JP5306288B2 - Game machine - Google Patents

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Publication number
JP5306288B2
JP5306288B2 JP2010138755A JP2010138755A JP5306288B2 JP 5306288 B2 JP5306288 B2 JP 5306288B2 JP 2010138755 A JP2010138755 A JP 2010138755A JP 2010138755 A JP2010138755 A JP 2010138755A JP 5306288 B2 JP5306288 B2 JP 5306288B2
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control unit
effect
game
winning
flag
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JP2012000293A (en
Inventor
高典 加治
誠 小林
一馬 古谷
大輔 武田
亮 山▲崎▼
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京楽産業.株式会社
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Abstract

<P>PROBLEM TO BE SOLVED: To provide a gaming machine having enhanced amusement after flagging when operation of an accessory continuous operation device is controlled not to be associated with the flagging. <P>SOLUTION: In the gaming machine, a received command for starting the operation of the accessory continuous operation device is analyzed (S2261), a current mode flag of a Pachinko gaming machine is referred to from the setting of an RAM (S2262), and it is checked whether the mode flag has a value of 1, 2, or 3 (S2263). When the mode flag has the value thereof (S2263, Yes), a presentation pattern (presentation pattern for the operation of the accessory continuous operation device) is selected according to a content obtained from the analysis result (S2264). Image data or sound data used for presentation using the selected presentation pattern for the operation of the accessory continuous operation device, is read out from an ROM, and a presentation command for the operation of the accessory continuous operation device which directs the selected presentation, is set in the RAM, together with the data (S2265), and processing for selecting the presentation for the operation of the accessory continuous operation device is terminated. <P>COPYRIGHT: (C)2012,JPO&amp;INPIT

Description

  The present invention relates to a gaming machine such as a pachinko gaming machine that draws a jackpot by winning a game ball.

  In a gaming machine such as a pachinko machine, a big hit lottery is performed when a game ball wins a prize such as a start opening. When the jackpot is won, the gaming machine is put into a jackpot gaming state in which the jackpot is opened and many winning balls can be obtained. In the gaming machine, various effects such as display on the image display unit, lighting of various lamps, and sound by a speaker are performed in accordance with the game of the game ball by the player.

  There may be a situation where a player who is playing a game machine has to temporarily suspend the game due to a sudden use such as a telephone or a toilet and leave the seat. In order to cope with such a situation, various techniques have been conventionally proposed (see, for example, Patent Document 1).

  In Patent Document 1, a game interruption switch is provided on the front surface of the gaming machine main body, and when a game interruption mode is set by the game interruption switch, the start memory is digested until a specific game operation is started. When a specific game operation is determined to be started by the above, a gaming machine having a control content for holding the start of a specific game operation before the start is disclosed.

JP 2004-49486 A

  Here, even if the condition device is activated, the condition device is operated in a gaming machine that does not immediately start the round but turns on the switch so that the accessory continuous operation device is activated and the round starts. The launching of a game ball that is performed between the time when the accessory continuous operation device is activated becomes an office work only for turning on the switch.

  The present invention has been made in order to solve such a problem, and it is possible to enhance the interest after the condition device is activated when the operation of the accessory continuous operation device performs control that is not interlocked with the condition device operation. An object is to provide a gaming machine.

The gaming machine to which the present invention is applied includes detection means 211, 212 for detecting a winning in which a game ball enters the start openings 121, 122 provided in the game area 111, and the detection means 211, 212 A gaming machine 100 including a lottery means 231 for performing lottery in response to a winning, and is provided in the gaming area 111 and opens or expands an entrance of a large winning opening 125 into which a game ball enters. 128, an accessory continuous actuating device 238 capable of continuously operating the special electric accessory 128, and a condition necessary for the operation of the accessory continuous actuating device 238. A condition device 238, and a switch 225 provided in the game area 111 for starting the operation of the accessory continuous activation device 238 when the condition device 238 is activated, Presentation control means for starting a different effect from the effect that is performed before the switch 225 in response to the switch 225 to fall after actuation of the serial condition apparatus 238 enters a continuous operation before the end of the special electric won game 128 300 and whether or not an effect different from the effect performed before the switch 225 is turned on by the effect control means 300 is determined based on information on the type of jackpot when the lottery means 231 wins the jackpot. If the determination means 300 determines that an effect different from the effect performed before the switch 225 is turned on by the determination means 300, the contents of the different effects are displayed as information on the type of jackpot. And determining means 300 for determining based on.

  Here, based on the information on the type of jackpot when the jackpot is won by the lottery means 231, whether or not the stage control unit 300 performs a stage different from the stage performed before the switch 225 is turned on. It can be characterized by further comprising a determination means 300 for determining whether or not. Further, the production control means 300 produces a first production by the activation of the condition device 238 and a production different from the production performed before the switch 225 is turned on by the switch 225 being turned on. The first effect performed by the effect control means 300 does not clearly indicate that the lottery means 231 has won a big hit. Further, the effect control means 300 may be characterized by performing an effect informing or suggesting the internal state as an effect different from the effect performed before the switch 225 is turned on. Furthermore, the effect control means 300 performs an effect by displaying an image that is difficult to display in the normal effect on the image display unit 114 as an effect different from the effect performed before the switch 225 is turned on. Can be a feature. Still further, the switch 225 is arranged at a specific winning port 129 other than the big winning port 125 or a specific gate 127 provided outside the big winning port 125, and the specific winning port 129 or the specific winning port 129 is arranged. The gate 127 may be characterized in that the normal symbol lottery is not performed even when winning.

  In addition, the said code | symbol in this column is attached | subjected illustratively in the description of this invention, and this invention is not reduced by this code | symbol.

  ADVANTAGE OF THE INVENTION According to this invention, it becomes possible to improve the interest property after a conditional apparatus operation | movement, when performing the control which an accessory continuous operation apparatus operation | movement does not link with a conditional apparatus operation | movement.

It is a schematic front view of the pachinko gaming machine according to the first embodiment. It is a partial enlarged view of the pachinko gaming machine of the first embodiment. It is a figure which shows the internal structure of the control unit of a pachinko gaming machine. It is a block diagram which shows the function structure of a game control part. It is a flowchart which shows the main operation | movement of a game control part. It is a flowchart which shows the content of a start port switch process. It is a flowchart which shows the content of the gate switch process. It is a flowchart which shows the content of a round start switch process. It is a flowchart which shows the content of the special symbol process. It is a flowchart which shows the content of the jackpot determination process. It is a flowchart which shows the content of the fluctuation pattern selection process. It is a flowchart which shows the content of the process during stop. It is a flowchart which shows the content of an opening process. It is a flowchart which shows the content of a customer waiting | standby setting process. It is a flowchart which shows the content of normal symbol processing. It is a flowchart which shows the content of the big prize opening process. It is a flowchart which shows the content of the big prize opening process. It is a flowchart which shows the content of a round start flag determination process. It is a flowchart which shows the content of the game state setting process. It is a flowchart which shows the content of an electric tulip process. It is a figure which shows the structural example of a random number. It is a flowchart which shows operation | movement of an effect control part. It is a flowchart which shows the content of command reception processing. It is a flowchart which shows the content of command reception processing. It is a figure which shows the example of a setting of a mode flag. It is a flowchart which shows the content of the change effect selection process. It is a flowchart which shows the content of the process during completion | finish of a fluctuation production. It is a flowchart which shows the content of the waiting process of an association apparatus operation | movement. It is a flowchart which shows the content of the combination apparatus operation | movement effect selection process. It is a flowchart which shows the content of the win production | presentation selection process. It is a flowchart which shows the content of the ending effect selection process. It is a flowchart which shows the content of a customer waiting command reception process. It is a flowchart which shows the content of effect button processing. It is a time chart explaining the control from the change of a special symbol to the big prize opening and closing. It is a figure which shows the example of the production before the operation of the accessory continuous operation device. It is a figure which shows the example of the production before the operation of the accessory continuous operation device. It is a figure which shows the example of the production before the operation of the accessory continuous operation device. It is a figure which shows the example of production after the operation of the accessory continuous operation apparatus. It is a figure which shows the example of production after the operation of the accessory continuous operation apparatus. It is a figure which shows the example of production after the operation of the accessory continuous operation apparatus. It is a schematic front view of the pachinko gaming machine according to the second embodiment. It is a figure explaining the nail arrangement | positioning around the gate for a round start. It is a flowchart which shows the content of a round start flag determination process. It is a flowchart which shows the content of the waiting process of an association apparatus operation | movement. It is a figure which shows the example of the production before the operation of the accessory continuous operation device. It is a figure which shows the example of the production before the operation of the accessory continuous operation device. It is a flowchart which shows the content of the combination apparatus operation | movement effect selection process. It is a schematic front view of the pachinko gaming machine according to the third embodiment. It is a flowchart which shows the content of a round start flag determination process. It is a flowchart which shows the content of the waiting process of an association apparatus operation | movement. It is a flowchart which shows the content of the combination apparatus operation | movement effect selection process.

Embodiments of the present invention will be described below in detail with reference to the accompanying drawings.
[First Embodiment]
First, the pachinko gaming machine 100 according to the first embodiment will be described with reference to FIGS. 1 to 29-3.
[Basic configuration of gaming machine]
FIG. 1 is a schematic front view of a pachinko gaming machine 100 according to the first embodiment.
A pachinko gaming machine 100 as an example of the gaming machine shown in the figure is configured to pay out a prize ball when a game ball launched by an instruction operation by a player wins. The pachinko gaming machine 100 includes a game board 110 on which game balls are launched, and a frame member 150 surrounding the game board 110. The game board 110 is detachably attached to the frame member 150.

The game board 110 has, on the front, a game area 111 for playing with a game ball, a rail member 112 that forms a passage where a game ball launched from below rises toward the upper position of the game area 111, and a game A guide member 113 for guiding the game ball is provided on the right side of the region 111.
In the present embodiment, an image display unit 114 that displays various images for production is provided at a position of the game area 111 that is easily visible to the player. The image display unit 114 includes a display screen such as a liquid crystal display, and displays a decorative symbol for notifying the player of a symbol lottery result (symbol variation result), for example, as the game progresses by the player. An effect image by the appearance of a character or the appearance of an item is displayed.
In addition, a movable accessory 115 and a board lamp 116 used for various effects are provided on the front surface of the game board 110. The movable accessory 115 performs various effects by operating on the game board 110, and the board lamp 116 performs various effects by emitting light.

  The game area 111 is provided with a game nail and a windmill (not shown) for changing the direction in which the game ball falls. Further, in the game area 111, various bonuses relating to winning and lottery are arranged at predetermined positions. In addition, the game area 111 is provided with a discharge port 117 through which game balls launched into the game area 111 that have not been won in the winning area are discharged out of the game area 111.

In the first embodiment, the first start port 121 and the second start port 122 for winning a special symbol lottery (a jackpot lottery) when a game ball enters as a variety of prizes and lotteries, and a game A lottery gate 124 that starts a normal symbol lottery (open / close lottery) when the ball passes is disposed on the game board 110.
Here, the first start port 121 and the second start port 122 refer to a winning port related to winning a game ball that activates one predetermined special symbol display.
The second start port 122 includes an electric tulip 123 as a normal electric accessory that is turned on and off by a pair of blades in the shape of tulip flowers opened and closed by an electric solenoid. In the electric tulip 123, when the blade is closed, it is difficult for the game ball to enter the second start port 122, but when the blade is opened, the entrance of the second start port 122 is expanded and the game ball is moved to the second start port 122. It is configured to be easy to enter. When the electric tulip 123 wins the normal symbol lottery, the blade opens for a specified time (for example, 6 seconds) and a specified number of times (for example, 3 times) while lighting or flashing.
The lottery gate 124 is provided in the game area 111 so that game balls pass through it, and is used to create an opportunity for the normal symbol lottery unit 232 to perform the normal symbol lottery.

Further, in the first embodiment, as shown in FIG. 1, in addition to the lottery gate 124 used for the normal symbol lottery, the round used exclusively to start the operation (round) of the accessory continuous operation device. A start gate 127 is disposed on the game board 110. The round start gate 127 is provided outside the special winning opening 125 and is an example of a specific gate.
This round start gate 127 is not for the normal symbol lottery, but only for starting the round. Although details will be described later, the round start gate 127 is provided with a round start switch (round start SW) 225 (see FIG. 3) for detecting the passage of the game ball. The round start flag is set when the round start switch 225 is detected (see FIG. 7-2), and the continuous opening / closing operation of the door (movable member) 128 of the big prize opening 125 is performed by the set round start flag. It is controlled (see FIG. 14-3). Although different from the present embodiment, a configuration example in which the round start gate 127 is controlled so as to also serve as a normal symbol lottery using a conventionally known or well-known technique is also conceivable.
The round start gate 127 is located below the lottery gate 124 and is located near the first start port 121 or the second start port 122. The round start gate 127 is located on the left side of the first start port 121 or the second start port 122. Therefore, the game ball passes through the round start gate 127 when left-handed. Note that the round start gate 127 or the round start switch 225 is provided at a position where a game ball falling in the game area 111 toward the big prize opening 125 can pass.
In other words, the board is configured so that a game ball that has passed through the round start gate 127 can win the big prize opening 125. Therefore, when the game ball passes through the round start gate 127 and the opening / closing of the door 128 of the grand prize opening 125 starts, the game ball passes through the round start gate 127 and starts opening / closing the door 128 of the big prize opening 125. It is possible for the game ball to win the grand prize opening 125 as it is.

  In the case of the pachinko gaming machine 100, when the jackpot probability of winning the jackpot in the special symbol lottery varies under a predetermined condition (from a low probability state (for example, 1/300) to a high probability state (for example, 1/30)) Variation). In addition, the pachinko gaming machine 100 can reduce the special symbol variation time during the special symbol lottery under a predetermined condition, increase the probability of winning during the normal symbol lottery, or the normal symbol variation time during the normal symbol lottery. It may be shortened, the opening time of the blades of the electric tulips 123 may be extended, or the number of times the blades of the electric tulips 123 may be opened.

Further, in the present embodiment, as other features related to winning and lottery, a large winning opening 125 that opens according to the result of the special symbol lottery, and a normal winning opening 126 that does not start the lottery even if a game ball wins, Are arranged on the game board 110. The special winning opening 125 is provided with a door 128 that is opened and closed by an opening / closing mechanism (not shown) under the control of the game control unit 200 (see FIG. 3). The door 128 is an example of a special electric accessory that opens or enlarges the entrance of the grand prize winning opening 125. Further, the special prize opening operation control unit 238 (see FIG. 4) and the opening / closing mechanism unit (not shown) of the game control unit 200 are an example of an accessory continuous operation device that can operate the door 128 continuously.
In the present embodiment, the first start port 121 and the second start port 122 are disposed in the game area 111, but a configuration example in which only one of them is disposed or another start port is disposed. A configuration example is also conceivable. In the present embodiment, one big prize opening 125 is arranged in the game area 111, but a configuration example in which a plurality of big prize openings 125 are arranged is also conceivable.
In the present embodiment, a display 130 for displaying a lottery result and the number of holds is arranged at the lower right position of the game board 110.

  Also, on the back side of the game board 110, there are a game control board that performs internal lottery and determination of winning, an effect control board that comprehensively controls effects, an image control board that controls effects by images and sounds, various lamps, Various substrates (not shown) such as a lamp control substrate for controlling the effect by the movable accessory 115 are attached. In addition, a switching power supply (not shown) that converts the supplied 24V AC power source into a DC power source and outputs it to various boards and the like is disposed on the back surface of the game board 110.

When the player touches the handle 151 and rotates the lever 152 in the clockwise direction, the frame member 150 moves the game balls at a predetermined time interval (for example, 100 per minute) with a hitting force according to the operation angle. And a launching device (not shown) for electrically firing. In addition, the frame member 150 includes a supply device (not shown) that sequentially supplies game balls to the launching device one by one at a timing in conjunction with the operation of the player's lever 152, and a game ball that the supply device supplies to the launching device. A plate 153 (see FIG. 2) for temporarily storing. For example, a payout ball by a payout unit is paid out to the plate 153.
In the present embodiment, the plate 153 is configured as an integrated upper and lower plate, but a configuration example in which the upper plate and the lower plate are separated is also conceivable. A configuration example in which the handle 151 of the launching device emits light under a predetermined condition is also conceivable.

The frame member 150 also includes a stop button 154 for temporarily stopping the launch of the game ball even when the player is touching the handle 151 of the launch device, and a game ball stored in the tray 153. A take-out button 155 for dropping and taking out the box (not shown).
Further, the frame member 150 includes a speaker 156 and a frame lamp 157 for notifying the gaming state and situation of the pachinko gaming machine 100 and performing various effects. The speaker 156 performs various effects based on music, voice, and sound effects, and the frame lamp 157 performs various effects based on light depending on a pattern or light emission color caused by lighting and blinking. In addition, about the frame lamp | ramp 157, the structural example which enables it to perform the effect which changes the irradiation direction of light can be considered.
The frame member 150 also includes a transparent plate (not shown) for separating the game board 110 from the player.

FIG. 2 is a diagram for explaining the pachinko gaming machine 100 according to the present embodiment, and FIG. 2A is an enlarged view showing an example of a display 130 arranged at the lower right of the game board 110. b) is a partial plan view of the pachinko gaming machine 100. FIG.
As shown in FIG. 2A, the display 130 of the pachinko gaming machine 100 includes a first special symbol display 221 that operates in response to winning of the first starting port 121 and a winning of the second starting port 122. The second special symbol display 222 that operates in response to the above and a normal symbol display 223 that operates in response to the passage of the lottery gate 124. The first special symbol display 221 variably displays the special symbol resulting from winning of the first start port 121 and displays the lottery result. The second special symbol display 222 variably displays special symbols resulting from winning at the second start port 122 and displays the lottery results. The normal symbol display 223 displays the lottery result by variably displaying the normal symbol when the game ball passes through the lottery gate 124. Each of the first special symbol display 221, the second special symbol display 222, and the normal symbol display 223 is composed of an LED display device, and a symbol representing each lottery result is displayed according to its lighting mode.

  In addition, the indicator 130 operates in response to the hold in the first special symbol display 221 and the first special symbol hold indicator 218 that operates corresponding to the hold in the first special symbol display 221 and the second special symbol display 222. 2 a special symbol hold indicator 219 and a normal symbol hold indicator 220 that operates in response to the hold in the normal symbol indicator 223. Each of the first special symbol hold indicator 218, the second special symbol hold indicator 219, and the normal symbol hold indicator 220 is configured by an LED display device, and the number of holds is displayed by its lighting mode.

  Here, the hold will be described. If there is a prize with another game ball during the fluctuation display operation of special symbols or normal symbols (while the fluctuation display for one win is being performed), the symbol fluctuation display operation for the winning game ball will be A predetermined number (for example, four) is held until the variation display operation for the game ball won in is completed. The fact that such a hold is made and the number of the hold (the number of undrawn lots) are displayed on the first special symbol hold indicator 218, the second special symbol hold indicator 219, and the normal symbol hold indicator 220.

  The frame member 150 of the pachinko gaming machine 100 includes an input device for a player to input an effect. As shown in FIG. 2B, in the present embodiment, as an example of an input device, an effect button 161 and an effect key 162 composed of a plurality of keys adjacent to the effect button 161 and arranged in a substantially cross shape are provided. Are disposed on the frame member 150. The production key 162 is configured such that one central key is arranged at the center, and four peripheral keys having substantially the same shape are arranged around the central key. The player can select one of a plurality of images displayed on the image display unit 114 by operating the four peripheral keys, and can select the selected image by operating the center key. Can be entered as information.

[Configuration of control unit]
Next, a control unit that performs operation control and signal processing in the pachinko gaming machine 100 will be described.
FIG. 3 is a block diagram showing an internal configuration of the control unit. As shown in the figure, the control unit includes a game control unit 200 that performs various controls relating to the number of prize balls to be paid out, such as internal lottery and determination of winning, as main control means. Further, as sub-control means, an effect control unit 300 that comprehensively controls effects, an image / sound control unit 310 that controls effects using images and sound, and effects using various lamps and movable accessories 115 A lamp control unit 320 for controlling the payout, and a payout control unit 400 for performing payout control of the payout ball.

  As described above, the game control unit 200, the effect control unit 300, the image / sound control unit 310, the lamp control unit 320, and the payout control unit 400 are each a game as a main board disposed on the rear surface of the game board 110. The control board, the effect control board as the sub board, the image control board, the lamp control board, and the payout control board are individually configured.

[Configuration and function of game control unit]
The game control unit 200 includes a CPU 201 that performs arithmetic processing when performing various controls related to the number of paid-out prize balls, such as internal lottery and winning determination, and a ROM 202 that stores programs executed by the CPU 201, various data, and the like. And a RAM 203 used as a working memory for the CPU 201.
The game control unit 200 performs a special symbol lottery when a game ball wins the first start port 121 or the second start port 122, and sends a determination result as to whether or not it is a win in the special symbol lottery to the effect control unit 300. Also, fluctuation setting of winning probability at special symbol lottery (for example, fluctuation setting from 1/300 to 1/30), special symbol fluctuation time shortening at special symbol lottery, and normal symbol at normal symbol lottery The variable time is set to be shortened, and the setting content is sent to the effect control unit 300.
Further, the game control unit 200 controls the extension of the opening time of the blades of the electric tulip 123, the setting of the number of times the blades of the electric tulip 123 are opened, and the setting of the opening / closing operation interval when the blades are opened. In addition, when a game ball continuously wins the first start port 121 or the second start port 122, it holds up to the limit number (for example, four) for the undrawn lottery, or the game ball continuously holds the lottery gate 124. The suspension is set up to the limit number (for example, 4) of the undrawn lots when passing.
In addition, the game control unit 200 performs a round in which the door 128 remains open until the special winning opening 125 satisfies a predetermined condition (for example, 30 seconds have elapsed or 10 game balls have been won) according to the result of the special symbol lottery. Control to repeat a predetermined number of times. Furthermore, the game control unit 200 controls the opening / closing operation interval when the door 128 of the special winning opening 125 is opened.

Further, when the game ball is won in the first start port 121, the second start port 122, the big winning port 125, and the normal winning port 126, the game control unit 200 per game ball according to the place where the game ball has won. The payout control unit 400 is instructed to pay out a predetermined number of prize balls. For example, when a game ball wins at the first start port 121, three prize balls, when a game ball wins at the second start port 122, four prize balls, and when a game ball wins the big prize port 125, thirteen prizes. When a game ball wins the ball, the normal winning opening 126, an instruction command (command) is sent to the payout control unit 400 so as to pay out 10 prize balls. Even if it is detected that the game ball has passed through the lottery gate 124, the payout control unit 400 is not instructed to pay out the prize ball in conjunction with the game ball.
When the payout control unit 400 pays out a prize ball in accordance with an instruction from the game control unit 200, the game control unit 200 acquires information on the number of prize balls paid out from the payout control unit 400. As a result, the number of prize balls paid out is managed.

As shown in FIG. 2, the game control unit 200 includes a first start port detection unit (first start port switch (SW)) as an example of a detection unit that detects a winning of a game ball to the first start port 121. 211, a second start port detection unit (second start port switch (SW)) 212 as an example of a detecting means for detecting a winning of a game ball to the second start port 122, and an electric tulip that opens and closes the electric tulip 123 An opening / closing unit 213 and a gate detection unit (gate switch (SW)) 214 for detecting the passage of a game ball to the lottery gate 124 are connected.
Further, the game control unit 200 has a large winning port detecting unit (large winning port switch (SW)) 215 for detecting a winning of a game ball to the large winning port 125, and the large winning port 125 is inclined to be in a closed state. A large winning opening / closing unit 216 set to the open state and a normal winning opening detecting unit (normal winning opening switch (SW)) 217 for detecting the winning of a game ball to the normal winning opening 126 are connected.

In addition, the game control unit 200 displays the reserved number for the undrawn special symbol lottery (big win lottery) started by winning the game ball at the first start port 121 within the limit number (for example, four). A special symbol hold indicator 218, a second special symbol hold indicator 219 for displaying the number of unsold lots in the special symbol lottery started by winning a game ball in the second start port 122 within the limit number, A normal symbol hold indicator 220 is connected to the normal symbol lottery display unit 220 that displays the number of reserved lots for the undrawn lottery started by the normal symbol lottery (open / close lottery) started by passing the game ball to the lottery gate 124 within the limit number.
Further, the game control unit 200 includes a first special symbol display 221 for displaying a result of a special symbol lottery started by winning a game ball at the first start port 121, and a game ball to the second start port 122. A second special symbol display 222 for displaying the result of the special symbol lottery started by winning, a normal symbol display 223 for displaying the result of the normal symbol lottery, and a status indicator 224 for displaying the state of the pachinko gaming machine 100 , Is connected.
The game control unit 200 is connected to a round start detection unit (round start switch (SW)) 225 that detects passage of a game ball to the round start gate 127. In addition, the detection of the round start switch 225 does not trigger a special symbol lottery or a normal symbol lottery. The round start switch 225 is an example of a switch or a dedicated switch. The round start switch 225 is disposed in a gate (round start gate 127) other than the gate (lottery gate 124) in which a normal symbol lottery is performed when a game ball passes.

  Then, detection signals detected by the first start port switch 211, the second start port switch 212, the gate switch 214, the big winning port switch 215 and the normal winning port switch 217 are sent to the game control unit 200. In addition, the control signal from the game control unit 200 includes an electric tulip opening / closing unit 213, a prize winning opening / closing unit 216, a first special symbol hold indicator 218, a second special symbol hold indicator 219, a normal symbol hold indicator 220, It is sent to the first special symbol display 221, the second special symbol display 222, the normal symbol display 223, and the status display 224. Thereby, the game control unit 200 performs various controls related to the number of payout prize balls.

  Further, a board external information terminal board 250 that transmits various kinds of information to a host computer (not shown) installed in the hall is connected to the game control unit 200. Then, the game control unit 200 transmits information regarding the number of paid-out winning balls acquired from the payout control unit 400, information indicating the state of the game control unit 200, and the like to the host computer via the board external information terminal board 250. .

[Configuration and function of production control unit]
Next, the effect control unit 300 includes a CPU 301 that performs arithmetic processing when controlling the effect, a ROM 302 that stores programs executed by the CPU 301, various data, and the like, and a RAM 303 that is used as a work memory for the CPU 301 and the like. And a real-time clock (RTC) 304 for measuring the date and time.
The production control unit 300 sets the production content based on, for example, the determination result of whether or not the winning is a special symbol lottery sent from the game control unit 200. At that time, in response to an operation input from the user using an effect button or the like, the contents of the effect according to the operation input may be set. At that time, in response to an operation input from the user using an effect button or the like (the effect button 161 and the effect key 162), the contents of the effect corresponding to the operation input may be set. In this case, for example, a signal (operation signal) corresponding to an operation is received from a controller (not shown) such as an effect button, and the operation content identified by the operation signal is reflected in the setting of the effect. In addition, when the game is interrupted for a predetermined period, an instruction to set a screen display for waiting for a customer is given as one of the effects.
Furthermore, when the game control unit 200 changes the winning probability at the time of the special symbol lottery, shortens the special symbol fluctuation time at the time of the special symbol lottery, and shortens the normal symbol fluctuation time at the time of the normal symbol lottery. In this case, the production control unit 300 sets the production content corresponding to the set content.
In addition, the effect control unit 300 sends a command for instructing execution of the set effect contents to the image / sound control unit 310 and the lamp control unit 320.

[Configuration / Function of Image / Sound Control Unit]
The image / sound control unit 310 includes a CPU 311 that performs arithmetic processing when controlling the image and sound representing the content of the effect, a ROM 312 that stores programs executed by the CPU 311, various data, and the like. And a RAM 313 used as a memory or the like.
Then, the image / sound control unit 310 controls the image displayed on the image display unit 114 and the sound output from the speaker 156 based on the command sent from the effect control unit 300.
Specifically, in the ROM 312 of the image / sound control unit 310, a symbol image or background image displayed during the game on the image display unit 114, a decorative symbol for notifying the player of the lottery result, and a notice effect for the player Image data such as a character or item for displaying is stored. Furthermore, various kinds of acoustic data such as music and sound output from the speaker 156 in synchronization with the image data or independently of the image data, and sound effects such as jingles are stored. The CPU 311 selects and reads out the data corresponding to the command sent from the effect control unit 300 from the image data and the sound data stored in the ROM 312. Furthermore, image processing for background image display, symbol image display, symbol image variation, character / item display, etc., and voice processing using the read acoustic data are performed using the read image data.
Then, the image / sound control unit 310 controls screen display on the image display unit 114 based on the image data subjected to image processing. Further, the sound output from the speaker 156 is controlled by the sound data subjected to the sound processing.

[Configuration and function of lamp control unit]
The lamp control unit 320 stores a CPU 321 that performs arithmetic processing when controlling the light emission of the panel lamp 116 and the frame lamp 157 and the operation of the movable accessory 115, and programs executed by the CPU 321 and various data. A ROM 322 and a RAM 323 used as a working memory for the CPU 321 are provided.
The lamp control unit 320 controls lighting / flashing of the panel lamp 116 and the frame lamp 157 based on the command sent from the effect control unit 300, and the emission color. The lighting / flashing of the gate lamp 118 is controlled. Further, the operation of the movable accessory 115 is controlled.
Specifically, the ROM 322 of the lamp control unit 320 stores lighting / flashing pattern data and emission color pattern data (emission pattern) for the panel lamp 116 and the frame lamp 157 according to the production contents set by the production control unit 300. Data) is stored. The CPU 321 selects and reads out the light emission pattern data stored in the ROM 322 corresponding to the command sent from the effect control unit 300. The lamp controller 320 controls the light emission of the panel lamp 116 and the frame lamp 157 based on the read light emission pattern data.
The ROM 322 of the lamp control unit 320 stores operation pattern data of the movable accessory 115 corresponding to the production content set by the production control unit 300. The CPU 321 controls the operation of the movable accessory 115 based on the read operation pattern data.

[Configuration and function of payout control unit]
The payout control unit 400 includes a CPU 401 that performs arithmetic processing for controlling payout of the payout ball, a ROM 402 that stores programs executed by the CPU 401, various data, and the like, and a RAM 403 that is used as a work memory for the CPU 401. And.
The payout control unit 400 controls payout of the payout ball based on the command sent from the game control unit 200.
Specifically, the payout control unit 400 acquires from the game control unit 200 a command for paying out a predetermined number of prize balls according to the place where the game ball has won (such as the first start port 121). Then, the payout driving unit 411 is controlled so as to pay out the number of prize balls specified by the command. Here, the payout drive unit 411 includes a drive motor that sends out the game ball from the storage unit of the game ball.

The payout control unit 400 also includes a payout ball detection unit 412 that detects the number of prize balls actually paid out from the game ball storage unit by the payout drive unit 411, and a game ball in the storage unit (not shown). Sphere detection unit 413 for detecting whether or not there is a storage, and whether or not the plate 153 in which a game ball used when a player plays a game or a prized ball to be held is full is detected. A full tank detection unit 414 is connected. Then, the payout control unit 400 receives detection signals detected by the payout ball detection unit 412, the ball presence detection unit 413, and the full tank detection unit 414, and performs predetermined processing according to these detection signals.
Further, the payout control unit 400 is connected to a frame external information terminal board 450 that transmits various types of information to a host computer installed in the hall. Then, the payout control unit 400, for example, information on the number of prize balls instructed to pay out to the payout driving unit 411, information on the number of prize balls actually paid out detected by the payout ball detection unit 412, etc. Is transmitted to the host computer via the frame external information terminal board 450. Also, similar information is transmitted to the game control unit 200.

[Functional configuration of game control unit]
Next, the functional configuration of the game control unit 200 will be described.
FIG. 4 is a block diagram showing a functional configuration of the game control unit 200. As shown in the figure, the game control unit 200 is a special symbol lottery unit 231, a normal symbol lottery unit 232, a special symbol variation control unit 233, and a special symbol lottery result determination as functional units for executing various lottery processes. A unit 234 and a normal symbol control unit 237. The special symbol lottery unit 231 is an example of a lottery unit and is an example of a special symbol lottery unit.
In addition, the game control unit 200 includes a variation pattern selection unit 235 and a game progress control unit 236 as functional units that execute processing associated with special symbol variation.
Furthermore, the game control unit 200 is a function unit that executes operation control of various types of objects and data processing related to a prize ball, etc., as a function unit for a prize winning opening operation control unit 238, an electric tulip operation control unit 239, and a prize ball processing unit 240. And an output control unit 241 and a random number control unit 242.

The special symbol lottery unit 231 performs a special symbol lottery when a game ball wins the first starting port 121 or the second starting port 122.
The normal symbol lottery unit 232 performs the normal symbol lottery when the game ball passes through the lottery gate 124.
The special symbol fluctuation control unit 233 controls the fluctuation of the special symbol according to the lottery result when the special symbol lottery is performed.

The special symbol lottery result determination unit 234, when a special symbol lottery is performed, the lottery result is “whether it is a big hit”, “a type of jackpot when a big winner is won”, “not a big winner It is determined whether or not it is a small hit or not.
Here, the “hit” is divided into a plurality of types according to the gaming state that occurs after the end of the jackpot game. Specifically, the type of jackpot is determined by a combination of the presence / absence of a short-time gaming state in which the variation time of the special symbol is shortened and the presence / absence of a probability-changing gaming state in which the winning probability of the jackpot varies with high probability. In other words, the types of jackpots include jackpots in which both a short-time gaming state and a probability variable gaming state occur after the jackpot game ends, a jackpot in which only a short-time gaming state occurs, a jackpot in which only a probability-changing gaming state occurs, a short-time gaming state and There can be a jackpot where none of the probable gaming states occur. Hereinafter, when distinguishing these jackpots, they are distinguished by describing as “with time reduction”, “without time reduction”, “with certainty change”, “without certainty change”, etc., based on the gaming state that occurs after the end of the jackpot game. Each of these jackpots is associated with an individual special symbol, and the type of jackpot is determined according to the type of special symbol won in the special symbol lottery.

  In addition, the “bonanza” may be divided into a jackpot that can be expected to pay out a large amount of gaming balls for a long time, and a jackpot that can hardly be expected to pay out gaming balls because the jackpot game time is short. The former is called “long hit” and the latter is called “short hit”. For example, in “long win”, a round that is maintained until the open state of the big winning opening 125 satisfies a predetermined condition (for example, a predetermined time has elapsed or a predetermined number of game balls have been won) is repeated a predetermined number of times. In the “short win”, a round in which the big prize opening 125 is opened for a predetermined time is repeated a predetermined number of times. Usually, a jackpot where a short-time gaming state occurs (with time saving) after the jackpot game ends is a long win, and a jackpot where no short-time gaming state occurs (no time saving) is a short win. The long hit is an example of a first hit with a large number of continuous operations of the special electric accessory, and the short hit is an example of a second hit with a small number of continuous operations of the special electric accessory.

  Note that a jackpot in which a probability change gaming state occurs (with probability change) after the jackpot game ends is also referred to as a “probability change jackpot”, and a jackpot in which a probability change gaming state does not occur (without probability change) is also referred to as a “normal jackpot”. Also, depending on the game mode, only a probable gaming state occurs after the jackpot game ends, and a short-time gaming state does not occur (with probability variation + no time shortening). Also called etc. In addition, “probability jackpot” may be distinguished as “15 round (15R) probability jackpot”, “2 round (2R) probability jackpot” or the like based on the number of rounds in which the winning prize opening 125 is open. is there.

In addition, the “small win” when the jackpot is not won is, for example, a small hit game in which the door 128 of the big prize opening 125 is opened and closed a predetermined number of times, and the game state at the time of winning the small hit even after finishing Is to continue. That is, when the game state at the time of winning the small hit is the probability variation game state, the probability variation game state is continued even after the end of the small hit game, and the game state does not shift. Similarly, if the gaming state at the time of winning the small hit is a normal gaming state (normal gaming state) in which neither probability fluctuation nor time reduction is made, the normal gaming state is continued even after the end of the small hitting game, The gaming state does not transition.
Further, in the “out of game”, neither “big hit” nor “small win” is set, and none of the above-described gaming states advantageous to the player is set.

The variation pattern selection unit 235 displays the variation pattern (variation time) of the special symbol displayed on the first special symbol display 221 or the second special symbol display 222 when the lottery result of the special symbol is “big hit”. Select. Further, it is determined whether or not a reach effect is to be performed. The “reach effect” here is an effect performed by the image display unit 114 or the like for causing the player to expect a big hit.
The game progress control unit 236 controls the progress of the game in each game state.

When the normal symbol lottery is performed, the normal symbol control unit 237 determines whether the normal symbol lottery result is “winning or lost”. Further, the fluctuation of the normal symbol is controlled according to the lottery result. The winning probability of this normal symbol lottery is high when there is a winning support (so-called electric chew support) to the second start port 122 by opening the electric tulip 123, which is mainly performed in the short-time gaming state.
When it is determined as “winning”, the electric tulip 123 is opened for a specified time and a specified number of times, and a state in which the winning probability of the game ball to the second start port 122 is increased is generated. During the above winning support (electrical chew support), the specified number of times and the specified time increase. In addition, when it is determined as “displacement”, such an open state of the electric tulip 123 does not occur.

The special winning opening operation controller 238 controls the opening operation of the door 128 of the special winning opening 125. That is, the special winning opening operation control unit 238 controls the continuous opening and closing of the door 128 at the special winning opening 125 that reflects the lottery result of the special symbol, and the round start switch 225 passes the game ball to the round start gate 127. Start after detection is done. In other words, the special winning opening operation control unit 238 does not start the continuous opening / closing control of the door 128 at the special winning opening 125 until the round start switch 225 detects the passage of the game ball to the round start gate 127. .
The electric tulip operation control unit 239 controls the opening operation of the electric tulip 123.
The prize ball processing unit 240 controls the management of the number of prizes received for various types of winnings and lotteries, and controls the payout of prize balls according to the prizes.
The output control unit 241 controls the output of control commands from the game control unit 200 to the effect control unit 300 and the payout control unit 400.
The random number control unit 242 controls updating of various random number values used in processing by the main control unit and the sub control unit.

[Basic operation of gaming machine]
Next, the basic operation of the pachinko gaming machine 100 configured as described above will be described.
The basic operation of the pachinko gaming machine 100 is performed by a game control unit 200 that is a main control means. Under the control of the game control unit 200, the effect control unit 300, which is a sub-control means, controls the game effect, and the payout control unit 400 controls the payout of the prize ball.

FIG. 5 is a flowchart showing main operations of the game control unit 200.
The game control unit 200 repeatedly executes each process shown in FIG. 5 at regular time intervals (for example, 4 milliseconds) in a normal operation except for special cases such as when the power is turned on or when the power is turned off. Referring to FIG. 5, a random number update process, a switch process, a symbol process, an electric accessory process, a prize ball process, and an output process are sequentially executed (steps 501 to 506).

  In the random number update process (step 501), the random number control unit 242 of the game control unit 200 updates various random number values used in the process by the main control unit and the sub control unit. Details of the setting of the random number and the update of the random value will be described later.

As the switch process (step 502), a start port switch process, a gate switch process, and a round start switch process are performed.
In the start port switch process, the special symbol lottery unit 231 of the game control unit 200 monitors the states of the first start port switch 211 and the second start port switch 212 in FIG. Processing for symbol lottery is executed.
In the gate switch process, the normal symbol lottery unit 232 of the game control unit 200 monitors the state of the gate switch 214 in FIG. 3 and executes a process for the normal symbol lottery when the switch is turned on.
In the round start switch process, the big prize opening operation control unit 238 of the game control unit 200 monitors the state of the round start switch 225 in FIG. The process of the round start flag is executed. The winning game flag here will be described later. In addition, it can be grasped that the condition device has been activated when the winning game flag is turned ON.
The detailed contents of these switch processes will be described later.

As the symbol processing (step 503), special symbol processing and normal symbol processing are performed.
In the special symbol processing, the special symbol variation control unit 233, the special symbol lottery result determination unit 234, the variation pattern selection unit 235, and the game progress control unit 236 of the game control unit 200 perform special symbol variation and processing associated with this symbol variation. Done.
In the normal symbol process, the normal symbol control unit 237 of the game control unit 200 performs a normal symbol variation and a process associated with the symbol variation.
The detailed contents of these symbol processes will be described later.

As the electric accessory process (step 504), a big prize opening process and an electric tulip process are performed.
In the special prize opening process, the special prize opening operation controller 238 of the game control unit 200 controls the opening operation of the door 128 at the special prize opening 125 based on a predetermined condition.
In the electric tulip process, the electric tulip operation control unit 239 of the game control unit 200 controls the opening operation of the electric tulip 123 based on a predetermined condition.
The detailed contents of these electric accessory processing will be described later.

In the prize ball processing (step 505), the prize ball processing unit 240 of the game control unit 200 controls the management of the number of winning prizes and the payout of prize balls according to the winning prize.
In the output process (step 506), the output control unit 241 of the game control unit 200 outputs a control command to the effect control unit 300 and the payout control unit 400. The control command is generated in each process up to step 505, set in the RAM 203, and output in this output process.

[Start-up switch processing in game control unit]
FIG. 6 is a flowchart showing the contents of the start port switch process in the switch process shown in step 502 of FIG.
In the start port switch process, a process for winning at the first start port 121 and a process for winning at the second start port 122 are sequentially performed. Referring to FIG. 6, the special symbol lottery unit 231 of the game control unit 200 first determines whether or not a game ball is won at the first starting port 121 and the first starting port switch 211 is turned on (step). 601). If the first start port switch 211 is turned ON, then the special symbol lottery unit 231 determines whether or not the number U1 of the unlotted hold in the winning of the first start port 121 is less than the upper limit value (step). 602). In the example shown in FIG. 6, the upper limit value is four. If the number of holdings U1 has reached the upper limit (No in step 602), the winnings for the undrawn lots cannot be held any longer, so the process for winning at the first start port 121 is terminated.

  On the other hand, when the number of reservations U1 is less than the upper limit value (Yes in Step 602), the special symbol lottery unit 231 then adds 1 to the value of the number of reservations U1 (Step 603). Then, a random value for the lottery by the current winning is obtained and stored in the RAM 203 (step 604). Here, since the first starting port 121 is won, a random number value for special symbol lottery is acquired. The random value acquired at this time is the value updated by the random number update process in step 501. And the result of the special symbol lottery is determined by this random number value. Random value here is a jackpot random value that determines jackpot, jackpot or lose, jackpot type (whether there is a short-time gaming state after the jackpot game, whether there is a promiscuous gaming state, per jackpot, short hit) A design random number value to be determined (a jackpot symbol random number value), a variation pattern random number for specifying a variation pattern in symbol variation, a reach random number value for determining whether or not to perform a reachable effect, and the like are included.

Next, the special symbol lottery unit 231 performs a pre-determination process for performing a notice effect of the lottery result on a winning ball (holding ball) for which a special symbol variation display operation is suspended (that is, an undrawn lottery). Perform (step 605). In this pre-determination process, the lottery result is determined not at the start of symbol variation but at the start opening prize (that is, at step 605). In addition, in the gaming machine that does not perform the notice effect of the lottery result, this prior determination process may be omitted.
Thereafter, the special symbol lottery unit 231 sets a command for increasing the number of held U1 to notify the effect control unit 300 of the increase in the number of held U1 in Step 603 in the RAM 203 (Step 606), and wins a prize at the first start port 121. The process for is terminated. When the preliminary determination process in step 605 is performed, the information on the determination result of the preliminary determination obtained in step 605 is included in the pending number U1 increase command.

  Next, a process for winning in the second start port 122 is performed. Referring to FIG. 6, next, the special symbol lottery unit 231 determines whether or not the game ball has won the second start port 122 and the second start port switch 212 is turned on (step 607). If the second start port switch 212 is turned on, then the special symbol lottery unit 231 determines whether or not the number U2 of unreserved hold numbers in the winning of the second start port 122 is less than the upper limit (step). 608). In the example shown in FIG. 6, the upper limit value is four. If the number of holds U2 has reached the upper limit (No in step 608), the winning for the undrawn lots cannot be held any longer, and the process for winning at the second start port 122 is terminated.

  On the other hand, when the reserved number U2 is less than the upper limit value (Yes in Step 608), the special symbol lottery unit 231 next adds 1 to the value of the reserved number U2 (Step 609). Then, a random value for the lottery by the current winning is acquired and stored in the RAM 203 (step 610). Here, since the winning of the second starting port 122 is won, a random number value for special symbol lottery (a jackpot random number, a jackpot symbol random number, a reach random number, a variation pattern random number, etc.) is acquired as in step 604 above. The random value acquired at this time is the value updated by the random number update process in step 501. And the result of the special symbol lottery is determined by this random number value.

Next, the special symbol lottery unit 231 performs a pre-determination process for performing a notice effect of the lottery result on a winning ball (holding ball) for which a special symbol variation display operation is suspended (that is, an undrawn lottery). Perform (step 611). The contents of this preliminary determination process are the same as in step 605 above. This pre-determination process may also be omitted in gaming machines that do not perform the notice effect of the lottery result.
Thereafter, the special symbol lottery unit 231 sets a command for increasing the number of held U2 for notifying the effect control unit 300 of the increase in the number of held U2 in step 609 in the RAM 203 (step 612), and wins a prize at the second starting port 122. The process for is terminated. When the preliminary determination process in step 611 is performed, the information on the determination result of the preliminary determination obtained in step 611 is included in the pending number U2 increase command.

[Gate switch processing in game control unit]
FIG. 7A is a flowchart showing the contents of the gate switch process in the switch process shown in step 502 of FIG.
In this gate switch process, the normal symbol lottery unit 232 of the game control unit 200 first determines whether or not the game ball passes through the lottery gate 124 and the gate switch 214 is turned on (step 701). If the gate switch 214 is turned on (Yes in step 701), the normal symbol lottery unit 232 next determines whether or not the number G of unreserved reserves is less than the upper limit value (step 702). In the example illustrated in FIG. 7A, the upper limit value is four. If the number of holds G has reached the upper limit (No in Step 702), the winning for the undrawn lots cannot be held any more, so the gate switch process is terminated.

  On the other hand, when the number of reservations G is less than the upper limit (Yes in Step 702), the normal symbol lottery unit 232 next adds 1 to the value of the number of reservations G (Step 703). Then, a random value for the lottery by the current winning is obtained and stored in the RAM 203 (step 704). Here, since the lottery gate 124 is won, a random value (such as a winning random number) for normal symbol lottery is acquired.

[Round start switch processing in game control unit]
FIG. 7-2 is a flowchart showing the contents of the round start switch process in the switch process shown in step 502 of FIG.
In this round start switch process, the big prize opening operation control unit 238 of the game control unit 200 first determines whether or not the game start ball 127 passes through the round start gate 127 and the round start switch 225 is turned on ( Step 711). If the round start switch 225 is turned on (Yes in step 711), the special winning opening operation control unit 238 then turns on the winning game flag in setting of the flag set in the RAM 203 (hereinafter, flag setting). It is determined whether or not (step 712).
The winning game flag here is a flag that is set to identify the gaming state corresponding to the winning when the result of the special symbol lottery is the big winning or the small winning. Depending on the hit type, one of the long hit game flag, the short hit game flag, and the small hit game flag is set. In the present embodiment, these are collectively called a winning game flag.

When the winning game flag is ON (Yes in Step 712), the big prize opening operation control unit 238 determines whether or not the round start flag is OFF (Step 713).
The round start flag here is a flag that is set to determine whether or not it is necessary to control the timing for starting a round. That is, the round start flag is for setting that the round start switch 225 is turned on as a condition for operating the accessory continuous operation device (communicating device) when the condition device is operated. More specifically, the round start flag is for controlling the timing for executing continuous opening and closing of the door 128 at the special winning opening 125.
The condition device referred to here is configured by the CPU 201 of the game control unit 200, and more specifically, is configured by the special winning opening operation control unit 238. In the present embodiment, the condition device operates when a specific symbol combination is displayed.
In addition, a part of the accessory continuous operation device referred to here is configured by the CPU 201 of the game control unit 200, and more specifically, configured by the big prize opening operation control unit 238. The accessory continuous activation device is activated when the round start switch 225 is turned on after the condition device is activated.

Then, when the round start flag is OFF (Yes in Step 713), the special winning opening operation control unit 238 sets the round start flag to ON (Step 714).
If the round start switch 225 is not turned on (No in Step 711), the winning game flag is not turned on (No in Step 712), or the round start flag is not OFF (No in Step 713). Ends the round start switch processing.

In this way, the special winning opening operation control unit 238 determines whether or not the round start flag needs to be turned on when the round start switch 225 is turned on (step 711) (step 712). 713), if it is determined that it is necessary, the round start flag is turned ON (step 714).
Further, in the round start switch processing, even if the round start switch 225 is turned on, the round start flag is not turned ON from OFF unless the winning game flag is turned ON. Further, in the round start switch process, even if the round start switch 225 is turned on, the number of holdings is not calculated and the random number value is not obtained. Is different.
In addition, the round start switch 225 is a dedicated switch for switching the round start flag from OFF to ON.
When the round start flag is turned ON, a control example in which a predetermined LED on the display unit 130 is turned on to indicate that a game ball has passed to the round start gate 127 is also conceivable.

  In the first embodiment, the winning game flag is ON as a condition for switching the round start flag from OFF to ON (round start flag switching condition), but other control examples are also considered. It is done. For example, the long start game flag or the short hit game flag is ON as a round start flag switching condition, and the round start flag is not switched from OFF to ON even if the small hit game flag is ON. It is.

[Special symbol processing in game control unit]
FIG. 8 is a flowchart showing the contents of the special symbol processing of the symbol processing shown in step 503 of FIG.
In this special symbol process, the special symbol variation control unit 233 of the game control unit 200 first checks whether or not the winning game flag is ON in the flag setting (step 801). When the winning game flag is ON (Yes in step 801), the winning combination continuous operation device is operated to open / close the special winning opening 125, and a predetermined number of rounds based on the big winning are continuously executed.

If the winning game flag is ON (Yes in step 801), the pachinko gaming machine 100 is already in a gaming state due to some kind of hitting (a state where a special symbol is selected and stopped), so that special symbol variation is started. After performing the opening process (step 817) according to another routine, the special symbol process is terminated. The details of the opening process will be described later.
On the other hand, if the winning game flag is OFF (No in Step 801), the special symbol variation control unit 233 next determines whether or not the current state of the pachinko gaming machine 100 is in the special symbol variation (Step 802). . When the special symbol is not changing (No in step 802), the special symbol fluctuation control unit 233 performs processing related to the number of holdings U1 and U2 (see FIG. 6) for the undrawn special symbol (steps 803 to 806). . In the present embodiment, the number of holds U1 related to winning of the first start port 121 and the number of holds U2 related to winning of the second start port 122 are distinguished, so this processing is also performed for each corresponding start port. .

  Specifically, the special symbol variation control unit 233 first determines whether or not the number of holds U2 related to winning in the second start port 122 is 1 or more (step 803). When the number of reservations U2 is 1 or more (Yes in Step 803), the special symbol variation control unit 233 subtracts 1 from the value of the number of reservations U2 (Step 804). On the other hand, if the hold number U2 = 0 (No in step 803), the special symbol variation control unit 233 next determines whether the hold number U1 related to winning in the first start port 121 is 1 or more (step 805). . When the number of reservations U1 is 1 or more (Yes in Step 805), the special symbol variation control unit 233 subtracts 1 from the value of the number of reservations U1 (Step 806). On the other hand, if the number of holdings U1 = 0 (No in step 805), it means that there is no winning for starting the special symbol lottery, so the special symbol change is not started, and the waiting for a different routine is set. The process is executed and the process is terminated (step 816).

  After subtracting the holding number U1 or the holding number U2 in step 804 or step 806, the special symbol variation control unit 233 turns off the customer waiting flag set in the flag setting of the RAM 203 (step 807). The customer waiting flag is a flag for identifying that the pachinko gaming machine 100 is in a customer waiting state, and is set in the customer waiting setting process.

  Next, the special symbol variation control unit 233 executes jackpot determination processing and variation pattern selection processing by separate routines (steps 808 and 809). As will be described in detail later, setting information (design, game state, variation pattern, etc.) included in the variation start command sent to the effect control unit 300 is determined by the jackpot determination processing and variation pattern selection processing.

  Thereafter, the special symbol variation control unit 233 is displayed by the first special symbol display unit 221 and the second special symbol display unit 222 shown in FIG. 2 based on the setting contents determined in the jackpot determination process and the variation pattern selection process. The special symbol change is started (step 810). Then, a change start command including setting information (symbol, gaming state, change pattern, etc.) indicating the setting contents is generated and set in the RAM 203 (step 811). The variation start command set in step 811 is transmitted to the effect control unit 300 by the output process shown in step 506 of FIG.

  If it is determined in step 802 that the special symbol is changing (Yes in step 802), or after the change start command is set in step 811, the special symbol fluctuation control unit 233 determines whether or not the fluctuation time has elapsed. (Step 812). That is, it is determined whether or not the elapsed time since the start of the variation of the special symbol at step 810 has reached the variation time set in the variation pattern selection process at step 809. If the variation time has not elapsed (No in step 812), the special symbol variation is continued, and the special symbol processing is terminated as it is.

  On the other hand, when the variation time has elapsed (Yes in step 812), the special symbol variation control unit 233 first stops the variation of the special symbols in the first special symbol display 221 and the second special symbol display 222 (step 813), a change stop command is set in the RAM 203 (step 814). Then, a stop routine process of another routine is executed (step 815). The contents of the stop process will be described later. The change stop command set in step 814 is transmitted to the effect control unit 300 by the output process shown in step 506 of FIG.

  Here, in the first embodiment, when the winning game flag is ON (Yes in Step 801), the customer waiting setting process is not performed (Step 816). Therefore, the customer waiting command is not set in the RAM 203 (see step 1202 in FIG. 12), and the customer waiting screen is not displayed on the image display unit 114.

[Big hit judgment processing by game control unit]
FIG. 9 is a flowchart showing the contents of the jackpot determination process (step 808 in FIG. 8).
In this jackpot determination process, the special symbol lottery result determination unit 234 of the game control unit 200 first determines a jackpot random number in the current special symbol lottery (step 901), and determines whether or not the jackpot or small hit is made. (Steps 902 and 905). The value of the jackpot random number acquired in Step 604 or Step 610 of FIG. 6 matches the value set as the winning value of the jackpot or the value set as the winning value of the jackpot whether the jackpot or the jackpot It is determined by judging whether or not (see FIG. 17A).

If the result of the random number determination in step 901 is a big hit (Yes in step 902), then the special symbol lottery result determination unit 234 determines a big hit symbol random number (step 903). Depending on the result of this determination, the type of jackpot (any of probability variation + time reduction, probability variation + no time shortage, no probability variation + time shortage, no probability variation + no time shortness) is determined. Which jackpot is determined is determined by whether the value of the jackpot symbol random number acquired in step 604 of FIG. 6 matches one of the preset values for each jackpot type (FIG. 17B). )reference).
After the above determination, the special symbol lottery result determination unit 234 sets the symbol representing the type of jackpot determined by the determination of the jackpot symbol random number (the jackpot symbol) as setting information in the RAM 203 (step 904).

  When the result of the random number determination in step 901 is a small hit (No in step 902, Yes in step 905), the special symbol lottery result determination unit 234 next displays a symbol indicating a small hit (hereinafter referred to as a small hit symbol). ) As setting information in the RAM 203 (step 906).

  If the result of the random number determination in step 901 is neither big win nor small win (No in step 902 and step 905), then the special symbol lottery result determination unit 234 indicates that the lottery has been lost (hereinafter referred to as a lost symbol). Is set in the RAM 203 as setting information (step 907).

[Change pattern selection process by game control unit]
FIG. 10 is a flowchart showing the contents of the variation pattern selection process (step 809 in FIG. 8).
In this variation pattern selection process, the variation pattern selection unit 235 of the game control unit 200 first determines whether or not a big win has been won in this special symbol lottery (step 1001). This determination is the same as steps 901 and 902 of the jackpot determination process (FIG. 9) (the determination result of step 902 may be used). If it is a big hit (Yes in Step 1001), the fluctuation pattern selection unit 235 reads the big hit fluctuation pattern table from the ROM 202 and sets it in the RAM 203 (Step 1002).

On the other hand, if the jackpot is not won (No in step 1001), the variation pattern selection unit 235 then determines a random number to determine whether or not to perform a so-called reach effect for causing the player to expect a jackpot. (Step 1003). Whether or not the reach effect is performed is determined by determining whether or not the reach random number value acquired in step 604 of FIG. 6 matches a preset value (see FIG. 17C).
As a result of determination using random numbers, when a reach effect is performed (Yes in step 1004), the variation pattern selection unit 235 reads a variation pattern table for reach from the ROM 202 and sets it in the RAM 203 (step 1005). When the reach effect is not performed (No in Step 1004), the variation pattern selection unit 235 reads the variation pattern table for loss from the ROM 202 and sets it in the RAM 203 (Step 1006).
Here, the variation pattern table is a table in which a plurality of variation patterns (variation times 10 seconds, 30 seconds, 60 seconds, 90 seconds, etc.) prepared in advance are associated with values of variation pattern random numbers.

  Next, the variation pattern selection unit 235 determines the variation pattern random number using the variation pattern random number acquired in Step 604 or Step 610 of FIG. 6 and the variation pattern table set in Steps 1002, 1005, and 1006 ( Step 1007). That is, the fluctuation pattern selection unit 235 refers to the fluctuation pattern table set in the RAM 203 and selects a fluctuation pattern corresponding to the random value of the fluctuation pattern random number. Therefore, even if the same random number value is acquired, the variation referred to depending on the state difference such as whether or not the result of the special symbol lottery is a big hit or not and whether or not a reach effect is performed if it is not a big hit Since the pattern tables are different, the determined variation pattern may be different.

  Thereafter, the variation pattern selection unit 235 sets the variation pattern selected in Step 1007 in the RAM 203 as setting information (Step 1008). The variation pattern setting information set in step 1008 is included in the variation start command set in step 811 of FIG. 8, and is transmitted to the effect control unit 300 by the output process shown in step 506 of FIG.

[Processing during stop by game control unit]
FIG. 11A is a flowchart illustrating the contents of the stop process (step 815 in FIG. 8).
In this stop process, the game progress control unit 236 of the game control unit 200 first checks whether or not the time reduction flag is ON in the flag setting of the RAM 203 (step 1101). The short time flag is a flag for identifying that the gaming state of the pachinko gaming machine 100 is the short time gaming state. When the time-short flag is ON (Yes in Step 1101), the game progress control unit 236 subtracts 1 from the value of the number of lotteries (number of fluctuations) J in the time-short game state (Step 1102), and the number of lotteries J becomes 0. It is checked whether or not (step 1103). If the number of lotteries J = 0 (Yes in Step 1103), the time reduction flag is turned OFF (Step 1104). Note that the operation for turning on the hourly flag and the setting of the initial value of the lottery count J are the game state setting process (FIG. 14-1, FIG. 14-2 and FIG. 14-3) described later. 15).

  If the time reduction flag is OFF (No in step 1101), or after the time reduction flag is turned OFF in step 1104, or if the value of the number of times of lottery J is not 0 (No in step 1103), then the game progress control unit 236 Checks whether or not the probability variation flag is ON in the flag setting of the RAM 203 (step 1105). The probability variation flag is a flag for identifying that the gaming state of the pachinko gaming machine 100 is a probability variation game. When both the probability change flag and the previous time reduction flag are ON, generally, the game state has a probability change and time reduction as performed after a long hit, and the probability change flag is ON and the time reduction flag is OFF. In some cases, the game is generally in a gaming state where the probability change is made after a short win but the time is not short.

  When the probability change flag is ON (Yes in Step 1105), the game progress control unit 236 subtracts 1 from the value of the number of lotteries (number of variations) X in the probability variation game state (Step 1106), and the number of lotteries X is set to 0. It is checked whether or not (step 1107). If the number of times of lottery X = 0 (Yes in Step 1107), the probability variation flag is turned OFF (Step 1108). The operation for turning on the probability change flag and the setting of the initial value of the lottery number X are the game state setting process (FIG. 14-1, FIG. 14-2 and FIG. 14-3) described later. 15).

  If the probability change flag is OFF (No in step 1105), or after the probability change flag is turned OFF in step 1108, or if the value of the lottery count X is not 0 (No in step 1107), then the game progress control unit 236 Determines whether or not a big win has been won in this special symbol lottery (step 1109). If it is a big hit (Yes in Step 1109), the game progress control unit 236 next determines whether or not the type of big hit is a long win (Step 1110).

  These determinations can be made based on the type of symbol set in the setting information in the jackpot determination process (FIG. 9). For example, when the normal symbol A or the probability variation symbol A is set among symbols shown in the diagram of FIG. 17B described later, it is determined that the jackpot type is long hit. Further, when the normal symbol B, the probability variation symbol B or the latent probability symbol is set, it is determined that the type of jackpot is short hit. Therefore, if the normal symbol A or the probable variation symbol A is set in the setting information, “Yes” in both steps 1109 and 1110. If the normal symbol B, the probability variation symbol B, or the latent probability symbol is set, Yes in step 1109 and No in step 1110. If the off symbol or the small hit symbol is set, No in step 1109. Since these determinations are substantially the same as steps 902, 903, and 905 of the jackpot determination process (FIG. 9), the determination results of steps 902, 903, and 905 may be used.

  When the jackpot type is a long hit (Yes in Step 1110), the game progress control unit 236 turns on the long hit game flag (Step 1111). Thereby, the setting of the gaming state in the RAM 203 becomes a jackpot gaming state (long winning gaming state) in which the jackpot type is long winning. Here, the presence / absence of probability fluctuation is not distinguished in the per unit length. The presence / absence of the probability change is specified by turning on the corresponding flag in the gaming state setting process (FIG. 15) in the special prize opening process (FIGS. 14-1, 14-2, and 14-3) described later. .

  When the big hit type is not long hit (No in Step 1110), the game progress control unit 236 turns on the short hit game flag (Step 1112). Thereby, the setting of the gaming state in the RAM 203 becomes a big hit gaming state (short winning gaming state) in which the big hit type is short hit.

  After the winning game flag is turned ON in step 1111 or step 1112, the game progress control unit 236 initializes the values of the lottery times J and X (step 1113). That is, since the special symbol lottery was a big win (step 1109), the lottery times J and X are reset to 0 and newly counted again. Further, the game progress control unit 236 turns off the time reduction flag when the time reduction flag is ON in step 1101 and the lottery count J is not 0 in step 1103 (step 1114). Similarly, if the probability variation flag is ON in step 1105 and the lottery count X is not 0 in step 1107, the probability variation flag is turned OFF (step 1114). After that, the game progress control unit 236 indicates that the condition device has been operated in the game control unit 200 and sets a condition device command (condition device operation start command) for performing an effect after the condition device is activated in the RAM 203. (Step 1115).

On the other hand, when the result of the special symbol lottery this time is not a big hit (No in Step 1109), the game progress control unit 236 determines whether or not the result of the special symbol lottery this time is a big hit (Step). 1116). If it is not a small hit (No in step 1116), the stop process is terminated.
On the other hand, when it is a small hit (Yes in step 1116), the game progress control unit 236 turns on the small hit game flag (step 1117). Thereby, the setting of the gaming state in the RAM 203 becomes the small hit gaming state.

FIG. 11-2 is a flowchart showing the contents of the opening process (step 817 in FIG. 8).
In this opening process, the game progress control unit 236 of the game control unit 200 first checks whether the combination device operation start flag is ON in the flag setting of the RAM 203 (step 1131). As will be described later, this association device operation start flag is set to OFF in step 1134 of FIG. 11-2 and set to ON in step 1455 of FIG. 14-3. More specifically, the combination device operation start flag indicates that the opening command (see step 1133 in FIG. 11-2) is sent to the effect control unit 300 before the combination device operation start command (see step 1454 in FIG. 14-3). This is to prevent transmission.

If the combination device operation start flag is ON (Yes in Step 1131), the game progress control unit 236 starts the opening operation (Step 1132). Here, the contents of the opening operation differ depending on which of steps 1111, 1112, and 1117 in FIG. 11A the winning game flag is turned on. In other words, depending on the state of the winning game flag, one of the opening operations set in each gaming state of the long winning game, the short winning game, and the small winning game is performed.
Thereafter, the game progress control unit 236 sets an opening command for performing an effect in the opening operation according to the winning game flag in the effect control unit 300 in the RAM 203 (step 1133), and turns off the combination device operation start flag. (Step 1134), the opening process is terminated. This opening command is transmitted to the effect control unit 300 by the output process shown in step 506 of FIG.
If the combination device operation start flag is not ON (No in step 1131), the opening process is terminated without performing the opening command set.

[Customer waiting setting process by game control unit]
FIG. 12 is a flowchart showing the contents of the customer waiting setting process (step 816 in FIG. 8).
In this customer waiting setting process, the game progress control unit 236 of the game control unit 200 first checks whether or not the customer waiting flag is ON in the flag setting of the RAM 203 (step 1201). Here, the customer waiting flag is a flag that is set to identify that the pachinko gaming machine 100 is in a customer waiting state.

  When the customer waiting flag is ON, the pachinko gaming machine 100 is in the customer waiting state, and thus the processing is ended as it is (Yes in step 1201). On the other hand, when the customer waiting flag is OFF, the game progress control unit 236 generates a customer waiting command and sets it in the RAM 203 (step 1202), and turns on the customer waiting flag (step 1203). The customer waiting command set in step 1202 is transmitted to the effect control unit 300 by the output process shown in step 506 of FIG.

[Normal symbol processing by game control unit]
FIG. 13 is a flowchart showing the contents of the normal symbol processing in the symbol processing shown in step 503 of FIG.
In this normal symbol process, the normal symbol control unit 237 of the game control unit 200 first checks whether or not the auxiliary game flag is ON in the flag setting of the RAM 203 (step 1301). Here, the auxiliary game flag is a flag that is set in order to identify a game state (auxiliary game state) corresponding to a normal symbol lottery when winning. In the auxiliary gaming state, the electric tulip 123 is opened according to the electric tulip process (FIG. 16) described later, and it is easy to win (assistant) the second starting port 122.

  When the auxiliary game flag is ON, the normal symbol is already selected and stopped, so the normal symbol processing is terminated without starting the normal symbol variation (Yes in step 1301). On the other hand, when the auxiliary game flag is OFF (No in Step 1301), the normal symbol control unit 237 next determines whether or not the current state of the pachinko gaming machine 100 is changing the normal symbol (Step 1302). When the normal symbol is not changing (No in Step 1302), the normal symbol control unit 237 next determines whether or not the number G of the normal symbols that have not been drawn (see FIG. 7-1) is 1 or more (Step 1303). If the holding number G = 0 (No in step 1303), it means that there is no winning for starting the normal symbol lottery, and therefore the processing is terminated without starting the normal symbol variation.

  On the other hand, when the reserved number G is 1 or more (Yes in step 1303), the normal symbol control unit 237 subtracts 1 from the value of the reserved number G (step 1304), and the random number in the current normal symbol lottery is calculated. A determination is made to determine whether or not the normal symbol lottery has been won (step 1305). Whether or not the game is won is determined by determining whether or not the value of the winning random number acquired in step 704 of FIG. 7-1 matches the value set as the winning value.

  Next, the normal symbol control unit 237 sets the normal symbol in accordance with the result of the normal symbol lottery (step 1306). That is, when a normal symbol lottery is won, a symbol representing the winning (hereinafter referred to as a winning symbol) is set in the RAM 203 as setting information. On the other hand, when the normal symbol lottery is not won, a symbol indicating that the lottery has been lost (hereinafter referred to as a lost symbol) is set in the RAM 203 as setting information.

  Next, the normal symbol control unit 237 sets the variation time of the normal symbol (step 1307). This variation time is set based on the time reduction flag set in the processing of steps 1104 and 1114 in FIG. 11A, step 1506 in FIG. That is, when the time reduction flag is ON in the setting in step 1307, it is set to a short time (for example, 1.5 seconds), and when the time reduction flag is OFF, it is set to a long time (for example, 4.0 seconds). Is set. After this setting, the normal symbol control unit 237 starts normal symbol fluctuations in the normal symbol display 223 shown in FIG. 2 based on the setting contents of Step 1307 (Step 1308).

  After starting normal symbol variation in step 1308 or when it is determined in step 1302 that normal symbol variation is in progress (Yes in step 1302), the normal symbol control unit 237 determines whether or not the variation time has elapsed. (Step 1309). That is, it is determined whether or not the elapsed time from the start of normal symbol fluctuation in step 1308 has reached the fluctuation time set in step 1307. If the fluctuation time has not elapsed (No in step 1309), the normal symbol variation is continued, and the normal symbol processing is terminated as it is.

  On the other hand, when the variation time has ended (Yes in step 1309), the normal symbol control unit 237 stops the variation of the normal symbol in the normal symbol display 223 (step 1310). Then, the normal symbol control unit 237 determines whether or not the normal symbol lottery is won based on the stopped normal symbol (step 1311). If it is elected (Yes in Step 1311), the auxiliary game flag is turned ON (Step 1312). On the other hand, if the lottery is off (No in step 1311), the normal symbol process is terminated without turning on the auxiliary game flag.

[Large winning mouth processing by game control unit]
14-1, FIG. 14-2, and FIG. 14-3 are flowcharts showing the contents of the big prize opening process in the electric accessory process shown in Step 504 of FIG.
In this special winning opening process, the special winning opening operation control unit 238 of the game control unit 200 first checks whether or not the winning game flag is ON in the flag setting of the RAM 203, as shown in FIG. (Step 1401). If the winning game flag is OFF, there is no prize winning in the big prize opening 125, so the big prize opening process is terminated (No in step 1401). On the other hand, when the winning game flag is ON (Yes in Step 1401), the winning of the jackpot is confirmed. Therefore, next, the special winning opening operation control unit 238 performs a round start flag determination process (step 1402). This round start flag determination process is for determining whether or not to continue the big prize opening process.

Here, the contents of the round start flag determination process (see step 1402) will be described with reference to FIG.
The big winning opening operation control unit 238 checks whether or not the long hit game flag is ON (step 1451). If the long win game flag is not ON (No in step 1451), the short win game flag is ON. It is checked whether or not there is (step 1452). When the short winning game flag is not ON (No in Step 1452), the special winning opening operation control unit 238 proceeds to Step 1454. That is, when a game flag (small hit game flag) other than the long win game flag and the short win game flag is ON (No in step 1452), the big prize opening operation control unit 238 determines whether the round start flag is ON. Without checking whether or not, the command-to-operate operation start command is set (step 3103).
When the long winning game flag is ON (Yes in Step 1451) or when the short winning game flag is ON (Yes in Step 1452), the big winning opening operation control unit 238 starts the next round. It is checked whether or not the flag is ON (step 1453). In steps 1451 and 1542, it is determined whether or not it is necessary to refer to ON / OFF of the round start flag.

If the round start flag is not ON (No in step 1453), the big prize opening operation control unit 238 ends the big prize opening process. Note that the “symbol B surrounding the circle” indicating the next procedure content in the case of NO in step 1452 represents that “symbol B surrounded by a circle” illustrated in FIG.
When the round start flag is ON (Yes in Step 1453), the special winning opening operation controller 238 starts the operation of the accessory continuous operation device (community device). An operation start command is generated and set in the RAM 203 (step 1454). Then, the combination device operation start flag indicating that the combination device operation start command has been transmitted to the effect control unit 300 is set to ON (step 1455), the round start flag determination processing is terminated, and the next processing (FIG. 14-1) is performed. (See step 1403).
Thus, according to the determination result of the round start flag performed in step 1453, the generation of the combination device operation start command is varied (see step 1453 and step 1454). The combination device operation start command set in step 1454 is transmitted to the effect control unit 300 in the output process shown in step 506 of FIG.

  As described above, in the round start flag determination process, when the result of the special symbol lottery is a big win (long win or short win), the round does not start until the round start switch 225 (see FIG. 3) is turned ON. The special winning opening operation control unit 238 controls. In other words, in the round start flag determination process, when the result of the special symbol lottery is a big hit, the big winning opening operation control unit 238 is started so that the round is started after the round start switch 225 (see FIG. 3) is turned on. Control. For this reason, when the player wants to continue the game without taking a break, the round start switch 225 (see FIG. 3) is turned on if the game ball is continuously released without stopping the game ball. You can start a round.

  Returning to FIG. 14A, the explanation of the special winning opening process will be continued. The big prize opening operation control unit 238 determines whether or not the pachinko gaming machine 100 is in the middle of the opening operation in the operation control at the time of the big hit started in the stop process (FIG. 11-1) (step 1403).

  When the pachinko gaming machine 100 is opening (Yes in step 1403), the special winning opening operation control unit 238 next determines whether or not a predetermined time for opening operation (opening time) has elapsed. Judgment is made (step 1404). If the opening time has not elapsed, the opening operation at the special winning opening 125 is continued, and the special winning opening process is terminated (No in step 1404). On the other hand, if the opening time has elapsed (Yes in Step 1404), the special prize opening operation control unit 238 next sets the operation of the door 128 at the special prize opening 125 (Step 1405), and sets the winning number C to the initial value. (C = 0) (step 1406), the value of the number of operation rounds R of the big prize opening 125 is incremented by 1 from the current value (step 1407), and the door 128 of the big prize opening 125 starts to operate (opens). (Step 1408).

  In the operation setting in step 1404, the operation pattern of the door 128 of the special winning opening 125 and the number of rounds (operation round number) to be operated in the operation pattern are set. As the case where the door 128 of the big winning opening 125 is operated, there are a case where the special symbol lottery is a big hit per long or short, and a case where it is a small hit. The operation pattern and the number of rounds are variously set according to the hit type. In the case of a long hit, for example, 15 rounds (15R) are operated, and 29.5 seconds are released once in one round. In the case of a short hit, for example, 15 rounds (15R) are operated, and one round is performed once for 0.1 seconds. In the case of a small hit, for example, one round (1R) is operated, and 0.1 second is released 15 times in this round. Here, when the operation with short hits and the operation with small hits are compared in the above examples, both 0.1 seconds of opening is performed 15 times. That is, the operation of the door 128 of the big prize opening 125 that can be seen by the player is the same in the case of the short win and the case of the small win, and the short win only from the operation of the door 128 of the big win 125 on the game board 110. And small hits cannot be distinguished.

  As another example, 15 rounds (15R) are activated per long, 29.5 seconds are released once per round, 2 rounds (2R) are activated per short, and 0 are rounded per round. .9 seconds are opened twice, and with a small hit, one round (1R) is operated, and 0.9 seconds is opened twice in this round. In this case as well, when the operation with short hits and the operation with small hits are compared, both 0.9 seconds are opened twice, and the operation of the door 128 of the big prize opening 125 visible to the player is short. The same applies to the case of winning and the case of winning.

  The law stipulates that the cumulative opening time of the special winning opening 125 must be set within 1.8 seconds for a small hit. On the other hand, in the case of a big hit (long hit or short win), the big winning opening 125 must be continuously opened a plurality of times. Therefore, when trying to make it difficult to visually distinguish the operation with a small hit and the operation with a short hit as described above, within the range that satisfies the cumulative open time within 1.8 seconds in one operation, An operation mode in which the big prize opening 125 is opened two or more times is set, and in the short win, the same number of rounds as the number of small hits is set.

  Next, the special winning opening operation control unit 238 determines whether or not the opening time in the operation pattern set in Step 1404 has elapsed (Step 1409). If the open state at the big prize opening 125 has not passed the opening time (No in step 1409), then the big prize opening operation control unit 238 determines that the number C of winning prizes to the big prize opening 125 is a predetermined number (for example, Nine) or not is determined (step 1410). If the opening time has not elapsed and the number C of winning prizes is less than the prescribed number, the operation state (open state) of the door 128 of the big winning opening 125 is continued, and thus the big winning opening process is terminated ( No in step 1410). On the other hand, if the opening time has passed (Yes in Step 1409) or the winning number C has reached the specified number (Yes in Step 1410), the big winning opening operation control unit 238 opens the door 128 of the big winning opening 125. The operation ends (closes) (step 1411).

  Next, as shown in FIG. 14B, the special winning opening operation control unit 238 determines whether or not the round number R of the operation of the door 128 of the special winning opening 125 has reached the maximum value (step 1412). . If the maximum value has not been reached, the remaining operations are performed, and the special winning opening process is terminated (No in step 1412).

If the round number R of the operation of the door 128 of the special prize opening 125 has reached the maximum value (Yes in step 1412), the special prize opening operation control unit 238 then starts an ending operation (step 1413). Here, the content of the ending operation corresponds to the state of the winning game flag among the ending operations set in each gaming state of long hit game, short hit game, and small hit game.
Thereafter, the special winning opening operation control unit 238 sets an ending command for performing the effect in the ending operation corresponding to the winning game flag in the effect control unit 300 in the RAM 203 (step 1414). This opening command is transmitted to the effect control unit 300 by the output process shown in step 506 of FIG.

  Next, the special winning opening operation controller 238 resets the round number R of the operation of the special winning opening 125 to 0 (step 1415), and then performs an ending operation in which the elapsed time from the start of the ending operation is set in advance. It is determined whether or not the time to be played (ending time) has passed (step 1418). If the ending time has not elapsed, the ending operation is continued, and thus the big prize opening process is terminated (No in step 1418). On the other hand, if the ending time has elapsed (Yes in Step 1418), the special winning opening operation controller 238 next performs the game state setting process (Step 1419), and then turns off the winning game flag (Step 1420). Further, the round start flag is set to OFF (step 1421), and the big prize opening process is ended. The contents of the game state setting process will be described later.

  When it is determined in step 1403 shown in FIG. 14A that the pachinko gaming machine 100 is not opening (No in step 1403), the special winning opening operation control unit 238 next determines whether or not it is ending ( Step 1416). If the ending is in progress (Yes in Step 1416), the operations after Step 1418 are executed.

  On the other hand, if the pachinko gaming machine 100 is not ending (No in step 1416), the special prize opening operation control unit 238 determines whether or not the door 128 of the special prize opening 125 is operating (opening) ( Step 1417). If it is not in operation (No in Step 1417), the operation after Step 1406 is executed. If it is in operation (Yes in Step 1417), the operation after Step 1409 is executed.

[Game state setting process]
FIG. 15 shows the contents of the game state setting process (step 1418) executed when the ending time has elapsed (Yes in step 1418).
As shown in FIG. 15, first, the winning prize opening operation control unit 238 determines the type of winning because the winning game flag is ON in step 1401 of FIG. 14-1 (steps 1501, 1502,. 1503, 1506). These determinations can be made based on, for example, the type of symbol set as setting information in the RAM 203 in the jackpot determination process (FIG. 9). Since these determinations are substantially the same as steps 902, 903, and 905 of the jackpot determination process (FIG. 9), the determination results of steps 902, 903, and 905 may be used.

If the win type is a small win (Yes in step 1501), the gaming state (internal state of the pachinko gaming machine 100) is not changed, so the gaming state setting process is terminated.
If the winning type is a jackpot with no positive change and a short time (No at Step 1501, Yes at Steps 1502 and 1503), the special winning opening operation control unit 238 turns on the short time flag (Step 1504). Thereby, the setting of the gaming state in the RAM 203 becomes the short-time gaming state. Further, the special winning opening operation controller 238 sets an initial value of the lottery number J (step 1505) and ends the gaming state setting process. The initial value of the lottery number J is 100 in the illustrated example. Therefore, if the lottery in the short-time gaming state is performed 100 times, the short-time gaming state ends.

  On the other hand, when the winning type is a big hit with no probability change + no time reduction (No in step 1501, Yes in 1502, No in step 1503), the special winning opening operation control unit 238 does not set both the time reduction flag and the probability change flag to ON. The process ends. Therefore, the setting of the game state of the RAM 203 for the game after the jackpot does not result in a short-time game state or a probabilistic game state.

  When the winning type is a big hit with certain change + short time (No at Steps 1501 and 1502, Yes at Step 1506), the winning prize opening operation control unit 238 turns on the hourly flag (Step 1507), and the number of lottery times J Is set (step 1508). In this case, the initial value of the number of times of lottery J is 10,000 in the illustrated example. Further, the special winning opening operation control unit 238 sets the probability variation flag to ON (step 1509) and sets the initial value of the lottery number X (step 1510). The initial value of the number of times of lottery X is 10,000 in the illustrated example. Thereby, the setting of the gaming state in the RAM 203 becomes a time-varying probability changing gaming state. If the lottery is performed 10,000 times in the time-varying probability variation game state, the time-variable probability variation game state ends.

  On the other hand, when the winning type is a big hit with probability variation + no time reduction (No in steps 1501, 1502, and step 1506), the big prize opening operation control unit 238 turns on only the probability variation flag (step 1509), and the number of lotteries An initial value of X (10000 times) is set (step 1510). As a result, the game state of the RAM 203 is set to a probabilistic gaming state in which time is not set. If the lottery in the timeless probability change game state is performed 10,000 times, the timeless probability change game state ends.

[Electric tulip processing by game control unit]
FIG. 16 is a flowchart showing the contents of the electric tulip process in the electric accessory process shown in Step 504 of FIG.
In the electric tulip process, the electric tulip operation control unit 239 of the game control unit 200 first checks whether or not the auxiliary game flag is ON in the flag setting of the RAM 203 (step 1601). When the auxiliary game flag is OFF, the electric tulip 123 is not released, and thus the electric tulip process is terminated (No in step 1601). On the other hand, when the auxiliary game flag is ON (Yes in Step 1601), the electric tulip operation control unit 239 determines whether the electric tulip 123 is in operation (Step 1602).

  When the electric tulip 123 is not in operation (No in step 1602), the electric tulip operation control unit 239 sets the operation pattern of the electric tulip 123 (step 1603), and operates the electric tulip 123 with the set operation pattern ( Step 1604). Here, the operation pattern is set based on the time reduction flag set in the processing of steps 1104 and 1114 in FIG. 11-1, steps 1503 and 1506 in FIG. For example, when the time reduction flag is OFF at the time of setting in step 1603, an operation pattern that opens once with a release time of 0.15 seconds is set, and when the time reduction flag is ON, 1.80 seconds are set. An operation pattern that opens three times in the opening time is set. As described above, normally, when the hourly flag is ON (when the hourly gaming state is set), the electric tulip 123 is opened a plurality of times for a long time, and the winning support that makes it easy to win the second starting port 122 (electric chewing support) ) Is performed.

  When it is determined in step 1602 that the electric tulip 123 is in operation (Yes in step 1602), or after the electric tulip 123 is operated in step 1604, the electric tulip operation control unit 239 opens in the set operation pattern. It is determined whether time has passed (step 1605). If the opening time has not elapsed, the operation state (open state) of the electric tulip 123 is continued, and thus the electric tulip process is terminated (No in step 1605). On the other hand, if the opening time has elapsed (Yes in step 1605), the electric tulip operation control unit 239 sets the auxiliary game flag to OFF and ends the electric tulip process (step 1606).

[Random number judgment method]
Here, a determination method using random numbers performed in the jackpot determination process (FIG. 9), the variation pattern selection process (FIG. 10), the normal symbol process (FIG. 13), and the like will be described in detail.
FIG. 17 is a diagram illustrating a configuration example of random numbers used in the first embodiment.
17A shows a configuration example of a jackpot random number, FIG. 17B shows a configuration example of a jackpot symbol random number, FIG. 17C shows a configuration example of a reach random number, and FIG. Configuration examples are shown respectively.

  Referring to FIG. 17 (a), the jackpot random number is set to two types, that is, a jackpot at normal time when the gaming state of the pachinko gaming machine 100 does not change, a jackpot at the time of probability change, and a jackpot. The range of values of random numbers (big hit random numbers) is 300 from 0 to 299. In the case of a special symbol lottery (a jackpot lottery) during normal times, only one winning value is set and the winning probability is 1/300. In the case of special symbol lottery at the time of probability change, ten winning values are set, and the winning probability is 10/300 (= 1/30). In other words, in the example shown in the figure, if the special symbol lottery is performed by winning at the start ports 121 and 122 at the time of the probability change, the winning probability is 10 times that in the case where the special symbol lottery is performed at the normal time. In addition, three winning values are set regardless of whether or not the probability changes, and the winning probability is 3/300 (= 1/100).

  Referring to FIG. 17B, there are five types of jackpot symbols: normal symbol A, normal symbol B, probability variation symbol A, probability variation symbol B, and latent probability symbol. Here, the normal symbol A and the normal symbol B are symbols representing a big hit without any probability change. Among them, the normal symbol A has a long hit (with a short time), and the normal symbol B has a short hit (without a short time). Represent. The probability variation symbol A and the probability variation symbol B are symbols representing a jackpot with certain probability variation. Of these symbols, the probability variation symbol A represents a long winning (with time reduction), and the probability variation symbol B represents a short winning (without time shortening). The latent pattern is a pattern that represents a jackpot with certainty + short time. Therefore, the probability variation symbol B and the latent probability symbol have the same gaming state after the jackpot game, but the latent probability symbol is provided separately from the probability variation symbol B in order to make it a condition for performing the probability variation latent effect. The range of random number values is 250 from 0 to 249. In addition, in the jackpot symbol random number, a winning value is set for each of the first start port 121 and the second start port 122 that trigger the special symbol lottery.

In the normal symbol A, 35 values are assigned as winning values for both the first start port 121 and the second start port 122. Therefore, when winning the jackpot, the probability of winning in the normal symbol A (no change in probability + short time) is 35/250 (= 7/50).
In the normal symbol B, 15 values are assigned as winning values for both the first start port 121 and the second start port 122. Therefore, when winning a jackpot, the probability of winning in the normal symbol B (no probability change + no time reduction) is 15/250 (= 3/50).

In the probability variation symbol A, 25 values are assigned as winning values when the first starting port 121 is won. Therefore, the probability of winning in the probability variation symbol A (with certain variation + short time) is 25/250 (= 1/1 /) when winning a big win in the special symbol lottery started by winning the first starting port 121. 10).
On the other hand, 175 values are assigned as winning values when winning at the second start port 122. Therefore, the probability of winning in the probable variation symbol A (with certain variation + short time) is 175/250 (= 7 /) when a big win is won in the special symbol lottery started by winning the second starting port 122. 10).

In the probability variation symbol B, 75 values are assigned as winning values when the first starting port 121 is won. Therefore, the probability of winning in the probability variation symbol B (with probability variation + no time reduction) when winning a big win in the special symbol lottery started by winning the first starting port 121 is 75/250 (= 3 / 10).
On the other hand, 25 values are assigned as winning values when winning at the second start port 122. Therefore, the probability of winning with the probability variation symbol B (with certain variation + no short time) when winning a big win in the special symbol lottery started by winning the second starting port 122 is 25/250 (= 1 / 10).

In the latent symbol, 100 values are assigned as winning values when winning at the first start port 121. Therefore, the probability of winning in the latent symbol (with certainty + no time) is 100/250 (= 2 /) when winning a big win in the special symbol lottery started by winning the first starting port 121. 5).
On the other hand, the winning value in the latent symbol is not assigned to the second starting port 122, and when winning in the second starting port 122, it is not won in the latent symbol.

As described above, in the example shown in FIG. 17B, the jackpot when winning the first start port 121 is highly likely to be a jackpot (probability variation symbol B, latent probability symbol) with probability variation + no time reduction, There is a high probability that the jackpot when winning at the second start port 122 will be a jackpot with probability variation + short time (probability variation symbol A). That is, the lottery rate when winning the first start port 121 is disadvantageous for the player compared to the lottery rate when winning the second start port 122.
In this way, by making the winning probabilities of the jackpot types different when winning at the first start port 121 and when winning at the second start port 122, various game characteristics can be provided. Further, for example, as in the case of a second embodiment described later (see FIG. 20), the arrangement of the first start port 121 and the second start port 122 on the game board 110 is devised, and a specific state (mode) is set. Then, it is possible to encourage the player to participate in more aggressive games by making it easier to aim at either the first start port 121 or the second start port 122.

  Referring to FIG. 17 (c), the range of random number values is 250 from 0 to 249, and 22 random numbers are assigned to the lottery result (with reach) for performing the reach effect, and the reach effect is not performed. 228 random numbers are assigned to the result (no reach). In other words, in the illustrated example, when a special symbol lottery is not won, a reach effect is performed with a probability of 22/250 (= 11/125).

  Referring to FIG. 17D, the range of the random number value is 10 from 0 to 9, and one value is assigned as the winning value when the time-short flag is OFF, and as the winning value when the time-short flag is ON. Nine values are assigned. Therefore, when the game ball passes through the lottery gate 124 and the normal symbol lottery (open / close lottery) is performed when the short-time gaming state has not occurred, the player wins with a probability of 1/10. On the other hand, if the game ball passes through the lottery gate 124 and the normal symbol lottery (open / close lottery) is performed while the short-time gaming state is occurring, the winning is performed with a probability of 9/10.

  These random number values start from a predetermined initial value and are incremented by one each time the random number update process (step 501) shown in FIG. 5 is performed. Then, the values at the time each lottery is performed are acquired by the start opening switch process (FIG. 6) and the gate switch process (FIG. 7-1), and are obtained by the special symbol process (FIG. 8) and the normal symbol process (FIG. 13). used. Note that this random value counter is an infinite loop counter, and returns to 0 again after reaching the maximum value of the set random number (for example, 299 for the big hit random number). In addition, since the random number update process is performed at regular intervals, if the initial value of each random number is specified, the winning value may be estimated based on such information. Therefore, in general, a mechanism for randomly changing the initial value of each random number at an appropriate timing has been introduced.

[Operation of production control unit]
Next, the operation of the effect control unit 300 will be described.
FIG. 18 is a flowchart showing the operation of the effect control unit 300 when a command is received from the game control unit 200.
The operation of the effect control unit 300 includes a main process shown in FIG. 18A and an interrupt process shown in FIG. Referring to FIG. 18A, the production control unit 300 first performs initial setting at the time of activation (step 1801), sets the cycle of the CTC (Counter / Timer Circuit) (step 1802), and then sets the cycle. Accordingly, the interrupt process is accepted while updating the random number used in the production control (step 1803).

  The interrupt process is periodically performed according to the period set in step 1802. Referring to FIG. 18B, in this interruption process, the effect control unit 300 receives a command from the game control unit 200 and performs a command reception process (step 1811). In this command reception process, an effect pattern is selected. In addition, the effect control unit 300 performs effect button processing for accepting operations such as an effect button by the player (step 1812). Thereafter, the effect control unit 300 performs command transmission processing for transmitting a command including information on the selected effect pattern to the image / sound control unit 310 and the lamp control unit 320 (step 1813). As a result, effects such as image display on the image display unit 114, sound output, operation of the movable accessory 115, light emission of the panel lamp 116 and the frame lamp 157 are performed.

[Command reception processing by the production control unit]
19A and 19B are flowcharts showing the contents of the command reception process (step 1811 in FIG. 18B).
In this command reception process, the effect control unit 300 first determines whether or not the received command is a command for increasing the number of holds (holding number increase command) (step 1901). This pending number increase command is set in the start port switch process shown in FIG. 6 in the game control unit 200 (steps 606 and 612), and transmitted to the effect control unit 300 in the output process (step 506) shown in FIG. Is done. If the command is an increase command for the number of holdings (Yes in Step 1901), the effect control unit 300 adds 1 to the value of the number of holdings held in the RAM 303 (Step 1902), and shows the value of the number of holdings after the addition. A number command is set in the RAM 303 (step 1903).

When the received command is not a pending number increase command (No in step 1901), or when a command is received after setting the pending number increase command in step 1903, the effect control unit 300 determines whether or not the received command is a change start command. Is determined (step 1904). This variation start command is set in the special symbol process shown in FIG. 8 in the game control unit 200 (step 811), and transmitted to the effect control unit 300 in the output process (step 506) shown in FIG.
When the received command is a change start command (Yes in Step 1904), the effect control unit 300 executes a change effect selection process (Step 1905). Details of the variation effect selection process will be described later.

When the received command is not the pending number increase command and the change start command (No in Step 1901 and Step 1904), or when the command is received after the execution of the change effect selection process in Step 1905, the effect control unit 300 receives the received command Is a change stop command (step 1906). This variation stop command is set in the special symbol process shown in FIG. 8 in the game control unit 200 (step 814), and transmitted to the effect control unit 300 in the output process (step 506) shown in FIG.
When the received command is a variation stop command (Yes in Step 1906), the effect control unit 300 executes a process during the end of the variation effect (Step 1907). Details of the process during the end of the variation effect will be described later.

If the received command is not a pending number increase command, a change start command, or a change stop command (No in step 1901, step 1904, and step 1906), or if a command is received after the execution of the variable effect end process in step 1907, The controller 300 determines whether or not the received command is a conditional device command (step 1908). This condition device command is set in the in-stop process shown in FIG. 11-1 in the game control unit 200 (step 1115), and transmitted to the effect control unit 300 in the output process (step 506) shown in FIG. .
If the received command is a conditional device command (Yes in Step 1908), the effect control unit 300 executes a waiting process for the combination device operation (Step 1909). The details of the waiting-for-combination apparatus operation process will be described later.

When the received command is not a pending number increase command, a fluctuation start command, a fluctuation stop command, or a conditional device command (No in Step 1901, Step 1904, Step 1906, and Step 1908), When the command is received after the execution, the effect control unit 300 determines whether or not the received command is a combination device activation start command (step 1910). This combination device activation start command is set in the round start flag determination process shown in FIG. 14-3 (step 1454), and is transmitted to the effect control unit 300 in the output process (step 506) shown in FIG.
When the received command is the combination device operation start command (Yes in Step 1910), the effect control unit 300 executes the combination device operation effect selection process (Step 1911). Details of the combination device operation effect selection process will be described later.

If the received command is not a pending number increase command, a change start command, a change stop command, a conditional device command, and a combination device operation start command (No in Step 1901, Step 1904, Step 1906, Step 1908 and Step 1910), or Step When a command is received after the execution of the 1911 combination device operation effect selection process, the effect control unit 300 determines whether or not the received command is an opening command for starting the opening in the jackpot effect (step 1912). This opening command is set in the opening process shown in FIG. 11-2 (step 1133), and transmitted to the effect control unit 300 in the output process (step 506) shown in FIG.
When the received command is an opening command (Yes in Step 1912), the effect control unit 300 executes a hit effect selection process (Step 1913). Details of the winning effect selection process will be described later.

When the received command is not a pending number increase command, a change start command, a change stop command, a conditional device command, a combination device operation start command, or an opening command (step 1901, step 1904, step 1906, step 1908, step 1910 and step 1912) If the command is received after the hit effect selection process in step 1913, the effect control unit 300 determines whether or not the received command is an ending command for starting the ending in the jackpot effect (step 1914). This ending command is set in the big prize opening process shown in FIG. 14-2 (step 1414), and transmitted to the effect control unit 300 in the output process (step 506) shown in FIG.
When the received command is an ending command (Yes in Step 1914), the effect control unit 300 executes an ending effect selection process (Step 1915). Details of the ending effect selection process will be described later.

  When the received command is not a pending number increase command, a change start command, a change stop command, a conditional device command, an association device operation start command, an opening command, or an ending command (step 1901, step 1904, step 1906, step 1908, step 1910) If the command is received after the end of the ending effect selection process in step 1915), the effect control unit 300 next receives the customer waiting command for the received command to shift to the customer waiting state. A reception process is executed (step 1916). Details of the customer waiting command reception process will be described later.

FIG. 20 is a diagram illustrating a setting example of the mode flag.
When an effect is performed by the effect control unit 300, various effect patterns are selected and executed based on the operation mode set according to the lottery result of the special symbol lottery. This operation mode is determined by a mode flag set in the RAM 303. In the example shown in FIG. 20, five types of modes from A mode to E mode are set, and mode flag values 0 to 4 are assigned to each mode. The B mode is a jackpot of probability variation symbol A, the C mode is a bonus symbol of normal symbol A, the D mode is a jackpot of probability variation symbol B and normal symbol B, and the E mode is a jackpot of small probability symbols and small bonuses. Each win is assigned. Here, the types of these symbols are the same as those shown in FIG. No hit is assigned to the A mode. Further, in the example shown in FIG. 20, the parameter M (M value) used in the process during the end of the changing effect is set individually for each mode except the A mode. The mode flag is an example of information related to the hit type.

FIG. 21 is a flowchart showing the contents of the variable effect selection process (step 1905) of FIG.
In this variation effect selection process, the effect control unit 300 first analyzes the received variation start command (step 2101). Further, the effect control unit 300 refers to the current mode flag of the pachinko gaming machine 100 from the setting of the RAM 303 (step 2102), and subtracts 1 from the value of the number of holdings held in the RAM 303 (step 2103). Then, the effect control unit 300 is based on various setting information (information about jackpot type, gaming state after jackpot game, variation pattern, etc.) obtained from the analysis result of the variation start command and the operation mode determined by the mode flag. Then, a design variation effect pattern (variation effect pattern) is selected based on the image displayed on the image display unit 114 in the operation mode (step 2104). Finally, the effect control unit 300 reads from the ROM 302 image data and sound data used for the effect by the selected effect pattern, and sets a change effect start command instructing the start of execution of the selected effect in the RAM 303 together with these data. Then, the variation effect selection process is completed (step 2105).

FIG. 22-1 is a flowchart showing the contents of the changing effect end process (step 1907) of FIG. 19-1.
In the process during the end of the change effect, the effect control unit 300 first analyzes the received change stop command (step 2201). Further, the effect control unit 300 refers to the current mode flag of the pachinko gaming machine 100 from the setting of the RAM 303 (step 2202). Then, the production control unit 300 determines whether or not the lottery result of the special symbol lottery is based on the information indicating the type of the symbol when the special symbol variation obtained from the analysis result of the variation stop command is stopped (big hit or small hit). It is determined whether or not (step 2203). If it is any hit (Yes in Step 2203), the mode flag set in the RAM 303 is changed based on the setting example shown in FIG. 20 according to the type of hit (Step 2204).

  On the other hand, when the lottery result of the special symbol lottery is not successful (No in Step 2203), the effect control unit 300 next checks whether or not the value of the mode flag is 0 (Step 2205). When the mode flag is not 0 (No in Step 2205), the effect control unit 300 subtracts 1 from the parameter M (Step 2206), and checks whether the value of M has become 0 (Step 2207). If the value of M becomes 0 (Yes in Step 2207), the effect control unit 300 sets the mode flag to 0 (Step 2208).

  If the mode flag is 0 in Step 2205 (Yes in Step 2205), if the value of the parameter M is not 0 in Step 2207 (No in Step 2207), or the mode flag is set to 0 in Step 2208 After or after changing the mode flag in step 2204, the effect control unit 300 sets a change effect end command for instructing the end of the effect of symbol change in the RAM 303, and ends the process during the end of the change effect ( Step 2209). Here, referring to FIG. 20, when the mode flag is changed in step 2204, the operation mode after the end of the changing effect is an operation mode corresponding to the winning type. When the mode flag is 0 in step 2205 and when the mode flag is set to 0 in step 2208, the operation mode after the end of the changing effect is the A mode. On the other hand, if the value of the parameter M is not 0 in step 2207, the operation mode so far is continued.

FIG. 22-2 is a flowchart showing the contents of the waiting-for-association device operation waiting process (step 1909) of FIG. 19-1.
In this waiting-and-interaction device operation waiting process, the production control unit 300 first analyzes the received conditional device command (step 2231). Further, the effect control unit 300 refers to the current mode flag of the pachinko gaming machine 100 from the setting of the RAM 303 (step 2232). Then, the effect control unit 300 checks whether the value of the mode flag is 1, 2, or 3 (step 2233). When the mode flag is one of 1, 2 or 3 (Yes in Step 2233), the effect control unit 300 performs various setting information obtained from the analysis result of the conditional device command (type of jackpot, gaming state after jackpot game) Etc.) is selected based on the image displayed on the image display unit 114 (step 2234). Then, the effect control unit 300 reads image data and sound data used for the effect by the selected operation waiting effect pattern from the ROM 302, and sets an operation waiting effect command instructing the selected effect in the RAM 303 together with these data ( Step 2235), the process of waiting for the combination device operation is terminated. If the mode flag is neither 1, 2, or 3 (No in Step 2233), the waiting-for-interaction device operation waiting process is terminated.
As described above, when the winning type is the probability variation symbol A, the normal symbol A, the probability variation symbol B, or the normal symbol B, the image is displayed after the variable stop command is received until the service device start command is received. A predetermined image is displayed on the display unit 114.

FIG. 22-3 is a flowchart showing the contents of the combination device operation effect selection process (step 1911) of FIG. 19-1.
In the combination device operation effect selection process, the effect control unit 300 first analyzes the received combination device operation start command (step 2261). Further, the effect control unit 300 refers to the current mode flag of the pachinko gaming machine 100 from the setting of the RAM 303 (step 2262). Then, the effect control unit 300 checks whether the value of the mode flag is 1, 2, or 3 (step 2263). When the mode flag is 1, 2, or 3 (Yes in step 2263), the effect control unit 300 selects an effect pattern (interaction device operation effect pattern) according to the content obtained from the analysis result. (Step 2264). Then, the effect control unit 300 reads out image data and sound data used for the effect by the selected combination device operation effect pattern from the ROM 302 and, together with these data, an accessory device operation effect command for instructing the selected effect. (Step 2265), and the combination device operation effect selection process is terminated. If the mode flag is neither 1, 2, or 3 (No in step 2263), the combination device operation effect selection process is terminated. The production control unit 300 is an example of a determination unit.
As described above, when the winning type is the probability variation symbol A, the normal symbol A, the probability variation symbol B, or the normal symbol B, the image is received between the reception of the combination device operation start command and the reception of the opening command. A predetermined image is displayed on the display unit 114.

  More specifically, in the waiting-for-association device operation process (see FIG. 22-2) before receiving the combination device operation start command (see FIG. 22-2), an operation waiting effect command is set (see step 2235). In the combination device operation effect selection process (see FIG. 22-3) after receiving the start command, the combination device operation effect command is set (see step 2265). For this reason, it is possible to display different effects on the image display unit 114 before and after receiving the combination device operation start command.

FIG. 23 is a flowchart showing the contents of the hit effect selection process (step 1913) of FIG. 19-2.
In this winning effect selection process, the effect control unit 300 first analyzes the received opening command (step 2301), and selects an effect pattern (winning effect pattern) according to the contents of the opening operation obtained from the analysis result. (Step 2302). Then, the effect control unit 300 reads out image data and sound data used for the effect by the selected effect pattern from the ROM 302, and sets a hit effect start command for instructing the selected effect in the RAM 303 together with these data. The effect selection process is terminated (step 2303). This winning effect is also called an opening effect.

FIG. 24 is a flowchart showing the contents of the ending effect selection process (step 1915) of FIG. 19-2.
In this ending effect selection process, the effect control unit 300 first analyzes the received ending command (step 2401), and refers to the current mode flag of the pachinko gaming machine 100 from the setting of the RAM 303 (step 2402). Next, the effect control unit 300 selects an effect pattern (ending effect pattern) according to the content of the ending operation obtained from the analysis result of the ending command (step 2403). Then, the effect control unit 300 reads out image data and sound data used for the effect by the selected effect pattern from the ROM 302, and sets an ending effect start command for instructing the selected effect in the RAM 303 together with these data. The effect selection process is terminated (step 2404).

FIG. 25 is a flowchart showing the contents of the customer waiting command reception process (step 1916) of FIG. 19-2.
The production control unit 300 determines whether or not a customer waiting command for shifting to the customer waiting state has been received (step 2501). When the customer waiting command is received (Yes in step 2501), the effect control unit 300 starts measuring the elapsed time (step 2502) and turns on the measurement flag in the RAM 303 (step 2503). On the other hand, if the received command is not a customer waiting command (No in step 2501), it is determined whether or not the measurement flag held in the RAM 303 is ON (step 2504). If the measurement flag is OFF (No in step 2504), the customer waiting command reception process is terminated.

  When the measurement flag is ON (Yes in step 2504 or after being turned ON in step 2503), the effect control unit 300 next determines whether or not the measurement time has reached a predetermined time-up time ( Step 2505). If the time is not up (No in step 2505), the customer waiting command reception process is terminated. On the other hand, when the time is up (Yes in Step 2505), the effect control unit 300 turns off the measurement flag held in the RAM 303 (Step 2506), and sets a customer waiting effect command for performing the customer waiting effect in the RAM 303. Then, the customer waiting command reception process ends (step 2507).

When the command reception process is completed as described above, the RAM 303 has a change effect start command, a change effect end command, an operation wait effect command, a combination device operation effect command, a hit effect start command, an ending effect start command, a customer wait. One of the production commands is set.
In addition, when the operation waiting effect command is set in the RAM 303, the customer waiting effect command is not set in the RAM 303, so that the customer waiting screen is not displayed on the image display unit 114.

FIG. 26 is a flowchart showing the contents of the effect button process (step 1812 in FIG. 18B).
In the process during the end of the variation effect, the effect control unit 300 first determines whether or not an effect button or the like by the player has been operated (step 2601). Here, the operation of the effect button or the like includes turning on the effect button 161 and turning it on when the center key or the surrounding key of the effect key 162 is pressed. In addition, when an operation device other than the effect button 161 and the effect key 162 such as a touch panel is provided in the pachinko gaming machine 100, this includes detecting the operation of the device. The effect control unit 300 receives an operation signal from the controller of these devices and detects that an operation has been performed.

  If the effect button or the like is operated (Yes in step 2601), the effect control unit 300 sets an effect button command including information indicating the operation content such as the effect button in the RAM 303, and ends the effect button process (step). 2602).

  Thereafter, the effect control unit 300 performs the command transmission process (step 1813) of FIG. 18B, and the command set in the RAM 303 by the command reception process and the effect button process described above is processed by the image / sound control unit 310. And transmitted to the lamp controller 320. Then, the image / sound control unit 310 and the lamp control unit 320 display an image on the image display unit 114, sound output, operation of the movable accessory 115, light emission of the panel lamp 116 and the frame lamp 157 based on the received command. Is controlled to execute the set effect.

[Control by the game control unit from the change of special symbols to the opening and closing of the big prize opening]
Next, the control by the game control unit 200 from the start of the change of the special symbol to the opening / closing of the special winning opening 125 in the first embodiment has already been described using the flowchart, but the present invention is more clearly described. In order to make it easier, a time chart will be described below.
FIG. 27 is a time chart for explaining the control from the variation of the special symbol to the opening / closing of the big winning opening.
The game control unit 200 starts the variation of the special symbol by the special symbol processing at the time point t1 (see step 810 in FIG. 8), and stops the variation of the special symbol at the time point t2 when the variation time has elapsed (step 813 in FIG. 8). reference).
Then, in the game control unit 200, the condition device command is set in the special symbol processing stop process, assuming that the operation of the condition device is started at time t3 (see step 1115 in FIG. 11-1). After that, the game control unit 200 sets the combination device operation start command in the round start flag determination process of the big prize opening process, assuming that the operation of the accessory continuous operation device starts at time t4 (FIG. 14-3). Step 1454 of FIG. Then, after the opening time has elapsed, opening / closing of the winning prize opening 125 starts (time t5), and the round starts.

  Further explanation will be given. When the condition device is actuated at time t3, the accessory continuous actuating device is not actuated immediately and the opening / closing of the special winning opening 125 is not started (see the broken line in FIG. 27). That is, the operation of the accessory continuous operation device (time point t4) is performed when the game ball passes through the round start gate 127 and the round start switch 225 is turned on. As described above, the accessory continuous operation device does not operate unless the game ball passes through the round start gate 127 and the round start switch 225 is turned ON. That is, the operation of the condition device and the operation of the accessory continuous operation device (round start) are not linked to each other. Therefore, the player can start the round at his convenience.

As described above, the accessory continuous operation device is activated by turning ON the round start switch 225 (time t4). In this sense, the round start switch 225 can be referred to as an operation switch of the accessory continuous operation device (switch of the combination device).
In addition, when the round start switch 225 is turned ON (time t4), the effect that has been performed so far (the effect based on the display image example before the operation of the accessory continuous operation device described later) ends. In this sense, it can be said that the round start switch 225 is an end switch or an end switch for the effect before the combination device operation. If it adds, it can be said that the production | presentation by the example of an image before the operation | movement of the accessory continuous action | operation apparatus mentioned later is an effect which is not compulsorily terminated on the pachinko gaming machine 100 side.
In addition, when the round start switch 225 is turned on (time t4), different effects (effects based on display image examples after the operation of the accessory continuous operation device described later) are started. In this sense, the round start switch 225 can be said to be a start switch or an effect start switch for the effect after the combination device is activated.

Furthermore, it explains. The time T corresponding to the time period from when the condition device is activated (time point t3) to when the accessory continuous activation device is activated (time point t4) may be very short or very long. Even when the time T is an extremely long time, the operation waiting effect command (in FIG. Step 1909 and step 2235 of FIG. 22-2) are set in the RAM 303. For this reason, during time T, setting of the customer waiting effect command in the RAM 303 in the customer waiting command receiving process (see step 1916 in FIG. 19-2 and step 2507 in FIG. 25) is not performed. Therefore, even if the time T is extremely long, the screen does not shift to the customer waiting state, and the screen for waiting for the customer is not displayed on the image display unit 114.
As described above, the time T varies depending on the player's operation, and it can be said that the time T is not a predetermined time but an unspecified time. Note that the time T is a time without any restrictions in the rules and can be said to be a free time.

As described above, in the first embodiment, the first special symbol display unit 221 or the second special symbol display unit 222 (see FIG. 3) terminates the variation of the special symbol and displays a specific symbol combination. When the jackpot is confirmed, the winning game flag is set (see steps 1111, 1112, 1117 in FIG. 11), and the condition device is activated. Then, the game control unit 200 sets a conditional device command (conditional device operation start command) (see step 1115 in the figure) and transmits it to the effect control unit 300. Even if the winning game flag is turned ON, the game control unit 200 does not set the opening command unless the combination device operation start flag is turned ON (see step 801 in FIG. 8 and step 1131 in FIG. 11-2). In other words, when the winning game flag and the combination device activation start flag are turned ON, an opening command is transmitted to the effect control unit 300. When the opening command is set, the combination device operation start flag is turned OFF (see step 1134 in FIG. 11-2).
When the round start switch 225 (see FIG. 3) detects that the game ball has passed through the round start gate 127 (see FIG. 1) after transmitting the condition device command, the game control unit 200 turns on the round start flag. (Refer to step 714 in FIG. 7-2), the combination device operation start command is set (see step 1454 in FIG. 14-3) and transmitted to the effect control unit 300. In addition, the game control unit 200 turns on the combination device activation start flag (see step 1455 in the figure). When the round ends, the round start flag is turned off together with the winning game flag (see steps 1420 and 1421 in FIG. 14-2).

And the production | generation control part 300 will set an operation waiting production command, if the condition apparatus command is received (refer Yes in step 1908 of FIG. 19-1) (refer step 2235 of FIG. 22-2). Thereby, the effect before the operation of the accessory continuous operation device is performed. In addition, when receiving the combination device operation start command (see Yes in step 1910 in FIG. 19-1), the production control unit 300 sets the combination device operation production command (see step 2265 in FIG. 22-3). . Thereby, the effect after the operation of the accessory continuous operation device is performed. The effect before the operation of the accessory continuous operation device is an example of the first effect, and the effect after the operation of the accessory continuous operation device is an example of the second effect.
In addition, when receiving the opening command (see Yes in step 1912 of FIG. 19-2), the effect control unit 300 sets a winning effect start command (see step 2303 of FIG. 23). Thereby, a winning effect is performed by the winning effect pattern (see step 2302 of FIG. 23) included in the winning effect start command.

[Examples of production before the continuous action device is activated]
28-1, FIG. 28-2, and FIG. 28-3 are diagrams showing examples of effects before the operation of the accessory continuous operation apparatus, and more specifically, an operation waiting effect set together with an operation waiting effect command. This is based on an effect by a pattern (see steps 2234 and 2235 in FIG. 22-2). As a method of such an effect, in addition to image display on the image display unit 114, light emission from the panel lamp 116 and the frame lamp 157, sound output from the speaker 156, operation of the movable accessory 115, and the like can be considered. Here, as an example of image display, four image examples shown in FIGS. 28A, 28B, 28-2, and 28-3 will be described.
In addition, before the operation of the accessory continuous operation device here refers to the stage before the game ball passes through the round start gate 127, and more specifically, from the time t3 to the time t4 in FIG. Period (time T). In other words, the pre-operation of the accessory continuous operation device means a stage in which the effect control unit 300 has received the variable stop command and has not received the combination device operation start command.
Before the accessory continuous operation device operates, the effect control unit 300 performs, for example, (a) in FIG. 28-1 in the waiting-for-combination device operation waiting process (see step 1909 and FIG. 22-2 in FIG. 19A). FIG. 28B, FIG. 28-2 (a) or FIG. 28-3 (b) shows an example of the image displayed on the image display unit 114, and FIG. 28-3 (a). An operation waiting effect command including information for turning on the illustrated gate lamp 118 is generated and output. Note that (b) in FIG. 28-2 is displayed after (a) in FIG. In addition, the image example in (b) of FIG. 28-3 is displayed on the image display unit 114 in synchronization with the effect in (a) of FIG.

More specifically, in the image example shown in FIG. 28A, the decoration pattern “777” is displayed in a small size in the display area 11 of the image display unit 114, and a “pachinko ball is exclusively used in the display area 12. If you pass through the gate, the attacker will open. "
In the image example shown in (b) of FIG. 28-1, the decorative pattern “777” is displayed in a small size in the display area 11 of the image display unit 114, and “the attacker is in the display area 12 until a sphere passes through the dedicated gate. "I won't open".
That is, the image examples shown in (a) and (b) of FIG. 28-1 are for navigation of what kind of game should be performed for the player or to explain the current state of the pachinko gaming machine 100. belongs to. By displaying such an example image, a player who wants to open / close (round start) the big prize opening 125, which is an attacker, places the game ball so that the game ball passes through the dedicated gate (round start gate 127). Fire. Further, for example, a player who wants to take a break before opening / closing the grand prize opening 125 can delay the timing at which the opening / closing of the big prize opening 125 starts by stopping the launch of the game ball for the time being. As described above, in the pachinko gaming machine 100 according to the first embodiment, the time of the round start by long hit or short hit is left to the player's will.

More specifically, since the round does not start until the game ball passes through the round start gate 127, the game ball is launched into the game area 111 so that the game ball does not intentionally pass through the round start gate 127. It is also conceivable to propose game contents that a player plays.
As an example, when a game ball passes through the round start gate 127 in a state where the number of reservations (see the number of reservations U1 and U2 in FIG. 6) has reached the upper limit value, a character that does not appear in the normal jackpot effect, It is to appear in the subsequent jackpot production. In such a case, if the player who wants to see the character has not yet reached the upper limit value of the number of reservations, the first start port 121 to the second start port so that the game ball does not pass through the round start gate 127. It is expected that the game will be won by winning 122 and the number of holds will be the upper limit.

In the image example shown in (a) of FIG. 28-2, the decoration pattern “777” is displayed small in the display area 11 of the image display unit 114, and “the attacker does not open until a sphere is passed through the dedicated gate”. "You can take a break." Further, the characters “toilet break” are displayed in the area 13 in the display area 12, and the characters “meal break” are displayed in the area 14 in the display area 12. As described above, the areas 13 and 14 in the display area 12 are for displaying items for displaying the state of the player who is away from the seat, and other contents may be displayed. It is also conceivable to set the area. The effect control unit 300 is an example of guidance means for guiding a displayable image to the image display unit.
The player can select one of the areas 13 and 14 by operating an effect button 161 and an effect key 162 as an example of a selection means. That is, the player can select either one of the areas 13 and 14 by operating the effect key 162 and selecting one of the areas 13 and 14 and then pressing the effect button 161. When the player decides to “meal break” and the area 14 is selected, the image example shown in FIG. 28B is displayed in the display area 15 of the image display unit 114 as “meal break!” Is displayed.

  Such image examples in FIGS. 28-1 (a) and (b) and FIGS. 28-2 (a) and (b) are displayed on the image display unit 114 until the accessory continuous operation device operates. Can be displayed. In other words, when receiving the combination device operation start command, the effect control unit 300 performs control so that the display of the image that has been displayed so far is terminated and another image described later is displayed. Therefore, the round start switch 225, which is triggered by transmission of the combination device operation start command from the game control unit 200 to the effect control unit 300, is an effect start switch for starting an effect having a content different from that of the previous effect. It can be said that.

In other words, the production control unit 300 performs control so as not to display an image including the characters “big hit” before the operation of the accessory continuous operation device (see FIGS. 28A and 28B). This will be described in more detail.
When the symbol variation is completed and the jackpot is determined, the condition device is activated. Therefore, it is possible to display “jackpot” even when the accessory continuous operation device is not yet operated. However, in general, since it is recognized among players that the big prize opening 125 will be activated if it is “hit”, an image including the characters “hit” before the continuous action device is activated. If “” is displayed, there is a risk of misunderstanding that the pachinko gaming machine 100 is out of order, and the handling of the hall store clerk based on such misunderstanding may be complicated. Therefore, before the operation of the continuous accessory operating device, an image including the characters “big hit” is not displayed.

In the example of production shown in FIG. 28-3, the gate lamp 118 disposed in the round start gate 127 is turned on ((a) in FIG. 28-3), and the display area 11 of the image display unit 114 is displayed. The decorative pattern “777” is displayed in a small size, and characters “Let the ball pass through the shining gate” are displayed in the display area 12. The round start gate 127 is provided with a round start switch 225 for detecting the passage of the game ball. The gate lamp 118 is an example of a light emitting unit, and the effect control unit 300 and the lamp control unit 320 are examples of a light emission control unit.
In this way, in the effect example shown in FIG. 28-3, the gate lamp 118 illuminates the portion of the round start gate 127 where the round start switch 225 for operating the accessory continuous operation device is located. That is, the player is alerted by turning on the gate lamp 118, and the contents are displayed on the image display unit 114, thereby performing navigation for the player. The lighting of the gate lamp 118 may be stopped when, for example, the round start switch 225 is turned on.
More specifically, in order to enhance the navigation effect by the gate lamp 118, the lamp control unit 320 can be considered as a control example in which the gate lamp 118 emits light with various light emission patterns. Examples of the light emission pattern include blinking, intensity of light, and change in emission color. Further, in order to enhance the navigation effect by the gate lamp 118, an example of the control in which the effect control unit 300 does not cause the panel lamp 116 to emit light or reduces the number of places to emit light can be considered. In this case, the panel lamp 116 is an example of a light source other than the light emitting unit.

[Example of display image after operation of an accessory continuous operation device]
FIGS. 29-1, 29-2, and 29-3 are diagrams showing examples of effects after the operation of the accessory continuous operation device. More specifically, FIGS. 29-1, 29-2, and 29-3 are combinations set together with the combination device operation effect command. This is based on the effect by the continuous device operation effect pattern (see steps 2264 and 2265 in FIG. 22-3). As a way of such an effect, the same thing as the case of the effect before the operation of the accessory continuous operation device can be considered. Here, as an example of the image display, contents that are likely to be of interest to the player are shown in FIGS. 29-1 (a) and (b), FIG. 29-2 (a) and (b) and -6 of (a) and (b) of -3 is demonstrated. Further, such an effect is performed before or together with the winning effect according to the winning effect pattern (see step 2302 in FIG. 23).
In addition, after the operation of the accessory continuous operation device here refers to a stage after the game ball has passed through the round start gate 127, and more specifically, a period after time t4 in FIG. In other words, “after the actuating of the accessory continuous actuating device” refers to the stage after the game control ball 300 has passed the round start gate 127. More specifically, FIG. This is the period after time t4. In other words, the post-operation of the accessory continuous operation device is a stage at which the production control unit 300 has received the combination device operation start command.
After the accessory continuous activation device is activated, the effect control unit 300 performs, for example, (a) in FIG. 29-1 in the combination device activation effect selection process (see step 1911 and FIG. 22-3 in FIG. The image example shown in (b) of FIG. 29, (a) of FIG. 29-2, (b) of FIG. 29, (a) of FIG. 29-3, or (b) of FIG. 29 is displayed on the image display unit 114. A command-and-playing device operation effect command including information for performing is generated and output.

  This will be described more specifically. In the image example shown in FIG. 29A, the decorative pattern “777” is displayed in a small size in the display area 11 of the image display unit 114, and the characters “pass through a dedicated gate. Attacker start!” Are displayed in the display area 21. it's shown. That is, in this image example, since the game ball has passed through the round start gate 127, only the fact that the opening / closing of the special winning opening 125 starts is displayed.

In the image example shown in FIG. 29B, the decorative pattern “777” is displayed small in the display area 11 of the image display unit 114, and “dedicated gate passage. Attacker start! Jackpot!” Is displayed in the display area 21. Displaying characters. When the accessory continuous actuating device is activated, the opening and closing of the winning prize opening 125 starts after the opening time OP has elapsed, and the round starts. Therefore, it is possible to display an image including the characters “big hit”. By displaying such an image, the player's satisfaction can be further increased.
In other words, the round starts immediately after the game ball passes through the round start gate 127. For this reason, the process for starting the round can be realized by simple control.
Since the player uses some of the player's balls to pass the game ball to the round start gate 127, the number of prize balls to be paid out by winning the game ball is higher than usual. A control example with a slightly larger number is also conceivable.

In the image example shown in (a) of FIG. 29-2, the decoration pattern “777” is displayed small in the display area 11 of the image display unit 114, and “pass through the dedicated gate. Attacker start! "Is displayed. In the image example shown in (b) of FIG. 29-2, the display area 21 displays the characters “pass through a dedicated gate. Start of the round! The number of rounds is 15!”.
In the image example shown in (a) of FIG. 29-3, instead of the characters “probable!” In the image example shown in (a) of FIG. doing.
Such an image example notifies the type of jackpot or the internal state. Such notification can be expected to maintain and recover the player's concentration.

In the image example shown in (b) of FIG. 29-3, the decoration symbol “777” is displayed in a small size in the display area 11 of the image display unit 114 and a premium image is displayed in the display area 21. Such premium images cannot normally be viewed, and displaying them can increase the satisfaction of the player.
Although not shown, as another example of the image, it is conceivable to display a special jackpot effect on a special story round on the image display unit 114.
Note that a premium image or a special story round jackpot effect is an example of an image that is difficult to display in a normal effect.

[Second Embodiment]
A pachinko gaming machine 100 according to a second embodiment will be described with reference to FIGS. 30-1, 30-2, 31, 32, 33, 34, and 35. FIG. In addition, since the pachinko gaming machine 100 according to the present embodiment has the same configuration / function as the first embodiment, the same reference numerals are used for the common configurations, and the common configurations / functions are the same. Description and illustration may be omitted.
FIG. 30-1 is a schematic front view of a pachinko gaming machine 100 according to the second embodiment. This figure is a drawing corresponding to FIG. 1 for explaining the first embodiment, and since it has parts common to the figure, explanation of common matters may be omitted.
As shown in FIG. 30-1, the pachinko gaming machine 100 makes it easy to win the big prize opening 125 by making a right strike (how to send a game ball to the right side of the game area) during the big hit game. The big prize opening 125 and the game nail are arranged. That is, the lottery gate 124, the special winning opening 125, and the round start gate 127 are located in the right region of the game region 111 in the left-right direction. The lottery gate 124 is located immediately above the big prize opening 125. In addition, the round start gate 127 is located above the big winning opening 125. By adopting such a board surface configuration, for example, the following actions can be expected.

  In other words, if the game ball is hit to the right when a big win is won by the special symbol lottery, the first starting port 121 where the ratio of the special symbol lottery is disadvantageous for the player is won (see FIG. 17B). It becomes difficult. On the other hand, more normal symbol lotteries are performed by passing the right-handed game ball through the lottery gate 124. Therefore, the number of times of opening / closing the electric tulip 123 (opening / closing frequency) is increased, and the ratio of the special symbol lottery is increased. It is possible to increase the number of winnings (see FIG. 17B) to the second start opening 122 that is advantageous to the player. Such an action is preferable for the player when the winning at the first starting port 121 is selected with a special symbol in preference to the winning at the second starting port 122 (prior digestion of the first starting port 121). It is.

  In addition, when a big win is won in the special symbol lottery, the big winning opening 125 is opened after the round start switch 225 of the round start gate 127 is turned ON. In the second embodiment, the round start gate 127 is arranged at a position where the game ball that has passed through the round start gate 127 is picked up by the special winning opening 125. This makes it easy for a game ball that has passed through the round start gate 127 to enter the grand prize opening 125 when the grand prize opening 125 is opened or closed.

More specifically, the round start gate 127 is disposed in a passage narrowly formed by the image display unit 114 disposed substantially at the center. That is, the round start gate 127 is disposed in a relatively narrow passage formed between the right side of the image display unit 114 and the right end of the game area 111. In other words, the round start gate 127 is arranged at a place where the right-handed game balls are easy to gather. Therefore, the player can easily aim at the round start gate 127 by making a right strike.
Thus, the right-handed game ball can easily pass through the round start gate 127, and the player can quickly start the round when he / she wants to start the round. In addition, it is possible to reduce the number of game balls used when passing through the round start gate 127 to start the round.

FIG. 30B is a diagram illustrating a nail arrangement around the round start gate 127. As shown in the figure, the plurality of game nails 41, 42, 43, 44 arranged above the round start gate 127 are arranged so as to drop a game ball from substantially right above the round start gate 127. Yes. More specifically, the game nail groups 41 and 42 in which the game nails are arranged in a row are arranged in the vertical direction so as to face each other. The game nail group 42 is inclined with respect to the vertical direction (vertical direction in the figure) more than the game nail group 41. Further, the game nail group 41 and the game nail group 42 are arranged so that the distance between them decreases as they go downward.
In addition, game nails 43 and 44 are arranged between the game nail groups 41 and 42 and the round start gate 127. The game nail 43 is positioned below the game nail group 41 and is spaced apart from the game nail group 41. The game nail 44 is positioned below the game nail group 42 and is spaced apart from the game nail group 42.
A game ball 50 indicated by a two-dot chain line in the drawing passes between the game nail groups 41 and 42 and then passes between the game nails 43 and 44 and then passes through the round start gate 127. In this way, a gauge configuration is adopted in which the game ball 50 is dropped onto the round start gate 127 from directly above. For this reason, it is difficult for the game ball 50 that has passed between the game nail groups 41 and 42 to spill from the round start gate 127.

[Round start flag judgment process in the big prize opening process]
FIG. 31 is a flowchart showing the contents of the big prize opening process in the game control unit 200. More specifically, FIG. 31 is a diagram for explaining the round start flag determination process. This figure corresponds to FIG. 14-3 for explaining the first embodiment.
In the round start flag determination process of the second embodiment, as shown in FIG. 31, the special winning opening operation control unit 238 checks whether or not the long winning game flag is ON (step 3101), If the game flag is ON (Yes in Step 3101), it is next checked whether or not the round start flag is ON (Step 3102). If the long winning game flag is not ON (No in step 3101), the special winning opening operation control unit 238 sets the combination device operation start command without checking whether or not the round start flag is ON ( Step 3103).
In the second embodiment, the round starts when the game ball passes through the round start gate 127 only when it is a long hit, and when it is short, the round start gate 127 is started. Start without waiting for the game ball to pass. For this reason, it is possible to make it convenient for the player.
Note that steps 3103 and 3104 correspond to steps 1454 and 1455 in FIG. “Symbol enclosing B in a circle” indicating the next procedure content in the case of NO in step 3102 indicates that “symbol enclosing B in a circle” illustrated in FIG.

[Waiting for the operation of the combination device during command reception processing]
FIG. 32 is a flowchart showing the contents of the command reception process in the effect control unit 300, and more specifically, is a diagram for explaining the waiting process for the combination device operation. FIG. 32 is a drawing corresponding to FIG. 22-2 for explaining the first embodiment, and since it has matters common to the drawing, explanation of common matters may be omitted.
In the waiting process for the combination device operation according to the second embodiment, as shown in FIG. 32, the effect control unit 300 checks whether the value of the mode flag is 1 or 2 (step 3203). In either case (Yes in step 3203), the effect control unit 300 acquires the current time information (time information) from the RTC 304 (see FIG. 3) and stores it in the RAM 303 (step 3204). In addition, the effect control unit 300 selects an operation waiting effect pattern (step 3205). This selection of the operation waiting effect pattern is common to step 2234 in the case of the first embodiment. The RTC 304 is an example of an acquisition unit that acquires time information.
Further, the effect control unit 300 selects an effect pattern (game effect pattern) of a game played by the player before the game ball passes through the round start gate 127 (step 3206). Then, the effect control unit 300 reads out the image data and the sound data used for the effect by the selected operation waiting effect pattern and the game effect pattern from the ROM 302 and, together with these data, the operation waiting effect command for instructing the selected effect. (Step 3207), and the processing for waiting for the combination device operation is completed. If the mode flag is neither 1 nor 2 (No in step 3203), the waiting-for-interaction device operation waiting process is terminated.

As described above, the time information as an example of the first time information is acquired from the RTC 304 in the process of waiting for the association device operation of the command receiving process in the second embodiment (see step 3204 in FIG. 32). Time information as an example of the second time information is also acquired from the RTC 304 in the combination device operation effect selection process of the command reception process described later (see step 3504 in FIG. 35).
Based on these pieces of time information, it is determined whether or not an effect after the operation of the accessory continuous operation apparatus is performed, and if the effect is performed, what kind of content the effect is to be made. More specifically, it is evaluated whether or not the time information from the RTC 304 satisfies a predetermined condition, and the presence / absence of the effect and its contents are determined according to the evaluation result. The predetermined condition (evaluation standard) here is not always the same, but is determined by the result of the game executed by the game effect pattern (see step 3206 in FIG. 32). A specific example of the evaluation criteria here will be described later.
The effect control unit 300 is an example of a determination unit that determines the contents of the effect, and is an example of a game execution unit.

FIG. 33 and FIG. 34 are diagrams showing an example of the effect before the operation of the accessory continuous operation device. That is, the image example in FIG. 33 is displayed on the image display unit 114 by the operation waiting effect pattern selected in step 3205 in FIG. 32. The image examples in FIGS. It is displayed on the image display unit 114 by the action waiting effect pattern selected in step 3205 of FIG. The image display unit 114 first displays the image example of FIG. 33, and then displays the image example of FIG.
More specifically, in the image example shown in FIG. 33, the decoration symbol “777” is displayed in a small size in the display area 11 of the image display unit 114. Also, in the display area 12 of the image display unit 114, a character explaining the current state “Attacker will not open until a ball passes through the dedicated gate” and “A game in the meantime. Aim for a high score!” The navigation characters of the contents that can be performed by the player are displayed. In addition, although mentioned later for details, the production | presentation control part 300 is performing control which changes the kind of image displayed on the image display part 114 after the action | operation of an accessory continuous action | operation apparatus by the result of a game.

The image display unit 114 displays the image example of FIG. 34 after the image example of FIG. 33 is displayed for a predetermined time. That is, the image / sound control unit 310 and the lamp control unit 320 that have received an instruction from the effect control unit 300 display the image example of FIG. 34 (a) following the image example of FIG. Inform the player that the game starts with a ramp. The image / sound control unit 310 receives an operation input from the player using the effect button 161 and the effect key 162, and outputs information corresponding to the operation input to the effect control unit 300.
The image example shown in (a) of FIG. 34 is displayed when a collection game as an example of a game is started, and (b) is displayed when the collection game is in progress. is there. In the collected game here, the items 32 and 33 are collected by operating the effect key 162, and points corresponding to the number of items 32 and 33 collected within a predetermined time are given to the player. The effect control unit 300 performs game progress control so that the player collects a plurality of types of items 32 and 33. Note that the number of points can be changed depending on the types of items 32 and 33. That is, a point corresponding to the type of the collected items 32 and 33 is given to the player. In this way, every time points are awarded to the player, the points are stored in the RAM 303, and at the end of the collected game, the total number of points given is stored in the RAM 303 as a game result. The number of points stored in the RAM 303 is used for effect control in the image display unit 114 after the operation of the accessory continuous operation device.
In the second embodiment, the collection game is selected as the game played by the player, but a control example of selecting another game such as a quiz game is also conceivable.

The image example shown in (a) of FIG. 34 is a plan view of a virtual space in which passages are arranged in a maze shape, and the player selects a traveling direction by operating the effect key 162 You can follow the passage. The player's position and direction of travel are indicated by arrows 31. A plurality of items 32 and 33 are placed in the passage.
The items 32 collected by the player are no longer displayed on the passage, and the items 32 that are not collected (shown by broken lines in FIG. 5A) are displayed.

In the image example shown in (b) of FIG. 34, by operating the effect key 162, the passage is advanced to enter the square 34 that is not displayed in (a) of the same figure. Since the two items 32 and 33 are placed in the square 34, the player can efficiently collect the items 32 and 33.
In this collection game, the passage that was not displayed until then is newly displayed by proceeding through the passage.

  The pachinko gaming machine 100 does not set a time during which such a collection game can be performed. In other words, the collection game has no time limit and is left to the player's will. As described above, until the game ball passes through the round start gate 127, the production control unit 300 does not receive the combination device operation start command (Yes in step 1910 in FIG. 19-1). . Therefore, if the player does not pass the game ball to the round start gate 127, the player can play the collection game slowly regardless of whether or not he / she is away and collects until he / she acquires the number of points he / she agrees with. The game can be continued. On the other hand, when it is not desired to play the collection game or to stop the collection game, the collection game is quickly ended by passing the game ball through the round start gate 127, and the next prize winning port 125 is the next step. Opening and closing (round) can be started.

[Corporation device operation effect selection processing in command reception processing]
FIG. 35 is a flowchart showing the contents of the command reception process in the effect control unit 300, and more specifically, illustrates the combination device operation effect selection process. FIG. 35 is a drawing corresponding to FIG. 22-3 for explaining the first embodiment, and since there are matters common to the drawing, explanation of common matters may be omitted.
In the combination device operation effect selection process of the second embodiment, as shown in FIG. 35, the effect control unit 300 checks whether the value of the referenced mode flag is 1 or 2 (step 3503). . If the value of the mode flag is 1 or 2 (Yes in step 3503), the effect control unit 300 acquires the current time information (time information) from the RTC 304 (see FIG. 3) and stores it in the RAM 303 (step 3504). ). Further, game result information that is the number of points stored in the RAM 303 is acquired (step 3505), and an evaluation criterion is determined based on the game result information (step 3506).

This evaluation criterion is for evaluating time information. An example of the evaluation criteria will be described with respect to the timing when the round start switch 225 is turned on (the effect control unit 300 has received the combination device operation start command).
A specific example will be described. As a first evaluation criterion, when the round start switch 225 is turned on (when the production control unit 300 receives the command for starting the linkage device operation), when the condition device is activated (the production control unit 300 has the condition A predetermined time (for example, after 10 seconds) has elapsed since the reception of the device command. The second evaluation criterion is that the time when the round start switch 225 is turned on is in a predetermined time zone (for example, between 10 seconds and 20 seconds) from the time when the condition device is activated. The third evaluation criterion is that the time when the round start switch 225 is turned on is a predetermined time. Of the three evaluation criteria, the easiest is the first evaluation criteria, and the most difficult is the third evaluation criteria. Accordingly, the first evaluation criterion is selected when the game result is good, the third evaluation criterion is selected when the game result is bad, and the second evaluation criterion is selected when the game result is none.

The production control unit 300 performs time information (first time information) obtained in the waiting process for the combination device operation (see step 3204 in FIG. 32) and the combination device operation production selection process according to the determined evaluation criteria. The time information is evaluated using the time information (second time information) acquired (see step 3504 in FIG. 35) (step 3507). For example, when the first evaluation criterion is determined as the evaluation criterion, the effect control unit 300 calculates the elapsed time from the first time information to the second time information, and the calculation result is the first evaluation criterion. Evaluate whether to meet or not.
The production control unit 300 selects a combination device activation effect pattern based on the evaluation result (step 3508), and sets a combination device activation effect command in the RAM 303 (step 3509). This will be described more specifically. For example, when the performance control unit 300 performs an evaluation that satisfies the evaluation criterion selected based on the game result, the content of the effect that informs the internal state as the role-playing device operation effect pattern ((b) of FIG. 29-1, FIG. 29). -2 (a), (b) in the figure, or (a) in FIG. 29-3) is selected. Moreover, if the production | presentation control part 300 performs evaluation that the evaluation criteria selected by the game result is not satisfy | filled, for example, the content of production which does not alert | report an internal state as a role-unit apparatus operation | production effect pattern ((a) of FIG. 29-1) Select Browse.

If the value of the mode flag is not 1 or 2 (No in step 3503), the effect control unit 300 ends the combination device operation effect selection process. That is, in the combination device operation effect selection process, when the value of the mode flag is 3 (No in step 3503 in FIG. 35), the effect control unit 300 operates the combination device operation unlike the case of the first embodiment. The effect command selection is not set in the RAM 303 (see step 3509 in FIG. 35), and the combination device operation effect selection process is terminated. In addition, when the value of the mode flag is 3 (No in step 3203 of FIG. 32) in the waiting-for-interaction device operation waiting process (see FIG. 32), the effect control unit 300 is the same as in the case of the first embodiment. In contrast, the processing ends without setting the operation waiting effect command in the RAM 303 (see step 3207 in FIG. 32).
As described above, in the second embodiment, when the winning type is the probability variation symbol A or the normal symbol A, for example, FIG. The image example of FIG. 28-2 or FIG. 28-3 is displayed, and the example of the image of FIG. 29-1, FIG. 29-2 or FIG. 29-3 triggered by the passing of the game ball to the round start gate 127, for example. Is displayed.
The production control unit 300 is an example of a setting unit that sets a determination criterion.

  Part of the configuration or control of the second embodiment can be applied to the first embodiment, and part of the configuration or control of the first embodiment can be applied to the second embodiment. It is also possible to apply to a form.

[Third Embodiment]
A pachinko gaming machine 100 according to a third embodiment will be described with reference to FIGS. 36, 37, 38 and 39. FIG. Since the pachinko gaming machine 100 according to the present embodiment has the same configuration and function as the first embodiment and the second embodiment, the same reference numerals are used for the common configurations, and The description and illustration of common configurations and functions may be omitted.
FIG. 36 is a schematic front view of a pachinko gaming machine 100 according to the third embodiment. This figure is a drawing corresponding to FIG. 1 for explaining the first embodiment, and is a drawing equivalent to FIG. 30-1 for explaining the second embodiment.
As shown in FIG. 36, the pachinko gaming machine 100 has a basic board configuration in common with the case of the first embodiment (see FIG. 1). In the pachinko gaming machine 100, a round start winning opening 129 is provided in the gaming board 110. The round start winning opening 129 is provided in place of the round start gate 127 in the first embodiment, and the operation thereof is the same as that of the round start gate 127. The round start winning opening 129 is a winning opening other than the big winning opening, and is an example of a specific winning opening.

FIG. 37 is a flowchart showing the contents of the big prize opening process in the game control unit 200. More specifically, FIG. 37 is a diagram for explaining the round start flag determination process. This figure is a drawing corresponding to FIG. 14-3 for explaining the first embodiment, and is a drawing equivalent to FIG. 31 for explaining the second embodiment. Since FIG. 37 has matters common to FIG. 37, description of common matters may be omitted.
In the round start flag determination process of the third embodiment, as shown in FIG. 37, the special winning opening operation control unit 238 checks whether or not the short hit game flag is ON (step 3701). If there is, next, it is checked whether or not the round start flag is ON (step 3702). If the short win game flag is not ON (No in step 3701), the special winning opening operation control unit 238 sets the combination device operation start command without checking whether or not the round start flag is ON ( Step 3703).
That is, in the round start flag determination process of the third embodiment, it is only checked whether or not the short hit game flag is ON, and does not check whether or not the long hit game flag is ON. In this respect, the third embodiment is different from the case of the first embodiment in which it is checked whether or not the long hit game flag or the short hit game flag is ON (see FIG. 14-3). Further, the third embodiment is a case of the second embodiment in which it is only checked whether or not the long hit game flag is ON and does not check whether or not the short hit game flag is ON (see FIG. 21). ) Is also different.
In addition, “a symbol enclosing B with a circle” indicating the next procedure content in the case of NO in step 3702 represents following “a symbol enclosing B with a circle” illustrated in FIG.

FIG. 38 is a flowchart showing the contents of command reception processing in the effect control unit 300, and more specifically, is a diagram for explaining processing for waiting for the combination device operation. This figure is a drawing corresponding to FIG. 22-2 for explaining the first embodiment, and is a drawing equivalent to FIG. 32 for explaining the second embodiment.
FIG. 38 has matters common to both drawings. In other words, in the waiting-for-interaction device operation waiting process of the third embodiment, steps 3801, 3802, 3804, 3805 correspond to steps 2231, 2232, 2234, 2235 of FIG. 22-2, and FIG. This corresponds to steps 3201, 3202, 3205, 3207.
In the waiting-for-combination device operation waiting process of the third embodiment, the effect control unit 300 analyzes the condition device command (step 3801) and references the mode flag (step 3802), and the mode flag value is 3. If the value of the mode flag is 3 (Yes in Step 3803), an operation waiting effect pattern is selected (Step 3804), and an operation waiting effect command is set in the RAM 303 (Step 3803). Step 3805).

FIG. 39 is a flowchart showing the contents of the command reception process in the effect control unit 300, and more specifically, illustrates the combination device operation effect selection process. This figure corresponds to FIG. 22-3 for explaining the first embodiment, and corresponds to FIG. 35 for explaining the second embodiment.
FIG. 39 has matters in common with both drawings. In other words, steps 3901, 3902, 3904, and 3905 correspond to steps 2261, 2262, 2264, and 2265 of FIG. 22-3 in the combination device operation effect selection process of the third embodiment, and FIG. This corresponds to steps 3501, 3502, 3508, and 3509.
In the combination device operation effect selection process of the third embodiment, the effect control unit 300 analyzes the combination device operation start command (step 3901) and references the mode flag (step 3902), and determines the value of the mode flag. Is determined to be 3 (step 3903). If the value of the mode flag is 3 (Yes in step 3903), the combination device operation effect pattern is selected (step 3904), and the combination device operation effect is displayed. The command is set in the RAM 303 (step 3905).

A part of the configuration or control of the third embodiment can be applied to the first embodiment or the second embodiment, and the first embodiment or the second embodiment. A part of the configuration or control of the embodiment can be applied to the third embodiment.
In addition, the position (see FIGS. 1 and 20) of the round start gate 127 in the game area 111 in the first embodiment and the second embodiment is an example, and the specifications of the pachinko gaming machine 100 Depending on how to play, it may be arranged at an arbitrary position. Similarly, the round start winning opening 129 in the third embodiment is also an example, and it can be considered to be arranged at an arbitrary position.

[Modification]
Here, as described above, in the round start flag determination process, in the first embodiment, the long hit game flag and the short hit game flag are turned on (see steps 1451 and 1452 in FIG. 14-3), and the second In the present embodiment, the long hit game flag is turned on (see step 3101 in FIG. 31), and in the third embodiment, the short hit game flag is turned on (see step 3701 in FIG. 37). Control is in progress. In addition, as described above, in the combination device operation waiting process and the combination device operation effect selection process, in the first embodiment, it is checked whether the mode flag is 1, 2 or 3 ( (See Step 2233 in FIG. 22-2 and Step 2263 in FIG. 22-3). Further, in the second embodiment, it is checked whether or not the mode flag is 1 or 2 (see step 3203 in FIG. 32 and step 3503 in FIG. 35). In the third embodiment, it is checked whether the mode flag is 3 (see step 3803 in FIG. 38 and step 3903 in FIG. 39).
As a modified example of such round start flag determination processing, waiting for combination device operation waiting processing, and combination device operation effect selection processing, the first embodiment, the second embodiment, or the third embodiment in advance. A control example for determining which one to select is conceivable. As a method to select at that time, in addition to the case where determination is made using a predetermined table based on the acquired random number, time information is acquired from the RTC 304, and a predetermined table is used based on the acquired time information. The case where it decides can be considered.

  In addition, in the combination device waiting process and the combination device operation effect selection process according to the first embodiment or the second embodiment, a modification may be considered in which it is determined whether or not the mode flag is 1. Further, a modified example for examining whether or not the mode flag is 2 is also conceivable.

  As described above, in the first to third embodiments, various effects are produced after the condition device is activated and before the round start switch 225 is turned on and the accessory continuous operation device is activated. Can be executed, and another effect can be executed when the round start switch 225 is turned on. In addition, since the gate lamp 118 emits light when the condition device is activated, navigation for the player can be performed. In addition, since a configuration in which a game ball can easily pass through the round start gate 127 is adopted, when the player wants to start a round, the round start switch 225 can be quickly turned ON.

DESCRIPTION OF SYMBOLS 100 ... Pachinko machine, 111 ... Game area, 114 ... Image display part, 116 ... Board lamp, 118 ... Gate lamp, 121 ... 1st starting port, 122 ... 2nd starting port, 123 ... Electric tulip, 124 ... For lottery Gate, 125 ... Grand prize opening, 127 ... Round start gate, 128 ... Door, 129 ... Round start prize opening, 161 ... Production button, 162 ... Production key, 200 ... Game control unit, 211 ... First start port switch 212 ... second start port switch, 225 ... round start switch, 238 ... special winning opening operation control unit, 231 ... special symbol lottery unit, 232 ... normal symbol lottery unit, 300 ... production control unit, 304 ... RTC

Claims (5)

  1. A gaming machine comprising a detecting means for detecting a winning in which a game ball enters a start opening provided in a gaming area and a lottery means for performing a lottery corresponding to the winning detected by the detecting means,
    A special electric accessory which is provided in the game area and opens or enlarges an entrance of a grand prize opening where a game ball enters;
    An accessory continuous operation device capable of continuously operating the special electric accessory;
    A condition device that operates in a predetermined case, the operation being a condition necessary for the operation of the accessory continuous operation device;
    A switch provided in the gaming area, for starting the operation of the accessory continuous activation device when the condition device is activated;
    In response to said switch is turned after actuation of the condition device, a presentation control means for starting before the end continuous operation of the special electric won game different effect from the effect that is performed before the switch is turned on,
    Determining means for determining whether or not to produce an effect different from the effect performed before the switch is turned on by the effect control means based on information on the type of jackpot when the jackpot is won by the lottery means; ,
    Determining means for determining the contents of the different effects based on the information on the type of jackpot when it is determined by the determining means that an effect different from the effect performed before the switch is turned on;
    A gaming machine comprising:
  2. The effect control means performs a second effect as an effect different from the effect performed before the switch is turned on when the switch is turned on when the condition device is operated. What to do,
    2. The gaming machine according to claim 1, wherein in the first effect performed by the effect control unit, it is not clearly indicated that the lottery unit has won a jackpot.
  3.   The gaming machine according to claim 1, wherein the effect control means performs an effect informing or suggesting an internal state as an effect different from an effect performed before the switch is turned on.
  4.   2. The production control unit according to claim 1, wherein the production control unit performs production by displaying an image that is difficult to be displayed in a normal production on the image display unit as a production different from the production performed before the switch is turned on. Or the gaming machine of 2.
  5. The switch is disposed at a specific winning opening other than the grand winning opening or a specific gate provided outside the large winning opening,
    The gaming machine according to any one of claims 1 to 4, wherein the specific winning opening or the specific gate is one in which a normal symbol lottery is not performed even if winning.
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JP2014209933A (en) * 2013-04-10 2014-11-13 株式会社大一商会 Game machine
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JP2014204747A (en) * 2013-04-10 2014-10-30 株式会社大一商会 Game machine
JP2014209935A (en) * 2013-04-10 2014-11-13 株式会社大一商会 Game machine
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JP2015083046A (en) * 2013-10-25 2015-04-30 株式会社大一商会 Game machine
JP2015100364A (en) * 2013-11-20 2015-06-04 株式会社大一商会 Game machine
JP2015104434A (en) * 2013-11-28 2015-06-08 株式会社大一商会 Game machine
JP2015104435A (en) * 2013-11-28 2015-06-08 株式会社大一商会 Game machine
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JP2015223372A (en) * 2014-05-28 2015-12-14 タイヨーエレック株式会社 Game machine
JP6315525B2 (en) * 2017-02-14 2018-04-25 株式会社大一商会 Game machine
JP2017148675A (en) * 2017-06-13 2017-08-31 株式会社大一商会 Game machine
JP2017148673A (en) * 2017-06-13 2017-08-31 株式会社大一商会 Game machine
JP2017176877A (en) * 2017-06-13 2017-10-05 株式会社大一商会 Game machine
JP6338740B2 (en) * 2017-06-13 2018-06-06 株式会社大一商会 Game machine
JP6478352B2 (en) * 2017-09-28 2019-03-06 株式会社大一商会 Game machine
JP6478354B2 (en) * 2017-09-28 2019-03-06 株式会社大一商会 Game machine
JP6479124B2 (en) * 2017-09-28 2019-03-06 株式会社大一商会 Game machine
JP6478353B2 (en) * 2017-09-28 2019-03-06 株式会社大一商会 Game machine

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