores in random number value storage area in order of acquisition. The special figure 2 winning random number values and the special figure 2 random number values in the special figure 2 random number storage area are stored in the same number as the special figure 2 reservation number stored in the special figure 2 reservation number storage area. In the special figure 2 random value storage area, each time the special figure 2 hold number decreases, the data of the combination of the special figure 2 winning random value and the special figure 2 random value with the highest holding order is deleted, and the remainder The special ranking 2 winning random number value and the special figure 2 random value set data are processed so that the holding order is incremented by one. Each time the special figure 2 hold number increases by one, a special special figure 2 winning random number value is added to the next holding rank of the data of the special figure 2 winning random number value and the special figure 2 random value group having the lowest holding order. And special figure 2 random value set data is written.

  When a winning is made at the general figure start opening 228 and the corresponding general figure holding number storage area provided in the RAM 308 is not full, a value is obtained from the random number counter for generating the normal figure winning random number value as a normal figure winning random number value. Are stored in the corresponding ordinary random number storage area. When there is a winning at the variable winning opening 234, information indicating that a ball has entered the variable winning opening 234 is stored in the winning storage area for the variable winning opening.

  In step S219 following step S217, a payout request number transmission process is performed. Note that the output schedule information and the payout request information output to the payout control unit 600 are composed of, for example, 1 byte, strobe information (indicating that data is set when ON), bit 6 Power-on information (if turned on, indicates that this is the first command transmission after power-on), bits 4-5 indicate the current processing type for encryption (0-3), and bits 0-3 indicate encryption The number of payout requests after processing is shown.

  In step S221 following step S219, a normal state update process is performed. This normal state update process performs one of a plurality of processes corresponding to the normal state. For example, in the general diagram state update process in the middle of the normal map change display (the value of the above-mentioned general map display symbol update timer is 1 or more), the 7 segment LED constituting the general map display device 210 is repeatedly turned on and off. Turns off drive control. By performing this control, the general map display device 210 performs normal variable display (normal map variable game).

  Also, in the general state update process at the timing when the normal map change display time has elapsed (the timing at which the value of the general map display symbol update timer has changed from 1 to 0), When the 7-segment LED constituting the general-purpose display device 210 is turned on / off to control the display mode, and the normal-map hit flag is off, the general-purpose display is displayed so that the display mode of the off symbol is displayed. The 7 segment LED constituting the device 210 is controlled to be turned on / off. Further, the RAM 308 of the main control unit 300 is provided with a setting area for performing various settings in various processes, not limited to the normal state update process. Here, the above-described lighting / extinguishing drive control is performed, and the setting area is set to indicate that the normal stop display is being performed. By performing this control, the universal symbol display device 210 determines one of the winning symbols (common symbol A shown in FIG. 5 (c)) and the off symbol (general symbol B shown in FIG. 5 (c)). Display. Thereafter, information indicating the stop period is set in a storage area of a normal stop time management timer provided in the RAM 308 to maintain the display for a predetermined stop display period (for example, 500 ms). With this setting, the symbol that has been confirmed and displayed is stopped and displayed for a predetermined period, and the player is notified of the result of the normal game.

  Further, if the result of the usual figure variable game is a hit, the usual figure hit flag is turned on. When the usual figure hit flag is on, in the usual figure state update process at the timing when the predetermined stop display period ends (when the usual figure stop time management timer value changes from 1 to 0), A normal operation is set in the setting area, and a predetermined opening period (for example, 2 seconds), a solenoid for driving to open / close the blade member 232a of the special opening 2 232 (a part of various solenoids 332), A signal for holding 232a in the open state is output, and information indicating the open period is set in the storage area of the blade open time management timer provided in the RAM 308.

  Further, in the usual state update process that starts at the timing when the predetermined opening period ends (the timing when the value of the blade opening time management timer is changed from 1 to 0), the predetermined closing period (for example, 500 ms), A signal for holding the blade member in the closed state is output to the solenoid 332 for opening and closing driving, and information indicating the closing period is set in the storage area of the blade closing time management timer provided in the RAM 308.

  Further, in the normal state update process that starts at the timing when the predetermined closing period ends (when the value of the blade closing time management timer is changed from 1 to 0), the non-operating state is set in the setting area of the RAM 308. To do. Furthermore, if the result of the usual figure variation game is out of place, the usual figure hit flag is turned off. In the case where the usual figure hit flag is off, even in the usual figure state update process at the timing when the predetermined stop display period described above ends (when the value of the usual figure stop time management timer is changed from 1 to 0), In the setting area of the RAM 308, normal operation inactive is set. In the general state update process in the case where the general map is not operating, nothing is done and the process proceeds to the next step S223.

  In step S223, a general drawing related lottery process is performed. In this general map-related lottery process, the open / close control of the general map variable game and the special map 2 start port 232 is not performed (the state of the normal map is not in operation), and the number of the general map variable games that are on hold When the number is 1 or more, it is determined whether or not the result of the usual figure variation game is won or not by the random lottery based on the usual figure winning random number value stored in the above random number value storage area. When a hit determination is made and the winning combination is made, a common winning flag provided in the RAM 308 is set to ON. In the case of unsuccessful election, the flag per common map is set to OFF. In addition, regardless of the result of the hit determination, the value of the random number counter for generating the random time value for determining the normal fluctuation time described above is acquired as the random value for determining the normal fluctuation time, and the acquired normal fluctuation time is determined. Based on the random number value, one time for displaying the variable map on the general map display device 210 is selected from a plurality of variable times, and this variable display time is set as a normal map variable display time in the RAM 308. Store in the variable time storage area. In addition, the number of pending general figure variable games is stored in the usual figure pending number storage area provided in the RAM 308, and from the number of pending custom figure variable games each time a hit determination is made. The value obtained by subtracting 1 is re-stored in the usual figure number-of-holds storage area. Also, the random number value used for the hit determination is deleted.

  In step S224 following step S223, special figure prefetching processing is performed. Details of the special figure prefetching process will be described later.

  Next, the special figure state update process for each of the special figure 1 and the special figure 2 is performed. First, the special figure state update process (the special figure 2 state update process) for the special figure 2 is performed (step S225). In this special figure 2 state update process, one of the following eight processes is performed according to the state of special figure 2.

  For example, in the special figure 2 state update process in the middle of the special figure 2 fluctuation display (the value of the special figure 2 display symbol update timer described above is 1 or more), the 7-segment LED constituting the special figure 2 display device 214 is turned on and off. Repeatedly turn on / off drive control. By performing this control, the special figure 2 display device 214 performs the fluctuation display of the special figure 2 (special figure 2 fluctuation game). In addition, predetermined transmission information indicating that the rotation start setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the transmission information storage area, and the process ends.

  Further, the RAM 308 of the main control unit 300 is provided with a 15R big hit flag, a 2R big hit flag, a small hit flag, a loss flag, a special figure probability fluctuation flag, and a normal figure probability fluctuation flag. In the special figure 2 state update process starting at the timing when the special figure 2 fluctuation display time has elapsed (the timing when the special figure 2 display symbol update timer value has changed from 1 to 0), the 15R jackpot flag is on, and the special figure probability fluctuation When the flag is also on and the normal figure probability fluctuation flag is on, the special figure A, 15R jackpot flag shown in FIG. 5A is on, the special figure probability fluctuation flag is off, and the common figure probability fluctuation flag is off. When the special figure B, 2R big hit flag is on, the special figure probability fluctuation flag is on, and the general figure probability fluctuation flag is on, the special figure C, 2R big hit flag is on, and the special figure probability fluctuation flag is on. When the probability fluctuation flag is off, the special figure D, 2R big hit flag is on, the special figure probability fluctuation flag is off, and the normal figure probability fluctuation flag is off, and when the special figure E, the small hit flag is on Is special figure F, off flag is on In such a case, the 7-segment LED constituting the special figure 2 display device 214 is controlled to be turned on / off so that the special figure G is in a particular mode, and the special figure 2 stop display is being displayed in the setting area of the RAM 308. Set to represent. By carrying out this control, the special figure 2 display device 214 has a 15R special jackpot symbol (Special Figure A), a 15R jackpot symbol (Special Figure B), a sudden probability variation symbol (Special Diagram C), and a hidden probability variation symbol (Special Diagram D). ), Suddenly, any one of the normal symbol (special symbol E), the small hit symbol (special symbol F) and the off symbol (special symbol G) is confirmed and displayed.

  Thereafter, in order to maintain the display for a predetermined stop display period (for example, 500 ms), information indicating the stop period is set in the storage area of the special figure 2 stop time management timer provided in the RAM 308. With this setting, the specially displayed special figure 2 is stopped and displayed for a predetermined period, and the result of the special figure 2 variable game is notified to the player. Further, if the value of the table change counter provided in the RAM 308 is 1 or more, 1 is subtracted from the counter value, and when the subtraction result is 1 to 0, the special figure variation pattern lottery table described later is used. Switch over. If the value (time reduction count) stored in the time reduction count storage unit (hereinafter also referred to as “state change counter”) provided in the RAM 308 is 1 or more, 1 is subtracted from the time reduction count, and the subtraction result When 1 is changed from 1 to 0, if the special figure probability is not changing, the time reduction flag is turned off. Further, the hourly flag is also turned off during the big hit game (in the special game state).

  Further, the special transmission information indicating that the rotation stop setting transmission process is executed in the command setting transmission process (step S233) is additionally stored in the above-described transmission information storage area, and the design for stopping the variable display is shown in FIG. The special figure 2 identification information indicating the presence is additionally stored in the RAM 308 as information to be included in command data, which will be described later, and the processing is terminated.

  Further, if the result of the special figure 2 variable game is a big hit, the big hit flag is turned on. When the big hit flag is on, in the special figure 2 state update process at the timing when the predetermined stop display period ends (the special figure 2 stop time management timer value changes from 1 to 0), the setting of the RAM 308 is set. In order to set a special figure 2 in operation in the area and wait for a predetermined winning effect period (for example, 3 seconds), that is, a period during which an image for notifying the player that a big hit by the decorative symbol display device 208 is started is displayed. In addition, information indicating the winning effect period is set in the storage area of the special figure 2 standby time management timer provided in the RAM 308. Further, predetermined transmission information indicating that the winning effect setting transmission process is executed in the command setting transmission process (step S233) is additionally stored in the transmission information storage area.

  Further, in the special figure 2 state update process that starts at the timing when the predetermined winning effect period ends (the timing when the value of the special figure 2 standby time management timer changes from 1 to 0), a predetermined release period (for example, 29 seconds) Or, until a winning of a predetermined number of game balls (for example, 10 balls) is detected at the variable winning opening 234, the door is connected to a solenoid for opening / closing the door member 234a of the variable winning opening 234 (a part of various solenoids 332). A signal for holding the member 234a in the opened state is output, and information indicating the opening period is set in the storage area of the door opening time management timer provided in the RAM 308. In addition, predetermined transmission information indicating that the special winning opening release setting transmission process is executed in the command setting transmission process (step S233) is additionally stored in the transmission information storage area.

  In the special figure 2 state update process that starts at the timing when the predetermined opening period ends (the timing when the door opening time management timer value changes from 1 to 0), the predetermined closing period (for example, 1.5 seconds) A signal for holding the door member 234a in a closed state is output to a solenoid for opening / closing the door member 234a of the variable prize opening 234 (a part of various solenoids 332), and a door closing time management timer provided in the RAM 308 is used. Information indicating the closing period is set in the storage area. In addition, predetermined transmission information indicating that the special winning opening closing setting transmission process is executed in the command setting transmission process (step S233) is additionally stored in the transmission information storage area.

  Further, in the special figure 2 state update process that is started at the timing when the opening / closing control of the door member 234a is repeated a predetermined number of times (15 rounds or 2 rounds in the present embodiment), a predetermined end effect period (for example, 3 seconds) In other words, in order to set so as to wait for a period during which an image for informing the player that the big hit by the decorative symbol display device 208 is to be ended is displayed, the effect is displayed in the storage area of the effect waiting time management timer provided in the RAM 308. Information indicating the waiting period is set. In addition, referring to a table (see FIG. 16) to be described later, a table change counter initial value and a special figure variation pattern lottery table are set based on the special figure and the gaming state relating to the jackpot. Also, if the normal probability change flag is set to ON, at the same time as the end of the big hit game, the hour / hour number (for example, 100 times) is set in the hour / hour number storage unit provided in the RAM 308 and provided in the RAM 308. Turn on the short time flag. If the ordinary probability fluctuation flag is set to OFF, the number of time reductions is not set in the time reduction number storage unit, and the time reduction flag is not turned on.

  The short time here means that the pachinko machine is in an advantageous state for the player in order to shorten the time from the end of the big hit in the special figure variable game to the start of the next big hit. When the time reduction flag is set to ON, the normal figure high probability state (normal figure certain change) is established. There is a higher probability of hitting in the general-game variable game in the high-probability state than in the normal-game low-probability state. In addition, in the normal figure high probability state, the fluctuation time of the general figure variable game is shorter than in the normal figure low probability state (normal figure variable short). Furthermore, in the normal high probability state, compared to the normal low probability state, the opening time in one opening of the pair of blade members 232a of the special drawing 2 starting port 232 is likely to be longer (electrical chew extension). In addition, the pair of blade members 232a are more likely to open in the normal high probability state than in the normal low probability state. The state in which any one of these ordinary figure change, universal figure change, and electric Chu extension is set is referred to as an electric support (starting prize winning support by electric tulip) state.

  In addition, as described above, the hourly flag is set to off during the big hit game (in the special game state). Therefore, the normal low probability state is maintained during the big hit game. This is because, if the game is in a high probability state during a big hit game, a large number of game balls will be placed in the special figure 2 starting port 232 until a predetermined number of game balls enter the variable prize opening 234 during the big hit game. In order to solve this, there is a problem that the number of game balls that can be acquired during the big hit increases and the number of game balls that can be acquired during the big hit increases.

  Further, predetermined transmission information indicating that the end effect setting transmission process is executed in the command setting transmission process (step S233) is additionally stored in the transmission information storage area.

  Also, in the special figure 2 state update process that starts at the timing when the predetermined end production period ends (when the production standby time management timer value changes from 1 to 0), the special figure 2 is not activated in the setting area of the RAM 308. Set medium. Further, if the result of the special figure 2 variable game is out of order, the out-of-game flag is turned on. In the case where the miss flag is on, even in the special figure 2 state update process at the timing when the predetermined stop display period described above ends (the timing when the special figure 2 stop time management timer value changes from 1 to 0), In the setting area of the RAM 308, special figure 2 inactive is set. In the special figure 2 state update process when the special figure 2 is not in operation, nothing is done and the process proceeds to the next step S227.

  Subsequently, special figure state update processing (special figure 1 state update process) for special figure 1 is performed (step S227). In the special figure 1 state update process, each process described in the special figure 2 state update process is performed according to the state of the special figure 1. Each process performed in the special figure 1 state update process is the same as the process in which “special figure 2” in the contents described in the special figure 2 state update process is replaced with “special figure 1”. Omitted. The order of the special figure 2 state update process and the special figure 1 state update process may be reversed.

  When the special figure state update process in step S225 and step S227 is completed, a special figure related lottery process for each of special figure 1 and special figure 2 is performed. Also here, first, a special drawing related lottery process for special figure 2 (a special drawing 2 related lottery process) is performed (step S229), and then a special drawing related lottery process for special figure 1 (a special drawing 1 related lottery process). ) Is performed (step S231). In the special figure 2 related lottery process, the special games of FIG. 1 and 2 are not performed, the state of the special figures 1 and 2 is not operating, and the number of the special figure 2 variable games held is It is executed using the first special figure 2 winning random number value and the special figure 2 random number value in the special figure 2 random value storage area, with the start condition being 1 or more. In the special figure 1 related lottery process, the variable games of the special figures 1 and 2 are not performed, the states of the special figures 1 and 2 are both inactive, and the number of the special figure 1 variable games held is It is executed using the first special figure 1 winning random number value and the special figure 1 random number value in the special figure 1 random value storage area with a start condition being 1 or more.

  Also for these special drawing related lottery processes, the main control unit 300 performs the special figure 2 related lottery processing before the special figure 1 related lottery processing, so that the special figure 2 variable game start condition and the special figure 1 fluctuation Even if the game start conditions are satisfied at the same time, since the special figure 2 variable game is changing first, the special figure 1 variable game does not start changing. In addition, when the number of reserved special figure 2 variable games is 1 or more, the lottery process and the variable game related to the special figure 1 variable game hold are not performed. Further, the notification of the result of the special symbol variable game success / failure determination by the decorative symbol display device 208 is performed by the first sub-control unit 400, and the lottery result of the lottery based on the winning at the special symbol 2 starting port 232 is notified. Priority is given to the notification of the lottery result of the lottery based on the winning in the special figure 1 starting port 230. In the above explanation, the special figure 2 variable game is started with priority over the special figure 1 variable game, and the special figure 2 priority change is prioritized over the special figure 1 hold. However, there is a variation in the starting order winning order in which the special figure variable game related to the holding of each of FIG. 1 and FIG. May be.

  In the case of the special figure 2 related lottery process (step S229), the main control unit 300 starts the special figure 2 start information (from the first (most recently stored) holding position in the special figure 2 random value storage area). Special figure 2 random value set), and based on the special figure 2 winning random number value in the obtained special figure 2 starting information, it is a big hit or a small hit using a not-shown success / failure determination table Or whether it is out of place. Next, the main control unit 300 uses the special figure determination table (not shown) based on the acquired special figure 2 starting information to stop display after the fluctuation display of the special figure 2 (stop). The design is determined. Next, the main control unit 300 determines various tables to be described later based on the determined success / failure determination result, the stop symbol, the special figure 2 holding number at the time of the determination, and the special figure 2 random number value in the special figure 2 start information. Used to determine the symbol variation display time (timer number) of Special Figure 2.

  The main control unit 300 extracts the first special figure 2 start information from the special figure 2 random value storage area, erases the first special figure 2 start information from the special figure 2 random value storage area, 2 is subtracted from the special figure 2 hold number in the hold number storage area. At this time, the special figure 2 start information extracted from the special figure 2 random value storage area is stored in the temporary area provided in the RAM 308, and the above-described determination is performed based on the special figure 2 start information stored in the temporary area. You may do it.

  Further, the main control unit 300 synchronizes with the special figure 2 starting information from the special figure 2 random value storage area and synchronizes the corresponding special figure 2 prefetch result (described later) with the special figure 2 prefetch result storage unit. 1 is subtracted from the special figure 2 prefetch number in the special figure 2 prefetch number storage area.

  After the special figure 2 related lottery process (step S229) as described above, the special figure 1 related lottery process (step S231) is similarly performed.

  In step S233 following step S231, command setting transmission processing is performed, and various commands are transmitted to the first sub-control unit 400. The output schedule information to be transmitted to the first sub-control unit 400 is composed of 16 bits, for example, bit 15 is strobe information (indicating that data is set when ON), bits 11 to 14 are Command type (in this embodiment, basic command, symbol variation start command, symbol variation stop command, winning effect start command, end effect start command, jackpot round number designation command, power recovery command, FRAM clear command, prefetch result information command Information that can specify the type of command, etc.), bits 0 to 10 are constituted by command data (predetermined information corresponding to the command type).

  Specifically, the strobe information is turned on or off by the command transmission process described above. If the command type is a symbol variation start (rotation start) command, the command data includes 15R big hit flag, 2R big hit flag, small hit flag, outlier flag, special figure probability variation flag value, special figure related lottery processing. In the case of the symbol fluctuation stop (rotation stop) command, the value of the 15R big hit flag, 2R big hit flag, small hit flag, outlier flag, special figure probability fluctuation flag, etc. In the case of a winning effect start command and an end effect start command, it includes the value of the special figure probability variation flag, etc., and in the case of a jackpot round number designation command, the value of the special figure probability variation flag, the number of rounds Is included. When the command type indicates a basic command, device information in the command data, presence / absence of winning at the special figure 1 starting port 230, presence / absence of winning at the special figure 2 starting port 232, presence / absence of winning at the variable winning port 234, etc. including. In the case of a prefetching result information command, the command data includes information such as the types of special figures 1 and 2, the prefetching number stored in the prefetching number storage area, and the stop symbol stored in the prefetching result storage unit.

  In the above rotation start setting transmission process, the 15R big hit flag, 2R big hit flag, small hit flag, outlier flag, special figure probability variation flag value, special figure related lottery stored in the RAM 308 as command data Information indicating the timer number selected in the process and the special figure 2 related lottery process, the number of the special figure 1 variable game or the special figure 2 variable game being held, etc. is set. In the rotation stop setting transmission process described above, information indicating the values of the 15R big hit flag, 2R big hit flag, small hit flag, loss flag, special figure probability variation flag, etc. stored in the RAM 308 is set in the command data.

  In the winning effect setting transmission process described above, the command control data stored in the RAM 308, the effect control information output to the decorative symbol display device 208, various lamps 418, and the speaker 120 during the winning effect period, the special figure probability variation flag Information indicating the value, the number of the special figure 1 variable game or the special figure 2 variable game being held, etc. is set. In the above-described end effect setting transmission process, the command control data stored in the RAM 308, the effect control information output to the decorative symbol display device 208, various lamps 418, and the speaker 120 during the effect standby period, the special figure probability variation flag Information indicating the value, the number of the special figure 1 variable game or the special figure 2 variable game being held, etc. is set. In the above-described special winning opening release setting transmission process, the command data includes the number of big hits stored in the RAM 308, the value of the special figure probability variation flag, the number of the special figure 1 variable game or the special figure 2 variable game held. Set the information that indicates. In the above-mentioned special winning opening closing setting transmission process, the command data includes the number of big hit rounds stored in the RAM 308, the value of the special figure probability variation flag, the number of the special figure 1 variable game or the special figure 2 variable game held. Set the information that indicates.

  In step S233, general command special figure hold increase processing is also performed. In this general command special figure pending increase process, special figure identification information (information showing special figure 1 or special figure 2) stored in the transmission information storage area of the RAM 308, command notice information (preliminary notice information, false) Set either advance notice information or no advance notice information).

  In the first sub-control unit 400, it is possible to determine the production control according to the change of the game control in the main control unit 300 by the command type included in the received output schedule information, and it is included in the output schedule information. Based on the information of the command data, the contents of effect control can be determined.

  In step S235 following step S233, external output signal setting processing is performed. In this external output signal setting process, the game information stored in the RAM 308 is output to the information input circuit 350 separate from the pachinko machine 100 via the information output circuit 336.

  In step S237 following step S235, device monitoring processing is performed. In this device monitoring process, the signal states of the various sensors stored in the signal state storage area in step S205 are read, and the presence or absence of a predetermined error, for example, the presence or absence of a front frame door opening error or the presence or absence of a bottom pan full error is monitored. . When a front frame door opening error or a lower pan full error is detected, device information indicating whether there is a front frame door open error or a lower pan full error is included in the transmission information to be transmitted to the first sub-control unit 400. Set. Further, various solenoids 332 are driven to control the opening / closing of the special figure 2 starting port 232 and the variable prize opening 234, and the general diagram display device 210 and the special diagram 1 display device 212 via the drive circuits 324, 326 and 330. The display data to be output to the special figure 2 display device 214, various status display units 328, and the like is set in the output port of the I / O 310. Further, the output schedule information set in the payout request number transmission process (step S219) is output to the first sub-control unit 400 via the output port (I / O 310).

  In step S239 following step S237, it is monitored whether or not the low voltage signal is ON. Then, when the low voltage signal is on (when power supply cutoff is detected), the process proceeds to step S243, and when the low voltage signal is off (when power supply cutoff is not detected), the process proceeds to step S241. In step S241, timer interrupt end processing is performed. In this timer interrupt end process, the value of each register temporarily saved in step S201 is set in each original register, interrupt permission is set, etc., and then the main control unit main process shown in FIG. Return to. On the other hand, in step S243, a specific variable or stack pointer for returning to the power-off state at the time of power recovery is saved in a predetermined area of the RAM 308 as return data, and power-off processing such as initialization of input / output ports is performed. After that, the process returns to the main process of the main control unit shown in FIG.

  FIG. 8 is a flowchart showing the flow of the special figure prefetching process (step S224). In the special figure prefetching process, the main control unit 300 prefetches the start information increased in each of the special figures 1 and 2, predetermines the stop symbol before the success / failure judgment process described later, The figure prefetch result) is stored in the prefetch result storage unit in the RAM 308.

  Here, in the RAM 308, the special figure 1 prefetch result storage unit for storing the special figure 1 prefetch result and the number of special figure 1 prefetch results stored in the special figure 1 prefetch result storage unit are specially displayed. A special figure 1 pre-reading number storage area for storing as one pre-reading number is provided. The prefetch result storage unit for special figure 1 can store up to four prefetch results in this example. In the special figure 1 prefetching result storage unit, every time the number of special figure 1 prefetching decreases by one, the data of the special figure 1 prefetching result with the highest rank (first) is erased and the remaining special figure 1 prefetching result Are processed so that the rank of the data is incremented by one. Each time the special figure 1 prefetch number increases by one, new special figure 1 prefetch result data is written in the next rank of the special figure 1 prefetch result data of the lowest rank (last).

  Also, in the RAM 308, the special figure 2 prefetch result storage unit for storing the special figure 2 prefetch result and the number of special figure 2 prefetch results stored in the special figure 2 prefetch result storage unit are stored in the special figure 2 prefetch. A special figure 2 pre-reading number storage area for storing numbers is provided. The prefetch result storage unit for special figure 2 can store up to four prefetch results in this example. In the special figure 2 prefetching result storage unit, every time the number of special figure 2 prefetching decreases by one, the data of the special figure 2 prefetching result having the highest rank is deleted and the order of the remaining special figure 2 prefetching result data Are processed so that they are incremented by one. Each time the special figure 2 prefetch number increases by one, new special figure 2 prefetch result data is written in the next rank of the special figure 2 prefetch data having the lowest rank.

  In the special figure prefetching process, first, the main control unit 300 determines whether or not the starting information of the special figure 2 has increased (step S301). The determination as to whether or not the start information of the special figure 2 has increased is stored in, for example, the special figure 2 hold number stored in the special figure 2 hold number storage area and the special figure 2 prefetch number storage area. Special figure 2 Compared with the number of pre-reads. The main control unit 300 determines that the start information of the special figure 2 has increased when the special figure 2 hold number is larger than the special figure 2 prefetch number, and the special figure 2 hold number is determined as the special figure 2 prefetch number. If they are equal, it is determined that the starting information in FIG. 2 has not increased. When it is determined that the starting information of the special figure 2 is increasing, the increased starting information (a combination of the special figure 2 winning random value and the special figure 2 random value) is pre-read from the special figure 2 random value storage area; With reference to the success / failure determination table and the special figure determination table used at the time of determination, the special symbol 2 variable game stop symbol related to the start information is preliminarily determined (step S302).

  Next, the stop symbol information as the special figure 2 prefetching result obtained in the prior determination is stored in the earliest free area of the special figure 2 prefetching result storage unit in the RAM 308 (step S303), and the process proceeds to step S304. To do. If it is determined in step S301 that the start information in FIG. 2 has not increased, the process proceeds to step S304 without executing steps S302 and S303.

  In step S304, the main control unit 300 determines whether or not the start information of FIG. 1 has increased. The determination as to whether or not the start information of the special figure 1 has increased is made, for example, in the same manner as in the special figure 2, the special figure 1 hold number stored in the special figure 1 hold number storage area and the special figure 1 prefetch number storage. The comparison is made with the special figure 1 prefetch number stored in the area. When it is determined that the starting information of FIG. 1 has increased, the process proceeds to step S305, and when it is determined that the starting information of FIG. 1 has not increased, the special figure prefetching process is terminated.

  In step S305, the increased start information (a special figure 1 winning random value and a special figure 1 random value pair) is pre-read from the special figure 1 random value storage area, and a success / failure determination table and a special use table used in the determination of success / failure are obtained. With reference to the table for figure determination, the stop symbol of the special figure 1 variable game related to the start information is determined in advance.

  Next, the stop symbol information as the special figure 1 prefetch result obtained in the pre-determination is stored in the earliest free area of the special figure 1 prefetch result storage unit in the RAM 308 (step S306), and the special figure prefetch process is performed. Exit.

  In this example, only the increased start information is pre-read and pre-determined. However, all start information may be pre-read and pre-determined. Further, in the above-described command setting transmission process (step S233), only the pre-read result of the starting information for the increase may be transmitted to the first sub-control unit 400, or the pre-read result storage for special figure 1 and special figure 2 All the prefetching results in the section may be transmitted to the first sub-control section 400. Furthermore, in this example, the preliminary determination process is performed with reference to the table used at the time of the determination, but the preliminary determination process may be performed using a preliminary determination table different from the determination result. In this example, only the special figure stop symbol is pre-read and pre-determined, but the timer number may be pre-determined.

  FIG. 9 illustrates a state in which the prefetch result information is stored in the prefetch result storage unit. FIG. 9A illustrates a state in which the special figure 1 prefetch result information is stored in the special figure 1 prefetch result storage unit, and FIG. 9B illustrates the special figure 2 prefetch result storage unit. 2 illustrates a state in which the prefetch result information is stored.

  As shown in FIG. 9A, the special figure 1 prefetch result storage unit has, for example, the same number (four in this embodiment) of storage areas “prefetch result 1” as the number of the special figure 1 variable game that can be held. -"Read-ahead result 4". The storage areas “prefetch result 1” to “prefetch result 4” are associated with the reservation order of the special figure 1 random value storage area. In each of the storage areas, information on special figure stop symbols is stored. In the example shown in FIG. 9A, in each of the storage areas “prefetch result 1”, “prefetch result 2”, and “prefetch result 3”, “exclusion symbol”, “exclusion symbol” and “special symbol stop symbol” and “Big hit symbol 1” is stored. The special area stop symbol information is not stored in the storage area “prefetch result 4”. In FIGS. 9A and 9B, a state in which the special figure stop symbol information is not stored in the storage area is described as “none”.

  As shown in FIG. 9B, the special figure 2 prefetch result storage unit has, for example, the same number (four in this embodiment) of storage areas “prefetch result 1” as the number of special figure variable games that can be held. -"Read-ahead result 4". The storage areas “prefetch result 1” to “prefetch result 4” are associated with the reservation order of the special figure 2 random value storage area. In the example shown in FIG. 9B, “out-of-order symbol” is stored as the special symbol stop symbol information in the storage area “prefetch result 1”. No special figure stop symbol information is stored in the storage areas “prefetch result 2” to “prefetch result 4”.

  When the timer number is determined in advance in addition to the special figure stop symbol, information on the special figure stop symbol and the timer number is stored in each storage area.

  Next, various tables used in the pachinko machine 100 according to the present embodiment will be described with reference to FIGS. The tables shown in FIGS. 10 to 20 are stored in the ROM 306 of the main control unit 300, for example. FIG. 10 shows the relationship between the special figure stop symbol that is stopped and displayed on the special figure 1 display device 212 or the special figure 2 display device 214 and the winning game state to which the transition is made after the symbol is stopped and displayed. An example of a hit gaming state table representing (common) is shown. As shown in FIG. 10, “Special Figure A” and “Special Figure B” of the special figure stop symbol are associated with “Big Hit State 1” as the hit game state of the transition destination. “Special figure C”, “Special figure D” and “Special figure E” are associated with “Big hit state 2”, and “Special figure F” is associated with “Small hit state”. Yes. “Special figure G” is not associated with the winning game state of the transition destination (indicated as “−” in FIG. 10).

  For example, when the special figure stop symbol is special figure A or special figure B, the main control unit 300 performs control to shift the gaming state to the big hit state 1. When the special figure stop symbol is special figure C, special figure D, or special figure E, the main control unit 300 performs control to shift the gaming state to the big hit state 2. When the special figure stop symbol is special figure F, the main control unit 300 performs control to shift the gaming state to the small hit state. When the special figure stop symbol is the special figure G, the main control unit 300 performs control to continue the current gaming state without changing the gaming state to the gaming state.

  FIG. 11 shows an example of a table representing the operation mode of the winning gaming state. As shown in FIG. 11, when the winning game state is the jackpot state 1, the number of jackpot rounds is 15 rounds (15R), the number of times the variable winning opening 234 is released in one round, and the variable winning opening 234 is The maximum opening time is 30 seconds / round. When the winning game state is the jackpot state 2, the number of jackpot rounds is 2 rounds (2R), the number of times the variable winning opening 234 is opened in one round, and the maximum opening time of the variable winning opening 234 is 0. 1 second / round. When the winning game state is the small hit state, the number of times the variable winning opening 234 is opened is 2, and the maximum opening time of the variable winning opening 234 is 0.1 second.

  FIG. 12 shows an example of a state set determination table for determining a set of symbol gaming states after the winning game based on the special symbol stop symbol. The state set determination table is composed of two items of “special drawing stop symbol” in the left column and “symbol game state set” in the right column. Here, although not shown in FIG. 12, for example, when the RAM 308 of the main control unit 300 is cleared in the initial setting 1 (step S101) or the initial setting 2 (step S107) shown in FIG. 1 is set.

  In the state set determination table shown in FIG. 12, “state set 2” of the symbol gaming state set is assigned corresponding to “special diagram A” of the special symbol stop symbol. Similarly, “state set 3” is assigned corresponding to “special drawing B”, “state set 2” is assigned corresponding to “special drawing C”, and “state” is assigned corresponding to “special drawing D”. “Set 4” is assigned, and “State set 3” is assigned corresponding to “Special figure E”. A state set is not assigned to the “special drawing F” (indicated as “−” in FIG. 12).

  For example, when the special figure stop symbol is special figure A or special figure C, the main control unit 300 sets the symbol game state set after the winning game to the state set 2. When the special figure stop symbol is special figure B or special figure E, the main control unit 300 sets the symbol game state set after the winning game to the state set 3. When the special figure stop symbol is the special figure D, the main control unit 300 sets the symbol game state set after the winning game to the state set 4. When the special figure stop symbol is special figure F, the symbol game state set set at that time is maintained even after the game ends.

  Here, in this example, the symbol gaming state set is determined based only on the special symbol stop symbol, but for example, the symbol gaming state set is determined based on the special symbol stop symbol and the symbol gaming state when the symbol is stopped. You may make it do.

  FIG. 13 shows an example of the symbol gaming state determination table for determining the symbol gaming state based on the symbol gaming state set. The symbol gaming state determination table shown in FIG. 13 includes three items: “symbol gaming state set” in the left column, “initial state counter for state change” in the middle column, and “symbol gaming state” in the right column. “State change counter initial value” is an initial value of a state change counter (short time count storage unit) provided in the RAM 308. The state change counter is a subtraction counter that is decremented by 1 each time the variable game shown in FIG. 1 or 2 is performed, and stops when the counter value reaches zero. The main controller 300 switches the symbol gaming state on condition that the value of the state change counter has changed from 1 to 0.

  Corresponding to “state set 1” in the symbol gaming state set, “0” is assigned to the initial value of the state change counter, and “normal state” is assigned to the symbol gaming state. Corresponding to “state set 2” of the symbol gaming state set, “0” is assigned to the initial value of the state change counter, and “probability changing state 2” is assigned to the symbol gaming state.

  Corresponding to “state set 3” of the symbol game state set, the item of the state change counter initial value is divided into two in the order of “100” and “0”. The symbol game state is assigned “short time state” corresponding to the initial value “100”, and “normal state” is assigned corresponding to the initial value “0”. Corresponding to the “state set 4” of the symbol game state set, “0” is assigned to the initial value of the state change counter, and “probability change state 1” is assigned to the symbol game state.

  For example, when the symbol game state set is set to “state set 1” when the RAM 308 is cleared or the like, the main control unit 300 sets the symbol game state to “normal state” and sets the initial value of the state change counter. Set to “0”. When the initial value of the state change counter is set to “0”, the value of the state change counter does not change from 1 to 0 even if a special figure variation game is subsequently performed. For this reason, unless the symbol game state set is switched to other than “state set 1”, that is, unless the stop symbol becomes a jackpot symbol (special symbol A to special symbol E) in the subsequent special symbol variable game, the symbol game state is “ "Normal state" is maintained.

  When the symbol game state set is set to “state set 2”, the main control unit 300 sets the symbol game state to “probability change state 2” and sets the initial value of the state change counter to “0”. . When the initial value of the state change counter is set to “0”, the value of the state change counter does not change from 1 to 0 even if a special figure variation game is subsequently performed. For this reason, unless the symbol game state set is switched to other than “state set 2”, that is, when the RAM 308 is cleared, the stop symbol does not become a big hit symbol (special symbol A to special symbol E) in the subsequent special symbol variable game. As long as the symbol game state is maintained, the "probability change state 2" is maintained.

  When the symbol game state set is set to “state set 3”, the main control unit 300 sets the symbol game state to “time reduction state” and sets the initial value of the state change counter to “100”. The value of the state change counter is the value of the special figure change game after that unless the graphic game state set is switched to other than “state set 3” or set to “state set 3” again, that is, except when the RAM 308 is cleared. As long as the stop symbol does not become a big hit symbol (special symbol A to special symbol E), it is decremented by one for each special symbol variable game. When the value of the state change counter is subtracted from 1 to 0, the main control unit 300 shifts the symbol gaming state to the “normal state” and sets the initial value of the state change counter to “0”. In other words, in this example, when the symbol game state set is set to “state set 3”, the stop symbol does not become a jackpot symbol (special symbol A to special symbol E) in the subsequent special symbol variable game except when the RAM 308 is cleared. As long as the special figure variable game in the “short time state” is repeated 100 times, the special figure variable game in the “normal state” is repeated thereafter.

  When the symbol game state set is set to “state set 4”, the main control unit 300 sets the symbol game state to “probability change state 1” and sets the initial value of the state change counter to “0”. . When the initial value of the state change counter is set to “0”, the value of the state change counter does not change from 1 to 0 even if a special figure variation game is subsequently performed. For this reason, unless the symbol game state set is switched to other than “state set 4”, that is, except when the RAM 308 is cleared, the stop symbol does not become a big hit symbol (special symbol A to special symbol E) in the subsequent special symbol variable game. As long as the symbol game state is maintained, the probability variation state 1 is maintained.

  FIG. 14 shows an example of specific contents of the symbol gaming state. The table shown in FIG. 14 includes columns of “symbol gaming state”, “special figure probability change”, and “electric support”. In the “special figure certain change” column, “none” indicates that there is no special figure certain change, and “yes” indicates that there is a special figure certain change. Similarly, in the column “Electric support”, “None” indicates that it is not an electric support, and “Yes” indicates that it is an electric support. As shown in FIG. 14, the symbol gaming state of this example includes a normal state, a short time state, a probability variation state 1 (latent state), and a probability variation state 2 (electric support certain variation state). Each of these states is defined by whether or not it is a special figure certain change and whether or not it is electric support. The normal state is a state in which neither special figure change nor electric support is available. The short-time state is a state in which there is no special figure change and electric support. Probability change state 1 is a special figure probability change and is not a power support. Probability change state 2 is a state of special figure probability change and electric support.

  FIG. 15 shows an example of a table set determination table for determining the special figure variation pattern lottery table set after the winning game based on the special figure stop symbol. The table set determination table is composed of two items, “Special figure stop symbol” in the left column and “Special figure variation pattern lottery table set” in the right column. “Special figure variation pattern lottery table set” is assigned “table set 2” corresponding to “special figure A” of the special figure stop symbol, and “table set 3” corresponding to “special figure B”. “Table Set 2” is assigned corresponding to “Special Figure C”, “Table Set 4” is assigned corresponding to “Special Figure D”, and “Table” is assigned corresponding to “Special Figure E”. “Set 3” is assigned, and “Table set 4” is assigned corresponding to “Special figure F”.

  For example, when the special figure stop symbol is special figure A or special figure C, the main control unit 300 sets the special figure variation pattern lottery table set after the winning game to the table set 2. When the special figure stop symbol is special figure B or special figure E, the main control unit 300 sets the special figure variation pattern lottery table set after the winning game to the table set 3. When the special figure stop symbol is special figure D or special figure F, the main control unit 300 sets the special figure variation pattern lottery table set after the winning game to the table set 4. Although not shown in FIG. 15, the special figure variation pattern lottery table set is set to the table set 1 when the main control unit 300 clears the RAM 308.

  Here, in this example, the special figure fluctuation pattern lottery table set is determined based only on the special figure stop symbol, but the special figure fluctuation pattern lottery is selected based on the special figure stop symbol and the symbol game state when the symbol is stopped. A table set may be determined. For example, when the special symbol stop symbol is special symbol F (small hit symbol), the special symbol variation pattern lottery table set is set in the table set 4 when the symbol gaming state when the symbol is stopped is the normal state or the probability variation state 1. When the symbol game state at the time of symbol stop is other than that, the special symbol variation pattern lottery table set set at that time may be continuously used.

  FIG. 16 shows an example of a lottery table determination table for determining a special figure fluctuation pattern lottery table based on the special figure fluctuation pattern lottery table set. The lottery table determination table shown in FIG. 16 includes three items: “special map fluctuation pattern lottery table set” in the left column, “initial counter value for table change” in the middle column, and “special map fluctuation pattern lottery table” in the right column. It is configured. The “table change counter initial value” is an initial value of the table change counter provided in the RAM 308. The table change counter is a subtraction counter that is decremented by 1 each time the variable game shown in FIG. 1 or 2 is performed, and stops when the counter value reaches zero. The main control unit 300 switches the special figure variation pattern lottery table on condition that the value of the table change counter is changed from 1 to 0.

  Corresponding to “table set 1” in the special figure fluctuation pattern lottery table set, “0” is assigned to the initial value of the table change counter, and “table 1” is assigned to the special figure fluctuation pattern lottery table. . Corresponding to “table set 2” of the special figure fluctuation pattern lottery table set, “0” is assigned to the initial value of the table change counter, and “table 2” is assigned to the special figure fluctuation pattern lottery table. .

  Corresponding to “table set 3” of the special figure variation pattern lottery table set, the table change counter initial value items are divided into two in the order of “100” and “0”. In the special figure variation pattern lottery table, “table 2” is assigned corresponding to the initial value “100”, and “table 1” is assigned corresponding to the initial value “0”.

  Corresponding to “table set 4” of the special figure variation pattern lottery table set, the table change counter initial value items are divided into two in the order of “30” and “0”. In the special figure variation pattern lottery table, “table 3” is assigned corresponding to the initial value “30”, and “table 1” is assigned corresponding to the initial value “0”.

  For example, when the special figure fluctuation pattern lottery table set is set to “table set 1” when the RAM 308 is cleared, the main control unit 300 sets the special figure fluctuation pattern lottery table to “table 1” and changes the table. The initial value of the counter is set to “0”. When the initial value of the table change counter is set to “0”, the value of the table change counter does not change from 1 to 0 even if a special figure variation game is subsequently performed. For this reason, unless the special figure variation pattern lottery table set is switched to other than “table set 1”, that is, in the subsequent special figure variation game, the stop symbol is a big hit symbol (special symbol A to special symbol E) or a small hit symbol symbol (special feature). Unless it becomes FIG. F), the special figure variation pattern lottery table is maintained in “table 1”.

  When the special figure fluctuation pattern lottery table set is set to “table set 2”, the main control unit 300 sets the special figure fluctuation pattern lottery table to “table 2” and sets the initial value of the table change counter to “table 2”. Set to “0”. When the initial value of the table change counter is set to “0”, the value of the table change counter does not change from 1 to 0 even if a special figure variation game is subsequently performed. For this reason, unless the special figure variation pattern lottery table set is switched to other than “table set 2”, that is, in the subsequent special figure variation game, the stop symbol is a big hit symbol (special illustration A to special figure E) or a small hit symbol (special feature). Unless it becomes FIG. F), the special figure fluctuation pattern lottery table is maintained in “table 2”.

  When the special figure fluctuation pattern lottery table set is set to “table set 3”, the main control unit 300 sets the special figure fluctuation pattern lottery table to “table 2” and sets the initial value of the table change counter to “table 2”. 100 ". The value of the table changing counter is the same as that of the special figure fluctuation pattern lottery table set unless it is switched to other than “table set 3” or set to “table set 3” again, that is, when the RAM 308 is cleared. As long as the stop symbol does not become a big hit symbol (Special Figure A to Special E) or a small bonus symbol (Special Figure F) in the variable game, it is decremented by one for each special figure variable game. When the value of the table change counter is subtracted from 1 to 0, the main control unit 300 sets the special figure variation pattern lottery table to “table 1” and sets the value of the table change counter to “0”. To do. That is, in this example, when the special figure variation pattern lottery table set is set to “table set 3”, the stop symbol is a big hit symbol (special figure A to special figure E) in the subsequent special figure fluctuation game except when the RAM 308 is cleared. ) Or small hit symbol (special figure F), the special figure variable game using “table 2” is repeated 100 times, and thereafter the special figure variable game using “table 1” is repeated.

  When the special figure fluctuation pattern lottery table set is set to “table set 4”, the main control unit 300 sets the special figure fluctuation pattern lottery table to “table 3” and sets the initial value of the table change counter to “table 3”. 30 ". The value of the table change counter is the same as that of the subsequent special figure unless the special figure variation pattern lottery table set is switched to other than “table set 4” or set to “table set 4” again, that is, except when the RAM 308 is cleared. As long as the stop symbol does not become a big hit symbol (Special Figure A to Special E) or a small bonus symbol (Special Figure F) in the variable game, it is decremented by one for each special figure variable game. When the value of the table change counter is subtracted from 1 to 0, the main control unit 300 sets the special figure variation pattern lottery table to “table 1” and sets the value of the table change counter to “0”. To do. That is, in this example, when the special figure variation pattern lottery table set is set to “table set 4”, the stop symbol is a big hit symbol (special figure A to special figure E) in the subsequent special figure fluctuation game except when the RAM 308 is cleared. ) Or small hit symbol (special figure F), the special figure variable game using “table 3” is repeated 30 times, and thereafter, the special figure variable game using “table 1” is repeated. In addition, instead of switching the special figure variation pattern lottery table based on the value of the table change counter, a random number lottery is performed for each special figure variation game, and the special figure corresponding to the current symbol game state based on the lottery result You may be comprised so that it may transfer to a fluctuation pattern lottery table.

  FIG. 17 shows an example of the timer lottery table for the off symbol used for determining the timer number when the special symbol stop symbol is the off symbol (special symbol G). The lost symbol timer lottery table shown in FIG. 17 is composed of columns of “special pattern fluctuation pattern lottery table”, “hold 0-2”, “hold 3”, and “timer number”. The column of the “special figure variation pattern lottery table” is divided into three items of “table 1 (normal)”, “table 2 (electric support)”, and “table 3 (latency)”.

  “Pending 0-2” means that the number of holdings of the special figure 1 or 2 stored in the special figure 1 or 2 holding number storage area in the RAM 308 at the start of the special figure 1 or 2 variable game is within the range of 0 to 2 It is shown that. “Pending 3” indicates that the number of holds in the special figure 1 or 2 stored in the special figure 1 or 2 holding number storage area at the start of the special figure 1 or 2 variable game is three. For example, in the case of the special figure 1 variable game, the “pending 0-2” indicates that the special figure 1 hold number stored in the special figure 1 hold number storage area in the RAM 308 at the start of the special figure 1 variable game is 0-2. "Pending 3" indicates that the special figure 1 hold number stored in the special figure 1 hold number storage area at the start of the special figure 1 variable game is three. Although the description is omitted, the same applies to the special figure 2. “Pending 0 to 2” and “Pending 3” are divided into numerical ranges to be compared with the special figure variation time determination random values (the random number range is 0 to 99) acquired at the start of the variation.

  In the off-set symbol timer lottery table, when “Table 1” is selected as the special figure variation pattern lottery table, when the number of holds in the special figure 1 or 2 is 0 to 2, the random number value for determining the special figure fluctuation time Is 0 to 69 (the numerical value range is 70), the timer number is determined to be “timer 3”, and the special figure variation time determining random number value is 70 to 84 (the numerical value range is 15). If the timer number is determined as “timer 4” and the random number value for determining the special figure fluctuation time is 85 to 89 (the numerical range is 5), the timer number is determined as “timer 5” and the special figure fluctuation If the time determination random value is 90 to 93 (the numerical range is 4), the timer number is determined to be “Timer 6”, and the special figure variation time determining random value is 94 to 97 (the numerical range size). 4), the timer number is determined as “Timer 7”. Is, JP view change time determination random number value is 98 to 99 (the size of the numerical range is 2) if the timer number is determined to "timer 8".

  On the other hand, when the special figure 1 or 2 hold number is 3, if the random number value for determining the special figure fluctuation time is 0 to 79 (the numerical value range is 80), the timer number is determined as “timer 2”. If the random number value for determining the special figure fluctuation time is 80 to 84 (the numerical range is 5), the timer number is determined as “timer 3”, and the random number value for determining the special figure fluctuation time is 85 to 89 (numeric value). If the size of the range is 5), the timer number is determined as “Timer 4”, and if the random number value for determining the special figure fluctuation time is 90 to 93 (the numerical range is 4), the timer number is “Timer” If the random number value for determining the special figure variation time is 94 to 96 (the numerical range is 3), the timer number is determined to be “Timer 6”, and the random number value for determining the special figure variation time is If it is 97 to 98 (the numerical range is 2), the timer number is determined as "Timer 7" Is, JP view change time determination random number value is 99 (the size of the numerical range 1) if the timer number is determined to "timer 8".

  Also, in the off symbol design lottery table, when “Table 2” is selected as the special figure variation pattern lottery table, and when the number of holdings of special figure 1 or 2 is 0 to 2, the special figure fluctuation time determination If the random number is 0 to 79 (the numerical range is 80), the timer number is determined as "Timer 2", and the special figure variation time determining random number is 80 to 86 (the numerical range is 7). If so, the timer number is determined as “Timer 3”, and if the random number value for determining the special figure fluctuation time is 87 to 91 (the numerical range is 5), the timer number is determined as “Timer 4”. If the random number value for determining the figure variation time is 92 to 96 (the numerical range is 5), the timer number is determined as "Timer 5", and the random number value for determining the special figure variation time is 97 (the numerical range size). If 1), the timer number is determined to be “Timer 6” If the random number value for determining the special figure fluctuation time is 98 (the numerical range is 1), the timer number is determined as “timer 7”, and the random number for determining the special figure fluctuation time is 99 (large in the numerical range). If it is 1), the timer number is determined as “timer 8”.

  On the other hand, when the number of reserved figures in FIG. 1 or 2 is 3, if the random number value for determining the special figure fluctuation time is 0 to 84 (the numerical range is 85), the timer number is determined as “timer 1”. If the random number value for determining the special figure fluctuation time is 85 to 89 (the numerical range is 5), the timer number is determined as “timer 2”, and the random number value for determining the special figure fluctuation time is 90 to 93 (numeric value). If the size of the range is 4), the timer number is determined as “Timer 4”, and if the random number value for determining the special figure variation time is 94 to 96 (the size of the numerical range is 3), the timer number is “Timer” 5 ”and the random number value for determining the special figure variation time is 97 (the numerical value range is 1), the timer number is determined to be“ timer 6 ”, and the random number value for determining the special figure variation time is 98 ( If the numerical value range is 1), the timer number is determined as “Timer 7” 99 time determination random number value (the magnitude of the numerical range 1) is determined in a case if the timer number is "timer 8".

  In addition, in the off symbol design lottery table, when “Table 3” is selected as the special figure variation pattern lottery table, when the number of holdings of the special figure 1 or 2 is 0 to 2, the special figure fluctuation time determination If the random number value is 0 to 94 (the numerical range size is 95), the timer number is determined as “Timer 3”, and the special figure variation time determining random number value is 95 (the numerical range size is 1). If the timer number is determined as “timer 4” and the random number value for determining the special figure variation time is 96 (the numerical range is 1), the timer number is determined as “timer 5” and the special figure variation time is determined. If the random number for use is 97 (the numerical range is 1), the timer number is determined as “Timer 6”, and if the random number for determining the special figure variation time is 98 (the numerical range is 1). The timer number is determined as “Timer 7” and the special figure fluctuation time Titration, random number 99 (the size of the numerical range 1) is determined in a case if the timer number is "timer 8".

  On the other hand, when the special figure 1 or 2 holding number is 3, if the random number value for determining the special figure fluctuation time is 0 to 94 (the numerical range is 95), the timer number is determined as “timer 2”. If the special figure variation time determination random number value is 95 (numerical range size is 1), the timer number is determined as “timer 4”, and the special figure variation time determination random number value is 96 (numerical range size). 1), the timer number is determined as “timer 5”, and if the random number value for determining the special figure variation time is 97 (the numerical range is 1), the timer number is determined as “timer 6”. If the special figure variation time determination random value is 98 (numerical range size is 1), the timer number is determined as “timer 7”, and the special figure variation time determination random number value is 99 (numerical range size is If 1), the timer number is determined as “timer 8”.

  In the timer lottery table shown in FIG. 17, even if the special figure variation pattern lottery table and the special figure fluctuation time determination random value are the same, whether the special figure holding number at the start of fluctuation is 0 to 2 or 3? Depending on the case, a different timer number may be determined. Therefore, for example, when the timer number is preliminarily determined in the above-described special figure prefetching process, the timer lottery table may be designed so that the timer number is determined regardless of the special figure holding number at the start of the fluctuation.

  FIG. 18 shows an example of the timer lottery table for the 15R big hit symbol used for determining the timer number when the special figure stop symbol is the 15R big hit symbol (Special Illustration A or Special B). The 15R jackpot symbol timer lottery table shown in FIG. 18 includes columns of “special figure fluctuation pattern lottery table”, “hold 0 to 3”, and “timer number”.

  In the 15R big hit symbol timer lottery table, when “Table 1” is selected as the special figure variation pattern lottery table, the random number value for determining the special figure variation time is 0 to 0 regardless of the number of holdings of the special figure 1 or 2. If the value is 4 (the size of the numerical range is 5), the timer number is determined as “Timer 3”, and if the random number for determining the special figure fluctuation time is 5 to 14 (the size of the numerical range is 10), the timer number is determined. Is determined to be “timer 4”, and the random number for determining the special figure variation time is 15 to 24 (the numerical range is 10), the timer number is determined to be “timer 5” for determining the special figure fluctuation time. If the random number value is 25 to 44 (numerical range size is 20), the timer number is determined as “timer 6”, and the special figure variation time determining random number value is 45 to 74 (numerical range size is 30). If so, the timer number is set to “Timer 7”. If the random number value for determining the special figure variation time is 75 to 94 (the numerical range is 20), the timer number is determined as “timer 8”, and the random number value for determining the special figure fluctuation time is 95 to 99 (numeric range). Is 5), the timer number is determined as “timer 10”.

  Further, in the 15R big hit symbol timer lottery table, when “Table 2” is selected as the special figure fluctuation pattern lottery table, the random number value for determining the special figure fluctuation time is set regardless of the number of holdings of the special figure 1 or 2. If the value is 0 to 29 (the numerical value range is 30), the timer number is determined as “timer 6”, and if the special figure variation time determining random number value is 30 to 59 (the numerical value range is 30). If the timer number is determined to be “timer 7” and the random number value for determining the special figure variation time is 60 to 89 (the numerical range is 30), the timer number is determined to be “timer 8” and the special figure fluctuation time is determined. If the random number for determination is 90 to 99 (the numerical range is 10), the timer number is determined as “timer 10”.

  Further, in the 15R big hit symbol timer lottery table, when “Table 3” is selected as the special figure fluctuation pattern lottery table, the random number value for determining the special figure fluctuation time is not shown regardless of the number of holdings of the special figure 1 or 2. If the value is 0 to 29 (the numerical value range is 30), the timer number is determined as “timer 6”, and if the special figure variation time determining random number value is 30 to 59 (the numerical value range is 30). If the timer number is determined to be “timer 7” and the random number value for determining the special figure variation time is 60 to 89 (the numerical range is 30), the timer number is determined to be “timer 8” and the special figure fluctuation time is determined. If the random number for determination is 90 to 99 (the numerical range is 10), the timer number is determined as “timer 10”.

  In this way, in this example, when the special figure stop symbol is a 15R jackpot symbol, the timer number is determined regardless of the special figure hold number, but if the timer number is different depending on the special figure hold number, You may make it let. Further, in this example, a common timer lottery table is used regardless of whether the stop symbol is special figure A or special figure B. For example, a timer lottery table dedicated to 15R special big hit symbol (special figure A) is used. A specific timer (for example, timer 10) may be configured to be selected only when the 15R special big hit symbol is stopped and displayed.

  FIG. 19 shows a 2R jackpot symbol or a small symbol used for determining a timer number when the special symbol stop symbol is a 2R jackpot symbol (special symbol C, special symbol D or special symbol E) or a small bonus symbol (special symbol F). An example of the winning symbol timer lottery table is shown. The 2R big hit symbol or small hit symbol timer lottery table shown in FIG. 19 includes columns of “special figure variation pattern lottery table”, “hold 0-3”, and “timer number”.

  In the 2R big hit symbol or small hit symbol timer lottery table, when “Table 1” is selected as the special figure variation pattern lottery table, either the number of holdings of the special figure 1 or 2 or the random number value for determining the special figure fluctuation time Nevertheless, the timer number is determined as “timer 9”. Similarly, when “table 2” or “table 3” is selected as the special figure fluctuation pattern lottery table, regardless of the number of holdings of special figure 1 or 2 or the random number for special figure fluctuation time determination. The timer number is determined as “timer 9”.

FIG. 20 shows an example of the timer number table. As shown in FIG. 20, when the timer number is “timer 1”, the variation time is determined to be 2 seconds (variation content “super shortened variation”), and when the timer number is “timer 2”, the variation time is 5 seconds. When the timer number is “Timer 3”, the time is determined to be 10 seconds (the fluctuation content is “Normal fluctuation”), and when the timer number is “Timer 4”. When the timer number is “Timer 5”, the change time is determined to be 20 seconds (Change content “Normal reach 2”), and the timer number is “Timer 6”. In this case, the variation time is determined to be 30 seconds (variation content “super reach 1”), and when the timer number is “timer 7”, the variation time is determined to be 60 seconds (variation content “super reach 2”). If the number is “Timer 8” Is determined to have a variation time of 90 seconds (variation content “Super Reach 3”), and when the timer number is “Timer 9”, the variation time is 100 seconds (variation content “for Pakapaka (for 2R big hit or small hit)”) When the timer number is “timer 10”, the variation time is 120 seconds (variation content “for full rotation”).
Although the details of the change here will be described later in detail, in the effect control process of the first sub-control unit 400, the change is determined based on the timer number (change time) described above, and the decorative symbol display device 208 (or will be described later). This refers to the contents of the effect notified to the player using the effect image display device 1157) or the like.

  With reference to FIG. 20, the characteristic regarding the fluctuation | variation time of the timer lottery table shown in FIG. 17 thru | or FIG. 19 is demonstrated. In this example, as shown in FIG. 17, when the special figure stop symbol is an outlier symbol and Table 1 is selected as the special figure fluctuation pattern lottery table, if the number of holds is 0 to 2, 70% Timer 3 (10 seconds) is selected with probability, and timer 2 (5 seconds) is selected with a probability of 80% if the number of holds is 3. If the special figure stop symbol is an off symbol and table 2 is selected as the special figure fluctuation pattern lottery table, timer 2 (5 seconds) is selected with a probability of 80% if the number of holds is 0-2. If the number of holds is 3, timer 1 (2 seconds) is selected with a probability of 85%. If the special figure stop symbol is an off symbol and Table 3 is selected as the special figure fluctuation pattern lottery table, if the number of holds is 0 to 2, timer 3 (10 seconds) is selected with a probability of 95%. If the number of holds is 3, timer 2 (5 seconds) is selected with a probability of 95%. In other words, in this example, at least the fluctuation time of the special figure variation game in which the off symbol is stopped and displayed is the shortest when the table 2 (electric support) is selected as the special figure fluctuation pattern lottery table.

  Also, in this example, as shown in FIG. 18, when the special figure stop symbol is a 15R big hit symbol and Table 2 (electric support) or Table 3 (latency) is selected as the special figure fluctuation pattern lottery table, Timer 6 (30 seconds, Super Reach 1), Timer 7 (60 seconds, Super Reach 2), Timer 8 (90 seconds, Super Reach 3) or Timer 10 (120 seconds, full rotation) must be selected The

  Further, in this example, as shown in FIG. 19, when the special figure stop symbol is a 2R big hit symbol or a small hit symbol, the special figure fluctuation pattern lottery table, the special figure holding number and the random number value for determining the special figure fluctuation time are determined. Regardless of any of these, the timer number is determined to be timer 9 (100 seconds). For this reason, when the special symbol stop symbol is a 2R big hit symbol or a small hit symbol, the random number lottery using the random value for determining the special symbol variation time is not performed, and the timer number is determined based only on the stop symbol. It may be.

  Next, processing of the first sub control unit 400 will be described with reference to FIGS. 21 and 22. FIG. 21A is a flowchart showing a flow of main processing executed by the CPU 404 of the first sub control unit 400. First, in step S401 in FIG. 21A, various initial settings are performed. When the power is turned on, an initialization process is first executed in step S401. In this initialization processing, initialization of input / output ports, initialization processing of a storage area in the RAM 408, and the like are performed.

  In step S403 following step S401, it is determined whether or not the timer variable is 10 or more, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or more, the process proceeds to step S405. . In step S405, 0 is assigned to the timer variable.

  In step S407 following step S405, command processing is performed. The CPU 404 of the first sub control unit 400 determines whether or not a command is received from the main control unit 300 and stores the received command in a predetermined area in the RAM 408.

  In step S409 following step S407, an effect control process is performed. For example, when there is a new command in step S407, processing such as reading the effect data corresponding to this command from the ROM 406 is performed, and when the effect data needs to be updated, the effect data is updated. Details of the effect control process will be described later.

  In step S411 following step S409, a chance button control process is performed. In the chance button control process, when the pressing of the chance button 136 is detected, the effect data updated in step S409 is changed to the effect data corresponding to the pressing of the chance button 136.

  In step S413 subsequent to step S411, image control processing is performed. In the image control process, when there is a command to the VDP 434 in the effect data read in step S409, this command is output to the VDP 434 (details will be described later).

  In step S415 following step S413, sound control processing is performed. In the sound control process, if there is a command to the sound source IC 416 in the effect data read in step S409, this command is output to the sound source IC 416.

  In step S417 following step S415, lamp control processing is performed. In the lamp control process, if there is a command to various lamps 418 in the effect data read in step S409, this command is output to the drive circuit 420.

  In step S419 following step S417, shutter control processing is performed. In the shutter control process, if there is a command to the shielding device 246 in the effect data read in step S409, this command is output to the drive circuit 432.

  In step S421 following step S419, information transmission processing is performed. In the information transmission process, when there is a control command to be transmitted to the second sub-control unit 500 in the effect data read in step S409, a setting is made to output this control command. Thereafter, the process returns to step S403.

  FIG. 21B is a flowchart showing the flow of the first sub control unit command reception interrupt process (strobe interrupt process) executed by the CPU 404 of the first sub control unit 400. This command reception interrupt process is a process executed when the first sub-control unit 400 detects a strobe signal from the main control unit 300. In step S501 of the command reception interrupt process, the command received from the main control unit 300 is stored in the command storage area provided in the RAM 408 as an unprocessed command.

  FIG. 21C is a flowchart showing the flow of the first sub control unit timer interrupt process executed by the CPU 404 of the first sub control unit 400. The first sub-control unit 400 includes a hardware timer that generates a timer interrupt at a predetermined cycle (in this example, once every 2 ms). The timer interrupt process is triggered by this timer interrupt. Run in cycles. In step S601 of the first sub control unit timer interrupt process, 1 is added to the value of the timer variable storage area of the RAM 408 described in step S403 of the first sub control unit main process, and the result is stored in the original timer variable storage area. To do. Therefore, in step S403, the value of the timer variable is determined to be 10 or more every 20 ms (2 ms × 10).

  In step S603 following step S601, a control command is transmitted to the second sub-control unit 500 set in the information transmission process (step S421) of the first sub-control unit main process, and other random number values for effects are updated. Etc.

  FIG. 21D is a flowchart showing the flow of the image control process in step S413 of the first sub control unit main process. In step S701, an instruction to transfer image data is issued. Here, the CPU 404 first swaps the designation of the display areas A and B in the VRAM 436. As a result, an image of one frame stored in the display area not designated as the drawing area is displayed on the decorative design display device 208. Next, the CPU 404 sets ROM coordinates (transfer source address of the ROM 406), VRAM coordinates (transfer destination address of the VRAM 436) and the like in the attribute register of the VDP 434 based on the position information table and the like, and then the image from the ROM 406 to the VRAM 436. Set an instruction to start data transfer. The VDP 434 transfers the image data from the ROM 406 to the VRAM 436 based on the command set in the attribute register. Thereafter, the VDP 434 outputs a transfer end interrupt signal to the CPU 404.

  In step S703 following step S701, it is determined whether or not a transfer end interrupt signal from the VDP 434 is input. If a transfer end interrupt signal is input, the process proceeds to step S705. Wait for the input signal to be input.

  In step S705, parameters are set based on the production scenario configuration table and attribute data. Here, in order to form a display image in the display area A or B of the VRAM 436 based on the image data transferred to the VRAM 436 in step S701, the CPU 404 has information on the image data constituting the display image (coordinate axis and image size of the VRAM 436). , VRAM coordinates (arrangement coordinates, etc.) are instructed to the VDP 434. The VDP 434 performs parameter setting according to the attribute based on the instruction stored in the attribute register.

  In step S707 following step S705, a drawing instruction is performed. In this drawing instruction, the CPU 404 instructs the VDP 434 to start drawing an image. The VDP 434 starts drawing an image in the frame buffer in accordance with an instruction from the CPU 404.

  In step S709 following step S707, it is determined whether or not a generation end interrupt signal from the VDP 434 based on the end of image drawing is input. If a generation end interrupt signal is input, the process proceeds to step S711. Waits for the generation end interrupt signal to be input.

  In step S711, a scene display counter which is set in a predetermined area of the RAM 408 and counts how many scene images have been generated is incremented (+1), and the process ends.

  FIG. 22 is a flowchart illustrating an example of the flow of the effect control process in step S409 of the first sub control unit main process. In step S801 of the effect control process, based on the command received from the main control unit 300, the state of the special figure (special figure status) is not changing (for example, the state where the special figure variable game is not executed). Determine whether. If it is determined that the special figure status is not changing, the process proceeds to step S803.

  In step S803, it is determined whether a symbol variation start command has been received from the main control unit 300 or not. If it is determined that the symbol variation start command has been received, the process proceeds to step S805.

  In step S805, effect lottery processing is performed. In the effect lottery process, for example, based on information such as a special figure stop symbol and a timer number included in the symbol variation start command and a random number lottery result using a random number value for the effect obtained from the random number counter in the RAM 408, The contents of the effect executed by the decorative symbol display device 208, the speaker 120, etc. are determined. In this example, as will be described later, for example, when the special figure stop symbol is special figure A, special figure B or special figure G and the timer number is timer 6 (super reach 1), the timer 6 button press effect Execute. In the timer 6 button press effect, first, the decorative symbol display device 208 or the like executes notification for promoting the player to press the chance button 136. When the chance button 136 is pressed within a predetermined operation effective period (for example, a predetermined time after the notification is started), a predetermined cut-in effect is executed on the decorative symbol display device 208. Here, the display pattern of the frame-like image (hereinafter referred to as “outer frame image”) of the outer frame portion of the cut-in effect suggests to the player the determination result of the change, and a lottery table (to be described later) This is determined based on the result of random number lottery using FIG. It should be noted that the effect content may be determined based only on information such as the special figure stop symbol and the timer number without performing random number lottery using the effect random number. When the effect lottery process ends, the process proceeds to step S817.

  Here, as shown in FIG. 20, the production content (variation content) is determined in the sub-control unit 400 based on the timer number determined by the lottery in the main control unit 300, but it is not necessarily in a one-to-one relationship. For example, even if the timer 4 is selected, the sub-control unit 400 may have a pattern in which the normal reach 1 is not selected. In addition, as described above, even when the timer 6 is selected by the lottery in the main control unit 300 and the super reach 1 is selected in the sub-control unit 400, the above-described timer 6 is performed by the effect lottery performed. Whether or not the button pressing effect can be executed may be determined.

  If it is determined in step S801 that the special figure status is not non-fluctuating, the process proceeds to step S807. In step S807, based on the command received from the main control unit 300, it is determined whether or not the special figure status is changing (during special figure fluctuation display). If it is determined that the special figure status is changing, the process proceeds to step S809.

  In step S809, a variation effect control process is performed. In the variation effect control process, an effect executed by the decorative symbol display device 208, the speaker 120, or the like in the variation is controlled. When the variation effect control process ends, the process proceeds to step S817.

  If it is determined in step S807 that the special figure status is not changing, the process proceeds to step S811. In step S811, based on the command received from the main control unit 300, it is determined whether or not the special figure status is in the stopped display state (in the special figure stop display state). If it is determined that the special figure status is stopped, the process advances to step S813.

  In step S813, fluctuation stop command reception waiting processing is performed. In the fluctuation stop command reception waiting process, for example, a process for performing a fluctuation fluctuation display of a predetermined decorative symbol in the symbol display areas 208 a to 208 c of the decorative symbol display device 208 is executed. In addition, when a symbol variation stop command is received from the main control unit 300, a process for performing a predetermined decorative symbol stop display (definite display) for a predetermined time in the symbol display areas 208a to 208c is executed. When the fluctuation stop command reception waiting process ends, the process proceeds to step S817.

  If it is determined in the above step S811 that the special figure status is not being stopped (for example, during a big hit game), the process proceeds to step S815. In step S815, a big hit effect control process is performed. In the big hit effect control process, during the big hit game, an effect executed by the decorative symbol display device 208, the speaker 120, or the like is controlled. When the big hit effect control process ends, the process proceeds to step S817.

  In step S817, a chance button operation effective period management process is performed. In the chance button operation effective period management process, for example, when the execution of the button press effect is determined in the effect lottery process (step S805), a process for managing the operation effective period of the chance button 136 using a counter in the RAM 408 or the like. Do. Thereafter, the process proceeds to step S819.

  In step S819, a prefetch effect control process is performed. In the prefetch effect control process, when a prefetch result information command is received from the main control unit 300, a determination is made as to whether or not to execute a prefetch notification effect and a prefetch notification button press effect that precedes it (for example, a stop symbol is specified). In the case of a symbol, the execution of the pre-read notification effect and the pre-read notification button press effect is determined), the contents of the effect are selected, the effect is controlled, and the like. As will be described later, for example, when a pre-read notification button pressing effect is executed, a button image is displayed instead of a circular image representing the pre-read target hold in the hold display area of the decorative symbol display device 208, and Notification that promotes pressing of the chance button 136 is performed. Further, when the chance button 136 is pressed during a predetermined operation valid period (for example, until the prefetch target is suspended), a prefetch notification effect is executed. In the pre-read notification effect, a circular image of a predetermined display pattern is displayed in the hold display area of the decorative symbol display device 208 in place of the button image representing the hold of the pre-read target. This display pattern is determined based on the result of random lottery using a lottery table (see FIG. 24) described later. Thereafter, the process proceeds to step S821.

  In step S821, other effect control processing is performed. In other effect control processing, for example, effect control during demonstration display is performed. Thereafter, the effect control process ends.

  FIG. 23 shows an example of a button press effect lottery table for timer 6 (super reach 1) used in, for example, the effect lottery process (step S805). The timer 6 button pressing effect lottery table shown in FIG. 23 includes columns of “special drawing stop symbol”, “rendering random value”, and “display symbol”. In the column of “Random value for effect”, a numerical value range to be compared with an effect random number value for a timer 6 button press effect (the range of random value is 0 to 99) is divided. “Display pattern” indicates the display pattern of the outer frame image of the cut-in effect.

  As shown in FIG. 23, when the special figure stop symbol is special figure A or special figure B (15R jackpot symbol), if the production random number is 0 to 2 (the numerical range is 3), the display symbol is displayed. Is determined to be a “blue” pattern, and if the rendering random number is 3 to 8 (the numerical range is 6), the display pattern is determined to be “red” and the rendering random number is 9 to 17 (numerical value). If the size of the range is 9), the display pattern is determined to be the “Sabotama” pattern, and if the production random number is 18 to 99 (the numerical range is 82), the display pattern is the “Yoshimune” pattern. It is determined.

  On the other hand, when the special figure stop symbol is the special figure G (out of line symbol), if the random number for production is 0 to 56 (the numerical range is 57), the display pattern is determined to be “blue” and the production If the random number for use is 57 to 90 (the numerical range is 34), the display pattern is determined to be “red”, and if the production random number is 91 to 99 (the numerical range is 9). The display pattern is determined to be the “Sabotama” pattern. In this example, when the special figure stop pattern is the special figure G, the display pattern is not determined to be the “Yoshimune” pattern.

  In the timer 6 button press effect lottery table, the display pattern “blue” has a relatively low probability of being selected when the special figure stop symbol is special figure A or special figure B, and the special figure stop symbol is the special figure. The probability of being selected when G is relatively high. In other words, when “blue” is selected as the display pattern of the outer frame image of the cut-in effect, the probability that the special figure stop pattern of the variation is the special figure A or the special figure B is low, and the probability that the special figure G is the special figure G. Is expensive. That is, in this example, “blue” in the display pattern of the outer frame image of the cut-in effect indicates that the reliability is relatively low.

  The display pattern “red” has a higher probability of being selected when the special figure stop symbol is special figure A or special figure B than “blue”, and is selected when the special figure stop symbol is special figure G. Is lower than “blue”. In other words, when “red” is selected as the display pattern of the outer frame image of the cut-in effect, the probability that the special figure stop pattern of the variation is special figure A or special figure B is higher than the case of “blue” described above. The probability of being a special figure G is lower than in the case of “blue”. In other words, in this example, “red” of the display pattern of the outer frame image of the cut-in effect represents higher reliability than “blue”.

  The display pattern “Sabotama” has a higher probability of being selected when the special figure stop symbol is special figure A or special figure B than “red”, and is selected when the special figure stop symbol is special figure G. The probability of being played is lower than “red”. In other words, when “Sabotama” is selected as the display pattern of the outer frame image of the cut-in effect, the probability that the special figure stop pattern of the fluctuation is special figure A or special figure B is the above “red” The probability of being a special figure G is lower than in the case of “red”. That is, in this example, the display pattern “Sabotama” of the outer frame image of the cut-in effect indicates that the reliability is higher than that of “Red”.

  The display pattern “Yoshimune” is selected when the special figure stop symbol is special figure A or special figure B, and the probability of selection is higher than “Sabotama” and the special figure stop symbol is special figure G. The probability of being played is lower than “Sabotama” (0% in this example). In other words, when “Yoshimune” is selected as the display pattern of the outer frame image of the cut-in effect, the probability that the special figure stop pattern of the change is special figure A or special figure B is the case of “Sabotama” described above Higher than (100% in this example), and the probability of being a special figure G is lower than in the case of “Sabotama” (0% in this example). That is, in this example, the display pattern “Yoshimune” of the outer frame image of the cut-in effect indicates that the reliability is higher than “Sabotama” (in this example, the reliability is 100%).

In this way, the reliability of the display pattern of the outer frame image for cut-in production is the highest in “Yoshimune”, “Sabotama” is the next highest, “Red” is the next highest, and “Blue” is the lowest. ing.
As described above, even when the timer 6 is selected, it is not necessary to execute the button press effect. However, the button press effect may be executed even if the lottery result is out of place. In addition, when executed, it is easier to produce a highly reliable performance (display pattern) when the lottery result is a big hit than when the lottery result is out of place.

  FIG. 24 shows an example of the pre-read notification button press effect lottery table used in the pre-read effect control process (step S821), for example. The pre-read notification button pressing effect lottery table shown in FIG. 24 is composed of columns of “special figure stop symbol”, “random number for effect”, and “display symbol”. In the column of “Random value for effect”, a range of numerical values to be compared with an effect random number for a pre-press notification button press effect (the range of random values is 0 to 99) is divided. “Display pattern” indicates a display pattern of a circular image representing a prefetch target hold.

  As shown in FIG. 24, when the special figure stop symbol is special figure A or special figure B (15R big hit symbol) or special figure C to special figure F (2R series per symbol), the production random number is 0-9. If the numerical range is 10), the display pattern is determined to be “blue”, and if the production random number is 10 to 24 (the numerical range is 15), the display pattern is “red”. If the production random number value is 25 to 49 (the numerical range is 25), the display pattern is determined to be “Sabotama”, and the production random value is 50 to 99 (the numerical range size). 50), the display pattern is determined as the “Yoshimune” pattern.

  On the other hand, when the special figure stop symbol is special figure G (out of line symbol), if the random number for production is 0 to 69 (the numerical range is 70), the display pattern is determined to be “blue” and If the random number for use is 70 to 94 (the numerical range is 25), the display pattern is determined to be “red”, and if the production random number is 95 to 99 (the numerical range is 5). The display pattern is determined to be the “Sabotama” pattern. In this example, when the special figure stop pattern is the special figure G, the display pattern is not determined to be the “Yoshimune” pattern.

  In the pre-read notification button press effect lottery table, the display pattern “blue” has a relatively low probability of being selected when the special figure stop symbol is special figure A to special figure F, and the special figure stop symbol is the special figure. The probability of being selected when G is relatively high. In other words, when “blue” is selected as the display pattern of the circular image representing the hold of the prefetch target, the probability that the special figure stop pattern of the prefetch target is the special figure A to the special figure F is low. There is a high probability. That is, in this example, “blue” in the display pattern of the circular image representing the prefetch target hold indicates that the reliability is relatively low.

  The display pattern “red” has a higher probability of being selected when the special figure stop symbol is special figure A to special figure F than “blue”, and is selected when the special figure stop symbol is special figure G. Is lower than “blue”. In other words, when “red” is selected as the display pattern of the circular image representing the hold of the prefetch target, the probability that the special figure stop pattern of the prefetch target is the special figure A to the special figure F is the above “blue”. The probability of being a special figure G is lower than in the case of “blue”. That is, in this example, “red” in the display pattern of the circular image representing the pre-reading target hold indicates that the reliability is higher than “blue”.

  The display pattern “Sabotama” has a higher probability of being selected when the special figure stop symbol is special figure A to special figure F than “red”, and is selected when the special figure stop symbol is special figure G. The probability of being played is lower than “red”. In other words, when “Sabotama” is selected as the display pattern of the circular image representing the hold of the prefetch target, the probability that the special figure stop pattern of the prefetch target is the special figure A to the special figure F is “red” as described above. The probability of being a special figure G is lower than in the case of “red”. That is, in this example, “Sabotama” of the display pattern of the circular image representing the prefetch target hold indicates that the reliability is higher than “red”.

  The display pattern “Yoshimune” has a higher probability of being selected when the special figure stop symbol is Special Figure A to Special Figure F than “Sabotama”, and is selected when the special figure stop symbol is Special Figure G. The probability of being played is lower than “Sabotama” (0% in this example). In other words, when “Yoshimune” is selected as the display pattern of the circular image representing the hold of the prefetch target, the probability that the special figure stop pattern of the change is special figure A to special figure F is the above “Sabotama”. It is higher than the case (100% in this example), and the probability of the special figure G is lower than the case of “Sabotama” (0% in this example). In other words, in this example, the display pattern “Yoshimune” of the circular image representing the pre-read target hold indicates that the reliability is higher than “Sabotama” (in this example, the reliability is 100%).

  The reliability of the display pattern of the circular image representing the pre-reading target hold is the highest in “Yoshimune” and the next highest in “Sabotama”, as is the reliability of the display pattern of the outer frame image of the cut-in effect described above. "Red" is the next highest and "Blue" is the lowest. As described above, in this embodiment, the relationship between the reliability of the display pattern is a plurality of effect displays (in this example, holding of the prefetch target is indicated) that suggests to the player the determination result of the special figure variation game or the prefetch result. The display pattern of the circular image to be displayed and the display pattern of the outer frame image of the cut-in effect) are common. For example, the display pattern “red” is more reliable than “blue” in any of the plurality of effect displays, and the display pattern “Sabotama” is more reliable than “red” in any of the plurality of effect displays. The degree of reliability is high, and the display pattern “Yoshimune” is higher in reliability than “Sabotama” in any of the plurality of effect displays.

  However, as in the above example, it is not always necessary to provide the same level of performance reliability in a single gaming machine, and the level of reliability of the performance may vary depending on the gaming state or the like. For example, the lottery table is set so that only the scallop handle in the electric support is changing (special figure, high accuracy, and high accuracy) is determined to be a big hit, and the reliability is high (not fixed) for the other cases. May be set.

  Next, the process of the second sub control unit 500 will be described with reference to FIG. FIG. 25A is a flowchart of main processing executed by the CPU 504 of the second sub-control unit 500. First, in step S901 in FIG. 25A, various initial settings are performed. When power is turned on, initialization processing is first executed in step S901. In this initialization processing, initial setting of input / output ports, initialization processing of a storage area in the RAM 508, and the like are performed.

  In step S903 following step S901, it is determined whether or not the timer variable is 10 or more. This process is repeated until the timer variable becomes 10, and when the timer variable becomes 10 or more, the process proceeds to step S905. . In step S905, 0 is assigned to the timer variable.

  In step S907 following step S905, command processing is performed. The CPU 504 of the second sub control unit 500 determines whether a command has been received from the first sub control unit 400.

  In step S909 following step S907, an effect control process is performed. For example, when there is a new command in step S907, processing such as reading the effect data corresponding to this command from the ROM 506 is performed, and when the effect data needs to be updated, the effect data is updated.

  In step S911 following step S909, lamp control processing is performed. For example, if there is a command from the first sub-control unit 400 to the game board lamp 532 or the game table frame lamp 542, this command is output to the serial communication control circuit 520.

  In step S913 following step S911, a movable body control process is performed. For example, when there is a command from the first sub-control unit 400 to the effect movable body 224, this command is output to the drive circuit 516. Thereafter, the process returns to step S903.

  FIG. 25B is a flowchart of command reception interrupt processing executed by the CPU 504 of the second sub-control unit 500. This command reception interrupt process is a process executed when the second sub control unit 500 detects a strobe signal from the first sub control unit 400. In step S1001 of the command reception interrupt process, the command received from the first sub control unit 400 is stored in the command storage area provided in the RAM 508 as an unprocessed command.

  FIG. 25C is a flowchart of timer interrupt processing executed by the CPU 504 of the second sub control unit 500. The second sub-control unit 500 includes a hardware timer that generates a timer interrupt at a predetermined cycle (in this example, once every 2 ms). The timer interrupt process is triggered by this timer interrupt. Run in cycles. In step S1101, 1 is added to the value of the timer variable storage area of the RAM 508 described in step S903 of the second sub-control unit main process, and the result is stored in the original timer variable storage area. Therefore, in step S903, the value of the timer variable is determined to be 10 or more every 20 ms (2 ms × 10). In step S1103 following step S1101, an effect random number update process or the like is performed.

  Next, in the present embodiment, a specific example of the effect executed in synchronization with the special figure variable game by the control of the first sub-control unit 400 will be described. FIG. 26 shows display states of the decorative symbol display device 208, the special figure 1 display device 212, and the special figure 2 display device 214 in the special figure variable game of the present embodiment, and the special figure 1 hold lamp 218 and the special figure 2 hold lamp. 220 lighting states are shown in time series. 26, FIG. 27, FIG. 31, FIG. 32, FIG. 35, FIG. 36, etc., which will be described later, the decorative symbols in the symbol display areas 208a to 208c of the decorative symbol display device 208 are indicated by the downward bold white arrows. Represents. In addition, the extinguishing portions of the special figure 1 display device 212, the special figure 2 display device 214, the special figure 1 holding lamp 218, and the special figure 2 holding lamp 220 are shown in white, and the lighting portions are shown in black. In addition, when all the segments of the special figure 1 display device 212 are shown in white or only one central segment is shown in black, the fluctuation display of the special figure 1 is performed. Is shown.

  Further, in FIG. 26 and FIGS. 27, 31, 32, 35, and 36, which will be described later, the leftmost vertically long area of the effect display area 208d of the decorative symbol display device 208 displays the number of special figure reservations. Used as a special figure hold display area 710. The lower half of the special figure hold display area 710 is a special figure 1 hold display area 711 that displays the hold number of the special figure 1 and the upper half is the special figure 2 hold display area 712 that displays the hold number of the special figure 2. is there. In the special figure 1 hold display area 711, a number of circular images equal to the number of holds in the special figure 1 are displayed side by side in the vertical direction. In the special figure 1 hold display area 711, the lowermost circular image corresponds to the hold of the first special figure 1 (stored in the past). The display pattern of the circular image is, for example, a white pattern except as described later. The same applies to the special figure 2 hold display area 712.

  FIG. 26A shows a state in which a certain special figure 1 variable game is completed. The special symbol G (out of symbol) is stopped and displayed on the special symbol 1 display device 212, and a symbol combination other than the symbol combination for notifying the hit (for example, “ Decoration 1-Decoration 2-Decoration 4 ") is stopped and displayed. At this time, the number of holds in FIG. 1 is 3, and the number of holds in FIG. 2 is 0.

  When the predetermined stop time has elapsed, as shown in FIG. 26 (b), one special figure 1 hold is consumed and the next special figure 1 variable game is started. Here, it is assumed that the stop symbol of this special figure 1 variable game is special figure A, and the timer number is timer 6 (super reach 1). When timer 6 is selected as the timer number, in the effect display area 208d of the decorative symbol display device 208, a predetermined effect corresponding to the timer 6 (in this example, the main character (Yoshimune) and the enemy character (swordsman) confront each other). Showdown effect) is executed (see FIGS. 26C to 26H). Further, based on the fact that the predetermined condition is satisfied in the change (in this example, the timer 6 is selected as the timer number), for example, after a predetermined time has elapsed from the start of the change, the timer 6 button is pressed in the effect display area 208d. An effect is executed (see FIG. 26D).

  When the above-described confrontation effect is started, as shown in FIG. 26C, first, a moving image of the enemy character appearance scene where the enemy character appears is displayed in the effect display area 208d. The moving image of the enemy character appearance scene includes a character character “Swordsman Visit!”. During the fluctuation of this special figure 1 variable game, there is a prize at the special figure 1 starting port 230, and in the prefetching effect control process (step S819), the prefetching notice effect and the prefetching notice button for the increased holding of special figure 1 are pressed. It is assumed that it is decided to execute the production. For example, in the pre-read notification button press effect, a button image 800 simulating a push button is displayed above the two circular images in the special figure 1 hold display area 711 instead of the circular image representing the hold of the pre-read target. The button image 800 includes a character character “push!” That promotes the player to press the chance button 136. In this example, the button operation effective period of the pre-read notification button pressing effect is that the pre-read target is held after the button image 800 starts to be displayed in the special figure 1 hold display area 711 (or the special figure 2 hold display area 712). Until it is digested (until the reserved special figure variation game to be prefetched is started). That is, the button operation effective period of the pre-read notification button pressing effect may be set over a plurality of special figure change periods.

  Following the enemy character appearance scene, as shown in FIG. 26 (d), a moving image of a confrontation scene in which the main character and the enemy character confront each other is displayed in the effect display area 208d. Also, based on the selection of the timer 6, the timer 6 button pressing effect is started in the effect display area 208d. In the timer 6 button press effect, a button 804 that prompts the player to press the chance button 136 is displayed. For example, the button press-promoting image 804 includes a character character “Please press the button” as a balloon of the princess character, and is arranged in a layer before the moving image of the facing scene. In this example, the button operation valid period of the timer 6 button press effect is from the start of the display of the button press promotion image 804 of the timer 6 button press effect until the notification of whether or not the change is appropriate at the latest. It is. That is, the button operation effective period of the timer 6 button pressing effect is set to a time (for example, several seconds to several tens of seconds) shorter than the timer 6 (30 seconds) selected by the change.

  In the special figure 1 hold display area 711, the pre-read notification button press effect started in FIG. 26C is continuously executed irrespective of the start of the timer 6 button press effect. That is, in the state shown in FIG. 26D, a notification that promotes pressing of the chance button 136 by the pre-read notification button pressing effect and a notification that promotes pressing of the chance button 136 by the timer 6 button pressing effect are arranged in parallel. It is running. In addition, at least the timing shown in FIG. 26D is included in the overlap period in which the operation valid period of the pre-read notification button press effect and the operation valid period of the timer 6 button press effect overlap.

  It is assumed that the chance button 136 is pressed by the player during the above overlapping period. As the chance button 136 is pressed during the operation valid period of the timer 6 button pressing effect, as shown in FIG. 26E, a cut-in effect is executed in the effect display area 208d. In the cut-in effect, a moving image in which the expression of the hero character is enlarged is displayed on the small screen 806 arranged in a layer in front of the moving image of the slashing scene where the hero character and the enemy character slash. An outer frame image 808 serving as an outer frame of the small screen 806 is displayed with a predetermined display pattern (for example, a saddle pattern (indicated by oblique cross-hatching in the drawing)). The display pattern of the outer frame image 808 is determined using the timer 6 button press effect lottery table (see FIG. 23) based on the special figure stop symbol of the change and the effect random number value. In this way, in the cut-in effect, the notice notification of the special figure stop symbol of the change (the notice of change notice) is performed. The cut-in effect ends, for example, before the change determination result is notified at the latest.

  Further, when the chance button 136 is pressed during the operation valid period of the pre-read notification button pressing effect, the pre-read notification effect is started simultaneously with the start of the cut-in effect, for example, in the special figure 1 hold display area 711. In the pre-read notification effect, a circular image 802 having a predetermined display pattern (for example, a red pattern) is displayed in the special figure 1 hold display area 711 in place of the button image 800 representing the hold of the pre-read target. The display pattern of the circular image 802 is determined based on the reserved special figure stop pattern to be prefetched and the random number value for rendering, using the prefetch notification button pressing effect lottery table (see FIG. 24). Thus, in the pre-read notification effect, the advance notice of the special figure stop symbol for the pre-read notification target hold is performed. The prefetch notification effect is executed, for example, until the prefetch target is suspended.

  FIG. 26F shows a state in which the cut-in effect has been completed. In this state, following the above-described slashing scene, a moving image of the slashing end scene where the slashing between the main character and the enemy character is displayed is displayed in the effect display area 208d.

  Thereafter, as shown in FIG. 26 (g), in the effect display area 208d, the display of the moving image of the victory scene in which the main character wins the enemy character is started based on the determination result (probability big hit) of the change. .

  When the variable time (30 seconds) of the timer 6 elapses, the special figure variation game ends, and as shown in FIG. 26 (h), special figure A (15R special big hit) is stopped and displayed on the special figure 1 display device 212. In the symbol display areas 208a to 208c, the symbol combination for notifying the 15R special big hit (for example, “decoration 7-decoration 7-decoration 7”) is stopped and displayed. As a result, the player is notified that the result of the determination of whether or not the change is a 15R special big hit. In the effect display area 208d, a moving image of the winning scene is displayed subsequently from FIG. The moving image of the victory scene includes a character character “big hit” indicating that the determination result of the change is a big hit.

  In the present embodiment, as shown in FIG. 26E, the cut-in effect and the prefetch notification effect are executed in parallel. The display pattern of the outer frame image 808 in the cut-in effect is determined based on at least the special figure stop pattern of the variation, and the display pattern of the circular image 802 corresponding to the hold of the prefetch target in the prefetch notification effect is at least the prefetch target. It is determined based on the special figure stop symbol of the hold. Therefore, since both effects are executed based on different reference destinations, the display pattern of the outer frame image 808 in the cut-in effect and the display pattern of the circular image 802 in the prefetch notification effect may be different. Yes, it can be confusing for the player.

  Further, in the present embodiment, when the chance button 136 is pressed, a relatively reliable scabbard pattern appears in the outer frame image 808 of the cut-in effect, but at the same time, in the special figure 1 hold display area 711, the button Instead of the image 800, a red pattern circular image 802 having a lower reliability than the Sabatama pattern appears. The player who sees this effect will make the display pattern of the circular image 802 appearing in the special figure 1 hold display area 711 not a red pattern but a display pattern with higher reliability if the fluctuation is a big hit. There is a case where it is assumed that it should be, and there is no excessive expectation for the lottery result of the change. Alternatively, when a plurality of images (outer frame image 808 and circular image 802) for notifying the lottery result are displayed at the same timing on one screen of the decorative symbol display device 208, the player becomes a probable big hit. In this case, it is assumed that the display patterns of a plurality of images should match, and there is a case where there is no excessive expectation for the lottery result of the variation. Thus, in this example, it may be possible to prevent the player from having excessive expectations for the lottery result of the change.

  Further, in the present embodiment, the notification becomes lively by performing other effects (in this example, the pre-reading notification effect) at the same time as the effect of notifying the change notice, so it is easy to attract the player's attention to these notifications. There is a case.

  Further, in the present embodiment, the effect of notifying the lottery result of the change and the pre-reading notification effect are notified in different areas, but the present invention is not limited to this. For example, one is part or all of the other It may be configured to be superimposed on. In that case, the other notice notification mode becomes difficult to be visually recognized by the player based on the player's button operation, and thus the player may be able to attract more attention due to the uncomfortable feeling. When all of the other display is hidden by one display, the player pays attention to the display device because he / she is concerned about the display of the other display. Thereafter, the player may make the other display visible, or the other display may not be made visible to the player even after the display is switched based on the button operation.

[Second Embodiment]
Next, a game table according to the second embodiment of the present invention will be described. The pachinko machine 100 according to the present embodiment is characterized in that a plurality of effects are executed based on the same reference destination as compared with the first embodiment. Since other configurations are the same as those in the first embodiment, description thereof is omitted.

  FIG. 27 shows the display states of the decorative symbol display device 208, the special figure 1 display device 212, and the special figure 2 display device 214, and the special figure 1 hold lamp 218 and the special figure 2 hold lamp in the special figure variable game of this embodiment. 220 lighting states are shown in time series. FIG. 28 is a timing chart showing the effective period of the button operation and the timing of the rendering operation by the button operation in the period corresponding to FIG. The horizontal axis in FIG. 28 represents the passage of time, and times t1 to t8 correspond to the respective timings in FIGS. 27 (a) to 27 (h). In this example, when a button operation (for example, pressing of the chance button 136) is performed within the first operation effective period, the first effect (for example, voice notification effect) is executed, and the button operation is performed within the second operation effective period. When performed, a second effect (for example, a cut-in effect) is executed, and when a button operation is performed within an overlap period in which the first operation effective period and the second operation effective period overlap, the first effect and the second effect are performed. Both are executed.

  FIG. 27 (a) shows a state in which a certain special FIG. 1 variable game is ended (time t1 in FIG. 28), as in FIG. 26 (a).

  When the predetermined stop time elapses, as shown in FIG. 27B, one special figure 1 hold is consumed and the next special figure 1 variable game is started (at time t2 in FIG. ”Changes from“ non-variable ”to“ variable ”). Here, it is assumed that the stop symbol of this special figure 1 variable game is special figure A, and the timer number is timer 6 (super reach 1). When timer 6 is selected as the timer number, a predetermined effect corresponding to the timer 6 (confrontation effect in this example) is executed in the effect display area 208d of the decorative symbol display device 208 (FIGS. 27C to 27C). (See (h)). Further, based on the fact that the predetermined condition is satisfied in the change (in this example, the timer 6 is selected as the timer number), for example, after a predetermined time has elapsed from the start of the change, the timer 6 button is pressed in the effect display area 208d. An effect is executed (see FIG. 27D).

  Here, in the present embodiment, for example, simultaneously with the start of the special figure 1 variable game, the first operation effective period in which the sound notification effect is executed by pressing the chance button 136 is started (at time t2 in FIG. 28). “The first operation valid period” changes from “invalid” to “valid”). In this example, the player is not notified that the first operation valid period is in progress. That is, the effect of promoting the button press for executing the voice notification effect is not executed (so-called hidden button effect). In the first operation valid period, a start time and an end time (or remaining time) are set before the period is started. In this example, the first operation valid period is set to end at the same time as the end of the special figure variable game.

  Although the hidden button effect is common to the button press effect in that the effect mode is selected based on the lottery result, the effect (FIG. 27 (d)) that promotes the button press is not performed. Not easy. The timing of pressing the hidden button effect is disclosed on the manufacturer's homepage, magazine, or the like as an operation lever based on the fact that a while has passed since the game machine was installed. When the player can obtain more information about the lottery result by executing the hidden button effect than when not inputting it, and can obtain a sense of superiority for the player who does not know how to execute the hidden button effect There is.

  When the above-described confrontation effect is started, as shown in FIG. 27C, a moving image of the enemy character appearance scene is displayed in the effect display area 208d (time t3 in FIG. 28).

  Following the enemy character appearance scene, as shown in FIG. 27D, a moving image of the confrontation scene is displayed in the effect display area 208d. Also, based on the selection of the timer 6, the timer 6 button pressing effect is started in the effect display area 208d. In the timer 6 button press effect, a button press promotion image 804 that prompts the player to press the chance button 136 is displayed. For example, the button press-promoting image 804 includes a character character “Please press the button” as a balloon of the princess character, and is arranged in a layer before the moving image of the facing scene.

  In the present embodiment, the second operation valid period in which the cut-in effect is executed by the button operation is started simultaneously with the start of the timer 6 button pressing effect (at time t4 in FIG. Valid period "changes from" invalid "to" valid "). Thereby, after that, it becomes an overlapping period in which the first operation effective period and the second operation effective period overlap. In the second operation valid period, the start time and the end time are set before the period starts. In this example, the second operation effective period is set to end before the end of the first operation effective period (the end of the special figure variable game). The second operation effective period is shorter than the timer 6 (30 seconds) selected by the change. Here, the button press effect for timer 6 shown in FIG. 27 (d) is an effect that suggests to the player that the button for executing the cut-in effect is pressed, and indicates that the button is pressed to execute the sound notification effect. Not what you want.

  It is assumed that the chance button 136 is pressed by the player during the overlap period (“button operation” temporarily changes from “non-detection” to “detection” at time t5 in FIG. 28). When the chance button 136 is pressed during the second operation valid period, as shown in FIG. 27E, a cut-in effect is executed in the effect display area 208d (“second effect” in FIG. From non-execution to "execution"). In the cut-in effect, a moving image in which the expression of the hero character is enlarged is displayed on a small screen 806 arranged in a layer in front of the moving image of the slashing scene displayed following the facing scene. An outer frame image 808 that is an outer frame of the small screen 806 is displayed in a predetermined display pattern (red pattern in this example). The display pattern of the outer frame image 808 is determined using the timer 6 button press effect lottery table (see FIG. 23) based on the special figure stop symbol of the change and the effect random number value. As shown in FIG. 23, the reliability of the red pattern in the display pattern is relatively low (for example, the reliability is 15%). In this way, in the cut-in effect, the notice notification of the special figure stop symbol of the change (the notice of change notice) is performed.

  Further, when the chance button 136 is pressed during the first operation valid period, for example, the audio notification effect is started almost simultaneously with the start of the cut-in effect (“first effect” is “ From non-execution to "execution"). As described above, the effect of promoting the pressing of the chance button 136 for executing the sound notification effect is not executed. That is, the voice notification effect is to perform a notice notification of the special figure stop symbol of the change (the change notice notice) by a button effect without a pressing suggestion. In the audio notification effect, for example, a voice “Gekiatsu!” Is output from the speaker 120. For example, the content of the voice notification or the presence / absence of the voice notification is determined based on the special figure stop symbol of the change and the random number for the effect using an effect lottery table (not shown). Here, it is assumed that the reliability of the voice notification effect by the voice “Gekiatsu!” Is relatively high (for example, reliability 80%).

  As described above, in this example, the change notice information by the cut-in effect and the change notice information by the sound notification effect are executed at the same time (period A in FIG. 28). Further, in this example, the change notice notice by the cut-in effect and the change notice notice by the sound notice effect are started at the same time. Has ended after that.

  FIG. 27F shows a state in which the cut-in effect and the voice notification effect are finished. In this state, following the slashing scene, the moving image of the slashing end scene is displayed in the effect display area 208d (time t6 in FIG. 28).

  Thereafter, as shown in FIG. 27 (g), in the effect display area 208d, the display of the moving image of the victory scene is started based on the result of the determination of whether or not the change is appropriate (probability big hit) (time t7 in FIG. 28).

  When the variable time (30 seconds) of the timer 6 elapses, the special figure variable game ends (time t8 in FIG. 28), and as shown in FIG. 27 (h), the special figure 1 display device 212 has a special figure A (15R). The special jackpot) is stopped and displayed, and the symbol combination for notifying the 15R special jackpot (for example, “decoration 7-decoration 7-decoration 7”) is stopped and displayed in the symbol display areas 208a to 208c. As a result, the player is notified that the result of the determination of whether or not the change is a 15R special big hit. In the effect display area 208d, the moving image of the victory scene is displayed subsequently from FIG.

  In the present embodiment, the change notice notice by the cut-in effect and the change notice notice by the sound notice effect are executed at the same time. These notices refer to the same lottery result (for example, the special figure stop symbol of the change (in this example, special figure A)), but the contents of the notice are the effect lottery using a predetermined effect lottery table. Therefore, the reliability of the notice notification to be executed may be different. For example, even if the change notification with high reliability is executed in the voice notification effect, the change notification with low reliability may be executed in the cut-in effect. For this reason, it may be possible to suppress the player's excessive expectation for the change notice.

  Conventionally, a plurality of effects are executed during one change, and there are cases where the contents of the notifications are different, but the reliability is downgraded or upgraded. For this reason, for example, when a performance with low reliability is executed, it is expected that a performance with high reliability will be performed, and the previous performance itself does not make much sense (the previous performance is neglected). There was a risk. On the contrary, when an effect with high reliability is executed, the effect may be too important. In the present embodiment, notice notifications with different reliability levels are notified at the same time, so that it may be possible to prevent only one of a plurality of effects from being regarded as important.

  In addition, when the reception period of the operation by the player overlaps, by performing notification of promoting the operation to the player by executing one of the button effects, it is possible to notice the execution method of the other hidden button effect There is. Once a player has experienced overlapping effects, it becomes easier to guess the operation reception period for the hidden button effect, so the player is actively operated during the non-overlapping period (a period during which only operation reception for the hidden button effect is valid). May be able to be performed, and the interest of the game table may be improved.

  In the present embodiment, since the means for detecting the operation by the player is a button, only whether or not the player is operating is detected, and an effect operation based on the detection result is performed. However, the present invention is not limited to this. Absent. For example, the operation unit may be a cross key, and may require a complicated operation. For example, if one effect requires an operation of the cross key in multiple directions and the other requires an operation of the cross key in a specific direction, and the operation validity period of both effects overlaps, In the operation on the cross key in a plurality of directions performed for the effect, if the operation is performed in a specific direction, the other effect is executed based on the detection of the operation. In this way, by providing redundant operation effective periods for a plurality of effects, it may be possible to execute an effect in an unexpected manner rather than just urging the operation.

[Third Embodiment]
Next, a game table according to the third embodiment of the present invention will be described. In the pachinko machine 100 according to the present embodiment, priorities are set for the two operation effective periods, and notification is performed based on the priorities, and one operation effective period is invalidated once due to overlap. Even when the overlap is resolved, it can be restored if the valid period remains. Since other configurations are the same as those in the first embodiment, description thereof is omitted.

  FIG. 29 is a flowchart showing an exemplary flow of a chance button control process (step S411 in FIG. 21) executed by the first sub control unit 400 in the present embodiment. As shown in FIG. 29, in the chance button control process according to the present embodiment, first, whether or not a button status described later is “valid” (for example, whether or not a button status flag provided in the RAM 408 is on). ) Is determined (step S1201). In this example, the state in which the button status is valid refers to a state in which the operation of the chance button 136 is accepted as valid. If it is determined that the button status is valid, the process advances to step S1203. If it is determined that the button status is not valid (for example, “invalid”), the chance button control process is terminated.

  In step S1203, it is determined whether an operation (pressing) of the chance button 136 is detected. If the operation of the chance button 136 is detected, the process proceeds to step S1205. If the operation of the chance button 136 is not detected, the chance button control process is terminated.

  In step S1205, the button operation storage area provided in the RAM 408 stores the detection result indicating that the chance button 136 has been pressed. Further, if necessary, processing for changing the effect data to effect data in response to pressing of the chance button 136 is performed. Thereafter, the chance button control process is terminated.

  FIG. 30 is a flowchart showing an exemplary flow of the chance button operation effective period management process (step S817 in FIG. 22) executed by the first sub control unit 400 in the present embodiment. As shown in FIG. 30, in the chance button operation valid period management process, first, it is determined whether or not the button status is “valid” (for example, whether or not the button status flag provided in the RAM 408 is on). (Step S1301). Here, in an initial state such as after power-on, the button status is “invalid”. If it is determined that the button status is not valid, the process advances to step S1303.

  In step S1303, it is determined whether or not to execute a new button effect (for example, whether or not to set a valid operation period of the new button effect) based on the set effect data or the like. Here, the button effect refers to an effect that changes depending on whether or not the chance button 136 is operated. If it is determined that the new button effect is to be executed, the process proceeds to step S1305. If it is determined not to be executed, the chance button operation valid period management process is ended.

  In step S1305, a process for setting the operation effective period data of the new button effect as an initial value of the operation effective period counter provided in the RAM 408 is performed. By this processing, the new button effect becomes the executing button effect. In step S1307, the button status is set to “valid”. Thereafter, the process proceeds to step S1317.

  On the other hand, if it is determined in step S1301 that the button status is valid, the process proceeds to step S1309. In step S1309, it is determined whether or not to execute a new button effect (for example, whether or not to set an operation effective period of the new button effect) based on the set effect data or the like. If it is determined that the new button effect is to be executed, the process proceeds to step S1311. If it is determined not to be executed, the process proceeds to step S1317.

  In step S1311, the priorities of the button effect being executed and the new button effect determined to be executed in step S1309 are compared. Regarding the priority order of button effects, for example, it may be determined that a button effect that is started later is higher in priority than a button effect that has been started earlier, or the button effect that is based on the pre-read result. It may be determined that the priority is higher in the button effect based on the result of the change, and the effect image is arranged in the layer in front of the button effect in which the effect image is arranged in the back layer in the effect display area 208d. It may be determined that the button production has a higher priority. Moreover, you may make it set the priority order of each button effect beforehand. If it is determined that the new button effect has a higher priority than the currently executed button effect, the process proceeds to step S1313. If not, the process proceeds to step S1317.

  In step S <b> 1313, a process for saving information related to the button effect being executed in a predetermined save area in the RAM 408 is performed. By this processing, the executing button effect becomes the evacuating button effect. Here, the information to be saved includes information such as the remaining time of the operation effective period of the currently executed button effect (for example, the value of the operation effective period counter) and the number of times the button has been pressed so far.

  In step S1315 subsequent to step S1313, the operation valid period data of the new button effect is set as the initial value of the operation valid period counter in the RAM 408. If necessary, information such as the number of times the chance button 136 is pressed is set. By these processes, the new button effect becomes the executing button effect. Thereafter, the process proceeds to step S1317.

  In step S1317, a value is acquired from the operation effective period counter, and 1 is subtracted from the acquired value and stored in the original operation effective period counter. Thereby, 1 is subtracted from the value of the operation effective period of the executing button effect. Further, the value of the operation valid period counter saved in step S1313 is acquired from the save area of the RAM 408, and 1 is subtracted from the acquired value and stored in the original save area. Thereby, 1 is also subtracted from the value of the operation effective period of the saving button effect. As described above, in this example, the value of the operation effective period counter of the saving button effect is also subtracted in synchronization with the value of the operation effective period counter of the executing button effect. However, instead of subtracting the value of the operation effective period counter of the saving button effect, the subtraction of the value of the operation effective period counter may be resumed when the saving button effect returns as the executing button effect.

  In step S1319 following step S1317, it is determined whether or not the value of the operation valid period counter is zero. When it is determined that the value of the operation valid period counter is 0, the process proceeds to step S1321, and when it is determined that the value is not 0, the chance button operation valid period management process is terminated. In addition, when the value of the operation effective period counter being saved becomes 0 before the operation effective period counter being executed, the button effect being saved may be deleted.

  In step S1321, it is determined whether there is an evacuating button effect. If it is determined that there is a button effect during evacuation, the process proceeds to step S1323, and if it is determined that there is no button effect during evacuation, the process proceeds to step S1325.

  In step S1323, the value of the operation effective period of the saving button effect, the information on the number of button presses, and the like are acquired from the save area of the RAM 408, and the acquired operation effective period value is set as the initial value of the operation effective period counter. As a result, the evacuating button effect becomes the executing button effect. Thereafter, the chance button operation effective period management process is terminated.

  In step S1325, the button status is set to “invalid”. Thereafter, the chance button operation effective period management process is terminated.

  31 and 32 show the display state of the decorative symbol display device 208, the special figure 1 display device 212, and the special figure 2 display device 214, the special figure 1 holding lamp 218, and the special figure in the special figure variable game of the present embodiment. 2 shows the lighting state of the hold lamp 220 in time series.

  FIG. 31 (a) shows a state immediately after a certain special figure 1 variable game is started. Here, it is assumed that the stop symbol of this special figure 1 variable game is special figure A, and the timer number is timer 6 (super reach 1). When timer 6 is selected as the timer number, a predetermined effect corresponding to timer 6 (in this example, a confrontation effect) is executed in effect display area 208d (see FIGS. 31B to 32D). ). The confrontation effect in this example includes a button repeated effect as a button effect (see FIGS. 31 (c) to 32 (a)). Further, based on the fact that the predetermined condition is satisfied (for example, the timer 6 is selected by the change), for example, after a predetermined time has elapsed from the start of the change, the button display effect for the timer 6 is displayed as the button effect in the effect display area 208d. It is executed (see FIG. 31 (f)). In this example, it is assumed that the button effect started later has a higher priority.

  When the confrontation effect is started, a moving image of the enemy character appearance scene is displayed in the effect display area 208d as shown in FIG.

  Following the enemy character appearance scene, a button hitting effect is executed as a part of the confrontation effect. In the button repeated striking effect, first, as shown in FIG. 31 (c), a text message “Strike the button repeatedly to save your feelings!” Is displayed, for example, on the entire surface of the effect display area 208d.

  Next, as shown in FIG. 31D, a continuous hitting gauge image 810 and a continuous hitting promotion image 812 including a character character “Let's hit consecutively!” Are displayed in the effect display area 208d. The continuous hitting gauge image 810 and the continuous hitting promotion image 812 are displayed in a layer before the moving image of the confrontation scene of the confrontation effect displayed following the enemy character appearance scene. The continuous hitting gauge image 810 is formed by stacking a plurality of (10 in this example) segment-like images in a horizontally long rectangular shape in the vertical direction, and has a vertically long rectangular shape as a whole. Each segmented image can be displayed in white or red, but in the initial state all segmented images are displayed in white. In this example, the button operation effective period (first operation effective period) of the button continuous striking effect is started at the same time as the display of the continuous hitting gauge image 810 and the continuous hitting promotion image 812 is started. For example, the remaining time of the first operation effective period (the initial value of the operation effective period counter) is set to end before the determination result of whether or not the change is appropriate.

  As shown in FIG. 31 (e), in the first operation effective period, the white segmented image located at the lowest position among the continuous hitting gauge images 810 every time the chance button 136 is pressed a predetermined number of times (for example, once). Turns red. By repeatedly hitting the chance button 136, the continuous hitting gauge image 810 is visually recognized as the red meter gradually rises.

  Furthermore, when a predetermined time elapses from the start of the fluctuation, the button display effect for timer 6 is started in the effect display area 208d, for example, irrespective of the button hit effect. In the timer 6 button press effect, as shown in FIG. 31 (f), a button press promotion image 804 for promoting the press of the chance button 136 for the player is displayed. For example, the button press promoting image 804 includes a character character “Please press the button” as a balloon of the princess character. The button pressing promotion image 804 is arranged in a layer in front of the repeated hitting gauge image 810 and the repeated hitting promotion image 812. In this example, the button operation effective period (second operation effective period) of the timer 6 button pressing effect is started at the same time as the display of the button pressing promotion image 804 is started. For example, the remaining time of the second operation effective period (the initial value of the operation effective period counter) is set so as to end before the determination result of whether or not the change is appropriate.

  In this example, since the second operation effective period is started during the first operation effective period, thereafter, the first operation effective period and the second operation effective period overlap with each other. Since the button pressing effect for timer 6 is started after the button striking effect, the button pressing effect for timer 6 is set as the executing button effect during the above overlapping period, and the button striking effect is the evacuating button effect. Is set. Thus, the button press during the overlap period is effective for the timer 6 button press effect, but is not effective for the button repeated press effect.

  When the chance button 136 is pressed during the overlap period, it is determined that the button for the timer 6 button press effect is pressed, and a cut-in effect is executed in the effect display area 208d as shown in FIG. 31 (g). In the cut-in effect, a moving image in which the expression of the hero character is enlarged is displayed on a small screen 806 arranged in a layer on the nearer side than the repeated hitting gauge image 810 and the repeated hitting promotion image 812. Further, in the cut-in effect, a notice notification of the special figure stop symbol of the change is performed based on the display pattern of the outer frame image 808 serving as the outer frame of the small screen 806. In this example, the display pattern of the outer frame image 808 is a highly reliable Yoshimune pattern (indicated by vertical and horizontal cross hatching in the figure). On the other hand, since the button press during the overlap period is not determined to be a button press for the button hit effect, the meter of the hit gauge image 810 does not rise (the color of the segmented image constituting the hit gauge image 810 does not change).

  The second operation valid period ends, for example, at the same time as the start of the cut-in effect, at the same time as the end of the cut-in effect, or after a predetermined time has elapsed since the end of the cut-in effect. When the second operation effective period ends before the first operation effective period and the overlap period ends, the button repeated effect that is the evacuating button effect becomes the executing button effect. As a result, the button press is enabled again for the button striking effect, and as shown in FIG. 31 (h), the meter of the continuous hitting gauge image 810 increases every time the chance button 136 is pressed. For example, when the remaining time set in advance becomes 0, or when all the segmented images change to red as shown in FIG. 32A, the first operation valid period ends and the button stroke effect ends. .

  Thereafter, in the effect display area 208d, after the moving images of the slashing scene and the ending slashing scene of the confrontation effect are displayed (see FIG. 32 (b)), the winning scene is determined based on the result of the determination of whether or not the change is appropriate (probable big hit). Is displayed (see FIG. 32C).

  When the variable time (30 seconds) of the timer 6 elapses, the special figure variable game ends, and as shown in FIG. 32 (d), special figure A (15R special big hit) is stopped and displayed on the special figure 1 display device 212. In the symbol display areas 208a to 208c, the symbol combination for notifying the 15R special big hit (for example, “decoration 7-decoration 7-decoration 7”) is stopped and displayed. As a result, the player is notified that the result of the determination of whether or not the change is a 15R special big hit. In the effect display area 208d, a moving image of the victory scene is displayed subsequently from FIG.

  FIG. 33 is a timing chart showing an example of the effective period of button operation and the timing of effect operation by button operation in the present embodiment. In this example, it is assumed that the special figure variable game by the timer 6 starts at time t1 and ends at time t15. The first operation effective period (for example, the button operation effective period of the button continuous striking effect) starts at time t1 simultaneously with the start of the special figure variable game, and ends at time t15 simultaneously with the end of the special figure variable game. The second operation effective period (for example, the button operation effective period of the timer 6 button pressing effect) starts at time t5 after time t1 and ends at time t11 before time t15. The period from time t5 to time t11 is an overlapping period in which the first operation effective period and the second operation effective period overlap.

  A period from time t1 to time t5 is a first operation effective period without overlap. Thereby, whenever a button operation is detected at time t2, t3, t4, the 1st effect (For example, the effect which raises a meter by changing the lowermost white segment image to red) is performed.

  The period from time t5 to time t11 is an overlapping period, and both the first operation effective period and the second operation effective period are originally effective, but in this example, the second operation effective period started later is effective. Thus, the first operation valid period that was started first is invalid. Thereby, if button operation is detected at the time t6, a 1st effect will not be performed but a 2nd effect (for example, cut-in effect) will be performed. In this example, since the second effect is a single effect, it is executed only by a button operation at time t6 detected for the first time in the second operation valid period. Therefore, even if a button operation is detected at times t7, t8, t9, and t10, neither the first effect nor the second effect is executed.

  A period from time t11 to time t15 is a first operation effective period without overlap. As a result, the first operation effective period becomes effective again, so that the first effect is executed every time a button operation is detected at times t12, t13, and t14.

[Fourth Embodiment]
Next, a game machine according to a fourth embodiment of the present invention will be described. In the pachinko machine 100 according to the present embodiment, priorities are set for the two operation effective periods, and notification is performed based on the priorities, and one operation effective period becomes ineffective due to overlap. It is characterized in that it cannot be restored even if the validity period remains when the overlap is resolved. Since other configurations are the same as those in the first embodiment, description thereof is omitted.

  FIG. 34 is a flowchart showing an exemplary flow of the chance button operation valid period management process (step S817 in FIG. 22) executed by the first sub control unit 400 in the present embodiment. In the chance button operation effective period management process of the present embodiment shown in FIG. 34, steps S1401 to S1411 are the same as steps S1301 to S1311 of the chance button operation effective period management process of the third embodiment shown in FIG. Therefore, the description is omitted.

  In the present embodiment, if it is determined in step S1411 that the new button effect has a higher priority than the currently executed button effect, the process proceeds to step S1413, and operation valid period data for the new button effect is provided in the RAM 408. Is set as the initial value of the operation valid period counter. By this processing, the operation effective period counter is overwritten from the value indicating the remaining time of the operation effective period of the button effect being executed to the value indicating the operation effective period of the new button effect. After this, the operation effective period of the currently executed button effect becomes ineffective, and the operation effective period of the new button effect becomes effective. Further, by this process, the new button effect becomes a new executing button effect. Thereafter, the process proceeds to step S1415.

  In step S1415, a value is acquired from the operation effective period counter, and 1 is subtracted from the acquired value and stored in the original operation effective period counter. Thereby, 1 is subtracted from the value of the operation effective period of the executing button effect.

  In step S1417 following step S1415, it is determined whether or not the value of the operation valid period counter is zero. If it is determined that the value of the operation valid period counter is 0, the process proceeds to step S1419. If it is determined that the value is not 0, the chance button operation valid period management process is terminated.

  In step S1419, the button status is set to “invalid”. Thereafter, the chance button operation effective period management process is terminated.

  35 and 36 show the display states of the decorative symbol display device 208, the special figure 1 display device 212, and the special figure 2 display device 214, the special figure 1 holding lamp 218, and the special figure in the special figure variable game of the present embodiment. 2 shows the lighting state of the hold lamp 220 in time series. 35 (a) to 35 (e) are the same as FIGS. 31 (a) to 31 (e) of the third embodiment, and a description thereof will be omitted. Also in this example, it is assumed that the special figure 1 variable game stop symbol is special figure A, and the timer number is timer 6 (super reach 1). Here, the button operation effective period (first operation effective period) of the button continuous striking effect is started simultaneously with the start of display of the repetitive striking gauge image 810 and the repetitive striking promotion image 812 of FIG.

  As shown in FIG. 35 (f), when a predetermined time elapses from the start of fluctuation, the timer 6 button press effect is started regardless of the button repeated effect, for example, as in FIG. 31 (f). In this example, the button operation effective period (second operation effective period) of the timer 6 button press effect is started simultaneously with the start of the display of the button press promotion image 804 of the timer 6 button press effect. For example, the remaining time of the second operation effective period (the initial value of the operation effective period counter) is set so as to end before the determination result of whether or not the change is appropriate.

  In this example, since the second operation effective period is started during the first operation effective period, thereafter, the first operation effective period and the second operation effective period overlap with each other. In this example, since the button pressing effect for timer 6 has a higher priority than the button striking effect, the operation effective period counter in the RAM 408 indicates a value indicating the second operation effective period from a value indicating the remaining time of the first operation effective period. Will be overwritten. Thus, the button press during the overlap period is effective for the timer 6 button press effect, but is not effective for the button repeated press effect.

  When the chance button 136 is pressed during the overlap period, it is determined that the button for the timer 6 button press effect is pressed, and a cut-in effect is executed in the effect display area 208d as shown in FIG. 35 (g). In the cut-in effect, a moving image in which the expression of the hero character is enlarged is displayed on a small screen 806 arranged in a layer on the nearer side than the repeated hitting gauge image 810 and the repeated hitting promotion image 812. Further, in the cut-in effect, a notice notification of the special figure stop symbol of the change is performed based on the display pattern of the outer frame image 808 serving as the outer frame of the small screen 806.

  The second operation valid period ends, for example, at the same time as the start of the cut-in effect, at the same time as the end of the cut-in effect, or after a predetermined time has elapsed since the end of the cut-in effect. In the third embodiment, when the second operation effective period ends before the first operation effective period and the overlap period ends, the first operation effective period returns, but in the present embodiment, in the RAM 408 Since the operation valid period counter is overwritten with the value indicating the second operation valid period, the first operation valid period once invalidated is not restored. Therefore, even if the chance button 136 is pressed after the second operation valid period ends, as shown in FIGS. 35 (h) and 36 (a), the meter of the continuous hitting gauge image 810 does not change.

  Here, a process for managing the operation effective period (for example, the effect control process in FIG. 21 (step S411), the chance button operation effective period management process in FIG. 22 (step S817)), or a process for performing control based on the button press (for example, The chance button control process (step S411) in FIG. 21 and the process for performing image control of the decorative symbol display device 208 (for example, the image control process (step S413) in FIG. 21) are independent processes. For this reason, even after the button pressing for the button repeated striking effect becomes invalid due to the start of the timer 6 button pressing effect, the button striking effect images (for example, the repetitive striking gauge image 810 and the repetitive striking promotion image 812) are not deleted. In some cases, the information that remains and promotes repeated button presses is continued. For example, in FIG. 35 (f), the continuous hitting gauge image 810 and the continuous hitting promotion image 812 arranged in a layer behind the button press promotion image 804 of the timer 6 button press effect, and in FIG. 35 (g), the cut-in effect is small. The continuous hitting gauge image 810 and the continuous hitting promotion image 812 arranged in a layer deeper than the screen 806, the continuous hitting gauge image 810 and the continuous hitting promotion image 812 of FIG. 35 (h) and FIG. It remains after the button press is disabled.

  Thereafter, in the effect display area 208d, after the moving images of the confrontation effect slashing scene and the slashing end scene are displayed (see FIG. 36 (b)), the winning scene is determined based on the determination result (probability big hit) of the change. Is displayed (see FIG. 36C).

  When the variable time (30 seconds) of the timer 6 elapses, the special figure variation game ends, and as shown in FIG. 36 (d), special figure A (15R special big hit) is stopped and displayed on the special figure 1 display device 212. In the symbol display areas 208a to 208c, the symbol combination for notifying the 15R special big hit (for example, “decoration 7-decoration 7-decoration 7”) is stopped and displayed. As a result, the player is notified that the result of the determination of whether or not the change is a 15R special big hit. In the effect display area 208d, a moving image of the winning scene is displayed subsequently from FIG.

  FIG. 37 is a timing chart showing an example of the effective period of button operation and the timing of effect operation by button operation in the present embodiment. In this example, it is assumed that the special figure variation game by the timer 6 starts at time t1 and ends at time t13. The first operation effective period (for example, the button operation effective period of the button stroke effect) is started at time t1 simultaneously with the start of the special figure variable game. At the time of the start, the first operation valid period is set to end at the time t13 simultaneously with the end of the special figure variable game. The second operation effective period (for example, the button operation effective period of the timer 6 button pressing effect) starts at time t4 after time t1 and ends at time t10 before time t13. The period from time t4 to time t10 is an overlapping period in which the first operation effective period and the second operation effective period overlap.

  A period from time t1 to time t4 is a first operation effective period without overlap. Thereby, whenever a button operation is detected at time t2 and t3, the 1st production (for example, the production which raises a meter by changing the lowermost white segment image to red) is performed.

  The period from time t4 to time t10 is an overlapping period, and both the first operation effective period and the second operation effective period are originally effective, but in this example, the second operation effective period started later is effective. Thus, the first operation valid period that was started first is invalid. Thereby, if button operation is detected at the time t5, a 1st effect will not be performed but a 2nd effect (for example, cut-in effect) will be performed. In this example, since the second effect is a single effect, it is executed only by a button operation at time t5 detected for the first time in the second operation valid period. Therefore, even if a button operation is detected at times t6, t7, t8, and t9, neither the first effect nor the second effect is executed.

  When the second operation valid period ends at time t10, the remaining time until the end time t13 set at the start of the first operation valid period remains. However, in this example, since the operation effective period counter in the RAM 408 is overwritten with a value indicating the second operation effective period at the start of the second operation effective period, the first operation effective period once invalidated becomes effective again. Never become. Therefore, since the first operation effective period and the second operation effective period are both ineffective during the period from time t10 to time t13, the first and second effects are detected even when button operations are detected at times t11 and t12. Is not executed.

  For example, when the second operation effective period that ends first in this example is the operation effective period of the button continuous striking effect, the player does not notice the end even after the second operation effective period ends, and the chance button 136 There is a risk of continuing to hit. In such a case, in a configuration in which the first operation effective period is restored after the second operation effective period ends, the player unintentionally presses the chance button 136 during the first operation effective period. If an operation unintended by the player is reflected in the production, the player may be discouraged. In this example, the remaining time of the first operation effective period remains after the second operation effective period ends. Even so, the first operation valid period is not returned.

  Further, in the present embodiment, the content of changing the execution mode of a plurality of effects based on one lottery result has been described. For example, as described above, the notice effect based on the lottery result of the change and the change Alternatively, a pre-reading notice effect based on a lottery result based on a hold performed later may be performed at the same time. In that case, it may be possible to execute a button effect based on both lottery results by giving priority to the shorter time taken to derive the lottery result (the effect based on the lottery result of the change).

[Fifth Embodiment]
Next, a game machine according to a fifth embodiment of the present invention will be described. The pachinko machine 100 according to the present embodiment is characterized in that when a button operation is performed during an overlapping period in which the first operation effective period and the second operation effective period overlap, a special aspect of presentation is performed. doing. Since other configurations are the same as those in the first embodiment, description thereof is omitted.

  FIG. 38A is a schematic timing chart showing the feature points of the present embodiment. As shown in FIG. 38 (a), in the present embodiment, a period in which the first operation effective period is effective alone, a period in which the second operation effective period is effective alone, a first operation effective period, and There may be an overlap period in which the second operation effective period overlaps, for example, during one change period or during a period across multiple changes.

  When the chance button 136 is pressed during a period in which the first operation effective period is effective independently, as shown in FIG. 38B, the first effect (in this example, FIG. 26E and FIG. 27E). Etc.) is executed. When the chance button 136 is pressed during a period in which the second operation effective period is effective independently, a second effect (in this example, a kanban notification effect) is executed as shown in FIG. Here, in the Kanban announcement effect of this example, a character character (for example, “high expectation”) for notifying the result of the determination of whether or not the change is recorded in a layer in front of the moving image constituting each scene of the confrontation effect is described. This is an effect in which an image of the main character with the Kanban displayed is displayed in the effect display area 208d.

  On the other hand, when the chance button 136 is pressed during the overlap period, a third effect different from the first effect and the second effect is executed. For example, the third effect may be a notification that is more advantageous than the first effect and the second effect, or may be a notification that is more disadvantageous than the first effect and the second effect. In this example, a premier effect is executed in which a notice of whether or not the change is appropriate is notified with a higher reliability (for example, a final notification with a reliability of 100%) than the cut-in effect and the kanban notification effect. As shown in FIG. 38 (d), in the premier effect, for example, a character character (for example, “big hit!”) Image that suggests whether or not the change is appropriate, an image of the main character to be raised, and a long-awaited life. The image of the princess character is displayed in the effect display area 208d.

  FIG. 39 is a timing chart showing an example of the button operation effective period and the timing of the rendering operation by the button operation in the present embodiment. In this example, it is assumed that a special figure variation game starts at time t1 and ends at time t11. The first operation effective period corresponding to the first effect is set to start at time t3 after time t1 and end at time t7. The second operation effective period corresponding to the second effect is set to start at time t5 after time t1 and before time t7, and end at time t9 after time t7. The period from time t5 to time t7 is an overlapping period in which the first operation effective period and the second operation effective period overlap.

  During the period from time t1 to time t3 and the period from time t9 to time t11, since the first operation valid period and the second operation valid period are both invalid, button operations are detected at times t2 and t10. However, the first to third effects are not executed.

  The period from time t3 to time t5 is a period in which only the first operation valid period is valid independently. Thereby, if button operation is detected at the time t4, the 1st effect (for example, cut-in effect) corresponding to the 1st operation effective period will be performed.

  The period from time t5 to time t7 is an overlapping period in which the first operation effective period and the second operation effective period overlap. Thus, when a button operation is detected at time t6, a third effect (for example, a premier effect) different from the first effect and the second effect is executed.

  The period from time t7 to time t9 is a period in which only the second operation effective period is effective independently. Thus, when a button operation is detected at time t8, a second effect (for example, a kanban notification effect) is executed.

  As described above, in the present embodiment, only in the overlap period in which the first operation effective period and the second operation effective period overlap, the third effect in a special mode that is different from the first effect and the second effect based on the button operation. Is executed. For example, by setting the overlap period to a minute time, there are cases where it is possible to have a fun way of performing button operations aiming at the period.

  Even if the first operation valid period is recognized, a player who stands by not to perform the button operation until the first operation valid period ends in order to see the third effect appears. there is a possibility. Conventionally, when a button operation is performed at the beginning of the operation effective period (for example, immediately after the start of the period), assuming that the scale of the effect performed based on the operation is constant, the operation effective period is set after the execution of the effect. There was a problem that a still image was displayed until the end, and the player was bored during that time. In the present embodiment, even if the operation effective periods do not actually overlap, the player's button operation during the first operation effective period that has been performed earlier may be delayed.

  As described above, the gaming table according to the above embodiment includes an operation unit (for example, chance button 136) that can be operated by a player, and operation detection means (for example, chance button sensor) that detects an operation on the operation unit. 426, sensor circuit 428, chance button control process (step S411)), effect means (for example, decorative symbol display device 208, effect display area 208d, speaker 120) where the effect is performed, and controlling the effect means, During the first operation effective period (for example, the first operation effective period, the operation effective period of the pre-read notification button pressing effect, and the button effective operation period of the button striking effect), the operation detecting unit detects an operation to the operation unit. On the basis of the above, the first means (for example, the first effect, the pre-reading notification effect, the segment constituting the continuous hitting gauge image 810) (The effect of changing the image from white to red and raising the meter) is executed, and the operation is performed during the second operation effective period (for example, the second operation effective period, the operation effective period of the timer 6 button pressing effect). Based on the fact that the detecting means detects the operation on the operation unit, the effect control means (for example, effect control processing (step)) that causes the effect means to execute the second effect (for example, the second effect, the cut-in effect). S409)), wherein the effect control means includes an operation effective overlapping period (for example, a first operation effective period) in which the first operation effective period and the second operation effective period overlap. Based on the fact that the operation detecting means detects an operation to the operation unit during the overlapping period in which the second operation effective period overlaps, a specific effect (for example, the first effect and the second effect) is given to the effect means. One Or both, the first effect and different from any third effect of the second effect, characterized in that to execute the premier effect).

  According to this configuration, it may be possible to improve the interest of the game stand by performing various effects based on the player's operation.

  In addition, according to this configuration, it is possible to perform an effect by performing an operation during the operation effective overlap period without performing an operation in each of the first and second operation effective periods, and the player's operation burden In some cases, the operation unit can be used for a long period of time by reducing the number of operations of the operation unit while reducing the above. In addition, since a specific effect is performed only by an operation in the operation effective overlap period, there is a case where it is possible to have a way of enjoying that the operation is performed aiming at the period.

  In addition, the gaming machine according to the above embodiment has a lottery means (for example, a special lottery) for performing a predetermined lottery based on establishment of a predetermined condition (for example, winning in the special figure 1 starting port 230 or the special figure 2 starting port 232). FIG. 1 related lottery process (step S231), special figure 2 related lottery process (step S229)) and symbols (for example, special figure 1 and special figure 2) are variably displayed and then the symbols based on the lottery results by the lottery means. When symbol display means (for example, special figure 1 display device 212, special figure 2 display device 214) is displayed, and the symbol displayed on the symbol display means is a specific symbol (for example, jackpot symbol) Game control means (for example, special figure 1 state update processing (step S227), special figure 2 for shifting the gaming state from the gaming state to a special gaming state (for example, a winning gaming state) having a higher advantage than the normal gaming state, State update process (step S229)) and effect mode lottery means (for example, effect) for determining the effect mode in the first effect and the second effect by a predetermined effect lottery based on the lottery result by the lottery means A control process (step S409) and an effect lottery process (step S805), and the effect control means is based on the fact that the operation detection means detects an operation to the operation unit during the operation effective overlap period. The first effect and the second effect are executed as the specific effect, and the first effect and the second effect are different in the effect mode.

  According to this configuration, for example, since a plurality of performance modes that are performed simultaneously are different from each other, it may be possible to notify a plurality of information while attracting the player's attention. Moreover, the excessive expectation with respect to the 1 production | presentation aspect by a player may be suppressed. That is, even if it is a high-reliability production mode, there is a possibility that other than the premier production will be missed, but since the reliability is different in each of the plurality of production modes, a plurality of productions with different reliability levels are notified to the player at the same time. In some cases, excessive expectations for one performance can be suppressed.

  In addition, in the game stand according to the above-described embodiment, the production mode lottery unit produces the production in the first production based on the establishment of a specific first condition (for example, establishment of a predetermined prefetch notification condition in the prefetching result). The mode is determined by lottery, and the production mode in the second effect is determined by lottery based on the establishment of a specific second condition (for example, the timer 6 is selected in the lottery result of the change), The production control unit performs the first production and the second production as the specific production based on the fact that the operation detection unit has detected an operation on the operation unit during the operation effective overlap period. It is characterized by.

  According to this configuration, there is a case where a plurality of information can be notified while attracting the player's attention by simultaneously notifying a plurality of effects. For example, when the effect based on the pre-read result information is notified simultaneously with the effect based on the lottery result of the change, each notification content affects the player's expectation for each lottery result. A sufficient effect may be obtained. Moreover, in the example of the pachinko machine 100 in the above embodiment, a plurality of effects based on the pre-read result information and the information on the lottery result of the change (a plurality of start information) is given as an example. The current lottery result and the AT lottery result may be simultaneously notified. As described above, the “specific condition” includes a lottery related to a player's starting profit.

  In addition, in the game stand according to the above-described embodiment, the production mode lottery means can determine the first based on establishment of a specific first condition (for example, the timer 6 is selected in the lottery result of the change). The production mode in the production and the second production is determined by lottery, and the production control unit is configured to determine the identification based on the fact that the operation detection unit has detected an operation on the operation unit during the operation effective overlap period. The first effect and the second effect are performed as the effects.

  According to this configuration, it is possible to execute an effect without performing an operation in each of the first and second operation effective periods, and by reducing the operation frequency of the operation unit while reducing the operation burden on the player. In some cases, the operation unit can be used for a long period of time.

  In addition, in the gaming machine according to the above-described embodiment, the presentation control unit is configured as the specific presentation based on the fact that the operation detection unit detects an operation on the operation unit during the operation effective overlap period. One effect is performed and the second effect is not performed (for example, the second operation effective period is disabled during the overlap period).

  According to this configuration, since it is possible to determine the production without considering the overlap of the operation effective periods of the plurality of productions by setting the notification priority in advance, it may not take time for designing. is there. In addition, even if it is the same operation effect, the importance level of the content indicated by the operation that is notified based on the operation may be different from each other. Even if the valid periods overlap, it may be possible to notify the player of a highly important effect.

  In addition, in the gaming machine according to the above embodiment, the effect control unit is configured such that after the operation effective overlap period ends, the first or second operation effective period (for example, the second operation effective period is the first operation effective period). Even if the operation detecting means detects an operation to the operation unit during a period in which the operation effective period is ended before the operation effective period and the duplication of the operation effective period is resolved) The second effect and the specific effect are not performed.

  Conventionally, a player who wants to perform an operation in the operation effective overlap period but does not want to perform an operation in the subsequent first or second operation effective period has the first or second operation immediately before the end of the operation effective overlap period. Since there was a possibility that the second operation valid period would be over, there was a possibility of hesitation, and there was a possibility that the operation frequency of the player would decrease with respect to the execution frequency of the production. On the other hand, according to the above configuration, even if the player's operation for the operation effective overlap period protrudes into the first or second operation effective period, an effect based on the operation is not performed. The player may be able to perform an operation without worrying about the remaining time of each operation effective period.

  In the above embodiment, the button image 800, the button pressing promotion image 804, and the like are used to notify that the button operation is promoted (operation promotion notification). However, the notification that the button operation is possible (effective) (operation possible notification) ), Notification of the remaining time of the operation valid period, or the like may be notified to the player that the button can be operated. Further, it is not notified that the operation is valid for the interrupted operation valid period (the operation valid period started earlier), and the operation is valid for the interrupted operation valid period (the operation valid period started later). You may make it alert | report that there exists.

  In the above embodiment, for example, when the first operation effective period is started in advance, when the button operation is detected in the first operation effective period and the first effect has already been performed, the second operation effective period is thereafter performed. The interruption may be prohibited. In this case, the overlapping period does not occur, and no special effect is performed. On the other hand, when an operation is not detected in the first operation effective period, interruption of the second operation effective period is allowed, so that the possibility of occurrence of an overlapping period or execution of a special aspect remains.

  In the above embodiment, when the effect based on the lottery result of the variation and the effect based on the pre-reading are simultaneously performed, the result of the lottery of the variation has become a probable big hit, so there is no change in the subsequent holding. ? There is a case where the expectation for the effect based on the lottery result of the change changes.

  In the above embodiment, both effects are controlled based on the operation, but depending on conditions such as display priority, the player may feel as if the effect is not being executed. . In other words, it includes those that are produced in terms of control but appear to be not produced.

  In the above embodiment, each of the promotion effect and the in-hold-relationship confirmation effect is performed based on the operation, and when both are established, a special third effect (promotion and hold-continuation determination) is performed. May be. In this case, the promotion effect and the in-hold extended resort finalization effect are performed in separate and different modes, and the third mode is further different from them.

  In the above-described embodiment, the operation unit includes a button that is always valid (for example, a help button that displays a game description or the like on the decorative symbol display device 208 when the button is pressed).

  Conventionally, it has been common to design the buttons so that the effective period of button operations does not overlap so that multiple notifications with different contents are not simultaneously performed based on one lottery result. There was a problem that the execution frequency of the production could not be increased and the design was troublesome. On the other hand, in the gaming machine according to the above-described embodiment, the above-described problem can be solved, and there are cases where it is possible to produce effects in various ways.

  The game machine according to the present invention is also suitable for the slot machine 1100 shown in FIG. FIG. 40 is an external perspective view of the slot machine 1100 viewed from the front side (player side). A slot machine 1100 shown in FIG. 40 includes a main body 1101 and a front door 1102 that is attached to the front surface of the main body 1101 and can be opened and closed with respect to the main body 1101. Three reels (left reel 1110, middle reel 1111, right reel 1112) having a plurality of types of symbols (not shown) arranged on the outer peripheral surface are housed inside the center of the main body 1101 and rotated inside the slot machine 1100. It is configured to be able to. These reels 1110 to 1112 are rotationally driven by a driving device such as a stepping motor.

  In the present embodiment, an appropriate number of symbols are printed on the belt-like member at equal intervals, and the reels 1110 to 1112 are configured by attaching the belt-like member to a predetermined circular cylindrical frame member. When viewed from the player, the symbols on the reels 1110 to 1112 are generally displayed in the vertical direction from the symbol display window 1113 so that a total of nine symbols can be seen. Then, by rotating the reels 1110 to 1112, the combination of symbols that can be seen by the player varies. That is, each of the reels 1110 to 1112 functions as a display device that displays a plurality of combinations of symbols in a variable manner. In addition to the reel, an electronic image display device such as a liquid crystal display device can also be used as such a display device. In this embodiment, the three reels 1110 to 1112 are provided inside the center of the slot machine 1100. However, the number of reels and the installation position of the reels are not limited thereto.

  Backlights (not shown) for illuminating individual symbols displayed on the symbol display window 1113 are arranged on the rear surfaces of the reels 1110 to 1112. It is desirable that the backlight is shielded for each symbol so that the individual symbols can be illuminated evenly. In the slot machine 1100, an optical sensor (not shown) including a light projecting unit and a light receiving unit is provided in the vicinity of each reel 1110 to 1112. The light projecting unit and the light receiving unit of this optical sensor are provided. A light shielding piece of a certain length provided on the reel passes between the two. Based on the detection result of this sensor, the position of the symbol on the reel in the rotation direction is determined, and the reels 1110 to 1112 are stopped so that the target symbol is displayed on the winning line.

  The winning line display lamp 1120 is a lamp indicating a winning line 1114 that is valid. The effective pay line is determined in advance by the number of medals bet as a game medium. There are 5 winning lines 1114. For example, when one medal is bet, the middle horizontal winning line is valid, and when two medals are betted, the upper horizontal winning line and the lower horizontal winning line are added. When three lines are valid and three medals are bet, five lines including a right-down winning line and an upper-right winning line are valid as winning lines. Note that the number of winning lines 1114 is not limited to five. For example, when one medal is bet, the middle horizontal winning line, the upper horizontal winning line, the lower horizontal winning line, the right The down line and the upper right line may be set as valid pay lines, or the same number of pay lines may be set as valid pay lines regardless of the number of bets.

  The notification lamp 1123 is, for example, a lamp that informs the player that a specific winning combination (specifically, a bonus) has been won internally in an internal lottery to be described later, or that a bonus game is in progress. The game medal insertable lamp 1124 is a lamp for notifying that the player can insert a game medal. The replay lamp 1122 informs the player that the current game can be replayed (the medal insertion is unnecessary) when winning a replay that is one of the winning combinations in the previous game. It is a lamp. The reel panel lamp 1128 is an effect lamp.

  The bet buttons 1130 to 1132 are buttons for inserting a predetermined number of medals (referred to as credits) stored electronically in the slot machine 1100. In this embodiment, every time the bet button 1130 is pressed, a maximum of three cards are inserted, two are inserted when the bet button 1131 is pressed, and three are inserted when the bet button 1132 is pressed. It has become so. Hereinafter, the bet button 1132 is also referred to as a MAX bet button. The game medal insertion lamp 1129 lights up a number of lamps corresponding to the number of inserted medals, and when a specified number of medals are inserted, a game start is informed that a game start operation is possible. The lamp 1121 is turned on.

  The chance button 1190 is a button for changing the effect mode of the effect device 1160 by the player's operation. The medal slot 1141 is an slot for a player to insert a medal when starting a game. In other words, the insertion of medals can be performed electronically by using the bet buttons 1130 to 1132, or an actual medal can be inserted (insertion operation) from the medal insertion slot 1141, and the insertion includes both. is there. The stored number display 1125 is a display for displaying the number of medals stored electronically in the slot machine 1100. The game information display 1126 is a display for displaying various types of internal information (for example, the number of medals paid out during a bonus game) as numerical values. The payout number display 1127 is a display for displaying the number of medals to be paid out to the player as a result of winning a winning combination. The stored number display 1125, the game information display 1126, and the payout number display 1127 are 7-segment (SEG) displays.

  The start lever 1135 is a lever type switch for starting the rotation of the reels 1110 to 1112. That is, when a desired medal number is inserted into the medal insertion slot 1141 or when the bet buttons 1130 to 1132 are operated and the start lever 1135 is operated, the reels 1110 to 1112 start to rotate. The operation on the start lever 1135 is referred to as a game start operation.

  The stop button unit 1136 is provided with stop buttons 1137 to 1139. Stop buttons 1137 to 1139 are button-type switches for individually stopping the reels 1110 to 1112 that have started rotating by operating the start lever 1135, and are associated with the reels 1110 to 1112. Hereinafter, the operation on the stop buttons 1137 to 1139 is referred to as a stop operation, the first stop operation is referred to as a first stop operation, the next stop operation is referred to as a second stop operation, and the last stop operation is referred to as a third stop operation. Note that a light emitter may be provided inside each stop button 1137 to 1139, and when the stop button 1137 to 1139 can be operated, the light emitter may be turned on to notify the player.

  The medal return button 1133 is a button for pressing and removing a medal when the inserted medal is clogged. The payment button 1134 is a button for adjusting the medals stored electronically in the slot machine 1100 and the bet medals and discharging them from the medal payout exit 1155. Door key hole 1140 is a hole into which a key for unlocking front door 1102 of slot machine 1100 is inserted.

  Below the stop button unit 1136, a title panel 1162 for displaying a model name and pasting various types of certificate stamps is provided. At the lower part of the title panel 1162, a medal payout opening 1155, a medal tray 1161 and a sound hole 1180 are provided. The sound hole 1180 is a hole for outputting the sound of a bass speaker (not shown) provided inside the slot machine 1100 to the outside.

  Side lamps 1144 provided at the left and right portions of the front door 1102 are decorative lamps for exciting games. A rendering device 1160 is disposed above the front door 1102. This effect device 1160 includes a shutter (shielding device) 1163 including two right shutters 1163a and 1163b that can be opened and closed in the horizontal direction, and a liquid crystal display device (effect image display) disposed on the back side of the shutter 1163. Device) 1157. When the right shutter 1163a and the left shutter 1163b are opened outward in the horizontal direction in front of the effect image display device 1157, the display screen of the effect image display device 1157 is displayed in front of the slot machine 1100 (player side). It has a structure that appears. The effect image display device 1157 is not limited to a liquid crystal display device, but may be any display device capable of displaying various effect images and various game information. For example, a multi-segment display (7-segment display), a dot matrix display, etc. An organic EL display, a plasma display, a reel (drum), or a display device including a projector and a screen may be used. Further, the display screen has a rectangular shape and is configured so that the player can visually recognize the entire display screen. In the case of this embodiment, the display screen is rectangular, but may be square. In addition, a decorative object (not shown) may be provided on the periphery of the display screen, and a part of the peripheral edge of the display screen may be hidden by the decorative object, so that the display screen looks irregular. In the present embodiment, the display screen is a flat surface, but may be a curved surface.

  A sound hole 1143 is provided in the upper portion of the rendering device 1160. The sound hole 1143 is a hole for outputting the sound of an upper speaker (not shown) provided in the slot machine 1100 to the outside.

  Although illustration of circuit blocks is omitted, the slot machine 1100 of this example has a control unit having the same configuration as the pachinko machine 100. That is, the control unit of the slot machine 1100 has at least a main control unit that controls the central part of the game, and a first sub-control unit that mainly controls the production according to the command transmitted by the main control unit. ing.

In the present invention, a pachinko machine and a slot machine are given as examples of the game machine, but the present invention is not limited thereto, and may be applied to an arrangement ball game machine, a ball ball game machine, a smart ball, or the like.
The game table of the above embodiment is expressed as follows, for example.
(Appendix 1)
An operation unit that can be operated by the player;
Operation detecting means for detecting an operation to the operation unit;
Production means for production,
While controlling the production means, based on the fact that the operation detection means has detected an operation to the operation unit during the first operation effective period, the production means performs the first production, and the second An effect control means for causing the effect means to execute a second effect based on the fact that the operation detecting means detects an operation to the operation unit during the operation valid period of
A game machine equipped with
The production control means is based on the fact that the operation detection means detects an operation to the operation unit during an operation effective overlap period in which the first operation effective period and the second operation effective period overlap. Have the production means perform a specific production
A game table that features
(Appendix 2)
In the game stand described in Appendix 1,
Lottery means for performing a predetermined lottery based on establishment of a predetermined condition;
A symbol display means for displaying a symbol based on a lottery result by the lottery means after the symbol is displayed in a variable manner;
When the symbol displayed on the symbol display means is a specific symbol, game control means for shifting the gaming state from the normal gaming state to a special gaming state having a higher advantage than the normal gaming state;
Based on the lottery result by the lottery means, the effect mode lottery means for determining the effect mode in the first effect and the second effect by a predetermined effect lottery,
With
The production control unit executes the first production and the second production as the specific production based on the fact that the operation detection unit has detected an operation on the operation unit during the operation valid overlap period. And
The first production and the second production have different production aspects.
A game table that features
(Appendix 3)
In the game stand described in Appendix 2,
The production mode lottery means determines the production mode in the first production by lottery based on the establishment of the specific first condition, and in the second production based on the establishment of the specific second condition. The production mode is determined by lottery,
The production control unit performs the first production and the second production as the specific production based on the fact that the operation detection unit has detected an operation on the operation unit during the operation effective overlap period.
A game table that features
(Appendix 4)
In the game stand described in Appendix 2,
The production mode lottery means determines the production mode in the first production and the second production by lottery based on the establishment of a specific first condition,
The production control unit performs the first production and the second production as the specific production based on the fact that the operation detection unit has detected an operation on the operation unit during the operation effective overlap period.
A game table that features
(Appendix 5)
In the game stand described in Appendix 1,
The production control unit performs the first production as the specific production based on the fact that the operation detection unit detects an operation on the operation unit during the operation effective overlap period, and the second production is performed. Do not do
A game table that features
(Appendix 6)
In the game stand according to any one of appendices 1 to 5,
The production control means may be a case where the operation detection means detects an operation on the operation unit after the operation effective overlap period ends and during the first or second operation effective period. Do not perform the first effect, the second effect, and the specific effect
A game table that features

100 Pachinko machine 126 Chance button 208 Decorative symbol display devices 208a to 208c Symbol display area 208d Effect display area 300 Main control units 304, 404 CPU
306, 406 ROM
308, 408 RAM
400 First sub-control unit 500 Second sub-control unit

Claims (10)

  1. Operation means provided at least in a position where the player can operate ;
    Display means capable of executing at least display;
    A game machine equipped with
    The display means is capable of executing at least a first display,
    The display means is capable of executing at least a second display;
    The display means is capable of at least executing the first display in a first period,
    The display means is capable of at least executing the second display in a second period,
    The display means is capable of at least executing the first display in a third period,
    The display means can execute at least the second display in the third period,
    The display means is capable of at least performing a third display when the operation means is operated in the first period.
    The display means is capable of executing at least a fourth display when the operation means is operated in the second period,
    The display means can execute at least the third display when the operation means is operated in the third period,
    The display means does not execute at least the fourth display when the operation means is operated in the third period.
    A game stand characterized by that.
  2.   The game stand according to claim 1,
      The first display is a display prompting the operation of the operation means,
      The second display is a display prompting the operation of the operation means.
    A game stand characterized by that.
  3.   The game stand according to claim 1 or 2,
      The display means does not execute at least the fourth display when the operation means is operated in the first period;
      The display means does not execute at least the third display when the operation means is operated in the second period.
    A game stand characterized by that.
  4.   It is a game stand as described in any one of Claims 1 thru | or 3,
      The display means is capable of continuing at least the second display when the operation means is operated in the third period.
    A game stand characterized by that.
  5.   It is a game stand as described in any one of Claims 1 thru | or 4,
      The display means is capable of at least erasing the first display when the operation means is operated in the third period.
    A game stand characterized by that.
  6.   A game stand according to any one of claims 1 to 5,
      The first display is a display that is at least different in display mode from the second display.
    A game stand characterized by that.
  7.   It is a game stand as described in any one of Claims 1 thru | or 6,
      The display means is capable of at least executing the second display in a fourth period,
      The display means does not execute at least the first display in the fourth period;
      The display means is capable of executing at least the fourth display when the operation means is operated in the fourth period.
      The fourth period is a period after the end of the third period,
      The fourth period is a period before the end of the second period.
    A game stand characterized by that.
  8.   A gaming table according to any one of claims 1 to 7,
      The first period is started after the start of the second period,
      The first period is started before the end of the second period.
    A game stand characterized by that.
  9.   It is a game stand as described in any one of Claims 1 thru | or 8,
      The display means is capable of at least performing symbol variation display,
      One of the third display and the fourth display is a notice,
      One of the fourth display and the fourth display is a pre-reading notice,
      The advance notice is for notifying the occurrence of a specific state in the symbol variation display being executed,
      The pre-reading notice is for notifying the occurrence of a specific state in the symbol fluctuation display executed after the symbol fluctuation display being executed,
    A game stand characterized by that.
  10.   The game table according to claim 9,
      The third indication is the advance notice,
      The fourth display is the prefetch notice.
    A game stand characterized by that.
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JP6478342B2 (en) * 2017-03-27 2019-03-06 株式会社大一商会 Gaming machine
JP6478343B2 (en) * 2017-03-27 2019-03-06 株式会社大一商会 Gaming machine

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JP4705547B2 (en) * 2006-10-06 2011-06-22 株式会社ニューギン Game machine

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JP2013128856A (en) * 2013-04-04 2013-07-04 Daito Giken:Kk Game machine

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