JP5283655B2 - Game machine - Google Patents

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JP5283655B2
JP5283655B2 JP2010077788A JP2010077788A JP5283655B2 JP 5283655 B2 JP5283655 B2 JP 5283655B2 JP 2010077788 A JP2010077788 A JP 2010077788A JP 2010077788 A JP2010077788 A JP 2010077788A JP 5283655 B2 JP5283655 B2 JP 5283655B2
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game
notice effect
determined
continuous notice
special symbol
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JP2011206306A (en
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啓 西尾
智哉 百瀬
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京楽産業.株式会社
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  The present invention relates to a pachinko gaming machine.

The pachinko gaming machine draws a special symbol in accordance with the establishment of a start condition that a game ball wins a start winning opening, and a decorative symbol displayed on the image display device based on the lottery result is, for example, “777”. It is known that the game is configured so as to be able to acquire a large number of game balls as prize balls by shifting to a big game state, which is a special game state, by stopping at a set of three symbols such as.
A recent pachinko gaming machine is configured to give a player a sense of expectation for a big hit by performing various notice effects within a variation period of a special symbol of the symbol display device.
As the notice effect, for example, a continuous notice effect using a right (holding ball) to display a special symbol stored when a game ball wins a winning prize opening during a special symbol change is known.
For example, the continuous notice effect is a look-ahead of various random numbers acquired when a game ball wins a start winning opening, and if it is a big win, it is held before the change of special symbols related to the big win This refers to an effect in which a notice effect that suggests a big hit is continuously performed using symbol variation.
In addition, the above-mentioned continuous notice effect performs a continuous notice using a plurality of special symbol fluctuations, whereas a symbol fluctuation as if multiple symbol fluctuations were made during one special symbol fluctuation. There is also known a continuous notice effect that produces an effect.
In this specification, in order to distinguish between the former and the latter continuous notice effects, the former is referred to as “pre-reading continuous notice effects” and the latter as “pseudo continuous notice effects”.

As a prior document of the pre-reading continuous notice effect, Patent Document 1 states whether or not to execute the notice effect as a gaming machine that can improve the interest by limiting the number of times the notice effect is continuously performed. There is disclosed a gaming machine provided with a notice determining means for determining the number of executions of a notice effect based on the stored number of start-holding balls when making a decision and executing a notice effect.
Further, as a prior document of the pseudo continuous notice effect, Patent Document 2 discloses as a prior art document of the pseudo continuous notice effect, a plurality of types of identification information (for example, left, middle, A variable display device having a plurality of variable display sections (for example, left, middle, and right display areas) for displaying the display result in a variable manner and displaying the display result in a variable manner. It is a pachinko machine that can be controlled to a specific gaming state advantageous to the player when the combination of identification information is stopped and displayed, and whether or not the stop result is a combination of specific identification information before the stop display is determined And a change determined by the change pattern determining means, a change pattern determining means for determining a change pattern of the identification information in the variable display device, and a change determined by the change pattern determining means. Display control means for variably displaying the identification information of the variable display device based on the turn and displaying the display result in a stopped manner, and the display control means, after temporarily stopping the identification information of all the variable display sections, A variation pattern executing means for executing a variation pattern for performing a variation pattern for performing a total variation variation (pseudo continuous variation) for starting revariation of identification information of all variable display portions once or a plurality of times; In addition, a pachinko gaming machine is disclosed that includes all-revariation continuation notice means for notifying whether or not pseudo continuous variation is performed when all identification information is not temporarily stopped.

JP 2004-283544 A JP 2008-194069 A

By the way, in the pachinko gaming machine provided with the pre-reading continuous notice effect and the pseudo continuous notice effect as described above, a new game effect using these continuous notice effects has been demanded.
The present invention has been made in view of the above points, and an object of the present invention is to provide a pachinko machine capable of realizing a new continuous notice effect by combining a prefetch continuous notice effect and a pseudo continuous notice effect.

The present invention has been made to solve the above-described problems, and can be realized by the following modes.
That is, according to the first aspect of the present invention, there is provided a start opening into which a game ball can enter, game data acquisition means for acquiring game data by lottery upon entry of a game ball into the start opening, and the game A holding storage means for holding the game data acquired by the data acquisition means, a special symbol display means for displaying a variation of the special symbol based on the game data, and determination of the game data held in the holding storage means Prior determination means that performs in advance when acquiring the game data, image display means that can display decorative symbols, variation pattern selection means that selects a variation pattern of a special symbol based on the game data, and variation pattern selection Effect control means for controlling the effect based on the variation pattern selected by the means, wherein the effect control means displays a special symbol displayed once on the special symbol display means. Displayed on the special symbol display means on the basis of a first continuous notice effect that repeats the variation and temporary stop of the decorative symbols a plurality of times in the image display means within a motion period and a pre-determination result of the pre-determination means A game machine capable of executing a second continuous notice effect over a plurality of fluctuations of the special symbol, wherein the effect control means performs the first continuous notice effect by the prior determination means in advance. If determined, the second continuous notice effect is executed based on the number of the game data held in the hold storage means, and the first continuous number of times equal to or more than the number of consecutive times of the second continuous notice effect. A notice effect is performed.

The second aspect of the present invention is characterized in that the effect control means notifies the number of continuous fluctuations of the first continuous notice effect by color .

According to the present invention, it is possible to realize a new continuous notice effect that combines the first continuous notice effect and the second continuous notice effect.

1 is an overall front view of a pachinko gaming machine according to an embodiment of the present invention. It is the block diagram which showed the structure of the game control apparatus which performs the game control of the whole pachinko gaming machine of this embodiment. (A) is a jackpot random number table, (b) is a jackpot symbol random number table, (c) is a reach random number table, (d) is a figure showing an example of a hit random number table. (A)-(f) is the figure which showed an example of the pseudo | simulation continuous notice effect performed in the pachinko game machine of this embodiment, and its continuous fluctuation frequency notification effect. (A)-(h) is the figure which showed an example of the prefetch continuous notice effect performed in the pachinko machine of this embodiment, and its continuous fluctuation frequency notification effect. (A)-(h) is the figure which showed an example of the prefetch continuous notice effect performed in the pachinko machine of this embodiment, and its continuous fluctuation frequency notification effect. (A)-(h) is the figure which showed an example of the prefetch continuous notice effect performed in the pachinko machine of this embodiment, and its continuous fluctuation frequency notification effect. (A)-(h) is the figure which showed an example of the prefetch continuous notice effect performed in the pachinko machine of this embodiment, and its continuous fluctuation frequency notification effect. It is the flowchart which showed an example of the timer interruption process which CPU of a game control board performs. It is the flowchart which showed an example of the start port SW process which CPU of a game control board performs. It is the flowchart which showed an example of the prior determination process which CPU of a game control board performs. It is the flowchart which showed an example of the gate SW process which CPU of a game control board performs. It is the flowchart which showed an example of the special symbol process which CPU of a game control board performs. It is the flowchart which showed an example of the jackpot determination processing which CPU of a game control board performs. It is the flowchart which showed an example of the change pattern selection process which CPU of a game control board performs. It is the flowchart which showed an example of the process during a stop which CPU of a game control board performs. It is the flowchart which showed an example of the customer waiting setting process which CPU of a game control board performs. It is the flowchart which showed an example of the normal symbol process which CPU of a game control board performs. It is the flowchart which showed an example of the big prize opening process which CPU of a game control board performs. It is the figure which showed the example of a setting of the number of rounds / opening pattern of a big prize apparatus. It is the flowchart which showed an example of the game state setting process which CPU of a game control board performs. It is the flowchart which showed an example of the electric Chu process which CPU of a game control board performs. It is the flowchart which showed an example of the timer interruption process which CPU of an effect control board performs. It is the flowchart which showed an example of the command reception process which CPU of an effect control board performs. It is the flowchart which showed an example of the effect selection process which CPU of an effect control board performs. It is the flowchart which showed an example of the process during the change production completion which CPU of a production control board performs.

FIG. 1 is an overall front view of a pachinko gaming machine according to an embodiment of the present invention.
The pachinko gaming machine 100 shown in FIG. 1 has a rectangular frame 101, and a game board 10 is detachably attached to a window hole of the frame 101.
A glass frame is attached to the front side of the game board 10 so that it can be opened and closed. Also, below the game board 10, there are provided a tray portion 102 for storing game balls, a launch handle 103 for firing the game balls of the tray portion 102, and the like.
On the upper surface of the saucer portion 102, for example, an effect button 104 is provided that directs the player to perform an operation to produce a sense of participation in the game.
Further, although not shown, on the upper surface of the tray part 102, a purchase button for game balls, a purchase cancel button, a ball removal button for removing the game balls in the tray part 102 from the bottom to the outside, and the like are provided.

On the back surface of the game board 10, a synthetic resin mechanism board (none of which is shown) is mounted with back parts related to the progress and production of the game such as a liquid crystal screen, a main control board and a sub control board. . An outer rail R1 and an inner rail R2 are provided around the game area 10a in the game board 10. These outer rail R1 and inner rail R2 guide the game ball launched from the launching device when the launching handle 103 is operated to the upper part of the game area 10a or to the out port 18.
An image display 11 is disposed almost at the center of the game board 10. The image display 11 is configured by a liquid crystal display panel such as a liquid crystal display device, for example, and displays a design image for production according to a special design, for example, a number design, an alphabet design, a character design, and the like. In a so-called reach state or special game state, an effect image or the like showing each game state is displayed. In the reach state, for example, when three symbol images are displayed as a symbol image for production, two symbol images of the three symbol images are arranged, and the special gaming state (reach state) is three symbols. This refers to the state where images are aligned.
An upper start port (first start port) 13 is disposed at the lower center of the image display 11. When the game ball wins, the upper start opening 13 generates a right to variably display a first special symbol of a first special symbol display described later. For this reason, a first start port switch (SW) for detecting the entrance of a game ball is provided inside the upper start port 13.

An electric tulip having a pair of left and right open / close claws (movable pieces) as a variable winning device in the right area of the game board 10 and below the right side of the image display 11 (hereinafter referred to as “electric chew”). 14 is arranged. The electric Chu 14 functions as a second starting port, and generates a right to variably display a second special symbol on a second special symbol display 22 described later when a game ball wins. For this reason, a second start port switch (SW) for detecting the entry of a game ball is provided inside the electric chew 14.
The electric chew 14 is configured to perform an opening operation for a predetermined time when a normal symbol of a normal symbol display 23 described later stops in a predetermined manner.
A gate 15 for operating a normal symbol display 23 described later is provided on the right side of the game board 10 and on the right side of the electric chew 14. The gate 15 is provided with a gate switch (SW) therein.
Further, in the right region of the game board 10, below the electric chew 14, a big winning opening 16 of a big winning device that is opened in the special gaming state is arranged.
Further, the game area 10a of the game board 10 is provided with a general winning opening 17, and a windmill and a number of game nails (not shown) are provided in a protruding manner. The game nail slows down the falling speed of the game ball and changes the falling direction in a complicated manner to enhance the interest in game progression.

FIG. 2 is a block diagram illustrating a configuration of a game control device that performs game control of the pachinko gaming machine according to the present embodiment.
In the game control device shown in FIG. 2, a game control board 111 is provided as a main control board for controlling the progress of the game, and an effect control board 121, an image control board 131, and a lamp control board are provided as sub control boards. 141, a payout control board 151, and the like are provided.
The game control board 111 includes a CPU 112, a ROM 113, a RAM 114, and the like, and performs main control of the pachinko gaming machine.
The game control board 111 includes a first start port SW13a provided in the upper start port 13, a second start port SW14a provided in the electric chew 14, and an electric chew solenoid (SOL for opening and closing the electric chew 14). ) 14b, a gate SW15a provided in the gate 15, a big prize opening SW16a for detecting a game ball won in the big prize opening 16, and a big prize opening solenoid (SOL) for opening / closing the opening / closing door of the big prize opening 16 16b, the general winning opening SW17a is connected.

Also, on the game control board 111, a first special symbol display 21 that performs and displays the first special symbol, a second special symbol display 22 that performs and displays the second special symbol, and a normal symbol variation and display. A normal symbol display 23 is connected.
The first special symbol display 21 and the second special symbol display 22 display whether or not the special symbol is won by variably displaying the special symbol and stopping the variation display after a predetermined time has elapsed.
Further, the normal symbol display 23 displays whether or not the normal symbol is won by winning the normal symbol by variably displaying when the game ball passes through the gate SW 15a and stopping the variability display after a predetermined time has elapsed.

Further, the game control board 111 has a first special symbol hold lamp 24 for displaying the number of reserved rights (holding ball) for starting the variable display of the first special symbol, and a right for starting the variable display of the second special symbol. The second special symbol holding lamp 25 for displaying the number, the right to start displaying the change of the normal symbol obtained by the passage of the gate 15 when the game ball passes the gate 15 while the normal symbol is changing (up to 4) A normal symbol hold lamp 26 or the like for displaying the number of hold is connected.
The pachinko gaming machine 100 according to the present embodiment is configured to preferentially digest the reserved ball of the second special symbol when both the reserved ball of the first special symbol and the reserved ball of the second special symbol are present. Yes. Of course, you may comprise so that the reservation ball | bowl of a 1st special symbol and a 2nd special symbol may be digested in order of winning.
Further, the game control board 111 is connected to an effect control board 121, a payout control board 151, a board external information terminal board 160, and the like. The board external information terminal board 160 is a terminal board for outputting various information of the game board to the outside.

The effect control board 121 includes a CPU 122, a ROM 123, a RAM 124, an RTC (real time clock) 125, and the like, and controls the entire game effect based on various control commands transmitted from the game control board 111. For this reason, the effect control board 121 is connected to an image control board 131 that controls images and sounds, a lamp control board 141 that controls various lamps and effects, and an effect button 104.
The image control board 131 that constitutes the effect control means together with the effect control board 121 includes a CPU 132, a ROM 133, and a RAM 134, and controls images and sounds based on instructions from the effect control board 121. For this reason, the image display board 11 and the speaker 105 are connected to the image control board 131.

The lamp control board 141 includes a CPU 142, a ROM 143, a RAM 144, and the like, and controls the frame lamp 145, the panel lamp 146, the rendering accessory 147, and the like.
The payout control board 151 includes a CPU 152, a ROM 153, a RAM 154, and the like, and controls a payout motor 155, a payout ball detection SW156, a ball presence detection SW157, a full tank detection SW158, and the like of the game ball payout device. Further, a frame external information terminal board 170 is connected to the payout control board 151. The frame external information terminal board 170 is a terminal board for outputting various information of the frame to the outside.

FIG. 3 is an explanatory diagram of a random number table from which various random numbers are acquired in the pachinko gaming machine according to the present embodiment, where (a) is a jackpot random number table, (b) is a jackpot symbol random number table, and (c) is a reach random number table. (D) is a figure showing an example of a hit random number table, respectively.
The special symbol random number in the present embodiment is composed of a jackpot random number shown in FIG. 3A and a jackpot symbol random shown in FIG. Moreover, the random number of a normal symbol is comprised by the hit random number shown in FIG.3 (d).
In the jackpot random number table shown in FIG. 3A, one random number value is acquired from 300 random numbers from “0” to “299”, for example, at the start opening prize.
In the case of the jackpot random number table shown in FIG. 3A, in the low-probability gaming state (normal gaming state), the jackpot ratio is set to 1/300, for example, and the jackpot random number value is “3”. It is determined.
On the other hand, in the high-probability gaming state, the jackpot ratio is set to 10/300, ten times that of the low-probability gaming state, and the acquired jackpot random number values are “3”, “7”, “37”, “67”, “ It is determined that the jackpot is at "97", "127", "157", "187", "217", "247". In addition, in the jackpot random number table shown in FIG. 3A, a lottery lottery, which is a type of lose, is also performed. Here, the small hit ratio is set to 3/300, and it is determined that the small hit is when the acquired big hit random value is “150”, “200”, “250”.

Next, in the jackpot symbol random number table shown in FIG. 3B, one random number value is acquired from 250 random numbers from “0” to “249”. And based on the acquired jackpot symbol random number, any one jackpot is determined from a plurality of types of jackpots.
In this embodiment, five jackpots are prepared as a plurality of types of jackpots: per length with normal time, short per hour with normal time, per length with high probability time, short per length with high probability, and short per hour without high probability. ing.

In the case of a long win with a normal time, the opening time of the big winning opening 16 at the time of the big hit game is long, so that a large amount of balls can be expected to be paid out, and the special symbol changes a predetermined number of times (for example, 100 times) after the big hit game ends This is a jackpot that grants a short-time game, and corresponds to the conventional “normal jackpot”.
The short win with a normal time is a period until the special symbol is changed a predetermined number of times (for example, 100 times) after the big hit game ends, although the opening time of the big winning opening 16 at the time of the big hit game is short and the payout of the outgoing ball can not be expected. This is a jackpot that grants a short-time game, and corresponds to the conventional “hit jackpot”.

The long win with high probability time is a jackpot that gives both a high probability game and a short time game after the jackpot game ends, as well as a long time to open the big prize opening 16 at the time of the jackpot game can be expected This corresponds to the conventional “probability jackpot”.
Short win with high probability short-time is a big hit that gives both high-probability game and short-time game after the jackpot game ends, although the opening time of the big prize opening 16 at the time of jackpot game is short and the payout of the ball can not be expected Is equivalent to
High probability short / short short hit is a big hit that grants a high probability game after the jackpot game ends, although the opening time of the big prize opening 16 at the time of the jackpot game is short and expectation of payout of the ball is not expected. Equivalent to.

Further, in the pachinko gaming machine according to the present embodiment, when a game ball enters the upper start opening 13 and when a game ball enters the electric chew 14, the ratio selected for some types of jackpots Configured differently.
For example, the ratio at which the length per short time is normally selected is the same at 35/250 both when the game ball wins the upper start port 13 and when the game ball wins the electric chew 14. Similarly, the ratio at which the short win with the normal time is selected is the same at 15/250 both when the game ball wins the upper start port 13 and when the game ball wins the electric chew 14.
Specifically, as shown in FIG. 3 (b), if the jackpot symbol random number acquired at the time of winning the first start opening or the electric chew is “0” to “34”, the normal per short length is selected. , “35” to “49”, the short hit with the normal time is selected.

On the other hand, the rate at which the per-long with high probability time and the short per-time with high probability are selected differs depending on whether the game ball has won the upper start opening 13 or the electric chew 14, for example, with high probability The ratio at which the long win is selected is 25/250 when a game ball wins the upper start port 13 and 175/250 when a game ball wins the electric chew 14.
In addition, the rate at which the short win with high probability is selected is 75/250 when a game ball wins the upper start port 13 and 25/250 when a game ball wins the electric chew 14.
Further, the rate at which the high probability time short / short win is selected is 100/250 only when a game ball wins the upper start port 13.
Specifically, if the jackpot symbol random number obtained when the game ball is won at the top start opening is “50” to “74”, the long probability with high probability is selected, and “75” to “149” is selected. For example, a short hit with a high probability is selected, and if it is “150” to “249”, a short hit without a high probability is selected.
On the other hand, if the jackpot symbol random number acquired when the game ball is won by the electric chew is “50” to “224”, the long probability with a short time is selected, and if it is “225” to “249”. A short chance with a short time with high probability is selected.

  Here, when comparing the jackpot type selected at the time of winning the upper start opening and the time of winning the electric chew, the ratio per long length with high probability is 25/250 when winning the upper start opening. At the time of winning a chew, the ratio per length with high probability is 175/250, and at the time of winning an electric chew, the ratio at which the length with high probability is shortened is higher. With this configuration, when entering a gaming state in which the winning rate of game balls to the second starting opening is high, the probability of consecutive winning per length with a high probability shortening becomes high, so a large number of balls are obtained Can be expected and can achieve a sharp game.

  Further, when the top start opening prize is 100/250, the high probability short / short short ratio is not selected, while the high probability short / short short win is not selected. This is a gaming state in which the gaming state is advantageous to the player when the game ball wins the second starting port. If a high probability short / short short win is selected in this gaming state, the short / short game is ended, and the gaming state is shifted to a disadvantageous state for the player. In other words, even though the jackpot is won, the game state is shifted to a disadvantageous state for the player. For this reason, in this embodiment, it is configured not to select the high probability time short / short short win when the electric chew is won, thereby preventing the game state from being disadvantaged by the player.

  In the reach random number table shown in FIG. 3C, one random number value is acquired from 250 random numbers from “0” to “249” at the time of winning a start, and the acquired reach random number value is “0”. It is determined that there is a reach when “21”, and no reach when the acquired reach random number value is “22” to “249”.

In addition, in the hit random number table for drawing random numbers of normal symbols shown in FIG. 3D, one random number value is acquired from ten random numbers “0” to “9” when passing through the gate.
And in the low-probability gaming state in which both the short-time flag and the high-accuracy flag are OFF, or in the high-probability short-timeless gaming state in which the short-time flag is OFF and the high-accuracy flag is ON, only when the acquired winning random number is “7” Judgment is successful.
On the other hand, in the low probability short-time gaming state in which the short-time flag is ON and the high-accuracy flag is OFF, or in the high-probability short-time gaming state in which both the short-time flag and the high-accuracy flag are ON, the acquired hit random numbers are “0” to When it is “9”, it is determined to be a hit.

In the pachinko gaming machine 100 of this embodiment configured as described above, a big hit random number, a big hit symbol random number, a reach random number, etc. are played on the game control board 111 when a game ball to the upper start opening 13 or the electric chew 14 wins a prize. The lottery is performed. And when it is determined that the big win or the small win is won, by stopping the special symbols of the first or second special symbol indicators 21 and 22 at a specific winning symbol, the above long hit, short hit, or Execute one of the small hit games.
In addition, the game control board 111 performs lottery of a variation pattern random number for determining the variation time of the special symbol simultaneously with the lottery of the jackpot random number, the jackpot symbol random number, and the reach random number, and based on the variation pattern random number, Alternatively, the variation time of the special symbol to be variably displayed on the second special symbol indicators 21 and 22 is set.

  Further, when the game control board 111 stores a winning ball as a holding ball when the gaming ball wins the upper start opening 13 or the electric chew 14, the game data relating to the holding ball (hit random number, jackpot symbol random number, reach) Random numbers, fluctuation pattern random numbers, etc.) are temporarily stored in the RAM 114. And when the special symbol of the first special symbol display 21 or the second special symbol display 22 is variably displayed by the reserved ball, a change start command is issued from the game data stored in association with the reserved ball. The change start command is transmitted to the effect control board 121 at the timing of starting the change of the special symbol by the created holding ball. The change start command at this time includes jackpot information related to the jackpot, jackpot symbol information related to the type of jackpot, reach information related to reach, change pattern information related to the variation time of the special symbol, and the like.

  Further, for example, when the game control board 111 stores a winning ball to the upper starting port 13 or the electric chew 14 as a holding ball in the normal gaming state, the jackpot random number, the reach random number, the fluctuation included in the game data of the holding ball Prefetch (preliminary judgment) such as pattern random numbers. At this time, if at least the value of the jackpot random number that has been pre-read and the value of the variation pattern random number are predetermined values, and if the pre-read lottery that determines whether or not to perform the pre-read effect is won, the pre-read command is set. Are transmitted to the effect control board 121. For example, when the pre-fetched jackpot random number is a random value “3” indicating that the jackpot random number is a jackpot, and the fluctuation pattern random number is a random value suitable for executing the pseudo-continuous notice effect, The prefetch command is set when winning.

On the other hand, when receiving the change start command from the game control board 111, the effect control board 121 analyzes the received change start command and selects a change effect pattern based on the analysis result. Then, after selecting a game effect such as a notice effect or a reach effect corresponding to the change effect pattern by lottery, a change effect start command for executing the selected game effect is set. As a result, the image control board 131 performs display control for displaying an effect image and a design image corresponding to the game effect on the image display 11.
Moreover, in the effect control board 121 of this embodiment, it displays on the image display 11 within the fluctuation period of one time of the special symbol displayed on the 1st or 2nd special symbol display 21 and 22 as a continuous notice effect. Pre-sequential notice effect (first second notice effect) using a variation that performs a notice effect across multiple changes of a special symbol (first continuous notice effect) and a pseudo-sequential notice effect that repeats the decorative symbol change and temporary stop multiple times (second) Can be executed.
In addition, when the prefetch command is received from the game control board 111, the number of continuous fluctuations of the pseudo continuous notice effect executed when the special symbol related to the prefetch is changed is notified using the prefetch continuous notice effect. There is a feature.

Hereinafter, the continuous notice effect executed in the pachinko gaming machine 100 of the present embodiment will be specifically described.
FIG. 4 is an explanatory diagram of a pseudo continuous notice effect executed in the pachinko gaming machine 100 of the present embodiment. In the present embodiment, a case where three symbol images, that is, a left symbol image 12a, a middle symbol image 12b, and a right symbol image 12c are displayed on the image display 11 will be described as an example.
As shown in FIG. 4 (a), first, the three symbol images 12a to 12c displayed on the image display device 11 have the numerical symbols "1", "3", and "5", respectively, and the variation of the special symbol is stopped. Suppose you are in a state.
Here, when the game ball is won at the start opening and the special symbol starts to change, a pseudo-continuous notice effect in which the number of repetitions (number of continuous fluctuations) is 1 to 5 is selected on the effect control board 121. In such a case, the three symbol images 12a to 12c in the stopped state are changed downward as shown in FIG. Then, as shown in FIG. 4C, after the left symbol image 12a and the right symbol image 12c are stopped and displayed with the same symbol, the chance symbol indicating that the middle symbol image 12b is a continuous effect is temporarily stopped. Here, the temporary stop indicates a state where the chance symbol is not completely stopped. After that, as shown in FIG. 4D, the three symbol images 12a to 12c are again changed downward. Hereinafter, after the variable display shown in FIGS. 4C and 4D is repeatedly performed 1 to 5 times, the three symbol images 12a to 12c of the image display 11 are completely stopped and displayed. At this time, the three symbol images 12a to 12c displayed on the image display device 11 may be stopped and displayed in alignment with the lost symbols ("3""2""3") shown in FIG. The jackpot symbols (“3”, “3”, “3”) shown in FIG.

Next, the pre-reading continuous notice effect executed in the pachinko gaming machine 100 of the present embodiment and the notification effect of the continuous fluctuation count will be described.
FIG. 5 is a diagram showing an example of the pre-reading continuous notice effect executed in the pachinko gaming machine of the present embodiment and a notification effect for notifying the number of continuous fluctuations. In this case as well, a case where three symbol images 12 are displayed on the image display 11 will be described as an example.
First, as shown in FIG. 5A, when three game balls are won in the upper start opening 13 or the electric chew 14 as the start opening while the symbol image 12 displayed on the image display device 11 is fluctuating, FIG. As shown in (b), the hold images 31a, 31b, and 31c are displayed on the image display device 11.

Here, as a result of the prior determination (prefetching) by the game control board 111, the third jackpot random number on hold corresponding to the hold image 31c is a predetermined random number value, and the game effect is obtained from the fluctuation pattern, and the number of continuous fluctuations is once. It is assumed that the pre-successful lottery for determining whether to perform the pre-reading effect is won. In that case, as shown in FIG. 5B, the third hold image 31c on hold is displayed in a display mode different from that of the other hold images 31a and 31b, and at the time when the next symbol image 12 starts to change, that is, After the stop of the fluctuation of the symbol image 12 that has been fluctuating as shown in FIG. 5 (c), the image display 11 at the start of the fluctuation of the first symbol image 12 as shown in FIG. 5 (d). The background color of the background screen 11a is, for example, blue.
Thereby, it is notified that the number of continuous fluctuations of the pseudo continuous notice effect related to the hold image 31c is one. At this time, the hold image displayed on the image display 11 is shifted from the hold image 31b to the position of the hold image 31a and the hold image 31c to the position of the hold image 31b.

  Next, after the fluctuation of the symbol image 12 corresponding to the reserved image 31a is stopped as shown in FIG. 5E, the fluctuation of the symbol image 12 of the reserved image 31b is started as shown in FIG. As shown in FIG. 5 (g), after the change of the design image 12 of the reserved image 31b is stopped, the change of the design image 12 of the reserved image 31c is started as shown in FIG. 5 (h). That is, in FIG. 5 (h) and thereafter, a pseudo continuous notice effect in which the number of continuous fluctuations is one as shown in FIG. 4 is executed.

When configured in this way, as a result of performing the prior determination (prefetching) by the game control board 111, when the performance control board 121 determines in advance the execution of the pseudo continuous notice effect (first continuous notice effect), Using the pre-reading continuous notice effect (second continuous notice effect), a new continuous notice combining the pseudo continuous notice effect and the pre-reading continuous notice effect by performing a notification effect that notifies the number of continuous fluctuations of the pseudo continuous notice effect. It becomes possible to realize the production.
Further, since the number of continuous fluctuations of the pseudo continuous notice effect is notified by the color, there is an advantage that the number of continuous fluctuations of the pseudo continuous notice effect can be easily grasped.

In FIG. 5, the case where the background color of the background screen 11a of the image display 11 is set to blue when the number of continuous fluctuations of the pseudo continuous notice effect is 1 has been described as an example. It is an example, the background color of the background screen 11a of the image display 11 is changed according to the number of continuous fluctuations (1-5 times) of the pseudo continuous notice effect, and the number of continuous fluctuations of the pseudo continuous notice effect of the reserved image 31c. Of course, it is also possible to notify.
Normally, the pseudo-continuous notice effect is configured such that the greater the number of repetitions, the lower the appearance frequency and the higher the expectation of jackpot.
Therefore, for example, if the background color (color) of the background screen 11a that appears in the look-ahead continuous notice effect corresponding to the number of continuous fluctuations of the pseudo continuous notice effect is changed, for example, in the order of blue <yellow <green <red <rainbow color, It is possible to change the expected degree of jackpot depending on the background color of the background screen 11a of the image display 11.

FIG. 6 is a diagram illustrating another example of the pre-reading continuous notice effect and the continuous variation frequency notification effect executed in the pachinko gaming machine according to the present embodiment. In addition, the same code | symbol is attached | subjected to the same site | part as FIG. 5, and detailed description is abbreviate | omitted.
Also in this case, first, as shown in FIG. 6A, three game balls are placed in the upper start port 13 or the electric chew 14 as the start port while the three symbol images 12 displayed on the image display device 11 are fluctuating. When the individual prize is won, the reserved images 31a to 31c are displayed on the image display device 11 as shown in FIG. Then, as a result of prior determination (prefetching), the third jackpot random number on hold corresponding to the hold image 31c is a predetermined random number value, and is a pseudo-continuous notice effect with one continuous variation, and the prefetch lottery is won. And In this case, after the stop of the fluctuation of the symbol image 12 that has been fluctuating as shown in FIG. 6 (c), the image at the start of fluctuation of the first symbol image 12 as shown in FIG. 6 (d). For example, the background color of the background screen 11a of the display device 11 is blue to notify that the number of continuous fluctuations of the pseudo continuous notice effect of the reserved image 31c is one.

Furthermore, in this case, after the stop of the fluctuation of the symbol image 12 corresponding to the reserved image 31a as shown in FIG. 6 (e), at the time of starting the fluctuation of the symbol image 12 of the reserved image 31b as shown in FIG. Again, the background color of the background screen 11a of the image display 11 is blue to notify that the number of continuous fluctuations of the pseudo continuous notice effect of the reserved image 31c is one.
Further, as shown in FIG. 6G, after the change of the symbol image 12 of the reserved image 31b is stopped, as shown in FIG. The background color of the eleventh background screen 11a is blue to notify that the number of continuous fluctuations of the pseudo continuous notice effect of the reserved image 31c is one.

Even in such a configuration, as in the case shown in FIG. 5, it is possible to realize a new continuous notice effect by combining the pseudo continuous notice effect and the prefetch continuous notice effect.
Further, since the number of continuous fluctuations of the pseudo continuous notice effect is notified by the color, there is an advantage that the number of continuous fluctuations of the pseudo continuous notice effect can be easily grasped.
Furthermore, the notification effect that notifies the number of continuous fluctuations of the pseudo-continuous notice effect every time the change of the pattern image 12 in the pre-reading continuous notice effect is performed is made to ensure that the player recognizes the number of continuous fluctuations of the pseudo-continuous notice effect. Can do.

  In this case as well, the case where the background color of the background screen 11a of the image display 11 is set to blue when the number of continuous fluctuations of the pseudo continuous notice effect is 1 has been described as an example. Of course, the background color of the background screen 11a of the image display 11 can be changed according to the number of continuous fluctuations (1 to 5 times) to notify the number of continuous fluctuations of the pseudo continuous notice effect.

FIG. 7 is a diagram illustrating another example of the pre-reading continuous notice effect and the continuous variation frequency notification effect executed in the pachinko gaming machine of the present embodiment. In addition, the same code | symbol is attached | subjected to the same site | part as FIG. 5, and detailed description is abbreviate | omitted.
Also in this case, first, as shown in FIG. 7A, three game balls are placed in the upper start port 13 or the electric chew 14 which are the start ports while the three symbol images 12 displayed on the image display device 11 are fluctuating. When the individual prize is won, the reserved images 31a to 31c are displayed on the image display device 11 as shown in FIG. As a result of the pre-determination (prefetching), the third jackpot random number on hold corresponding to the hold image 31c is a predetermined random number value, which is a pseudo-continuous notice effect with five consecutive fluctuations, and the prefetch lottery is won. And In this case, after the stop of the fluctuation of the symbol image 12 that has been fluctuating as shown in FIG. 7 (c), the image at the start of the fluctuation of the first symbol image 12 as shown in FIG. For example, the background color of the background screen 11a of the display 11 is blue, and notification is made as if the number of continuous fluctuations of the pseudo continuous notice effect of the reserved image 31c is one.

Next, after the stop of the fluctuation of the symbol image 12 corresponding to the reserved image 31a as shown in FIG. 7 (e), the image display is performed at the start of the fluctuation of the symbol image 12 of the reserved image 31b as shown in FIG. 7 (f). The background color of the background screen 11a of the device 11 is red, and notification is made as if the number of continuous fluctuations of the pseudo continuous notice effect of the reserved image 31c has been stepped up to four times.
Thereafter, after the stop of the fluctuation of the symbol image 12 of the reserved image 31b as shown in FIG. 7 (g), at the time of starting the fluctuation of the symbol image 12 of the reserved image 31c as shown in FIG. The background color of the background screen 11a is rainbow-colored, and it is finally notified that the number of continuous fluctuations of the pseudo continuous notice effect of the reserved image 31c is five.
Even in such a configuration, as in the case shown in FIG. 5, it is possible to realize a new continuous notice effect by combining the pseudo continuous notice effect and the prefetch continuous notice effect.
Further, since the number of continuous fluctuations of the pseudo continuous notice effect is notified by the color, there is an advantage that the number of continuous fluctuations of the pseudo continuous notice effect can be easily grasped.
Furthermore, in this case, a step-up notification effect as if the number of continuous fluctuations of the pseudo continuous notice effect has increased step by step every time the change of the pattern image 12 in the prefetch continuous notice effect is enabled becomes possible. It can enhance the interest.

FIG. 8 is a diagram showing another example of the pre-reading continuous notice effect and the continuous variation frequency notification effect executed in the pachinko gaming machine of the present embodiment. In addition, the same code | symbol is attached | subjected to the same site | part as FIG. 5, and detailed description is abbreviate | omitted.
Also in this case, first, as shown in FIG. 8A, three game balls are placed in the upper start port 13 or the electric chew 14 as the start port while the three symbol images 12 displayed on the image display device 11 are fluctuating. When the individual prize is won, the reserved images 31a to 31c are displayed on the image display device 11 as shown in FIG. As a result of the pre-determination (prefetching), the third jackpot random number on hold corresponding to the hold image 31c is a predetermined random number value, which is a pseudo-continuous notice effect with five consecutive fluctuations, and the prefetch lottery is won. And In this case, after the stop of the fluctuation of the symbol image 12 that has been fluctuating as shown in FIG. 8C, the image at the start of the fluctuation of the first symbol image 12 as shown in FIG. For example, the background color of the background screen 11a of the display 11 is blue, and notification is made as if the number of continuous fluctuations of the pseudo continuous notice effect of the reserved image 31c is one.

  Next, as shown in FIG. 8E, after the stop of the fluctuation of the symbol image 12 corresponding to the reserved image 31a, as shown in FIG. The background color of the eleventh background screen 11a is blue, and notification is made as if the number of continuous fluctuations of the pseudo continuous notice effect of the reserved image 31c is one. Thereafter, after the stop of the fluctuation of the symbol image 12 of the reserved image 31b as shown in FIG. 8 (g), at the time of starting the fluctuation of the symbol image 12 of the reserved image 31c as shown in FIG. The background color of the background screen 11a is rainbow-colored, and it is finally notified that the number of continuous fluctuations of the pseudo continuous notice effect of the reserved image 31c is five.

Even in such a configuration, as in the case shown in FIG. 5, it is possible to realize a new continuous notice effect by combining the pseudo continuous notice effect and the prefetch continuous notice effect.
Further, since the number of continuous fluctuations of the pseudo continuous notice effect is notified by the color, there is an advantage that the number of continuous fluctuations of the pseudo continuous notice effect can be easily grasped.
Furthermore, in this case, even if the step-up notification effect is performed as if the number of continuous fluctuations of the pseudo continuous notice effect has dramatically increased at the time of the last change start of the pattern image 12 in the look-ahead continuous notice effect, The interest in the notice production can be further enhanced.

In the present embodiment, the background screen 11a of the image display 11 is used to notify the number of continuous fluctuations of the pseudo continuous notice effect. However, this is merely an example, for example, the game board 10 or the frame A lamp device such as an LED may be separately provided at 101, and a notification unit that notifies the number of continuous fluctuations of the pseudo continuous notice effect may be configured.
However, when the number of continuous fluctuations is notified using the background screen 11a of the image display 11, there is an advantage that it is possible to realize without incurring an increase in cost because it is not necessary to provide a separate notification means.

Note that the pre-reading continuous notice effect and the notification effect of the number of continuous fluctuations shown in FIGS. 5 to 8 are merely examples, and it goes without saying that the color combinations of the background screen 11a of the image display 11 may be other combinations. Yes.
In the present embodiment, the background screen 11a of the image display 11 is used to notify the number of continuous notices of the pseudo-continuous notice effect. However, this is merely an example, and for example, a gaming board 10 of a gaming machine. Alternatively, a lamp device such as an LED may be separately arranged on the frame 101 to constitute a notification means for notifying the number of continuous notices of the pseudo continuous notice effect.
However, when the number of continuous notices is notified using the background screen 11a of the image display 11, there is an advantage that it is possible to realize without any additional cost because there is no need to provide a separate notification means.

  Hereinafter, processing executed by the game control device to realize the operation of the pachinko gaming machine according to the present embodiment will be described. Note that the processing described below can be realized by the CPU 112 of the game control board 111 executing a program stored in the ROM 113.

First, processing executed by the game control board 111 will be described.
[Timer interrupt processing]
FIG. 9 is a flowchart showing an example of a timer interrupt process executed by the CPU of the game control board.
The CPU 112 performs random number update processing (S10), switch processing (S20), symbol processing (S30), electric accessory processing (S40), prize ball processing (S50), output processing (S60), etc. as timer interruption processing. Run.

Next, various processes executed as the timer interrupt process will be described.
[Start-up SW processing]
FIG. 10 is a flowchart illustrating an example of the start port SW process executed by the CPU of the game control board. In this case, the CPU 112 determines whether or not the first start port SW13a of the upper start port 13 is on (S101), and if it is determined that the first start port SW13a is on, the first start port It is determined whether or not the hold number U1 of the SW 13a is smaller than “4” (S102).
If it is determined that the reserved number U1 is smaller than “4”, “1” is added to the reserved number U1 (S103). Thereafter, the jackpot random number, jackpot symbol random number, reach random number, variation pattern random number, etc. for the special symbol are acquired and stored in the RAM 114 (S104).
Next, the CPU 112 performs a pre-determination process to determine whether or not the jackpot is won based on the various random values obtained (S105), and then increases the number of the first special symbol holding lamp 24 to increase the number of the first holding. An increase command is set (S106). If a negative result is obtained in step S102, that is, if it is determined that the hold number U1 is “4” which is the maximum holdable number, the process of steps S103 to S106 is skipped and the process proceeds to step S107. In Step S101, when it is determined that the first start port SW13a is not on, the process of Steps S102 to S106 is skipped and the process proceeds to Step S107.

Next, the CPU 112 determines whether or not the second start port SW14a of the electric Chu 14 is on (S107). If it is determined that the second start port SW14a is on, the second start port SW14a is determined. It is determined whether or not the reserved number U2 is less than “4” (S108). If it is determined that the reserved number U2 is smaller than “4”, “1” is added to the reserved number U2 (S109). Thereafter, the jackpot random number, jackpot symbol random number, reach random number, variation pattern random number, etc. for the special symbol are acquired and stored in the RAM 114 (S110).
Next, the CPU 112 performs a pre-determination process to determine whether or not the jackpot is won based on the obtained various random numbers (S111), and then increases the second reserved number in order to increase the number of the second special symbol holding lamp 25. An increase command is set (S112), and the start port SW process is terminated.
If a negative result is obtained in step S108, that is, if it is determined that the reserved number U2 is "4" which is the maximum possible number, the processing in steps S109 to S112 is skipped and the start port SW process is terminated. To do. If it is determined in step S107 that the second start port SW14a is not on, the processes in steps S108 to S112 are skipped and the start port SW process is terminated.

[Preliminary judgment processing]
FIG. 11 is a flowchart illustrating an example of the prior determination process. In the present embodiment, the prior determination process is described as being performed only when the gaming state is the normal gaming state.
In this case, the CPU 112 determines whether or not the gaming state is the normal gaming state (S221). If it is determined that the gaming state is the normal gaming state, the holding ball stored in the RAM 114 in the above step S104 or step S108. It is determined whether or not the game data satisfies a predetermined condition (S212).
Here, in step S212, for example, the jackpot random number included in the game data is a predetermined random number value including the jackpot value, and the variation pattern random number of the special symbol is a predetermined variation pattern (the quasi-continuous notice effect is generated on the effect control board 121). It is determined whether or not the variation pattern is selected.
If it is determined in step S212 that the predetermined condition is satisfied, a pre-read lottery is performed to determine whether or not a pre-reading effect is to be performed next (S213), and it is determined in step S214 that the pre-read lottery is won. If so, a prefetch command is set (S215), and the preliminary determination process is terminated.
On the other hand, if it is determined in step S214 that the prefetch lottery is not won, if it is determined in step S212 that the predetermined condition is not satisfied, or if it is determined in step S211 that the game state is not the normal gaming state, The pre-determination process is terminated without setting a prefetch command.

[Gate SW processing]
FIG. 12 is a flowchart showing an example of the gate SW process executed by the CPU of the game control board.
The CPU 112 determines whether or not the gate SW15a of the gate 15 is on (S221). If it is determined that the gate SW15a is on, whether or not the number of times the gate SW passes through the gate SW15a is less than “4”. Is discriminated (S222). If it is determined that the gate passing number G is less than “4”, “1” is added to the gate passing number G (S223), a random number for normal symbols is acquired and stored in the RAM 114 (S224), The gate SW process ends.
If it is determined in step S221 that the gate SW 15a is not on, or if a negative result is obtained in step S222, that is, if it is determined that the gate passing number G is “4”, which is the maximum holdable number, The gate SW process ends.

[Special symbol processing]
FIG. 13 is a flowchart showing an example of special symbol processing executed by the CPU of the game control board.
The CPU 112 determines whether or not the jackpot game flag is ON, that is, whether or not the jackpot game is being played (S311). If it is determined that the jackpot game is not being played, the first special symbol indicator 21 or the second 2. It is determined whether or not the special symbol on the special symbol display 22 is changing (S312). If it is determined that the special symbol is not changing, it is determined whether or not the reserved number U2 of the second starting port SW14a to be preferentially digested is greater than “1” (S313). If it is determined that there are more than “1”, “1” is subtracted from the reserved number U2 (S314).
On the other hand, if it is determined in step S313 that the reserved number U2 is not ≧ 1, that is, if the reserved number U2 is “0”, then whether or not the reserved number U1 of the first start port SW13a is larger than “1”. Is determined (S315), and if it is determined that the reserved number U1 is greater than "1", the reserved number U1 is decremented by "1" (S316).

Next, the CPU 112 turns off if the customer waiting flag is ON (S317), and then executes a jackpot determination process described later (S318). After the big hit determination process is executed, a later-described variation pattern selection process is executed (S319). After execution of the variation pattern selection process, the variation of the corresponding first special symbol display 21 or second special symbol display 22 is started and a variation start command is set (S320, S321). The variation start command includes jackpot information, jackpot symbol information, reach information, variation pattern information, and the like.
Next, the CPU 112 determines whether or not the variation time of the first or second special symbol has passed the predetermined variation time (S322). If it is determined that the predetermined variation time has elapsed, The fluctuation of the special symbol display 21 or the second special symbol display 22 is stopped and a predetermined special symbol is displayed (S323). Thereafter, a change stop command is set (S324), a stop process (S325) described later is executed, and the special symbol process is ended.
If it is determined in step S311 that the winning game flag is ON, or if it is determined in step S322 that the variation time of the special symbol has not reached the predetermined variation time, the special symbol processing is terminated.
If it is determined in step S312 that the special symbol is changing, the process proceeds to step S322, and it is determined whether or not the variation time of the special symbol has passed a predetermined variation time.
If it is determined in step S316 that the number of holdings U1 is not ≧ 1, that is, if it is determined that there is no holding of the holding numbers U1 and U2, it is executed in a customer waiting setting process described later (S326). The process ends.

[Big hit judgment processing]
FIG. 14 is a flowchart showing an example of the jackpot determination process executed by the CPU of the game control board.
The CPU 112 determines the jackpot random number stored in the RAM 114 (S331), and determines whether or not it is a jackpot in the subsequent step S332. Here, when it is determined that the jackpot, the jackpot symbol random number stored in the RAM 114 is determined (S333), and the first special symbol display 21 or the second special symbol display 22 is set based on the determination result. The jackpot symbol to be set is set (S334), and the jackpot determination process is terminated.
On the other hand, if it is determined in step S332 that the jackpot is not a big hit, it is next determined whether or not the jackpot is based on the big hit random number (S335). Here, when it is determined that the jackpot is determined, a bonus game set to the first special symbol display 21 or the second special symbol display 22 is set (S336), and the jackpot determination process is terminated. If it is determined in step S335 that the game is not a small hit, a lost symbol to be set on the first special symbol display 21 or the second special symbol display 22 is set (S337), and the big hit determination process is terminated.

[Variation pattern selection processing]
FIG. 15 is a flowchart showing an example of a variation pattern selection process executed by the CPU of the game control board.
The CPU 112 determines whether or not the jackpot is based on the jackpot symbol (S341), and if the jackpot is determined to be a jackpot, sets the jackpot table in the RAM 114 (S342).
On the other hand, if it is determined in step S341 that it is not a big hit, then a reach random number is determined (S343), and it is determined whether or not it is a reach (S344). If it is determined that the reach is reached, the reach table is set in the RAM 114 (S345). If it is determined in step S344 that it is not reach, the loss table is set in the RAM 114 (S346).
Next, the CPU 112 determines the previously obtained variation pattern random number (S347), sets a variation pattern according to the variation pattern random number (S348), and ends the variation pattern selection process.

[Processing while stopped]
FIG. 16 is a flowchart showing an example of the stop process executed by the CPU of the game control board.
The CPU 112 determines whether or not the time reduction flag is ON (S351), and if it is determined that the time reduction flag is ON, the CPU 112 sets “1” from the remaining time J of the time reduction game stored in the RAM 114. Subtraction is performed (S352).
Next, the CPU 112 determines whether or not the remaining game count J is “0” (S353). If the remaining game count J is “0”, the special symbol variation display is performed a predetermined number of times in the short-time game. Since this means that it has been performed (for example, 100 times), the time reduction flag is turned OFF (S354). If it is determined in step S351 that the time reduction flag is not ON, or if it is determined in step S353 that the remaining game number J is not “0”, the process proceeds to step S355.

Next, the CPU 112 determines whether or not the high-accuracy flag is ON (S355). If it is determined that the high-accuracy flag is ON, the remaining number of games of the high-probability game stored in the RAM 114 is determined. “1” is subtracted from X (S356).
Next, the CPU 112 determines whether or not the remaining game count X is “0” (S357). If the remaining game count X is “0”, a special symbol variation display is predetermined in the high-probability game. Since this means that the number of times (for example, 10,000 times) has been performed, the high-accuracy flag is turned OFF (S358). If it is determined in step S355 that the high-accuracy flag is not ON, or if it is determined in step S357 that the remaining game number X is not “0”, the process proceeds to step S359.
Next, the CPU 112 determines whether or not the jackpot is based on the special symbol set on the first special symbol display 21 or the second special symbol display 22 (S359). Next, it is determined whether or not the set special symbol is “small hit” (S360). If it is determined that the bonus symbol is a small hit, the small hit game flag is turned ON (S361). . Thereafter, the jackpot opening is started, a jackpot opening command is set (S362, S363), and the stop process is terminated.
On the other hand, if it is determined in step S360 that it is not a small hit, the variable stop process is terminated without turning on the small hit game flag.
If it is determined in step 359 that the jackpot is a jackpot, it is next determined whether or not the jackpot is a jackpot (S364). If it is determined that the jackpot is a jackpot, the name wins the game flag. If it is not ON (S365), the short hit flag is set ON (S366). Thereafter, the remaining number of games J for the short-time game and the remaining number X for the high-probability game are each set to “0”, and the remaining number of games J / X is reset (S367). It is turned off (S368). Thereafter, the process proceeds to step S362.

[Customer waiting setting process]
FIG. 17 is a flowchart showing an example of a customer waiting setting process executed by the CPU of the game control board.
The CPU 112 determines whether or not the customer waiting flag is ON (S371). If it is determined that the waiting flag is ON, the customer waiting setting process is terminated.
On the other hand, if it is determined in step S371 that the waiting flag is not ON, a customer waiting command is set and the customer waiting flag is turned ON (S372, S373), and the customer waiting setting process is terminated.

[Normal pattern processing]
FIG. 18 is a flowchart showing an example of normal symbol processing executed by the CPU of the game control board.
The CPU 112 determines whether or not the auxiliary game flag is ON (S381). If it is determined that the auxiliary game flag is ON, the normal symbol process is terminated.
On the other hand, if it is determined in step S381 that the auxiliary game flag is not ON, it is determined whether or not the normal symbol is changing (S382). Here, when it is determined that the normal symbol is not changing, it is determined whether or not the gate passing number G of the gate SW 15a is larger than “1” (S383), and the gate passing number G is larger than “1”. Subtracts “1” from the number of times of gate passage G (S384), and if it is determined that the number of times of gate passage G is not greater than “1”, that is, if it is “0”, the normal symbol processing is terminated.
Next, the CPU 112 determines a normal random number per symbol (S385), and sets a stop symbol to be stopped and displayed on the normal symbol display 23 and a variation time (S386, S387).
Here, for example, it is conceivable that the variation time is set to 4.0 seconds if the hour / hour flag is OFF, and 1.5 seconds if the hour / hour flag is ON.

Next, the CPU 112 determines whether or not the predetermined symbol variation time has elapsed (S389). If it is determined that the predetermined variation time has elapsed, the CPU 112 stops the variation (S390), If it is determined that the predetermined time has not elapsed, the normal symbol processing is terminated.
Next, it is determined whether or not the normal symbol is a winning symbol (S391). If the normal symbol is a winning symbol, the auxiliary game flag is turned ON (S392), and the normal symbol processing is terminated. If the stop symbol is not a winning symbol in step S391, the normal symbol processing is terminated without turning on the auxiliary game flag.
If it is determined in step S382 that the normal symbol is changing, the process proceeds to step S389, and it is determined whether or not the normal symbol variation time has passed a predetermined variation time.

[Large winning prize processing]
FIG. 19 is a flowchart showing an example of the big prize opening process executed by the CPU of the game control board.
The CPU 112 determines whether or not the jackpot game flag is ON (S411). If it is determined that the jackpot game flag is ON, the CPU 112 determines whether or not it is opening (S412). If it is determined that the jackpot opening is in progress, it is then determined whether or not the opening time has elapsed (S413). If it is determined that the opening time has elapsed, the number of rounds (number of Rs) / operation pattern is set (S414).

  FIG. 20 is a diagram showing a setting example of the number of rounds / actuation pattern. When the jackpot is a long hit, the number of rounds (R number) is 15R, the action pattern in 1R is 29.5 seconds open × Set once. If the big hit is a short hit, the number of rounds (R number) is set to 15R, the operating pattern in 1R is set to 0.1 second open x 1 time. As in the case of winning, the number of rounds (R number) is set to 15R and the operating pattern in 1R is set to 0.1 second opening × 1 time.

Next, the CPU 112 sets “0” to the number counter C1 indicating the number of winnings per round to the big winning opening 16, and adds “1” to the value of the number of rounds R (S415, S416). Thereafter, the operation of the special winning opening 16 is started. That is, the special winning opening 16 is changed from the closed state to the open state (S417).
Next, the CPU 112 determines whether or not the operation time of the special winning opening 16 has passed the predetermined operation time (S418). It is determined whether or not the value of the counter C has reached the specified number (S419).
Here, when it is determined that the value of the number counter C is the specified number C, the operation of the special winning opening 16 is ended. That is, the special winning opening 16 is changed from the open state to the closed state (S420).
On the other hand, if it is determined that the value of the number counter C has not reached the specified number, the big prize opening process is terminated.
In step S418, if the operating time of the special winning opening 16 has exceeded the predetermined operating time, the process of step S419 is skipped, and the number of the special winning opening 16 is checked without checking the number of the number counter C. The operation is terminated (S420).

Next, the CPU 112 determines whether or not the jackpot round number is the maximum round number R. That is, it is determined whether or not the big hit round is the final round (S421).
Here, when it is determined that the jackpot round is the final round, ending is started and an ending command is set (S422, S423).
Next, the CPU 112 sets the value of the number of rounds R to “0” (S424). Thereafter, it is determined whether or not the ending time has passed (S425). If it is determined that the ending time has passed, a game state setting process described later is executed (S426), and the jackpot flag is turned OFF ( S427), the big prize opening process is terminated.

In step S412, if it is determined that the jackpot opening is not in progress, it is determined whether or not ending is in progress (S428). If it is determined that ending is in progress, the process proceeds to step S425 and is not in ending. Is determined, it is determined whether or not the special winning opening is in operation (S429).
If it is determined that the special winning opening 16 is in operation, the process proceeds to step S418. If it is determined that the special winning opening 16 is not in operation, the process proceeds to step S415.
If it is determined in step S413 that the opening time has not elapsed, or if it is determined in step S419 that the value of the number counter C1 has not reached the specified number, in step S421, the big hit round is not the final round. If it is determined, or if it is determined in step S425 that the ending time has not elapsed, the special winning opening process is terminated.

[Game state setting process]
FIG. 21 is a flowchart showing an example of the game state setting process executed by the CPU of the game control board.
The CPU 112 first determines whether or not it is a small hit (S431), and if it is determined that it is a small hit, the gaming state setting process is terminated.
On the other hand, if it is determined that it is not a small hit, it is next determined whether or not it is a normal length (per length with a low probability) (S432). Is set to ON, and for example, “100” is set to the remaining game count J of the short-time game (S433, S434), and the gaming state setting process is terminated.
On the other hand, if it is determined in step S432 that it is not a normal long win, it is a big hit to give a high-probability game. Set (S435, S436).
Next, it is determined whether or not the hit is with a short time (S437). If it is determined that the win is with a short time, the time flag is set to ON and the remaining game count J of the short time game is set to, for example, “ 100 "is set (S438, S439), and the gaming state setting process is terminated. On the other hand, if it is determined in step S437 that the time-shortening is not reached, the time-shortening flag is turned OFF, the remaining game count J of the time-shortening game is reset (S440, S441), and the game state setting process is terminated.

[Den Chu processing]
FIG. 22 is a flowchart showing an example of electric chew processing executed by the CPU of the game control board.
The CPU 112 determines whether or not the auxiliary game flag is ON (S511). If it is determined that the auxiliary game flag is ON, it is next determined whether or not the electric chew 14 is operating. This is performed (S512). Here, if the electric chew 14 is not in operation, the operation pattern of the electric chew 14 is set according to the gaming state (S513), and the operation of the electric chew 14 is started (S514).
Next, the CPU 112 determines whether or not the operation time of the electric chew 14 has passed a predetermined operation time (S515). If it is determined that the operation time of the electric chew 14 has elapsed, an auxiliary game flag is set. It is turned off (S516), and the electric Chu process is terminated.
Here, the operating time of the electric Chu 14 to be set is set to, for example, 0.15 second release × 1 when the hourly flag is OFF, and 1.80 second release × 3 when the hourly flag is ON. It is possible.
If it is determined in step S512 that the electric chew 14 is operating, the process proceeds to step S515. If it is determined in step S511 that the auxiliary game flag is not ON, or if it is determined in step S515 that the operation time of the electric chew 14 has not elapsed, the electric chew process is terminated.

Next, processing executed by the effect control board 121 will be described.
[Timer interrupt processing]
FIG. 23 is a flowchart illustrating an example of timer interrupt processing executed by the CPU of the effect control board. Note that the timer interrupt process shown in FIG. 23 can be realized by the CPU 122 of the effect control board 121 executing a program stored in the ROM 123.
In this case, the CPU 122 of the effect control board 121 executes a command reception process (S610), an effect button process (S620), a command transmission process (S630), and the like as the timer interrupt process.
Next, an example of main processing executed by the CPU 122 of the effect control board 121 as timer interrupt processing will be described. Note that the processing described below can also be realized by the CPU 122 of the effect control board 121 executing a program stored in the ROM 123.

[Command reception processing]
FIG. 24 is a flowchart illustrating an example of command reception processing.
In this case, the CPU 122 determines whether or not the hold number increase command has been received (S701). If it is determined that the hold number increase command has been received, the CPU 122 adds the hold number of the hold balls stored in the RAM 124. (S702). Then, after adding the hold number, a hold number command is set (S703).
Next, the CPU 122 determines whether or not a variation start command has been received (S704). If it is determined that a variation start command has been received, an effect selection process is executed (S705).
Then, after the effect selection process is completed, it is determined whether or not a change stop command has been received next (S706). If it is determined in step S704 that the variation start command has not been received, the process proceeds to step S706 without performing the effect selection process.

Next, when it is determined in step S706 that the variation stop command has been received, the CPU 122 executes a variation effect end process (S707).
After completion of the process during the end of the variation effect, it is determined whether or not a prefetch command has been received (S708). If it is determined that the prefetch command has been received, a continuous notice effect command and the number of prefetches S are set (S709, S710).
The number of pre-reads S is the number of holds until the reserved ball that has been pre-determined (pre-read). For example, if the number of holds is “3”, “3” is set as the number of pre-reads S and the number of holds is “4” If so, “4” is set as the number of pre-reads S.
If it is determined in step S708 that a prefetch command has not been received, the process proceeds to step S711 without setting the continuous notice effect command and the prefetch count S.

Next, in step S711, the CPU 122 executes an opening command reception process. In the opening command reception process, a winning effect selection process is executed when an opening command is received.
Next, in step S712, the CPU 122 executes an ending command reception process. In the ending command reception process, an ending effect selection process is executed when an ending command is received.
Next, in step S713, the CPU 122 executes a customer waiting command reception process. In the customer waiting command reception process, the customer waiting process is executed when a customer waiting command is received. After the customer waiting command reception process, the command reception process is terminated.

[Direction selection process]
FIG. 25 is a flowchart illustrating an example of the effect selection process.
In this case, the CPU 122 first determines whether or not the continuous notice effect command is set (S721). If it is determined that the continuous notice effect command is set, based on the continuous notice effect command, For example, a continuous notice effect pattern for determining the background color and display order of the background screen 11a of the image display 11 as shown in FIGS. 5 to 8 is selected (S722), and the selected continuous notice effect pattern is selected. Based on this, the first continuous notice effect start command is set (S723). Thereafter, “1” is subtracted from the prefetch count S (S724).
Next, the CPU 122 analyzes the change start command (S725), and selects a change effect pattern based on the change pattern information included in the change start command (S726).
Next, the CPU 122 sets a variation effect start command corresponding to the selected variation effect pattern variation effect pattern (S727). Then, the number of reserved balls stored in the RAM 124 is subtracted (S728), and the effect selection process ends.
If it is determined in step S721 that the continuous notice effect command is not set, it is determined in step S729 whether or not the number of pre-reads S is “0”, and the number of pre-reads is not “0”. If it is determined, the process proceeds to step S723, and the next continuous notice effect start command is set based on the previously selected continuous notice effect pattern.
On the other hand, if it is determined in step S729 that the number of pre-reads is “0”, the process proceeds to step S725 without setting the continuous notice effect start command.
In this case, on the basis of the analysis result of the change start command in step S725, the change effect pattern corresponding to the pseudo continuous notice effect is selected in step S726.

[Processing during variation production]
FIG. 26 is a flowchart showing an example of the process during the end of the changing effect.
In this case, the CPU 122 analyzes the change stop command (S741), and after performing various processes such as a mode flag change (not shown) based on the analysis result, sets the change effect end command (S742). Then, the process during the end of the variation effect is terminated.

  In the present embodiment, the prior determination process illustrated in FIG. 11 has been described as being performed only when the gaming state is the normal gaming state. However, this is merely an example, and the prior determination process can be performed in the short-time gaming state. Needless to say. However, as in the present embodiment, when both the reserved ball of the first special symbol and the reserved ball of the second special symbol are both present, when configured to preferentially digest the reserved ball of the second special symbol, Only the reserved ball of the second special symbol can be subjected to the preliminary determination process. In addition, when the reserved balls of the first special symbol and the second special symbol are digested in order of winning, it is possible to perform a pre-determination process on the reserved balls of the first and second special symbols.

  DESCRIPTION OF SYMBOLS 100 ... Pachinko machine, 13 ... Upper start port, 14 ... Electric chew, 111 ... Game control board, 112 122 ... CPU, 113 123 ... ROM, 114 124 ... RAM, 121 ... Production control board

Claims (2)

  1. A starting opening where game balls can enter,
    Game data acquisition means for acquiring game data by lottery when the game ball enters the start opening,
    Hold storage means for holding the game data acquired by the game data acquisition means;
    Based on the game data, special symbol display means for displaying the variation of the special symbol,
    Prior determination means for performing determination of game data held in the hold storage means in advance when acquiring the game data;
    A decorative symbol display means capable of displaying a decorative symbol;
    Based on the game data, a variation pattern selection means for selecting a variation pattern of a special symbol,
    Production control means for controlling the production based on the fluctuation pattern selected by the fluctuation pattern selection means,
    A first continuous notice effect in which the effect control means repeats the change and temporary stop of the decorative symbol a plurality of times in the decorative symbol display means within a single change period of the special symbol displayed on the special symbol display means; A gaming machine capable of executing a second continuous notice effect across a plurality of variations of the special symbol displayed on the special symbol display unit based on the preliminary determination result of the preliminary determination unit,
    When it is determined in advance that the first determination notice is performed by the prior determination unit, the production control unit is configured to perform the second continuous based on the number of the game data held in the hold storage unit. A gaming machine characterized by executing a notice effect and executing the first continuous notice effect that is equal to or more than the number of consecutive times of the second continuous notice effect .
  2.   The gaming machine according to claim 1, wherein the effect control means notifies the number of continuous fluctuations of the first continuous notice effect by color.
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JP5523684B2 (en) * 2008-08-26 2014-06-18 株式会社三共 Game machine
JP5261793B2 (en) * 2008-08-29 2013-08-14 株式会社三共 Game machine
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