JP5337233B2 - Game machine - Google Patents

Game machine Download PDF

Info

Publication number
JP5337233B2
JP5337233B2 JP2011286876A JP2011286876A JP5337233B2 JP 5337233 B2 JP5337233 B2 JP 5337233B2 JP 2011286876 A JP2011286876 A JP 2011286876A JP 2011286876 A JP2011286876 A JP 2011286876A JP 5337233 B2 JP5337233 B2 JP 5337233B2
Authority
JP
Japan
Prior art keywords
state
effect
opening
game
display
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Active
Application number
JP2011286876A
Other languages
Japanese (ja)
Other versions
JP2013132533A (en
Inventor
敏男 小倉
征也 平田
正幸 中西
Original Assignee
株式会社三共
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 株式会社三共 filed Critical 株式会社三共
Priority to JP2011286876A priority Critical patent/JP5337233B2/en
Publication of JP2013132533A publication Critical patent/JP2013132533A/en
Application granted granted Critical
Publication of JP5337233B2 publication Critical patent/JP5337233B2/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Images

Description

  The present invention relates to a gaming machine capable of performing a predetermined game.

  As this type of gaming machine, a plurality of types of identification information is obtained when a game medium such as a game ball is launched into a game area by a launching device, and the game medium is won in a start prize area such as a prize opening provided in the game area. There are pachinko machines in which variable display is performed, and slot machines in which a predetermined number of bets are set and when a start operation is performed, a plurality of types of identification information are variably displayed.

  In addition, as an effect device provided in such a gaming machine, for example, there is one in which a movable member used for effecting is provided on the front frame of the gaming machine so as to protrude to the front side (see, for example, Patent Document 1). ).

JP 2003-325783 A

  In the gaming machine described in Patent Document 1, for example, when the front frame is opened in a state where the movable member protrudes from the front frame, the movable unit is arranged in parallel with the gaming machine. There is a problem that the movable member or the peripheral device is damaged by contact with a peripheral device such as the above, or the open range of the front door is limited.

  The present invention has been made paying attention to such problems, and an object of the present invention is to provide a gaming machine that does not cause any inconvenience even when a predetermined part protrudes when the opening and closing member is opened.

In order to solve the above-mentioned problem, a gaming machine according to claim 1 of the present invention provides:
A gaming machine (pachinko gaming machine 1 / slot machine 1001) capable of performing a predetermined game,
An opening / closing member (glass door frame 102 / front door 1001b) provided so as to be able to open and close a predetermined area (front upper portion of the front frame 101);
Closing detecting means for detecting the opening and closing of the closing member (the door opening-closing switch 3 3),
In accordance with the establishment of the predetermined condition, the predetermined part of the opening / closing member (the part where the movable LED units 200L and 200R are provided on the front surface 102a) is changed from the first state (see FIG. 6A) to the first state. State changing means (effect control CPU 120, drive motor 205) for changing to a second state (see FIG. 6B) projecting outward (forward),
The state changing means is a state in which the predetermined part does not protrude from the second state based on the opening / closing member being detected by the opening / closing detection means when the predetermined part is in the second state ( ( State close to the first state) (part in which the production control CPU 120 performs processing for returning the movable LED units 200L and 200R to the first state in step S804)
By the state changing means until a predetermined period elapses after the opening / closing detecting means detects the closing of the opening / closing member after the opening / closing member is opened and the predetermined portion changes to a state where it does not protrude from the second state. Further comprising state change restricting means for restricting the change of the predetermined portion to the second state,
It is characterized by that.
According to this feature, when the opening member is opened when the predetermined part is in the second state, the predetermined part is retracted from the second state, so that the predetermined part becomes an obstacle when the opening and closing member is opened. There is a possibility that normal opening will not be possible due to contact, an obstacle may become an obstacle when trying to open the opening and closing member to a predetermined opening position, and it will not be possible to open smoothly, an obstacle will interfere in the work after opening Therefore, it is possible to avoid at least one of the possibility that it becomes difficult to work, etc., so that it is possible to eliminate the inconvenience that may occur due to the protrusion of the predetermined part and to prevent the damage of the member due to contact as much as possible.

A gaming machine according to claim 2 of the present invention is
A gaming machine (pachinko gaming machine 1 / slot machine 1001) capable of performing a predetermined game,
An opening / closing member (glass door frame 102 / front door 1001b) provided so as to be able to open and close a predetermined area (front upper portion of the front frame 101);
Closing detecting means for detecting the opening and closing of the closing member (the door opening-closing switch 3 3),
In response to the establishment of the predetermined condition, a predetermined portion (a portion where the push button 250 is provided on the upper surface 3a) of the member (the upper plate 3) other than the opening / closing member is in the first state (initial position, see FIG. 7A). ) And a second state that protrudes outward (upward) from the first state {first position (see FIG. 7B), second state (see FIG. 7C)}. Means (production control CPU 120, drive motor 205),
The state changing means makes the predetermined portion project less than the second state based on the opening / closing member being detected by the open / close detecting means when the predetermined portion is in the second state. ( Effect control CPU 120 performs the process of returning the push button 250 to the initial position in step S804)
By the state changing means until a predetermined period elapses after the opening / closing detecting means detects the closing of the opening / closing member after the opening / closing member is opened and the predetermined portion changes to a state where it does not protrude from the second state. Further comprising state change restricting means for restricting the change of the predetermined portion to the second state,
It is characterized by that.
According to this feature, when the opening member is opened when the predetermined portion is in the second state, the predetermined portion is retracted from the second state so that the predetermined portion contacts the predetermined portion when opening the opening and closing member. There is a possibility that normal opening cannot be performed, there is a possibility that a predetermined part will become an obstacle when opening the opening / closing member to a predetermined opening position, and it will not be possible to open smoothly, a predetermined part will become an obstacle in work after opening Since it is possible to avoid at least one of the possibility of becoming difficult to perform, it is possible to eliminate inconveniences that may occur due to the protrusion of the predetermined portion, and it is possible to prevent damage to the member due to contact as much as possible.

The gaming machine according to means 1 of the present invention is the gaming machine according to claim 1 or 2,
Based on the fact that the opening detection means (door opening / closing switch 33; on) detects the opening of the opening / closing member (glass door frame 102), the state changing means detects the predetermined portion (movable LED units 200L, 200R on the front surface 102a). In the second state (see FIG. 6B / first position (see FIG. 7B)), second position (see FIG. 7B). 7 (C))} to the first state (see FIG. 6 (A) / initial position, see FIG. 7 (A)) (the effect control CPU 120 moves the movable LED unit 200L, The part that performs the process of returning 200R to the first state, the part that the effect control CPU 120 performs the process of returning the push button 250 to the initial position in step S804) Informing means for informing a fact that the movable part is operated (movable notification) (effect control CPU120 is, the portion for setting the movable notification data in step S803) comprises,
It is characterized by that.
According to this feature, it is possible to clearly recognize that the inconvenience due to the protrusion of the predetermined portion is solved by notifying that the predetermined portion is retracted.

The gaming machine according to means 2 of the present invention is the gaming machine according to any one of claim 1, claim 2, and means 1,
The state change means is configured to detect the opening of the opening / closing member (glass door frame 102) by the opening detection means (door opening / closing switch 33; on) and move the LED units 200L and 200R at the predetermined portion (front surface 102a). In the second state (see FIG. 6B / first position (see FIG. 7B)), second position (see FIG. 7B). 7 (C))} to the first state (see FIG. 6 (A) / initial position, see FIG. 7 (A)) (the effect control CPU 120 moves the movable LED unit 200L, The part that performs the process of returning 200R to the first state, the part that the effect control CPU 120 performs the process of returning the push button 250 to the initial position in step S804) The opening detection means changing the state of the predetermined portion at a faster rate than when operating when not detecting the opening of the closing member (see (t10 <t11) in FIG. 39),
It is characterized by that.
According to this feature, since the predetermined part can be retracted as soon as possible after the opening / closing member is opened, the inconvenience that may occur due to the protrusion of the predetermined part can be solved immediately.

A gaming machine according to means 3 of the present invention is the gaming machine according to any one of claims 1 and 2 or means 1 and 2,
A closing detecting means (door opening / closing switch 33; off) for detecting closing of the opening / closing member (glass door frame 102);
Until the predetermined period (for example, 15 seconds) elapses after the closing detection unit detects the closing of the opening / closing member, the predetermined portion (the movable LED units 200L and 200R are provided on the front surface 102a) by the state changing unit. The second state {FIG. 6B) from the first state (see FIG. 6A / initial position, see FIG. 7A) of the existing part / the part where the push button 250 is provided on the upper surface 3a). State change restricting means for restricting changes to the reference / first position (see FIG. 7 (B)), second position (see FIG. 7 (C))}. A portion for performing a process of releasing the restriction based on the timer being up in step S810 after setting the predetermined value),
It is characterized by that.
According to this feature, after the opening / closing member is opened, it is often opened again, for example, when the cause of opening the half door or closing is not solved, so the predetermined part is changed each time the opening / closing member is opened. You can avoid that.

The gaming machine according to means 4 of the present invention is the gaming machine according to means 3,
The predetermined part (the part where the movable LED units 200L and 200R are provided on the front surface 102a / the part where the push button 250 is provided on the upper surface 3a) is operably provided. A movable portion (movable LED unit 200L, 200R / push button 250) that is changed between the first state and the second state;
Based on the fact that the performance execution condition is satisfied, there is a performance execution means for performing the performance using the movable part (the portion where the performance control CPU 120 executes a speech advance notice, etc.),
The effect execution means performs a process of releasing the restriction based on the state change restricting means (the effect control CPU 120 sets a predetermined value in the movable restriction timer in step S807 and then times up in step S810). When the execution condition of the effect is satisfied when the portion is regulating the change of the predetermined part (for example, (t5 to t6 in FIG. 39)), the effect member (for example, the effect) separate from the movable portion An effect using the display device 9) is performed.
It is characterized by that.
According to this feature, when the execution condition of the production is established during the period when the movement is restricted, the production is executed by another production member even if the movable part does not operate, so that the production is interesting. can do.

A gaming machine according to means 5 of the present invention is the gaming machine according to any one of claims 1 and 2 or means 1 to 4,
The first state (see FIG. 6 (A) / initial position, FIG. 7 (A)) is an initial operation state,
In the state changing means, the predetermined portion (the portion where the movable LED units 200L and 200R are provided on the front surface 102a / the portion where the push button 250 is provided on the upper surface 3a) is in the second state {FIG. 6B Reference / first position (refer to FIG. 7 (B)), second position (refer to FIG. 7 (C))}, the opening / closing member (glass door frame 102) by the opening detection means (door open / close switch 33; on). ), The predetermined part is changed to the first state (the effect control CPU 120 performs a process of returning the movable LED units 200L and 200R to the first state in step S804). The part where the CPU 120 for effect control performs the process of returning the push button 250 to the initial position in step S804),
It is characterized by that.
According to this feature, when the predetermined part is changed based on the detection of the opening of the opening / closing member, it is only necessary to return to the initial state, so that control can be prevented from becoming complicated.

The gaming machine according to means 6 of the present invention is:
A gaming machine (pachinko gaming machine 1 / slot machine 1001) capable of performing a predetermined game,
An opening / closing member (glass door frame 102 / front door 1001b) provided so as to be able to open and close a predetermined area (front upper portion of the front frame 101);
Opening detection means (door opening / closing switch 33; on) for detecting opening of the opening / closing member;
A movable part (movable LED unit 200L, 200R / push button 250) operably provided on the opening / closing member;
In response to the establishment of a predetermined condition, the movable portion is moved to a first state (see FIG. 6A) and a second state that protrudes outward (forward) with respect to a predetermined portion of the opening / closing member than the first state ( Movable control means (effect control CPU 120, drive motor 205) that can be changed to FIG.
The movable control means is configured such that when the movable portion is in the second state, the opening detection means detects the opening of the opening / closing member, and the amount of outward protrusion with respect to the predetermined portion is the second amount. The movable part is operated so as to be smaller than the state (the part in which the effect control CPU 120 performs processing for returning the movable LED units 200L and 200R to the first state in step S804).
It is characterized by that.
According to this feature, when the opening member is opened when the movable portion is in the second state, the movable portion retracts from the second state, so that the movable portion becomes an obstacle when opening the opening and closing member. There is a possibility that normal opening will not be possible due to contact, an obstacle may become an obstacle when trying to open the opening and closing member to a predetermined opening position, and it will not be possible to open smoothly, an obstacle will interfere in the work after opening Therefore, it is possible to avoid at least one of the possibility that it becomes difficult to work, and it is possible to eliminate the inconvenience that may occur due to the protruding movable portion and to prevent damage to the member due to contact as much as possible.

The gaming machine according to means 7 of the present invention is
A gaming machine (pachinko gaming machine 1 / slot machine 1001) capable of performing a predetermined game,
An opening / closing member (glass door frame 102 / front door 1001b) provided so as to be able to open and close a predetermined area (front upper portion of the front frame 101);
Opening detection means (door opening / closing switch 33; on) for detecting opening of the opening / closing member;
A movable part (movable LED unit 200L, 200R / push button 250) operably provided on a member other than the opening / closing member;
In response to the establishment of a predetermined condition, the movable portion protrudes outward (forward) from a first state (see FIG. 6A) and a predetermined portion of a member other than the opening / closing member than the first state. Movable control means (effect control CPU 120, drive motor 205) that can change between two states (see FIG. 6B),
The movable control means is configured such that when the movable portion is in the second state, the opening detection means detects the opening of the opening / closing member, and the amount of outward protrusion with respect to the predetermined portion is the second amount. The movable part is operated so as to be smaller than the state (the part in which the effect control CPU 120 performs processing for returning the push button 250 to the initial position in step S804),
It is characterized by that.
According to this feature, when the opening member is opened when the movable portion is in the second state, the movable portion retreats from the second state so that the movable portion contacts the movable portion when opening the opening and closing member. There is a possibility that normal opening will not be possible, there is a possibility that the movable part will get in the way when opening the opening and closing member to the predetermined opening position, and it will not be able to open smoothly, work after the opening will become a predetermined part Since it is possible to avoid at least one of the possibility of becoming difficult to perform, it is possible to eliminate the inconvenience that may occur due to the protrusion of the movable portion, and it is possible to prevent damage to the member due to contact as much as possible.

The gaming machine according to means 8 of the present invention is:
A gaming machine (pachinko gaming machine 1 / slot machine 1001) capable of performing a predetermined game,
An opening / closing member (glass door frame 102 / front door 1001b) provided so as to be able to open and close a predetermined area (front upper portion of the front frame 101);
Opening detection means (door opening / closing switch 33; on) for detecting opening of the opening / closing member;
A movable part movably provided on the opening and closing member;
In response to the establishment of a predetermined condition, the movable portion is moved outward from a first position (downward position) where a predetermined portion of the opening / closing member (for example, the upper position of the front surface 102a) is in the first state and the first state. Movable control means for moving between a second position (upper position) in which it protrudes into a second state,
The movable control means moves the movable part from the second position to the first position based on the opening detection means detecting the opening of the opening / closing member when the movable part is in the second position. Move to
It is characterized by that.
According to this feature, when the opening member is opened when the movable portion is in the second position, the movable portion retreats to the first position, so that the movable portion contacts the obstacle when opening the opening and closing member. The normal opening may not be possible, the obstacle may become an obstacle when opening the opening / closing member to the predetermined opening position, and the obstacle may not be opened smoothly. Since at least one of the possibility that it becomes difficult to work can be avoided, inconveniences that may occur due to the protruding movable portion can be eliminated, and damage to the member due to contact can be prevented as much as possible.

The gaming machine according to means 9 of the present invention is
A gaming machine (pachinko gaming machine 1 / slot machine 1001) capable of performing a predetermined game,
An opening / closing member (glass door frame 102 / front door 1001b) provided so as to be able to open and close a predetermined area (front upper portion of the front frame 101);
Opening detection means (door opening / closing switch 33; on) for detecting opening of the opening / closing member;
A movable part movably provided on a member other than the opening and closing member;
In response to the establishment of a predetermined condition, the movable portion is moved from a first position (center position) where a predetermined portion (for example, the center position of the upper surface 3a) of a member other than the opening / closing member is in a first state and the first state. And a movable control means for moving between a second position (right position) that becomes a second state protruding outward.
The movable control means moves the movable part from the second position to the first position based on the opening detection means detecting the opening of the opening / closing member when the movable part is in the second position. Move to
It is characterized by that.
According to this feature, when the opening member is opened when the movable portion is in the second position, the movable portion is retracted to the first position, so that when the opening and closing member is opened, the movable portion comes into contact with the normal portion. May not be able to be opened smoothly, the movable part may become obstructed when trying to open the opening and closing member to the predetermined opening position, and it may not be possible to open smoothly, and the work after the opening becomes obstructed by the predetermined part. Since at least one of the possibility of becoming difficult can be avoided, the inconvenience that may occur due to the protruding of the movable part can be solved, and damage to the member due to contact can be prevented as much as possible.

It is a front view which shows a pachinko gaming machine. It is a rear view which shows a pachinko gaming machine. It is a block diagram which shows an example of the circuit structure in a main board | substrate. It is a perspective view which shows the state which open | released the pachinko game machine. It is a perspective view which shows the state which open | released the glass door frame. (A) is AA sectional drawing of the movable LED unit of FIG. 1, (B) is a 2nd state, (C) is a perspective view, (D) is a front view. (A) is a figure which shows the state which has a push button in an initial position, (B) is in a 1st position, (C) is in a 2nd position. It is a flowchart which shows the main process which CPU in a main board | substrate performs. It is a flowchart which shows a 2 ms timer interruption process. It is explanatory drawing which shows the variation pattern of the production | presentation symbol prepared beforehand. It is explanatory drawing which shows each random number. It is explanatory drawing which shows a big hit determination table, a small hit determination table, and a big hit type determination table. It is explanatory drawing which shows the variation pattern classification determination table for big hits, and the variation pattern classification determination table for small hits. It is explanatory drawing which shows the variation pattern classification determination table for deviation. It is explanatory drawing which shows a hit fluctuation pattern determination table. It is explanatory drawing which shows a deviation variation pattern determination table. It is explanatory drawing which shows an example of the content of an effect control command. It is explanatory drawing which shows an example of the content of an effect control command. It is a flowchart which shows an example of the program of a special symbol process process. It is a flowchart which shows an example of the program of a special symbol process process. It is a flowchart which shows the presentation control main process which CPU for presentation control performs. It is explanatory drawing which shows the structural example of a command reception buffer. It is explanatory drawing which shows the random number which CPU for production control uses. It is explanatory drawing which shows a design fluctuation control pattern table. It is a flowchart which shows production control process processing. It is a flowchart which shows an effect design fluctuation start process. It is a flowchart which shows the process during effect design change. It is a flowchart which shows a notification effect process. It is a flowchart which similarly shows a notice effect process. It is a flowchart which shows operation notification processing. It is a flowchart which shows a door open process. (A) is a line notice type, (B) is a line type, and (C) is a diagram showing an operation notice type determination table. (A) is a timing notice A, and (B) and (C) are timing charts showing various operation timings in the dialogue notice B. (A) and (B) are timing charts showing various operation timings in the serif notice C. It is a figure showing an example of line notice B. It is a figure showing an example of line notice C. It is a top view which shows the state in which the pachinko game machine and the card unit were arranged in parallel. It is a side view of the pachinko machine which shows the state where the glass door frame was opened. It is a flowchart which shows the various operation timings of a door opening process. It is the schematic which shows an example of a door opening process. (A) is a front view showing a slot machine 1000 as a second embodiment to which the present invention is applied, (B) is a perspective view of relevant parts, and (C) and (D) are enlarged views of relevant parts of effect buttons.

  Embodiments of the present invention will be described below with reference to the drawings.

  First, the overall configuration of a pachinko gaming machine 1 that is an example of a gaming machine will be described. FIG. 1 is a front view of the pachinko gaming machine 1 as seen from the front. FIG. 2 is a rear view showing the pachinko gaming machine. FIG. 3 is a block diagram illustrating an example of a circuit configuration on the main board. FIG. 4 is a perspective view showing a state in which the pachinko gaming machine is opened. FIG. 5 is a perspective view of a state in which the glass door frame is opened.

  As shown in FIGS. 1, 2, and 4, the pachinko gaming machine 1 mainly includes an outer frame 100 formed in a vertically long rectangular frame shape and a front frame 101 attached to the outer frame 100 so as to be openable and closable. It is configured. A glass door frame 102 and a lower door frame 103 are provided on the front surface of the front frame 101 so as to be openable and closable around the left side.

  A hitting ball supply tray (upper plate) 3 is provided on the lower surface of the lower door frame 103. Under the hitting ball supply tray 3, there are provided an extra ball receiving tray 4 (lower plate) for storing game balls that cannot be accommodated in the hitting ball supply tray 3 and a hitting operation handle (operation knob) 5 for firing the hitting ball. . A push button 250 is provided at a substantially central position in the left-right direction on the upper surface 3a of the upper plate 3 so that the player can perform a predetermined instruction operation by a pressing operation or the like.

  A game board 6 is detachably attached to the front frame 101 on the back surface of the glass door frame 102. The glass door frame 102 can be opened by inserting a predetermined key (not shown) into a key hole 110 of a locking device (not shown) provided in the lower door frame 103 and performing an unlocking operation. The opening / closing of the glass door frame 102 is detected by the door switch 33.

  As shown in FIG. 4, the game board 6 is made of a wooden plywood board with a game area 7 formed on the front surface. A gaming component unit 160 to which gaming components related to gaming such as a unit (not shown) are assembled is integrally assembled (see FIG. 2).

  In order to attach the game board 6 to the front surface of the front frame 101, the left end portion of the game board 6 is provided at the left upper and lower positions of the vertically long rectangular opening 115 formed in the front frame 101 as shown by a thick arrow in the figure. With the left end of the game board 6 inserted into the locking recesses 116a and 116b, the right end is locked by the board presser fittings 117a and 117b. Board holding springs 118a and 118b are provided in the locking recesses 116a and 116b, respectively, to prevent back and forth play of the game board 6 locked in the locking recesses 116a and 116b.

  Returning to FIG. 1, in the vicinity of the center of the game area 7, there is provided an effect display device (decorative symbol display device) 9 including a plurality of variable display units each variably displaying an effect decorative symbol (effect symbol). ing. The effect display device 9 includes, for example, three variable display portions (symbol display areas) of “left”, “middle”, and “right”. The effect display device 9 variably displays the effect symbol as a decoration (effect) symbol during the variable display period of the special symbol by the first special symbol indicator 8a or the second special symbol indicator 8b. The effect display device 9 that performs variable display of effect symbols is controlled by an effect control microcomputer mounted on the effect control board 80.

  A first special symbol display (first variable display means) 8a for variably displaying a first special symbol as first identification information is provided at a lower right position on the game board 6. In this embodiment, the first special symbol display 8a is realized by a simple and small display (for example, 7 segment LED) capable of variably displaying numbers 0 to 9. In other words, the first special symbol display 8a is configured to variably display numbers (or symbols) from 0 to 9. A second special symbol display (second variable display means) 8b for variably displaying the second special symbol as the second identification information is provided above the first special symbol display 8a. The second special symbol display 8b is realized by a simple and small display (for example, 7 segment LED) capable of variably displaying numbers 0 to 9. That is, the second special symbol display 8b is configured to variably display numbers (or symbols) from 0 to 9.

  In this embodiment, the type of the first special symbol and the type of the second special symbol are the same (for example, both 0 to 9), but the types may be different. The first special symbol display 8a and the second special symbol display 8b each variably display a number (or a two-digit symbol) from 0 to 99 using, for example, two 7-segment LEDs. It may be configured.

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

  The variable display of the first special symbol is a variable display start condition (for example, after the game ball has won the first start winning opening 13a) after the first start condition, which is the variable display execution condition, is established (for example, When the number of reserved memories is not 0, the variable display of the first special symbol is not executed, and the variable display is started based on the fact that the big hit game is not executed) When time (fluctuation time) elapses, a display result (stop symbol) is derived and displayed. In addition, the variable display of the second special symbol is a variable display start condition (for example, that the game ball has won the second start winning opening 13b) after the second start condition, which is a variable display execution condition, is satisfied (for example, For example, when the number of reserved memories is not 0, the variable display of the second special symbol is not executed, and the big hit game is not executed) is started, When the variable display time (variation time) elapses, the display result (stop symbol) is derived and displayed. Note that winning means that a game ball has entered a predetermined area such as a winning opening. Deriving and displaying the display result is to finally stop and display a symbol (an example of identification information).

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

  Below the effect display device 9, a winning device having a first start winning port 13a is provided. The game ball won in the first start winning opening 13a is guided to the back of the game board 6, and is detected by the first start opening switch 14a (for example, proximity switch) and the first winning confirmation switch 14b (for example, photo sensor). The

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

  In addition, it is determined whether or not an abnormal winning has occurred based on the detection results of the first starting port switch 14a and the first winning confirmation switch 14b and the detection results of the second starting port switch 15a and the second winning confirmation switch 15b. A security signal is externally output based on the detection of the occurrence of.

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

  When the variable winning ball device 15 is controlled to be in the open state, the game ball heading for the variable winning ball device 15 is very likely to win the second start winning port 13b. The first start winning opening 13a is provided directly below the effect display device 9, but the interval between the lower end of the effect display device 9 and the first start winning port 13a is further reduced, or the first start winning port is set. The winning rate of the second starting winning port 13b is such that the nails are densely arranged around 13a, or the nail arrangement around the first starting winning port 13a is difficult to guide the game ball to the first starting winning port 13a. You may make it make higher than the winning rate of the 1st start winning opening 13a.

  In the upper part of the second special symbol display 8b, the number of effective winning balls that have entered the first start winning opening 13a, that is, the first reserved memory number (the reserved memory is also referred to as the start memory or the start prize memory) is displayed. A first special symbol reserved memory display section and the first special symbol reserved memory display section are provided separately, and a second special special display for displaying the number of effective winning balls that have entered the second start winning slot 13b, that is, the second reserved memory number. For example, a special symbol storage memory display unit 18 including a 7-segment LED provided with a symbol storage memory display unit is provided. The first special symbol reserved memory display unit displays up to four first reserved memory numbers in the order of winning, and increases the number of indicators that are turned on by 1 each time there is an effective start winning. Then, each time the variable display on the first special symbol display 8a is started, the number of indicators to be turned on is reduced by one. The second special symbol reserved memory display unit displays up to four second reserved memory numbers in the order of winning, and increases the number of indicators that are turned on by 1 each time there is an effective start winning. Then, each time the variable display on the second special symbol display 8b is started, the number of indicators to be turned on is reduced by one. In this example, the upper limit number (up to 4) is provided for the starting memory number by winning at the first starting winning port 13a and the starting memory number by winning at the second starting winning port 13b. May be four or more.

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

  In this embodiment, as shown in FIG. 1, a variable winning ball device 15 that opens and closes only with respect to the second start winning opening 13b is provided, but the first start winning opening 13a and the second start winning opening 13b are provided. A configuration in which a variable winning ball apparatus that performs an opening / closing operation may be provided for any of the winning openings 13b.

  Further, as shown in FIG. 1, a special variable winning ball device 20 is provided below the variable winning ball device 15. The special variable winning ball apparatus 20 includes a big prize opening door, and when a specific display result (big hit symbol) is derived and displayed on the first special symbol display 8a, and on the second special symbol display 8b, a specific display result (big hit) In the specific game state (big win game state) that occurs when the symbol is derived and displayed, the solenoid 21 controls the open door of the big winning opening, so that the big winning opening that becomes the winning area is opened. The game ball that has won the big winning opening is detected by the count switch 23.

  Based on the detection of game balls by the count switch 23, a predetermined number (for example, 15) of game balls are paid out as prize balls. In this way, when the game ball passes (enters) through the large winning opening which has been opened in the special variable winning ball apparatus 20, other game winning holes such as the first starting winning opening 13a and the second starting winning opening 13b are played. More prize balls are paid out than when the ball passes (enters). Therefore, if the special prize winning ball device 20 is in the open state in the special variable winning ball apparatus 20, the first state advantageous to the player is obtained. On the other hand, if the special prize winning device 20 is closed in the special variable prize winning ball device 20, the game ball cannot be passed through (entered) into the special prize opening to obtain a prize ball, which is disadvantageous for the player. It becomes a state.

  The normal symbol display 10 is provided on the right side of the first special symbol display 8a. The normal symbol display 10 is composed of, for example, two lamps. When the game ball passes through the gate 32 and is detected by the gate switch 32a, variable display of the normal symbol display 10 is started. In this embodiment, variable display is performed by alternately lighting the upper and lower lamps (the symbols can be visually recognized when turned on). For example, if the lower lamp is turned on at the end of the variable display, it is a hit. When the lamp on the lower side of the normal symbol display 10 is turned on and it is a win, the variable winning ball device 15 is opened for a predetermined number of times. That is, the state of the variable winning ball device 15 is a state that is advantageous from a disadvantageous state for the player when the lower lamp is lit (a state in which a game ball can win the second start winning opening 13b). ). An upper part of the special symbol storage memory display 18 is provided with a normal symbol storage memory display 41 having four display portions (for example, four segments among seven segment LEDs) for displaying the number of winning balls that have passed through the gate 32. It has been. Each time there is a game ball passing through the gate 32, that is, every time a game ball is detected by the gate switch 32a, the normal symbol storage memory display 41 increases the number of display units to be turned on by one. Then, each time the variable display of the normal symbol display 10 is started, the number of display units that are lit is reduced by one.

  In addition, the normal symbol holding memory display 41 composed of 7-segment LEDs has four display units (segments) for displaying the number of winning balls that have passed through the gate 32 and, for example, the number of times the special variable winning ball device 20 is opened at the time of a big hit. There are two display units (segments) that indicate (the number of big hits) and two display units (segments) that indicate the gaming state, but these display units are separate from the normal symbol hold storage display unit. You may comprise. Further, the normal symbol display 10 may be configured by a segment LED or the like that can variably display a plurality of types of identification information (for example, “◯” and “x”) called normal symbols.

  In the vicinity of the special variable winning ball apparatus 20, winning holes 29a to 29d of the normal winning apparatus are provided, and the game balls that have won the winning holes 29a and 29c are detected by the winning hole switch 30a and won in the winning holes 29b and 29d. The game ball is detected by the winning opening switch 30b. Each of the winning holes 29a to 29d constitutes a winning area provided in the game board 6 as an area for accepting game balls and allowing winning. The first start winning opening 13a, the second start winning opening 13b, and the big winning opening also constitute a winning area that accepts game balls and allows winning.

  In the first start winning opening 13a, two switches (a first start opening switch 14a and a first winning confirmation switch 14b) capable of detecting a game ball won in the start winning opening are provided. In this embodiment, a first start opening switch 14a and a first winning confirmation switch 14b are arranged up and down in the first start winning opening 13a (in this example, the first start opening switch 14a is arranged on the upper side. The first winning confirmation switch 14b is arranged on the lower side). Therefore, in this embodiment, the game ball won in the first start winning opening 13a is guided to the back of the game board 6, first detected by the first start opening switch 14a, and then detected by the first winning confirmation switch 14b. Is done.

  Further, in the second start winning opening 13b, two switches (a second start opening switch 15a and a second winning confirmation switch 15b) capable of detecting a game ball won in the start winning opening are provided. In this embodiment, the second start opening switch 15a and the second winning confirmation switch 15b are arranged vertically in the second start winning opening 13b (in this example, the second start opening switch 15a is arranged on the upper side. The second winning confirmation switch 15b is arranged on the lower side). Therefore, in this embodiment, the game ball won in the second start winning opening 13b is guided to the back of the game board 6, first detected by the second start opening switch 15a, and then detected by the second winning confirmation switch 15b. Is done.

  Further, two switches (a count switch 23 and a third winning confirmation switch 23a) capable of detecting a game ball won in the special winning opening are provided in the special winning opening. In this embodiment, the count switch 23 and the third winning confirmation switch 23a are arranged in the big winning opening (in this example, the counting switch 23 is arranged on the upper side and the third winning confirmation switch 23a is on the lower side. Is placed). Therefore, in this embodiment, the game ball won in the special winning opening is guided to the back of the game board 6 and is first detected by the count switch 23 and then detected by the third winning confirmation switch 23a.

  Also, different detection system switches are used as the first start opening switch 14a and the first winning confirmation switch 14b, the second starting opening switch 15a and the second winning confirmation switch 15b, the count switch 23 and the third winning confirmation switch 23a. It is done. In this embodiment, proximity switches are used as the first start port switch 14a, the second start port switch 15a, and the count switch 23, and the first winning confirmation switch 14b, the second winning confirmation switch 15b, and the third winning confirmation switch 23a are photo. A sensor is used.

  Further, based on the detection of the game ball by the first start port switch 14a, the first special symbol variation display is started, and the prize ball payout is executed. Further, based on the fact that the game ball is detected by the second start port switch 15a, the display of the variation of the second special symbol is started, and a prize ball payout is executed. Also, based on the fact that the game ball is detected by the count switch 23, a prize ball payout is executed. In addition to the detection result of the first start port switch 14a, whether or not an abnormal winning has occurred is determined based on the detection result of the first winning confirmation switch 14b, and the security signal is generated based on the detection of the abnormal winning. Output externally. In addition to the detection result of the second start opening switch 15a, the presence / absence of an abnormal winning is determined based on the detection result of the second winning confirmation switch 15b, and the security signal is generated based on the detection of the abnormal winning. Output externally. In addition to the detection result of the count switch 23, whether or not an abnormal winning has occurred is determined based on the detection result of the third winning confirmation switch 23a, and a security signal is externally output based on the detection of the abnormal winning. The Accordingly, the first winning confirmation switch 14b, the second winning confirmation switch 15b, and the third winning confirmation switch 23a are used only for determination of abnormal winning.

  As described above, the first start port switch 14a, the second start port switch 15a, and the count switch 23 are configured using proximity switches, and the first to third winning check switches 14b, 15b, and 23a are using photo sensors. However, the detection methods of the first start opening switch 14a and the first winning confirmation switch 14b, the second starting opening switch 15a and the second winning confirmation switch 15b, the count switch 23 and the third winning confirmation switch 23a are shown in this embodiment. For example, if the detection method is different between the first and second start port switches 14a and 15a and the count switch 23 and the first to third winning confirmation switches 14b, 15b and 23a, for example, Photo sensors are used as the start port switches 14a and 15a and the count switch 23, and the first to third prize winning confirmation switches 14b and 15 , It may be used proximity switch as 23a. In this case, based on the detection results of the first and second start port switches 14a and 15a and the count switch 23, which are photosensors, special symbol variation display and prize ball payout processing are executed, and the first to third winning prizes which are proximity switches. The detection results of the confirmation switches 14b, 15b, and 23a are used only for the determination of the abnormal winning of the first starting winning port 13a, the second starting winning port 13b, and the big winning port. For example, instead of a proximity switch or an optical photosensor that is an electromagnetic switch, the first and second start port switches 14a and 15a and the count switch 23 or the first to third prize confirmation switches 14b, 15b, and 23a are used. Alternatively, a mechanical switch (such as a micro switch) may be used.

  In this embodiment, the first and second start-up switches 14a and 15a and the count switch 23, which are used to execute special symbol variation display and prize ball payout processing, are used for determination of abnormal winning. Although the winning confirmation switches 14b, 15b, and 23a are provided on the upstream side, the winning confirmation switches 14b, 15b, and 23a may be provided on the downstream side of the switch used for the determination of the abnormal winning.

  Then, the game control microcomputer 156 uses the first start port switch based on the detection signal input from the first start port switch 14a (proximity switch) and the detection signal input from the first winning confirmation switch 14b (photo sensor). If it is determined that the difference between the number of game balls detected at 14a and the number of game balls detected at the first winning confirmation switch 14b exceeds a predetermined threshold, a predetermined error is given to the first start winning opening 13a. It is determined that an abnormal winning has occurred. The game detected by the second start port switch 15a based on the detection signal input from the second start port switch 15a (proximity switch) and the detection signal input from the second winning confirmation switch 15b (photo sensor). If it is determined that the difference between the number of balls and the number of game balls detected by the second winning confirmation switch 15b exceeds a predetermined threshold value, it is determined that an abnormal winning to the second start winning port 13b has occurred as a predetermined error. To do. In addition, based on the detection signal input from the count switch 23 (proximity switch) and the detection signal input from the third winning confirmation switch 23a (photo sensor), the number of game balls detected by the count switch 23 and the third winning prize are determined. If it is determined that the difference from the number of game balls detected by the confirmation switch 23a exceeds a predetermined threshold value, it is determined that an abnormal winning to the big winning opening has occurred as a predetermined error.

  In this way, the first start opening switch 14a and the first winning confirmation switch 14b, the second starting opening switch 15a and the second winning confirmation switch 15b, the count switch 23 and the third winning confirmation switch 23a are of different detection methods. By configuring the sensor (in this example, a proximity switch and a photo sensor), the actual number of winnings to the first starting winning port 13a, the second starting winning port 13b, and the big winning port using, for example, electromagnetic waves is actually When an illegal act that causes recognition to be greater than the number of winnings is made, there is a difference between the number of game balls detected by the proximity switch and the number of game balls detected by the photo switch, thereby controlling the game. Since the microcomputer 156 determines that an abnormal winning has occurred when the number of difference balls exceeds a predetermined threshold, it is possible to take a certain measure against illegal acts.

  On the left side of the game area 7, there is provided a decoration member 25 having a decoration LED 25a that blinks and displays during the game, and there is an out port 26 for absorbing a game ball that has not won a prize. Two speakers 27 that emit sound effects are provided on the lower left and right sides outside the game area 7. In addition, on the upper left and right sides outside the game area 7, rotary movable LED units 200L and 200R are provided.

  As shown in FIG. 6, the movable LED units 200 </ b> L and 200 </ b> R are provided on the upper left and right sides of the glass door frame 102 so as to be able to turn around a turning shaft 201 that faces in the left-right direction. A circular first light emitting surface 202A formed by notching parallel to the rotating shaft 201 in the vicinity of the rotating shaft 201 passing through the center, and the opposite of the first light emitting surface 202A with the rotating shaft 201 as a reference. And a circular second light emitting surface 202B formed by cutting out in a direction intersecting the rotation shaft 201 on the side.

  More specifically, the second light emitting surface 202B has a smaller area than the first light emitting surface 202A, and is formed to face slightly inward when the first light emitting surface 202A faces the back. 202 A of 1st light emission surfaces are comprised with the flat lens member (illustration omitted) which has translucency, diffuses the light of several 1st LED203a provided in the inside of a main body, and radiate | emits it outward. Yes. On the other hand, the second light emitting surface 202B is made of a non-light-transmitting plate and has a plurality of (in this example, five) through holes 204, and each through hole 204 has a plurality of second holes provided inside the main body. Two LEDs 203b are arranged so as to face each other and function as a spotlight.

  The movable LED units 200 </ b> L and 200 </ b> R configured in a hemispherical shape as described above can rotate around the rotation shaft 201 in the hemispherical concave portions 102 b formed on the upper and left sides of the front surface 102 a of the glass door frame 102. Is housed in. One of the rotation shafts 201 protruding to the left and right is connected to the LED motor 205, and the LED motor 205 rotates the rotation shaft 201 around the axis so that a flat first light emitting surface is obtained. The state can be changed (rotated) between a first state where 202A faces the front side (see FIG. 6A) and a second state where the second light emitting surface 202B faces the front side (see FIG. 6B). Has been.

  In the first state, the main body portions of the movable LED units 200L and 200R are accommodated in the recess 102b, and the first light emitting surface 202A faces the front and the second light emitting surface 202B faces the front surface 102b. Are disposed so as to be substantially flush with the front surface 102a. That is, therefore, the main body portions of the movable LED units 200L and 200R do not protrude from the front surface 102a.

  On the other hand, in the second state, the main body portions of the movable LED units 200L and 200R deviate from the recess 102b, and the second light emitting surface 202B faces the front and the first light emitting surface 202A faces the rear, whereby the second light emitting surface 202B. The front end portion of the spherical surface having a protrusion is provided so as to protrude L1 by a predetermined protrusion length with respect to the front surface 102a.

  Further, in the second state, the second light emitting surfaces 202B of the left and right movable LED units 200L and 200R face inward slightly below, respectively, so that the upper plate 3 positioned at the lower center of the left and right movable LED units 200L and 200R. The area around the push button 250 on the upper surface 3a can be locally illuminated (see FIG. 40A) or reciprocated up and down.

  On the outer periphery of the game area 7, a top frame lamp 28a, a left frame lamp 28b, and a right frame lamp 28c are provided. The top frame lamp 28a, the left frame lamp 28b, the right frame lamp 28c, and the decoration LED 25a are examples of a decoration light emitter provided in the gaming machine.

  Although not shown in FIG. 1 and FIG. 2, a prize ball lamp that is turned on during the prize ball payout is provided in the vicinity of the left frame lamp 28b, and the supply ball is cut in the vicinity of the top frame lamp 28a. A ball-out lamp that is sometimes lit is provided. Note that the award ball lamp and the out-of-ball lamp are controlled to be turned on by the effect control microcomputer mounted on the effect control board when the award ball is being paid out or when the out-of-ball is detected. Further, although not shown in particular, a prepaid card unit (hereinafter referred to as “card unit”) 50 that enables lending a ball by inserting a prepaid card is installed adjacent to the pachinko gaming machine 1. .

  As shown in FIG. 7, the push button 250 is configured to be able to detect a predetermined instruction operation such as a pressing operation from a player, and in the main body of the upper plate 3 at the installation position of the push button 250. In addition, a button switch 250a (see FIG. 3) for detecting an operation action of the player performed on the push button 250 is provided.

  Further, the push button 250 is provided such that the operation surface 250b that is the top surface protrudes a predetermined height from the upper surface 3a that is the installation surface of the push button 250.

  Although not particularly shown, the push button 250 is composed of a base body provided inside the main body of the upper plate 3 and a bottomed cylindrical mobile body provided so as to be movable up and down with respect to the base body. When the operation surface 250b formed on the moving body is pressed, the operation is detected by the button switch 250a. That is, the operation surface 250b can move between an initial position where the operation surface 250b slightly protrudes from the upper surface 3a (see FIG. 7A) and a pressing position (not shown) below the initial position. It is provided and is always maintained at the initial position by a biasing force of a spring (not shown).

  The push button 250 is configured such that the moving body is moved up and down by a button motor 251 (see FIG. 3) and a driving force transmission mechanism (not shown) (not shown). Specifically, an initial position where the operation surface 250b slightly protrudes from the upper surface 3a (see FIG. 7A) and a second position where the operation surface 250b greatly protrudes from the upper surface 3a (see FIG. 7C). ) And can be moved up and down. In addition, a lifting / lowering operation can be stopped at an arbitrary position from the initial position to the second position, and a mechanism that can detect a pressing operation at the pressing position (not shown) by the button switch 250a is provided.

  Further, in the present embodiment, while moving from the initial position to the second position, the first position (see FIG. 7B), which is a substantially intermediate position between the initial position and the second position, is passed. In the operation advance notice to be described later, the contents of the effect are made different depending on whether the push button 250 is operated at the initial position, the first position, or the second position.

  The first position and the second position are different from the pressing position positioned below the initial position, and are movable positions positioned in the opposite direction (upward) to the pressing operation direction (downward) with the initial position as a reference. In addition, it is an operation position where a pressing operation is possible in the same manner as the initial position. That is, the initial position is the initial operation position, the first position is the first operation position, and the second position is the second operation position.

  The protrusion height of the operation surface 250a of the push button 250 with respect to the upper surface 3a of the upper plate 3 is higher at the protrusion height L10 at the first position than at the initial position, and at the second position than at the first position. L11 is higher (L10 <L11). The first position is set at a substantially intermediate position between the initial position and the second position, but may be closer to the initial position or closer to the second position.

  A game ball launched from a hitting ball launching device, which will be described later, by the player's operation enters the game area 7 through a shot ball guide passage (not shown), and then descends the game area 7. When the game ball enters the first start winning port 13a and is detected by the first start port switch 14a, if the variable display of the first special symbol can be started (for example, the variable display of the special symbol ends, 1), the first special symbol display 8a starts variable display (variation) of the first special symbol, and the effect display device 9 starts variable display of the effect symbol (decoration symbol). Is done. In other words, the variable display of the first special symbol and the effect symbol corresponds to winning in the first start winning opening 13a. If the variable display of the first special symbol cannot be started, the first reserved memory number is increased by 1 on the condition that the first reserved memory number has not reached the upper limit value.

  When the game ball enters the second start winning port 13b and is detected by the second start port switch 15a, if the variable display of the second special symbol can be started (for example, the special symbol variable display ends, 2), the second special symbol display 8b starts variable display (variation) of the second special symbol, and the effect display device 9 starts variable display of the effect symbol (decoration symbol). Is done. That is, the variable display of the second special symbol and the effect symbol corresponds to winning in the second start winning opening 13b. If the variable display of the second special symbol cannot be started, the second reserved memory number is increased by 1 on condition that the second reserved memory number has not reached the upper limit value.

  The variable display of the first special symbol on the first special symbol display 8a and the variable display of the second special symbol on the second special symbol display 8b are stopped when a certain time has elapsed. If the special symbol at the time of stop (stop symbol) is a big hit symbol (specific display result), it will be “big hit”, and the special symbol at the time of stop (stop symbol) will be different from the big hit symbol (predetermined display result) Is “small hit”, and if the special symbol at the time of stoppage (stop symbol) is stopped and displayed, a special symbol different from the big hit symbol and the small hit symbol is “lost”.

  After the variable display result in the special figure game becomes “big hit”, the game is controlled to the big hit gaming state as a specific gaming state in which a round advantageous to the player (also referred to as “round game”) is executed a predetermined number of times. Further, after the variable display result in the special figure game becomes “small hit”, the game is controlled to the small hit game state different from the big hit game state.

  In this embodiment, when the big win symbol corresponding to “non-probability change” or “probability change A” in the special figure game is stopped and displayed, the first big win state (15 rounds) as the multi-round specific game state is displayed. (Big hit state). In the big hit gaming state (usually 15 round big hit state), the special winning prize ball device 20 has a predetermined winning period (for example, 29.5 seconds) or a predetermined number (for example, eight) winning balls. During the period until the occurrence of the round, the round is performed to change the special variable winning ball apparatus 20 to the first state (open state) advantageous to the player by opening the special winning opening. In this way, the special prize opening door that has opened the special prize opening during the round is received by receiving the game ball falling on the surface of the game board 6, and then the special prize opening is closed, so that the special variable prize ball is closed. The device 20 is changed to the second state (closed state) disadvantageous to the player, and one round is completed. In the 15 round big hit state, the number of executions of the round, which is the opening cycle of the big prize opening, becomes the first round number (for example, “15”). A game in the 15 round big hit state in which the number of round executions is “15” is also referred to as a 15-time open game. In such a 15 round big hit state, every time a game ball wins a big winning opening, 15 balls (prize balls) are obtained. The 15 round round big hit state is also referred to as a first specific gaming state.

  When the big hit symbol corresponding to “probability change B” is stopped and displayed as the confirmed special symbol in the special figure game, the state shifts to the second big hit state (high-speed 15 round big hit state) as the multi-round specific gaming state. In the second big hit state, the special prize winning ball device 20 has a big winning opening door in a second period (for example, 0.5 seconds) shorter than the first period in the first big hit state or a predetermined number (for example, three) of winnings. The round that changes the special variable winning ball apparatus 20 to the first state (open state) advantageous to the player is performed by opening the grand prize opening in the period until the ball is generated. In this way, the special prize opening door that has opened the special prize opening during the round is received by receiving the game ball falling on the surface of the game board 6, and then the special prize opening is closed, so that the special variable prize ball is closed. The device 20 is changed to the second state (closed state) disadvantageous to the player, and one round is completed. In the second big hit state, the number of executions of the round, which is the opening cycle of the big prize opening, becomes the second round number (for example, “15”).

  In such a second big hit state, 15 game balls (prize balls) can be obtained if a game ball wins the big winning opening, but the opening period of the big winning opening is the second period (0.5 seconds). It is very short. For this reason, the second big hit state is a big hit gaming state in which a ball (prize ball) cannot be obtained substantially. The second big hit state is also referred to as a second specific gaming state. Further, the second big hit state may be one in which the number of round executions is smaller than that in the first big hit state. That is, in the second big hit state, the period in which the big prize opening is changed to the open state in each round is a second period shorter than the first period in the first big hit state, and the number of round executions is the first big hit state. It may be at least one of the second number of rounds less than the first number of rounds.

  In addition, after the first jackpot state is ended based on the fact that the jackpot symbol corresponding to “non-probable change” is stopped and displayed as a confirmed special symbol in the special figure game, it is compared with the normal state as one of the special gaming states. The time is controlled to be in a time-short state in which time-shortening control (short-time control) is performed in which the variable symbol display time (special-figure variation time) is shortened in the special game. Here, the normal state is a normal game state as a game state different from a specific game state such as a big hit game state, a probability change state, and a short time state, and an initial setting state of the pachinko gaming machine 1 (for example, a system reset is performed). As in the case where the initialization process is performed after the power is turned on, the same control is performed. If the time-short state is terminated when any of the conditions of the special game is executed a predetermined number of times (for example, 100 times) and the variable display result is “big hit” is satisfied first, Good. Thus, like the big hit symbol special symbol corresponding to “non-probable change”, the big hit symbol controlled to the short-time state after the first big hit state based on being stopped and displayed as the confirmed special symbol in the special symbol game is This is called a non-probable big hit symbol (also referred to as “normal big hit symbol”). Further, the fact that the non-probable variable big hit symbol among the big hit symbols is stopped and displayed and the variable display result becomes “big hit” is called “non-probable big hit” (also referred to as “normal big hit”).

  The jackpot symbol corresponding to “probability variation B” is displayed after the first big hit state is ended based on the fact that the jackpot symbol corresponding to “probability variation A” is stopped and displayed as a confirmed special symbol in the special symbol game. After the second big hit state is ended based on the fact that it is stopped and displayed as a confirmed special symbol in the game, the special figure variation time is shortened as one of the special game states different from the short-time state, for example, compared with the normal state. Along with the time-shortening control, the state is controlled to a probability variation state (high probability state) in which probability variation control (probability variation control) is continuously performed. In this probabilistic state, the variable display result of each special figure game and decorative design is improved so that the probability that the variable display result will be “big hit” and further controlled to the big hit gaming state will be higher than in the normal state and the short-time state. To do. Such a probability change state continues until the next variable display result is a “big hit”, regardless of the number of executions of the special game.

  Like the jackpot symbol corresponding to such “probability change A”, the jackpot symbol controlled to the probability change state after the first jackpot state based on being stopped and displayed as the confirmed special symbol in the special figure game is the probability change jackpot symbol. It is called. In addition, like the jackpot symbol corresponding to “probability change B”, the jackpot symbol controlled to the probability change state after the jackpot game state based on being stopped and displayed as the confirmed special symbol in the special figure game is the sudden hit bonus symbol. It is called. In addition, the probability variation big hit symbol out of the big hit symbol is stopped and displayed and the variable display result becomes “big hit” is called “probable big hit”. The fact that the sudden hit symbol is stopped and displayed and the variable display result is “big hit” is called “surprise big hit” (also referred to as “surprise big hit”). These jackpot symbols are arbitrary. For example, in order to prevent the player from recognizing the jackpot type, the jackpot symbol may not be a number but may be a predetermined symbol or the like. .

  After the special symbol corresponding to “small hit” is stopped and displayed as the confirmed special symbol in the special symbol game, the small hit game state is controlled. In this small hit game state, similarly to the second big hit state, a variable winning operation is performed in the special variable winning ball apparatus 20 to change the big winning opening to the first state (open state) advantageous to the player. That is, in the small hit gaming state, for example, the operation of setting the special variable winning ball device 20 to the first state (open state) over the second period is the second number {the number of executions equal to the second number of rounds (in this example, 15 It is repeatedly executed until it reaches (time)}. In the small hit gaming state, as in the second big hit state, the period during which the special variable winning ball apparatus 20 is in the first state is the second period, and the number of executions of the operation in the first state is the second. Control may be performed so that at least one of the number of times is performed. After the small hit gaming state ends, the gaming state is not changed, and the game state before the variable display result becomes “small hit” is continuously controlled. However, if the number of executions of the special figure game in the special gaming state has reached a predetermined number when the special figure game with the variable display result of “small hit” is executed, after the end of the small hit gaming state, The special gaming state may end and return to the normal state. A game in the small hit gaming state in which the number of times that the special variable winning ball apparatus 20 is set to the first state by the variable winning operation is “15” is also referred to as a 15-time open game, similar to the game in the second big hit state. When the winning ball apparatus provided separately from the special variable winning ball apparatus 20 in each round in the second big hit state is changed to the first state, the same as in the second big hit state even in the small hit gaming state In the aspect, the winning ball apparatus may be changed to the first state.

  In the probabilistic state and the short time state, the normal symbol display unit 10 controls the normal symbol in the normal symbol game so that the variation time of the normal symbol (ordinary symbol variation time) is shorter than that in the normal state. Control to improve the probability that the display result is “per normal figure” than in the normal state, and tilt control of the movable blade piece in the variable winning ball apparatus 15 based on the fact that the variable display result is “per normal figure”. The game ball can easily pass (enter) the second start winning opening 13b, such as control for making the tilt control time to be performed longer than that in the normal state, and control for increasing the number of tilts than in the normal state. Control that is advantageous to the player is performed by increasing the possibility that the start condition is satisfied. It should be noted that any one of these controls may be performed in the probability variation state or the short time state, or a plurality of controls may be performed in combination. As described above, the control that facilitates the entry of the game ball into the second start winning opening 13b in the probability change state or the short time state is also referred to as high release control. When the high opening control is performed, the frequency at which the second start winning opening 13b is in the expanded opening state is higher than when the high opening control is not performed. As a result, the second start condition for executing the special figure game using the second special figure in the second special symbol display 8b is easily established, and the special figure game can be executed frequently. In addition, the time until the variable display result becomes “big hit” is shortened. Therefore, in the probability variation state and the short time state, it becomes easier to enter the big hit gaming state than in the normal state. The period during which the high opening control can be executed is also referred to as a high opening control period, and this period may be the same as the period during which the gaming state in the pachinko gaming machine 1 is controlled to either the certain change state or the short-time state. . Further, it is also said that the gaming state is in the high base during the high opening control period. On the other hand, when it is not the high opening control period, it is said that the gaming state is in the low base. The short-time state in this embodiment is a gaming state also referred to as a low-probability high-base state, and the normal state is a gaming state also referred to as a low-probability low-base state, which is a probabilistic state that is not a high release control period. The latent probability changing state is a gaming state also called a high probability low base state.

  In this embodiment, after the end of the second big hit state based on the “probability big hit” corresponding to “probability change B” in the normal state, only the probability change control is performed, and the time-shortening control and the high opening control are performed. The process proceeds to the second probability variation control (latent probability variation state) that is not performed. Further, after the end of the second big hit state based on the fact that the “probable big hit” is made in the probability change state, the state shifts to the first probability change state where the time-shortening control and the high opening control are performed together with the probability change control.

  As described above, the probability variation state includes not only the time variation control and the high release control are performed together with the probability variation control but also the probability variation control only and the time reduction control and the high release control are not performed (latency probability variation). It may be. In addition, for example, after the first big hit state based on the fact that the variable display result in the special figure game is “probable big hit”, the first positive change state (high-speed control and high-open control are performed together with the positive change control (high When the number of executions of the special figure game reaches a predetermined number of times (for example, 70 times) without the special figure display result being “big hit”, the probability variation control is continued. However, the control may be performed in a second certain change state (also referred to as a highly accurate low base state) that is not performed after the time-shortening control or the high opening control is finished.

  Further, in this embodiment, after the second big hit state is ended based on the fact that the variable display result in the special game is “surprise big hit” in the probability changing state, the second probability changing state (latent probability changing state) is reached. Although the transition was made, not only the probability change state but also the first probability change even after the end of the second big hit state based on the fact that the variable display result in the special game is “abrupt big hit” when in the short time state You may make it transfer to a state. Alternatively, after the first big hit state based on the “probable big hit” is finished, it is controlled to the first positive change state until the special figure display result becomes “big hit” again, while the second big hit state based on the “surprise big hit” is controlled. After the completion, the process shifts to the first certain change state, and when the number of executions of the special figure game reaches a predetermined number without causing the special figure display result to be “big hit”, the second certain change state is entered. Also good. While the short-time control and the high-open control are started and ended simultaneously (interlocked), the start and end of the probability variation control is not necessarily linked to the start and end of the short-time control and high-open control. May be.

  In the “left”, “middle”, and “right” decorative symbol display areas provided in the effect display device 9, the special symbol game using the first special symbol and the second special symbol in the first special symbol display 8a. Corresponding to the start of one of the special figure games using the second special figure on the display unit 8b, the variable display (variation display) of the decorative symbols is started. In the period from the start of variable display of decorative symbols to the end of variable display due to the stop display of the fixed decorative symbols in the “left”, “middle”, and “right” decorative symbol display areas, The variable display state may be a predetermined reach state. Here, the reach state refers to a decorative pattern (“reach” which has not been temporarily stopped yet when the decorative pattern temporarily stopped displayed in the display area of the effect display device 9 forms a part of the jackpot combination. "Varying symbols") is a display state in which the variation continues, or a display state in which all or part of the decorative symbols change synchronously while constituting all or part of the jackpot combination. is there. Specifically, a part of the “left”, “middle”, and “right” decorative symbol display areas (for example, “left” and “right” decorative symbol display areas) constitutes a predetermined jackpot combination. In a remaining decorative symbol display area (for example, a “medium” decorative symbol display area, etc.) that has not yet been temporarily stopped when a decorative symbol (for example, a decorative symbol indicating the alphanumeric character “7”) is temporarily stopped. The display state in which the decorative symbols are changing, or all or part of the “left”, “middle”, and “right” decorative symbol display areas are synchronized while the decorative symbols constitute all or part of the jackpot combination. The display state is changing.

  Next, the structure of the back surface of the pachinko gaming machine 1 will be described with reference to FIG. FIG. 2 is a rear view of the gaming machine as viewed from the back. As shown in FIG. 2, on the back side of the pachinko gaming machine 1, a variable display control unit 49 including an effect control board 80 on which an effect control microcomputer for controlling the effect display device 9 is mounted, a game control microcomputer, etc. Various boards such as a game control board (main board) 31, a voice control board 70, a lamp driver board 35, and a payout control board 37 on which a payout control microcomputer for performing ball payout control are mounted are installed. ing. The game control board 31 is stored in the board storage case 150.

  Further, on the back side of the pachinko gaming machine 1, there are provided a power supply substrate 90 and a touch sensor substrate (not shown) on which power supply circuits for creating various power supply voltages such as DC30V, DC21V, DC12V and DC5V are mounted. The power supply board 90 is supplied with the game control board 31 and each electrical component control board (the effect control board 80 and the payout control board 37) in the pachinko gaming machine 1 and each electrical component (power is supplied) provided in the pachinko gaming machine 1. A power switch as a power supply permission means for executing or shutting off power supply to a component that operates by the operation), and a clear switch for clearing the RAM 55 of the game control microcomputer 156 of the game control board 31 are provided. ing. Further, a replaceable fuse is provided inside the power switch (inside the substrate).

  In this embodiment, the main board 31 is provided on the game board side, and the payout control board 37 is provided on the game frame side. Even in such a configuration, as will be described later, the communication between the main board 31 and the payout control board 37 is performed by serial communication, thereby facilitating the routing of the wiring when replacing the game board. .

  Each control board is equipped with control means including a control microcomputer. The control means is an electrical component (game device: ball payout device 97, effect display device 9, light emission from a lamp, LED, etc.) provided in the gaming machine according to a command signal (control signal) as a command from the game control means or the like. Body, speaker 27, etc.). Hereinafter, the main board 31 may be included in the control board for explanation. In that case, the control means mounted on the control board refers to each of the game control means and the means for controlling the electrical components provided in the gaming machine in accordance with a command signal from the game control means or the like. A substrate on which a microcomputer other than the main substrate 31 is mounted may be referred to as a sub-substrate. The ball payout device 97 is a device for paying out a game ball guided by a passage for guiding the game ball and a sprocket driven by a stepping motor or the like to an upper plate or a lower plate. A payout number counting switch for counting prize balls and rental balls is also configured as part of the unit. In this embodiment, the payout detection means is realized by a payout number count switch, and has a function of detecting that a winning ball or a lending ball is actually paid out from the ball payout device 97. In this case, the payout number count switch outputs a detection signal every time one payout of prize balls or rental balls is detected.

  On the back surface of the pachinko gaming machine 1, a terminal board 91 having terminals for outputting various information to the outside of the pachinko gaming machine 1 is installed. The terminal board 91 includes, for example, information output signals such as jackpot information indicating the occurrence of a jackpot gaming state (start signal, symbol determination frequency 1 signal, jackpot 1 signal, jackpot 2 signal, jackpot 3 signal, time reduction signal, security An information output terminal for externally outputting signals, prize ball signals 1, gaming machine error status signals) is provided. Note that the gaming machine error status signal does not necessarily have to be output to the outside of the pachinko gaming machine 1, and a door indicating that the gaming frame is open from the information output terminal instead of the gaming machine error status signal. An open signal or the like may be output.

  The game balls stored in the storage tank 38 pass through the guide rails, and reach the ball payout device 97 covered with the payout case 97a via the curve rod. Above the ball payout device 97, a ball break switch 43 is provided as a game medium break detection means. When the ball break switch 43 detects a ball break, the payout operation of the ball payout device 97 stops. When the ball break switch 43 detects a shortage of game balls, the game balls are replenished to the pachinko gaming machine 1 from the replenishment mechanism provided on the gaming machine installation island.

  When a large number of game balls as prizes based on winning a prize or a game ball based on a ball lending request are paid out and the hitting ball supply tray 3 is full, the game balls are guided to the surplus ball receiving tray 4 through the surplus ball guiding path. Further, when the game ball is paid out, a sensing lever (not shown) presses a full tank switch (not shown) as the storage state detection means, and the full tank switch as the storage state detection means is turned on. In this state, the rotation of the payout motor in the ball payout device is stopped, the operation of the ball payout device is stopped, and the driving of the ball hitting device is also stopped.

  FIG. 3 is a block diagram showing an example of the circuit configuration of the main board (game control board) 31. FIG. 3 also shows a payout control board 37, an effect control board 80, and the like. A game control microcomputer (corresponding to game control means) 156 for controlling the pachinko gaming machine 1 according to a program is mounted on the main board 31. The game control microcomputer 156 includes a ROM 54 for storing a game control (game progress control) program and the like, a RAM 55 as storage means used as a work memory, a CPU 56 for performing control operations in accordance with the program, and an I / O port unit 57. including. In this embodiment, the ROM 54 and the RAM 55 are built in the game control microcomputer 156. That is, the game control microcomputer 156 is a one-chip microcomputer. The one-chip microcomputer only needs to include at least the RAM 55, and the ROM 54 may be external or internal. The I / O port unit 57 may be externally attached. The game control microcomputer 156 further includes a random number circuit 60 that generates hardware random numbers (random numbers generated by the hardware circuit).

  In the game control microcomputer 156, the CPU 56 executes control in accordance with a program stored in the ROM 54. Therefore, the game control microcomputer 156 (or CPU 56) executes (or performs processing) hereinafter. Specifically, the CPU 56 executes control according to a program. The same applies to microcomputers mounted on substrates other than the main substrate 31.

  The game control microcomputer 156 includes a random number circuit 60. The random number circuit 60 is a hardware circuit that is used to generate a random number for determination to determine whether or not to win a jackpot based on a display result of variable symbol special display. The random number circuit 60 updates numerical data in accordance with a set update rule within a numerical range in which an initial value (for example, 0) and an upper limit value (for example, 65535) are set, and starts at a random timing Based on the fact that the winning time is the reading (extraction) of the numerical data, it has a random number generation function in which the numerical data to be read becomes a random value.

  The random number circuit 60 is a hardware circuit that is used to generate a random number for determination to determine whether or not to win a jackpot based on a display result of variable symbol special display. The random number circuit 60 updates numerical data in accordance with a set update rule within a numerical range in which an initial value (for example, 0) and an upper limit value (for example, 65535) are set, and starts at a random timing Based on the fact that the winning time is the reading (extraction) of the numerical data, it has a random number generation function in which the numerical data to be read becomes a random value.

  The random number circuit 60 is configured to select a numeric data update range selection setting function (initial value selection setting function and upper limit selection selection function), numeric data update rule selection setting function, and numeric data update rule selection. It has various functions such as a switching function. With such a function, the randomness of the generated random numbers can be improved.

  Further, the game control microcomputer 156 has a function of setting an initial value of numerical data updated by the random number circuit 60. For example, a predetermined calculation is performed using an ID number of the game control microcomputer 156 stored in a predetermined storage area such as the ROM 54 (an ID number assigned with a different value for each product of the game control microcomputer 156). The numerical data obtained by the setting is set as the initial value of the numerical data updated by the random number circuit 60. By performing such processing, the randomness of the random number generated by the random number circuit 60 can be further improved.

  The game control microcomputer 156 reads the numerical data as random R from the random number circuit 60 when the start winning to the first start port switch 14a or the second start port switch 15a occurs, and starts to change the special symbol and the effect symbol Sometimes it is determined whether or not to make a big hit display result as a specific display result based on the random R, that is, whether or not to make a big hit. Then, when it is determined to be a big hit, the gaming state is shifted to a big hit gaming state as a specific gaming state advantageous to the player.

  Further, the game control microcomputer 156 is used for inputting / outputting (transmitting / receiving) signals to / from the payout control board 37 (the payout control microcomputer) and the effect control board 80 (the effect control microcomputer) by serial communication. A serial communication circuit 61 is incorporated. The payout control microcomputer and the effect control microcomputer also have a serial communication circuit (not shown) for inputting / outputting signals with the game control microcomputer 156 through serial communication.

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

  A reset signal from the power supply board is input to the reset terminal of the game control microcomputer 156. A reset circuit for generating a reset signal supplied to the game control microcomputer 156 and the like is mounted on the power supply board. When the reset signal becomes high level, the game control microcomputer 156 and the like are in an operable state, and when the reset signal becomes low level, the game control microcomputer 156 and the like become inactive. Therefore, an allowable signal that allows the operation of the game control microcomputer 156 or the like is output during a period in which the reset signal is at a high level, and a game control microcomputer in which the reset signal is at a low level. An operation stop signal for stopping the operation of 156 or the like is output. Note that the reset circuit may be mounted on each electric component control board (a board on which a microcomputer for controlling the electric parts is mounted).

  Further, a power-off signal indicating that the power supply voltage from the power supply board has dropped below a predetermined value is input to the input port of the game control microcomputer 156. That is, the power supply board monitors the voltage value of a predetermined voltage (for example, DC30V or DC5V) used in the gaming machine, and when the voltage value decreases to a predetermined value (the power supply voltage is reduced). A power supply monitoring circuit that outputs a power-off signal indicating that). Instead of mounting the power monitoring circuit on the power supply board, it may be mounted on a board that is backed up by a backup power supply (for example, the main board 31). Further, a clear signal indicating that the clear switch for instructing to clear the contents of the RAM is operated is input to the input port of the game control microcomputer 156.

  Further, the gate switch 32a, the first start opening switch 14a, the first winning confirmation switch 14b, the second starting opening switch 15a, the second winning confirmation switch 15b, the count switch 23, the third winning confirmation switch 23a, and each winning opening switch 30a. , 30b, an input driver circuit 58 for supplying a detection signal from the door switch 33 to the basic circuit is also mounted on the main board 31, and a solenoid 16 for opening and closing the variable winning ball apparatus 15 and a solenoid 21 for opening and closing the special variable winning ball apparatus 20 An output circuit 59 that is driven in accordance with a command from the basic circuit is also mounted on the main board 31, and a system reset circuit (not shown) for resetting the game control microcomputer 156 when the power is turned on and generation of a big hit gaming state The information output signal such as jackpot information indicating the terminal via the terminal board 91, Information output circuit 64 for outputting to an external device such Lumpur computer also mounted on the main substrate 31.

  In this embodiment, the effect control means (configured by the effect control microcomputer) mounted on the effect control board 80 instructs the effect contents from the game control microcomputer 156 via the relay board 77. The control command is received, and display control with the effect display device 9 that variably displays the effect symbol is performed.

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

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

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

  As a signal direction regulating means, the signal inputted from the main board 31 is allowed to pass through the relay board 77 only in the direction toward the effect control board 80 (the signal is not passed in the direction from the effect control board 80 to the relay board 77). A unidirectional circuit (not shown) is mounted. For example, a diode or a transistor is used as the unidirectional circuit. Furthermore, since the production control command and the production control INT signal are output from the main board 31 via the I / O port unit which is a unidirectional circuit, the signal going from the relay board 77 to the inside of the main board 31 is restricted. . That is, the signal from the relay board 77 does not enter the inside of the main board 31 (the game control microcomputer 156 side).

  Further, the effect control CPU (not shown) outputs a signal for driving the LED to the lamp driver board 35 via an output port (not shown). The effect control CPU outputs sound number data to the sound control board 70 via the output port. The effect control CPU outputs a signal for driving the motor to the LED motor 205 and the button motor 251 via the output port. The effect control CPU inputs a detection signal from the button switch 250a through the input port.

  In the lamp driver board 35, a signal for driving the LED is input to the LED driver via an input driver (not shown). The LED driver supplies a drive signal to each LED provided on the frame side such as the top frame LED 28a, the left frame LED 28b, and the right frame LED 28c. In addition, a drive signal is supplied to the decoration LED 25a, the first LED 203a, and the second LED 203b provided on the game board side. When a light emitter other than the LED is provided, a drive circuit (driver) for driving the light emitter is mounted on the lamp driver substrate 35.

  In the voice control board 70, the sound number data is input to a voice synthesis IC (not shown) via an input driver (not shown). The voice synthesizing IC generates voice and sound effects corresponding to the sound number data and outputs them to an amplifier circuit (not shown). The amplifier circuit outputs to the speaker 27 an audio signal obtained by amplifying the output level of the voice synthesis IC to a level corresponding to the volume set by the volume. Control data corresponding to sound number data is stored in a sound data ROM (not shown). The control data corresponding to the sound number data is a collection of data showing the output form of the sound effect or sound in a time series in a predetermined period (for example, the changing period of the effect design).

  Next, the operation of the gaming machine will be described. FIG. 8 is a flowchart showing main processing executed by the game control microcomputer 156 on the main board 31. When power is supplied to the gaming machine and power supply is started, the input level of the reset terminal to which the reset signal is input becomes high level, and the gaming control microcomputer 156 (specifically, the CPU 56) After executing a security check process, which is a process for confirming whether the contents of the program are valid, the main process after step S1 is started. In the main process, the CPU 56 first performs necessary initial settings.

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

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

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

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

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

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

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

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

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

  In addition, the CPU 56 initializes a sub board (a board on which a microcomputer other than the main board 31 is mounted). An initialization designation command (a command indicating that the game control microcomputer 156 has executed initialization processing). Is also transmitted to the sub-board (step S13). For example, when the effect control microcomputer 100 receives the initialization designation command, the effect display device 9 performs screen display for notifying that the control of the gaming machine has been performed, that is, initialization notification.

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

  In step S15, the CPU 56 sets a CTC register built in the game control microcomputer 156 so that a timer interrupt is periodically generated every predetermined time (for example, 2 ms). That is, a value corresponding to, for example, 2 ms is set in a predetermined register (time constant register) as an initial value. In this embodiment, it is assumed that a timer interrupt is periodically taken every 2 ms.

  When the execution of the initialization process (steps S10 to S15) is completed, the CPU 56 repeatedly executes the display random number update process (step S17) and the initial value random number update process (step S18) in the main process. When executing the display random number update process and the initial value random number update process, the interrupt disabled state is set (step S16). When the display random number update process and the initial value random number update process are finished, the interrupt enabled state is set. Set (step S19). In this embodiment, the display random number is a random number for determining the stop symbol of the special symbol when it is not a big hit, or a random number for determining whether to reach when it is not a big hit, The random number update process is a process for updating the count value of a counter for generating a display random number. The initial value random number update process is a process for updating the count value of the counter for generating the initial value random number. In this embodiment, the initial value random number determines the initial value of the count value of a counter for generating a random number for determining whether or not to win a normal symbol (ordinary random number generation counter for normal symbol determination). It is a random number to do. A game control process for controlling the progress of the game, which will be described later (the game control microcomputer 156 controls itself a game device such as an effect display device, a variable winning ball device, a ball payout device, etc. provided in the gaming machine. In the process of transmitting a command signal to be controlled by another microcomputer, or a game machine control process), the count value of the random number for determination per normal symbol is one round (the random number for determination per normal symbol is taken). When the value is incremented by the number of values between the minimum value and the maximum value), an initial value is set in the counter.

  In this embodiment, the reach effect is executed using an effect symbol (decorative symbol) variably displayed on the effect display device 9. Further, when the display result of the special symbol is a jackpot symbol, the reach effect is always executed. When the display result of the special symbol is not a jackpot symbol, the game control microcomputer 156 determines whether or not to execute the reach effect by lottery using a random number. However, it is the production control microcomputer 100 that actually executes the reach production control.

  When the timer interrupt occurs, the CPU 56 executes the timer interrupt process of steps S20 to S34 shown in FIG. In the timer interrupt process, first, a power-off detection process for detecting whether or not a power-off signal is output (whether or not an on-state is turned on) is executed (step S20). The power-off signal is output, for example, when a power supply monitoring circuit mounted on the power supply board detects a decrease in the voltage of the power supplied to the gaming machine. In the power-off detection process, when detecting that the power-off signal has been output, the CPU 56 executes a power supply stop process for saving necessary data in the backup RAM area. Next, detection signals of the gate switch 32a, the first start port switch 13a, the second start port switch 14a, and the count switches 23 and 24 are input via the input driver circuit 58, and the state determination is performed (switch processing: Step S21).

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

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

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

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

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

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

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

  In this embodiment, a RAM area (output port buffer) corresponding to the output state of the output port is provided. Is output to the output port (step S31: output process).

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

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

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

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

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

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

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

  When the predetermined symbol (predetermined symbol corresponding to the type of small hit) is stopped and displayed on the first special symbol display 8a or the second special symbol display 8b, the effect display device 9 As in the case where the variable display mode of the symbol is “probability big hit B”, which will be described later, after the effect symbol is displayed in a variable manner, a predetermined small hit symbol (the same symbol as the probable big hit B symbol, such as “355”). May be stopped. The display effect on the effect display device 9 corresponding to the fact that a predetermined symbol (symbol), which is a small hit symbol, is stopped and displayed on the first special symbol indicator 8a or the second special symbol indicator 8b is variable to “small hit”. This is called a display mode.

  FIG. 10 is an explanatory diagram showing a variation pattern of the effect symbol prepared in advance. As shown in FIG. 10, in this embodiment, non-reach PA1-0 to non-reach are used as the variation pattern corresponding to the case where the variable display result is “out of” and the variable display mode of the effect symbol is “non-reach”. A variation pattern of PA1-4 is prepared. In addition, as a variation pattern corresponding to the case where the variable display result is “out of” and the variable display mode of the production symbol is “reach”, normal PA2-1 (normal reach A) to normal PA2-2 (normal reach B), normal Fluctuation patterns of PB2-1 to normal PB2-2 (normal reach C), special PA3-1 (normal reach D), and super PB3-1 to super PB3-3 are prepared. In addition, as shown in FIG. 10, about the fluctuation pattern of non-reach PA1-4 which is used when not reaching and has the effect of the pseudo-ream, re-change is performed twice. Of the variation patterns used for reaching and accompanied by pseudo-rendition, when normal PB2-1 is used, re-variation is performed twice. Of the fluctuation patterns used for reaching and accompanied by pseudo-continuous effects, when normal PB2-2 is used, re-variation is performed three times. Furthermore, the re-variation is performed three times also when the special PA 3-1 is used among the variation patterns that are used for reaching and have a pseudo-continuous effect.

  Also, as shown in FIG. 10, in this embodiment, normal PA2-3 (normal reach A) to normal PA2-4 are used as the variation patterns corresponding to the case where the special symbol variable display result becomes a big hit symbol or a small hit symbol. (Normal reach B), normal PB2-3 to normal PB2-4 (normal reach C), special PA3-2 (normal reach D), super PB3-4 to super PB3-6, special PG1-1 to special PG1-3, special PG2 -1 (normal reach A) to special PG 2-2 (normal reach B) variation patterns are prepared. In FIG. 11, the fluctuation patterns of special PG1-1 to special PG1-3 and special PG2-1 to special PG2-2 are fluctuation patterns used when the probability variation big hit B or small hit, and the probability variation big hit. In the case of B or small hit, the variation pattern of the special PG 2-1 including the reach effect of the normal reach A and the special PG 2-2 including the reach effect of the normal reach B may be determined. Also, as shown in FIG. 10, when the normal PB2-3 is used among the fluctuation patterns that are used when the probability variation big hit B or small hit is not used and the pseudo-continuous effects are produced, the re-variation is performed twice. Of the fluctuation patterns used for reaching and accompanied by pseudo-rendition, when normal PB2-4 is used, re-variation is performed three times. Furthermore, the re-variation is performed three times also when the special PA 3-2 is used among the variation patterns that are used in the case of reach and have a pseudo-continuous effect. Further, the fluctuation pattern of the special PG1-3 and the special PG2-2, which is used in the case of the probable big hit B or the small hit and accompanied with the effect of the pseudo-ream, is re-varied twice.

  In this embodiment, as shown in FIG. 10, when the variation time is fixed according to the type of variation pattern (for example, when there is no non-reach reduction, it is fixed at 6.75 seconds). In the case of Super Reach A with pseudo-ream, the fluctuation time is fixed at 26.75 seconds, and in the case of Super Reach A without pseudo-ream, the fluctuation time is fixed at 22.75 seconds). However, for example, even in the case of the same type of super reach, the variation time may be varied depending on the total number of pending storage. For example, even when the same type of super reach is involved, the variation time may be shortened as the total number of pending storage increases. Also, for example, even in the case of the same type of super reach, when the variable display of the first special symbol is performed, the variable time may be varied according to the first reserved memory number. When the variable display of the two special symbols is performed, the variable time may be varied according to the second reserved memory number. In this case, a separate determination table is prepared for each value of the first reserved memory number and the second reserved memory number (for example, the variation pattern type determination table for the reserved memory numbers 0 to 2 and the reserved memory numbers 3 and 4). For example, a determination table may be selected according to the value of the first reserved memory number or the second reserved memory number, and the change time may be varied.

  In this embodiment, the non-reach PA1-3 includes the same fluctuation pattern as the special PG1-2 and the non-reach PA1-4 includes the same fluctuation pattern as the special PG1-3. Since there may be a variation effect mode similar to that at the time of the small hit, it is difficult for the player to recognize that the probable big hit B or the small hit has occurred.

  As described above, in this embodiment, two variation patterns (special PG1-2) among a plurality of variation patterns (special PG1-1 to 2-1 and 2-1 to 2) selected at the time of winning the probability variation big hit B or small hit. , 1-3) and any one of a plurality of variation patterns selected at the time of detachment (non-reach PA1) is a series of performance modes consisting of performance modes executed in the probability variation big hit B gaming state / small hit gaming state Since it is the same as the production mode of (3, 4), it is difficult to specify which production mode is based on the variation pattern of non-reach PA1-3, 4 or special PG1-2, 3 be able to. In other words, the variation pattern based on the non-reach PA1-3, 4 and the special PG1-2, 3 is a variation pattern that is selected in any of the probability variation big hit B, the small hit, and the deviation, so the probability variation big hit B or Even when a small hit occurs, it is difficult for the player to realize that a probable big hit B or a small hit has occurred. It is possible to make it more difficult for the player to realize that the gaming state has shifted to the probabilistic state as it occurs.

  In this embodiment, only the non-reach PA1-3 and the special PG1-2, the non-reach PA1-4 and the special PG1-3 have the same variation effect pattern. However, in other variation patterns, The same variation pattern may be set at the time of loss and at the time of probability variation big hit B or small hit.

  Further, in this embodiment, at the time of loss, a variation pattern having the same effect mode as one of a plurality of variation patterns selected at the time of probability variation big hit B or small hit is selected. It is not necessary to select the variation pattern. That is, even when the variation pattern having the same effect mode as the variation pattern selected at the probability variation big hit B or small hit is not selected at the time of losing, the special PG 1-1 to 2-1 and 2-1 to 2 are changed to the probability variation big hit B or small. By using the variation pattern selected at the time of hitting, when any one of the variation patterns of the special PGs 1-1 to 2-1 and 2-1 to 2 is selected, at least the player specifies the occurrence of the probability variation big hit B. Since it becomes difficult, it is possible to prevent the player from realizing that the probability change big hit B occurs and the subsequent game state shifts to the probability change state.

FIG. 11 is an explanatory diagram showing each random number. Each random number is used as follows.
(1) Random 1 (MR1): Determines the type of jackpot (probable variation jackpot A, probability variation jackpot B, normal jackpot C described later) (for jackpot type determination)
(2) Random 2 (MR2): The type (type) of the variation pattern is determined (for variation pattern type determination)
(3) Random 3 (MR3): A variation pattern (variation time) is determined (for variation pattern determination)
(4) Random 4 (MR4): Determines whether or not to generate a hit based on a normal symbol (for normal symbol hit determination)
(5) Random 5 (MR5): Determine the initial value of random 4 (for determining the initial value of random 4)
(6) Random 6 (MR6): Determine the type (type) of probability variation big hit B or small hit (for hit type judgment)

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

  The variation pattern type is a group of a plurality of variation patterns according to the characteristics of the variation mode. For example, a plurality of variation patterns are grouped by reach type, a variation pattern type including a variation pattern with various normal reach, a variation pattern type including a variation pattern with super reach A, and a variation pattern with super reach B. It may be divided into the variation pattern types to be included. Further, for example, a plurality of variation patterns are grouped by the number of re-variations of pseudo-continuations, a variation pattern type including a variation pattern without pseudo-reams, a variation pattern type including a variation pattern of less than two re-variations, You may divide into the variation pattern classification containing the variation pattern of 3 times of re-variation. Further, for example, a plurality of variation patterns may be grouped according to the presence / absence of a specific effect such as a pseudo ream or a slip effect.

  In this embodiment, when the probability big hit A and the normal big hit C, the normal CA3-1, which is a fluctuation pattern type including a fluctuation pattern with only various normal reach, and the fluctuation pattern with a normal reach C and a pseudo-ream are shown. It is classified into normal CA3-2 which is a variation pattern type including super CA3-3, which is a variation pattern type including normal reach, special reach and super reach. In the case of the probable big hit B, a special CA4-1 that is a variation pattern type that does not include a variation pattern with pseudo-continuations and a special CA4-2 that is a variation pattern type that includes a variation pattern with pseudo-continuations. It is classified. Also, in the case of small hits, as in the case of the probability variation big hit B, special CA4-1 that is a variation pattern type that does not include a variation pattern with pseudo-continuations, and a variation pattern type that includes a variation pattern with pseudo-continuations. Are classified into special CA4-2. Further, in the case of “out of”, a non-reach CA 2-1 that is a variation pattern type including a variation pattern with no reach and a specific effect, and a variation pattern type that includes a change pattern with a specific effect without a reach. Non-reach CA2-2, non-reach CA2-3 which is a variation pattern type including a variation pattern of a shortened variation that does not involve reach and specific effects, and normal which is a variation pattern type including a variation pattern only with various normal reach CA2-4, normal CA2-5 which is a variation pattern type including a variation pattern with normal reach C and three re-variation pseudo-continuations, and a variation pattern including a variation pattern with normal reach C and two re-variation pseudo-continuations Normal CA2-6, normal reach, special reach and supermarket Super CA2-7 a variation pattern type with super reach non Ji C, and is the type divided into super CA2-8 and a variation pattern type with all the super reach.

  In step S23 in the game control process shown in FIG. 9, the game control microcomputer 156 determines (1) the big hit type determination random number, (4) the normal symbol per determination random number, and (6) the hit type determination. The counter for generating a random number for use is incremented (added by 1). That is, they are determination random numbers, and other random numbers are display random numbers (random 2, random 3) or initial value random numbers (random 5). In addition, in order to improve a game effect, you may use random numbers other than said random number. In this embodiment, a random number generated by hardware built in the game control microcomputer 156 (or hardware external to the game control microcomputer 156) is used as the jackpot determination random number.

  FIG. 12A is an explanatory diagram showing a big hit determination table 130a. The jackpot determination table is a collection of data stored in the ROM 54 and is a table in which a jackpot determination value to be compared with the random R is set. The jackpot determination table includes a normal-time jackpot determination table used in a normal state (a gaming state that is not a probability change state) and a probability change jackpot determination table used in a probability change state. Each numerical value described in the left column of FIG. 12 (A) is set in the normal jackpot determination table, and each numerical value described in the right column of FIG. Is set. The numerical value described in FIG. 12A is a jackpot determination value.

  12B and 12C are explanatory diagrams showing the small hit determination tables 130b and 130c. The small hit determination table is a collection of data stored in the ROM 54 and is a table in which a small hit determination value to be compared with the random R is set. The small hit determination table includes a small hit determination table (for the first special symbol) 130b used when the variable display of the first special symbol is performed, and a small hit determination used when the variable display of the second special symbol is performed. There is a table (for the second special symbol) 130c. Each value described in FIG. 12B is set in the small hit determination table (for the first special symbol) 130b, and the small hit determination table (for the second special symbol) 130c is set in FIG. ) Are set. Also, the numerical values described in FIGS. 12B and 12C are small hit determination values.

  The CPU 56 extracts the count value of the random number circuit 503 at a predetermined time and uses the extracted value as the value of the big hit determination random number (random R). The big hit determination random number is shown in FIG. If it matches any of the big hit determination values, the special symbol is decided to be a big hit (probability variation big hit A and probability variation big hit B described later). Further, when the big hit determination random number value matches one of the small hit determination values shown in FIGS. 12B and 12C, it is determined to make a small hit for the special symbol. Note that the “probability” shown in FIG. 12A indicates the probability (ratio) of a big hit. Further, the “probability” shown in FIGS. 12B and 12C indicates the probability (ratio) of making a small hit. Further, deciding whether or not to win a jackpot means deciding whether or not to shift to the jackpot gaming state, but the stop symbol in the first special symbol display 8a or the second special symbol display 8b is determined. It also means deciding whether or not to make a jackpot symbol. Further, determining whether or not to make a small hit means determining whether or not to shift to the small hit gaming state, but stopping in the first special symbol display 8a or the second special symbol display 8b. It also means determining whether or not the symbol is to be a small hit symbol.

  In this embodiment, as shown in FIGS. 12B and 12C, when the small hit determination table (for the first special symbol) 130b is used, the small hit is determined at a ratio of 1/70. On the other hand, when the small hit determination table (second special symbol) 130c is used, the case where the small hit is determined at a ratio of 1/120 will be described. Accordingly, in this embodiment, when the first special symbol variation display is executed in the first start winning port 13 and the first special symbol variation display is executed, the second special symbol variation is performed by starting the second winning symbol 14. Compared to the case where the display is executed, the ratio determined as “small hit” is high.

  That is, the fluctuation display of the first special symbol display 8a is executed when the gaming state is the normal state or the probability variation state (high probability low base state), and the gaming state is the probability variation state (high In order to prevent the player from being aware of the transition to the (probably low base state), the occurrence probability of the small hit is increased, whereas the fluctuation display of the second special symbol display 8b is executed. When the gaming state is a probable change / short-time state (highly accurate high base state), in this case, the player cannot realize that the gaming state has shifted to the probable state (highly accurate low base state) due to the probable big hit B Since there is no need to do so, the probability of occurrence of a small hit is suppressed.

  In this embodiment, a small hit symbol is derived as a variation display result of the first special symbol display 8a and the second special symbol display 8b. However, the variation of the second special symbol display 8b The small hit symbol may not be derived as the display result.

  In addition, when the small hit determination table (for the first special symbol) 130b is used, the ratio (1/70) determined as the small hit is the ratio (1/1596 (low probability)) determined as the probability big hit B. / 160 (during high accuracy)), the small hits occur more frequently than the probable big hit B.

  FIG. 12D is an explanatory diagram showing a jackpot type determination table 131 a stored in the ROM 54. The big hit type determination table 131a is based on hold storage (that is, when the variation display of the first special symbol is performed) based on the game ball having won the first start winning opening 13 and the game ball in the second start winning opening 14. It is a jackpot type determination table in the case of determining the jackpot type using the hold storage based on winning (that is, when the variation display of the second special symbol is performed). That is, the same jackpot type determination table 131a is used in both the variable display of the first special symbol on the first special symbol display 8a and the variable display of the second special symbol on the second special symbol display 8b. The jackpot type is determined.

  The jackpot type determination table 131a determines that the jackpot type is “probable big hit A” or “probable change” based on a random number (random 1) for jackpot type determination when it is determined that the variable display result is a big hit symbol. This table is referred to in order to determine either “big hit B” or “normal big hit C”. In this embodiment, five judgment values are assigned to “probability variation big hit A” (determined as a probability variation big hit A at a ratio of 5/40), and 15 pieces are given to “probability big hit B”. Is assigned (determined as probability variation big hit B at a rate of 15/40), and 20 decision values are assigned to “normal big hit C” (rate of 20/40) Is usually determined as a big hit C). Therefore, in this embodiment, when it is determined that the variable display result is a jackpot symbol, the probability of being “probable big hit A” is lower than the probability of being “probable big hit B”. The case where the variation display of the first special symbol is executed after starting the winning at the mouth 13 and the case where the variation display of the second special symbol is performed after starting the winning at the second starting winning port 14 are performed. The ratio determined as “A” or “probability big hit B” or “probability big hit C” is the same. The first special symbol variation display is executed when the first start winning port 13 is started, and the second special symbol variation display is executed when the second start winning port 14 is started. The ratio determined as “probability big hit B” may be made different.

  Further, in this embodiment, as shown in FIG. 12D, the first specific game in which the number of rounds is increased as compared with the probability variation big hit B of two rounds as the second specific gaming state. Although the case where the probability variation jackpot A as the state is determined will be described, the game value to be given is not limited to the number of rounds as shown in this embodiment. For example, as compared with the second specific gaming state, the first specific gaming state in which the opening time of the big winning opening per time during the big hit may be determined. Further, for example, the first specific game state in which the allowable amount of the winning number (count number) of game balls to the big winning opening per round is increased as the game value as compared with the second specific game state is determined. It may be. In addition, for example, even if the number of rounds is the same in the first specific gaming state and the second specific gaming state, the second specific gaming state in which the big winning opening is opened once per round and the large number per round It is also possible to prepare a first specific gaming state in which a winning opening is opened a plurality of times, and to increase the gaming value of the first specific gaming state by substantially increasing the number of times the large winning opening is opened. In this case, for example, in the case of either the first specific gaming state or the second specific gaming state, when the big prize opening is opened five times (in this case, in the case of the second specific gaming state, all five rounds In the case of the first specified gaming state, there will be an undigested round), and an effect in a manner that encourages whether or not the big hit will continue (so-called rank-up bonus effect) You may make it perform. And in the case of the 2nd specific game state, since all 5 rounds are ended internally, the big hit game is ended, and in the case of the 1st specific game state, an undigested round remains internally. For this reason, the jackpot game may continue (the effect that the bonus winning opening is additionally started with a bonus after finishing the big hit of the fifth round).

  The “probability big hit A” is a big hit that is controlled to the big round gaming state of 15 rounds, and shifts to the probable change state and the time-short state (probability / time-short state, high-precision high-base state) after the big hit gaming state ends. After the big hit, the probability variation state and the short time state continue until the next big hit occurs.

  The “probable big hit B” is a two-round big hit gaming state in which the opening time of the big prize opening per round is shorter than the “probable big hit A” and the number of rounds is less, and after the big hit gaming state ends It is a big hit that shifts only to the probability variation state. After the big hit, the probability variation state continues until the next big hit. However, after the big hit, the low-base state is shifted to the time-short state. Therefore, in this embodiment, after the probability big hit B is finished, only the high probability state is set until the next big hit occurs, and the high base state is not shifted (high probability low base state).

  In other words, in “probable big hit A”, the opening time of the big prize opening per round is 29 seconds and the number of rounds is as many as 15 rounds, whereas in “probable big hit B”, the big winning prize opening per round is large. The opening time is as short as 0.5 seconds, and the number of rounds is as small as 2 rounds, so it is almost impossible to expect a game ball to win a big prize during the big hit game. In this embodiment, after the jackpot gaming state of the probability variation big hit B is finished, the transition is made to the probability variation state, but not the high base state.

  In this embodiment, even when “small hit” is reached, the big prize opening is opened twice for 0.1 seconds (two rounds), which is the same as the big hit gaming state by “probable big hit B”. Control is performed. In the case of “small hit”, the game state does not change after the two high-speed opening of the big prize opening ends, and the game state before “small hit” is maintained. By doing so, even if the player can confirm the opening of the big prize opening, it is difficult to specify whether the opening is based on “probable big hit B” or “small hit”, and the gaming state thereafter Since it becomes impossible to specify whether the player has changed to the probability change state or the normal state, the probability change big hit B is generated so that the player does not know, and the game state is changed to the probability change state after the big hit ends. That is, the probability variation state can be hidden. On the contrary, by generating a small hit in which the same effect control as the probability variation big hit B is performed in the low probability state, the gaming state does not shift to the probability changed state after the small hit is ended, so the low probability state is changed. Can be hidden.

  “Normal jackpot C” is controlled to 15 rounds of the big hit gaming state like the probable big hit A, and after the big hit gaming state is finished, the probability display is not completed and the change display is finished 100 times (the number of start times is It is a big hit to shift to the low-accuracy and high-speed base state only in the short time state. That is, after the big hit, the time-saving state continues until the variable display reaches 100 times.

  FIG. 13A is an explanatory diagram showing a big hit A / C variation pattern type determination table 132a. The jackpot A / C variation pattern type determination table 132a, when it is determined that the variable display result is a jackpot symbol, according to the determination result of the jackpot type, the variation pattern type is determined for the variation pattern type determination. This table is referred to in order to determine one of a plurality of types based on a random number (random 2).

  The jackpot A / C variation pattern type determination table 132a is a numerical value (determination value) to be compared with a random number (random 2) value for variation pattern type determination, and includes normal CA3-1 to normal CA3-2, A determination value corresponding to one of the variation pattern types of Super CA3-3 is set for each type of jackpot.

  As shown in FIG. 13A, when the type of jackpot is “probable big hit A”, the number of these judgment values is super CA3-3 as compared with normal CA3-1 to normal CA3-2. The number of judgment values is set to be large, and when “probability big hit A” is set, the super reach, premium reach (super reach C) or special reach is determined as the variation pattern. Has been.

  On the other hand, when the type of jackpot is “normal jackpot C”, the number of determination values of normal CA3-1 to normal CA3-2 is set to be larger than that of super CA3-3. In the case of “normal big hit C”, the normal reach is determined as a large variation pattern.

  FIG. 13B is an explanatory diagram showing a probability variation big hit B / small hit variation pattern type determination table 132b. The variation pattern type determination table 132b for the probability variation big hit B / small hit determines the variation pattern type when the probability variation big hit B and the small hit are determined in the determination of the hit type based on the random R and random 1, the variation pattern type determination. It is a table that is referred to in order to determine one of a plurality of types based on a random number (random 2) for use. In this embodiment, as shown in FIG. 13 (B), when it is determined that the probability variation big hit B or the small hit is a fluctuation pattern type, a fluctuation pattern not accompanied by a pseudo-continuous effect is used as the fluctuation pattern type. A case is shown in which one of the special CA 4-1 including and the special CA 4-2 including a variation pattern accompanied by a pseudo-continuous effect is determined.

  In addition, in the probability variation big hit B, the determination values of 1 to 51 are assigned to the special CA4-1 including the variation pattern not accompanied by the pseudo-continuous production, whereas the variation pattern accompanied with the pseudo-continuous production is included. When the determination value of 52 to 251 is assigned to the special CA 4-2 and it is determined to be the probability variation big hit B, the special PG 2-2 including the normal reach B as the reach effect as the variation pattern, etc. Many variation patterns accompanying the production of the pseudo-ream are determined.

  In addition, in the fluctuation pattern of the special PG 2-2 including the reach effect of the normal reach B, the reach effect is performed, and after the effect that the reach is off is performed, the re-variation is performed twice and the stop pattern is performed. As shown below, a combination of effect symbols (chance eye symbol) corresponding to probability variation big hit B and small hit which will be described later is displayed.

  In addition, regarding the small hit, depending on whether the gaming state at the time when it is determined to be the small hit is a high probability state or a low probability state, that is, whether or not the probability variation flag is set. The assignment of judgment values is different.

  Specifically, in the small hit at the time of high accuracy, the determination value of 1 to 51 is assigned to the special CA 4-1 including the variation pattern not accompanied by the pseudo-continuous effect, like the probability variation big hit B. On the other hand, when the determination value of 52 to 251 is assigned to the special CA4-2 including the variation pattern accompanied by the pseudo-rendition production, and it is determined to be a small hit at the high accuracy time, Many variation patterns with pseudo-continuous effects are determined as variation patterns.

  On the other hand, in the small hit at low probability, contrary to the probability big hit B, the judgment value of 1 to 201 is assigned to the special CA4-1 including the fluctuation pattern not accompanied by the pseudo-rendition. When the determination value of 202 to 251 is assigned to the special CA4-2 including the variation pattern accompanied by the pseudo-continuous effect, and it is determined to be a small hit at the low probability, the variation pattern As a reach effect, a lot of variation patterns accompanied by a slide effect such as special PG2-1 including normal reach A are determined.

  In addition, in the fluctuation pattern of the special PG 2-1 including the reach effect of the normal reach A, the reach effect is performed, and after the effect that the reach is lost, the slip variation is performed, which will be described later as a stop symbol. The combination of effect symbols (chance eye symbol) corresponding to the probability variation big hit B or the small hit is displayed.

  Thus, in this embodiment, in the case of the probability variation big hit B that shifts to the high-accuracy state, many variation patterns with the reach effect of the normal reach B and many variation patterns with the effect of the pseudo-ream are determined. In the case of small hits that do not shift to, fluctuations with normal reach B and pseudo-ream effects are determined by determining many fluctuation patterns with normal reach A reach effects and slip-variation patterns without pseudo-ream effects. When the gaming state of probability variation big hit B (the same as the gaming state of small hit) is implemented after the pattern is executed, it is highly likely that the probability variation big hit B that has shifted to the high probability state is generated for the player. So you can give a sense of expectation.

  In other words, when the probability variation big hit B or small hit occurs when the latent condition is satisfied, the variation pattern of the special PG 2-1 including the reach effect of the normal reach A as the variation pattern is shifted to the high probability (probability variation) game state. The variation pattern of the special PG2-2, which is determined more in the case of the small hit that does not shift to the high probability (probability variation) state than the probability variation large hit B to be performed, and the variation pattern of the special PG2-2 including the reach effect of the normal reach B is highly accurate in the gaming state. It is determined more at the time of probability variation big hit B which shifts to the high probability (probability variation) state than at the small hit which does not shift to the (probability variation) state.

  In this embodiment, the type of variation pattern to be determined is different between the probability variation big hit B that shifts to the high accuracy state and the small hit that does not shift to the high accuracy state. Is not limited to this, and the variation pattern is selected and determined regardless of whether the probability variation big hit B that shifts to the high accuracy state or the small hit that does not shift to the high accuracy state. Also good.

  Further, in this embodiment, in the case of the small hit in the high-accuracy state, as in the case of the probability variation big hit B, a large number of variation patterns with pseudo-continuous effects are determined. When the small hit gaming state (the same as the gaming state of the probability variation big hit B) is performed after the execution of the game, the possibility that the subsequent gaming state is in the high probability state as with the probability variation big hit B Can give a sense of expectation that it is high.

  In this embodiment, in the case of the small hit in the high-accuracy state, as in the case of the probability variation big hit B, many fluctuation patterns with the reach effect of normal reach B and fluctuation patterns with the effect of the pseudo-ream are determined. However, the present invention is not limited to this, and even in the case of a small hit in the high-accuracy state, as in the case of the small hit in the low-accuracy state, the slip fluctuation without a pseudo-continuous effect is provided. Many special CA4-1, which are pattern types, may be determined.

  FIGS. 14A and 14B are explanatory diagrams showing the deviation variation pattern type determination tables A to B. FIG. The variation pattern type determination tables A to B for detachment include a plurality of types of variation pattern types based on a random number (random 2) for determining the variation pattern type when it is determined that the variable display result is a detachable symbol. It is a table that is referred to in order to determine any of the above.

  Each of the deviation variation pattern type determination tables A and B includes a numerical value (determination value) to be compared with a random number (random 2) value for variation pattern type determination, which is non-reach CA2-1 to non-reach CA2-. 3, a determination value corresponding to any one of the variation pattern types of normal CA2-4 to normal CA2-6 and super CA2-8 is set.

  As shown in FIGS. 14A to 14B, in this embodiment, in the case of being out of order, if the random pattern random number (random 2) value for determining the variation pattern type is 230 to 251, the game It can be seen that variable display with at least super reach (any one of super reach A, super reach B, or super reach C) is executed regardless of the state and the total number of pending storage.

  In addition, in the normal deviation variation pattern type determination table A135a shown in FIG. 14A, a non-reach PA1-0 (variation time of 1.25 seconds) that is a variation pattern of a super shortening variation, or a variation pattern of a shortening variation. Non-reach CA2-3 including non-reach PA1-2 (variation time 2.5 seconds) and normal CA2-6 including a variation pattern accompanied by two pseudo-continuations with shorter variation times than three pseudo-continuations In contrast, in the shortening variation pattern type determination table B135b for shortening, determination values of 100 to 199 are assigned to the non-reach CA2-3, and the pseudo-continuation 3 A determination value is assigned to normal CA 2-6 including a fluctuation pattern with two pseudo-rendations instead of normal CA 2-5 including a fluctuation pattern with two presentations. As a result, non-reach PA1-0 (variation time 1.25 seconds) and non-reach PA1-2 (variation time 2.5 seconds) having a short fluctuation time are determined. When the time is shortened from the normal time, the number of fluctuations performed per unit time increases.

  In the example shown in FIG. 14, the case where the common use variation pattern type determination table B135b is used for the case where the gaming state is the time-saving state and the case where the total pending storage number is 3 or more is shown. A separate variation pattern type determination table for detachment may be used for the case of the state and the case where the total number of pending storages is 3 or more. Furthermore, a plurality of deviation variation pattern determination tables (tables with different ratios of determination values) corresponding to the total number of pending storages may be used as the variation pattern type determination table for loss of time.

  In this embodiment, the deviation variation pattern type determination table A135a used when the total number of pending storages is less than 3 and the deviation variation pattern type determination table B135b used when the total number of pending storages is three or more. Although an example using a type table is shown, it is not limited to that shown in this embodiment. For example, a separate deviation variation pattern type determination table may be provided for each value of the total pending storage number (that is, for the total pending storage number 0, for the total pending storage number 1, for the total pending storage number 2) , The deviation variation pattern type determination table for the total pending storage number 3, for the total pending storage number 4... May be used separately). Further, for example, a deviation variation pattern type determination table corresponding to a combination of a plurality of other values of the total number of pending storages may be used. For example, a deviation variation pattern type determination table for the total pending storage number 0-2, the total pending storage number 3, the total pending storage number 4,... May be used.

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

  In this embodiment, as shown in FIG. 14, the case where a common loss variation pattern type determination table is used regardless of the current gaming state is shown. However, whether the current gaming state is a probable variation state or not is shortened. Depending on whether the state is the normal state or the normal state, a big hit variation pattern type determination table or a deviation variation pattern type determination table prepared separately may be used. Further, in this embodiment, when the total number of pending storages is 3 or more, the variation pattern of the shortening variation is determined by selecting the shortening variation pattern type determination table for shortening shown in FIG. 14B. However, the total number of pending storages (the first number of pending storages or the number of second pending storages may be used) when the variation pattern of the shortening variation can be selected according to the current gaming state is shown. The threshold value may be different. For example, when the gaming state is the normal state, when the total number of reserved memory is 3 (or when the first reserved memory number or the second reserved memory number is 2, for example), The variation pattern type determination table for loss is selected so that the variation pattern of the shortened variation may be determined. When the gaming state is a short-time state or a probable variation state, the total number of pending storages is smaller 1 or 2 (Or, for example, even when the first reserved memory number and the second reserved memory number are smaller 0 or 1), the variation pattern type of shortening variation is selected by selecting the shortening variation pattern type determination table. It may be determined.

  FIGS. 15A and 15B are explanatory diagrams showing hit variation pattern determination tables 137 a to 137 b stored in the ROM 54. The hit variation pattern determination tables 137a to 137b determine the variation pattern according to the determination result of the big hit type or the fluctuation pattern type when the variable display result is determined to be “big hit” or “small hit”. This is a table that is referred to in order to determine a variation pattern as one of a plurality of types based on a random number (random 3). Each of the variation pattern determination tables 137a to 137b is selected as a usage table according to the determination result of the variation pattern type. That is, the hit variation pattern determination table 137a is selected as the use table in accordance with the determination result that the variation pattern type is any one of normal CA3-1 to normal CA3-2 and super CA3-3, and the variation pattern type is specially selected. The hit variation pattern determination table 137b is selected as a use table in accordance with the determination result indicating that either CA4-1 or special CA4-2 is selected. Each hit variation pattern determination table 137a to 137b is a numerical value (determination value) to be compared with the value of the random number (random 3) for variation pattern determination according to the variation pattern type, and the variable display result of the effect symbol is Data (determination value) corresponding to any of a plurality of types of variation patterns corresponding to the case of “big hit” or “small hit” is included.

  In the example shown in FIG. 15A, as the variation pattern type, normal CA3-1 which is a variation pattern type including a variation pattern with only various normal reach, and a variation including a variation pattern with a normal reach C and a pseudo-ream. A case is shown in which the pattern type is classified into a normal CA 3-2 that is a pattern type and a super CA 3-3 that is a variation pattern type including a variation pattern with super reach (which may be accompanied by a pseudo-ream). ing. In the example shown in FIG. 15B, as the variation pattern type, a variation including a special CA4-1 that is a variation pattern type that does not include a variation pattern that accompanies a pseudo-continuous effect and a variation pattern that accompanies a pseudo-continuous effect. A case where the pattern is classified into special CA4-2, which is a pattern type, is shown. In FIG. 15B, the variation pattern type may be divided according to the presence / absence of a specific effect such as the presence / absence of a reach effect or the presence / absence of a slide effect, instead of being classified according to the presence / absence of a pseudo-continuous effect. In this case, for example, the special CA 4-1 includes a special PG 1-1, a special PG 1-2, and a special PG 2-1, which are fluctuation patterns not accompanied by a pseudo-continuous production that is a specific production. What is necessary is just to comprise so that special PG1-3 and special PG2-2 with the effect of the pseudo | simulation series used as a specific effect may be included.

  FIG. 16 is an explanatory diagram showing a deviation variation pattern determination table 138a stored in the ROM 54. The deviation variation pattern determination table 138a is based on the random number (random 3) for variation pattern determination according to the determination result of the variation pattern type when it is determined that the variable display result is “out of range”. It is a table referred to in order to determine any one of a plurality of types of variation patterns. The outlier variation pattern determination table 138a is selected as a usage table according to the determination result of the variation pattern type.

  In the deviation variation pattern determination table 138a of this embodiment, the super CA 2-7 has no determination value assigned to the variation pattern of the super PB 3-3 corresponding to the super reach C, whereas the super CA 2-8. Includes assignment of determination values to the variation pattern of the super PB 3-3 corresponding to the super reach C.

  17 and 18 are explanatory diagrams showing an example of the contents of the effect control command transmitted by the game control microcomputer 156. FIG. In the example shown in FIGS. 17 and 18, the command 80XX (H) is an effect control command (variation pattern command) that specifies a variation pattern of the effect symbol that is variably displayed on the effect display device 9 in response to the variable display of the special symbol. (Each corresponding to a variation pattern XX). That is, when a unique number is assigned to each of the usable variation patterns shown in FIG. 10, there is a variation pattern command corresponding to each variation pattern specified by the number. “(H)” indicates a hexadecimal number. The effect control command for designating the variation pattern is also a command for designating the start of variation. Therefore, when receiving the command 80XX (H), the effect control microcomputer 100 controls the effect display device 9 to start variable display of effect symbols.

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

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

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

  Command 9000 (H) is an effect control command (initialization designation command: power-on designation command) transmitted when power supply to the gaming machine is started. The command 9100 (H) is an effect control command (door opening notification start designation command) transmitted when the opening of the glass door frame 102 is detected, and the command 9101 (H) indicates that the glass door frame 102 is closed. This is an effect control command (door opening notification end designation command) transmitted when detected.

  Command 9200 (H) is an effect control command (power failure recovery designation command) transmitted when power supply to the gaming machine is resumed. When the power supply to the gaming machine is started, the gaming control microcomputer 156 transmits a power failure recovery designation command if data is stored in the backup RAM, and if not, initialization designation is performed. Send a command.

  Command 95XX (H) specifies (notifies) a determination result as to which jackpot or premium reach (super reach C) that is a specific reach state when winning at the first start winning opening 13 ) Effect control command (winning determination result designation command 1). Note that “XX” is a numerical value given in advance to various determination results determined at the time of winning (outlier is X1, probability variation big hit A is X2, probability variation big hit B is X3, normal big hit C is X4, small hit is X5, Non-reach is 0X, normal reach is 1X, super reach is 2X, premier reach is 3X, etc.).

  The command 96XX (H) designates (notifies) a determination result as to which jackpot or premium reach (super reach C) that is a specific reach state at the time of winning the second start winning opening 14 ) Effect control command (winning determination result designation command 2). Note that “XX” is a numerical value given in advance to various determination results determined at the time of winning (outlier is X1, probability variation big hit A is X2, probability variation big hit B is X3, normal big hit C is X4, small hit is X5, Non-reach is 0X, normal reach is 1X, super reach is 2X, premier reach is 3X, etc.).

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

  Command A001 (H) is an effect control command (probability big hit A start designation command: fanfare 1 designation command) for displaying the big hit start screen (fanfare screen), that is, the start of the big hit game. Command A002 (H) designates the start of a big hit game, but an effect control command (start of probability variable big hit B) designates that a big hit start screen (not shown) that is difficult to identify as a big hit game is displayed. Designation command: fanfare 2 designation command). Command A003 (H) is an effect control command (ordinary big hit C start designation command: fanfare 3 designation command) that designates the start of normal big hit C. Command A004 (H) designates the start of a small hit game, but an effect control command (small) that designates that a small hit start screen (not shown) that is difficult to identify as a small hit game is displayed. Hit start designation command: fanfare 4 designation command). Note that the game control microcomputer 156 may be configured to transmit a common probability variation big hit B / small hit start designation fanfare designation command when the probability variation big hit B is a small hit.

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

  The command A301 (H) displays a jackpot end screen (ending screen), that is, designates the end of the jackpot game, and also specifies an effect control command (probability variation jackpot B end designation command: Ending 1 designation command). The command A302 (H) displays a jackpot end screen (ending screen), that is, designates the end of the jackpot game, and also specifies an effect control command (probable variation jackpot B end designation command: Ending 2 designation command). The command A303 (H) displays a jackpot end screen (ending screen), that is, designates the end of the jackpot game, and designates that the normal jackpot C is normal (normal jackpot C end designation command: Ending 3 designation command). Command A304 (H) displays a small hit end screen (ending screen), that is, designates the end of the small hit game, and designates an effect control command (small hit end specifying command: Ending 4 designation command). Note that the game control microcomputer 156 may be configured to transmit a common probability variation big hit B / small hit end designation ending designation command when the probability variation big hit B is a small hit.

  In this embodiment, the big hit start screen specified by the command A002 (H) and the small hit start screen specified by the command A004 (H) are the same start screen, and the command A302 (H) The big-hit end screen designated by the command and the small-hit end screen designated by the command A304 (H) are the same screen. Specifically, the big hit / small hit start screen and the big hit / small hit end screen are display screens in the same mode as the screen (not shown) displayed in the latter half of the non-reach PA1-3, 4 described above. It is difficult to specify whether the probability change big hit B or the small hit has occurred, and suggests that the probability change big hit B may have occurred and the gaming state may have shifted to the probability change state (high probability low base state). It is supposed to be a screen.

  Command B000 (H) is an effect control command (normal state designation command) that designates that the gaming state is a normal state. Command B001 (H) is an effect control command (time-short state designation command) for designating that the gaming state is the time-short state. Command B002 (H) is an effect control command (probability change state designation command) for designating that the gaming state is a probability change (high probability) state. Command B003 (H) is an effect control command (short time end designation command) for notifying that the short time state has ended.

  The command B1XX (H) is an effect control command (time reduction number designation command) for designating the remaining number of time reduction states (how many times the time reduction state continues until the variable display is finished). “XX” in the command B1XX (H) indicates the remaining number of time-short states.

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

  In this embodiment, regardless of the game state (for example, whether the game is in a high probability state or a high base state, whether or not a big hit game is being played), a start winning is generated and put on hold. Each time the storage is performed, the winning determination process is executed, and the symbol designating command shown in FIG. 17 is always transmitted. Then, the effect control microcomputer 100 gives a notice of whether or not a big hit or super-reach will be made in advance, before the display of the change to be notified is started, based on the received symbol designation command. Execute the hold notice. In the present embodiment, the hold notice for the probability variation big hit B and the small hit is not executed, that is, only the hold notice for the probability change big hit A is executed. It can be avoided that the player is easily grasped by the notice.

  The effect control microcomputer 100 (specifically, the effect control CPU 120) mounted on the effect control board 80 receives the above-described effect control command from the game control microcomputer 156 mounted on the main board 31. Then, the display state of the effect display device 9 is changed according to the contents shown in FIGS. 17 and 18, the display state of the lamp is changed, or the sound number data is output to the audio output board 70. To do.

  For example, the game control microcomputer 156 designates the variation pattern of the effect symbol every time there is a start prize and variable display of the special symbol is started on the first special symbol display 8a or the second special symbol display 8b. The variation pattern command and the display result designation command are transmitted to the production control microcomputer 100.

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

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

  In the example shown in FIG. 17 and FIG. 18, the variable pattern command and the display result designation command are used as the variable display (change) of the effect symbol corresponding to the change of the first special symbol on the first special symbol display 8 a and the second special symbol. An effect display that can be used in common with the variable display (variation) of the effect symbol corresponding to the variation of the second special symbol on the symbol display 8b, and that produces an effect with the variable display of the first special symbol and the second special symbol. When controlling the production components such as the device 9, the types of commands transmitted from the game control microcomputer 156 to the production control microcomputer 100 can be prevented from increasing.

  19 and 20 are flowcharts showing an example of a special symbol process (step S26) program executed by the game control microcomputer 156 (specifically, the CPU 56) mounted on the main board 31. As described above, in the special symbol process, a process for controlling the first special symbol display 8a or the second special symbol display 8b and the special winning opening is executed. In the special symbol process, the CPU 56 turns on the first start winning opening 13 when the first start opening switch 13a for detecting that the game ball has won the first start winning opening 13 is turned on. If a winning has occurred, a first start port switch passage process is executed (steps S311 and S312). If the second start port switch 14a for detecting that the game ball has won the second start winning port 14 is turned on, that is, the start winning to the second start winning port 14 has occurred. Then, the second start port switch passage process is executed (steps S313, S314). Then, any one of steps S300 to S310 is performed. If the first start winning port switch 13a or the second start port switch 14a is not turned on, any one of steps S300 to S310 is performed according to the internal state.

  The processes in steps S300 to S310 are as follows.

  Special symbol normal processing (step S300): Executed when the value of the special symbol process flag is zero. When the game control microcomputer 156 is in a state where variable display of a special symbol can be started, the game control microcomputer 156 checks the number of numerical data stored in the reserved storage number buffer (total number of reserved storage). The stored number of numerical data stored in the pending storage number buffer can be confirmed by the count value of the total pending storage number counter. If the count value of the total pending storage number counter is not 0, it is determined whether or not the display result of the variable display of the first special symbol or the second special symbol is a big hit. In case of big hit, set big hit flag. Then, the internal state (special symbol process flag) is updated to a value (1 in this example) according to step S301. The jackpot flag is reset when the jackpot game ends.

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

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

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

  Special symbol stop process (step S304): executed when the value of the special symbol process flag is 4. The variable display on the first special symbol display 8a or the second special symbol display 8b is stopped, and the stop symbol is derived and displayed. In addition, control for transmitting a symbol confirmation designation command to the effect control microcomputer 100 is performed. If the big hit flag is set, the internal state (special symbol process flag) is updated to a value (5 in this example) corresponding to step S305. If the small hit flag is set, the internal state (special symbol process flag) is updated to a value (8 in this example) corresponding to step S308. If neither the big hit flag nor the small hit flag is set, the internal state (special symbol process flag) is updated to a value corresponding to step S300 (in this example, 0). The effect control microcomputer 100 controls the effect display device 9 to stop the effect symbol when receiving the symbol confirmation designation command transmitted by the game control microcomputer 156.

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

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

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

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

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

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

  Next, the operation of the effect control board 80 as effect control means will be described. FIG. 21 is a flowchart showing main processing executed by the effect control microcomputer 100 (specifically, the effect control CPU 120) as effect control means mounted on the effect control board 80.

  The effect control CPU 120 starts executing the main process when the power is turned on. In the main processing, first, initialization processing is performed for clearing the RAM area, setting various initial values, and initializing a timer for determining the activation control activation interval (for example, 2 ms) (step S701). . Thereafter, the effect control CPU 120 proceeds to a loop process for monitoring the timer interrupt flag (step S702). When the timer interrupt occurs, the effect control CPU 120 sets a timer interrupt flag in the timer interrupt process. If the timer interrupt flag is set in the main process, the effect control CPU 120 clears the flag (step S703) and executes the following effect control process.

  In the effect control process, the effect control CPU 120 first analyzes the received effect control command and performs a process of setting a flag according to the received effect control command (command analysis process: step S704). Next, the effect control CPU 120 performs effect control process processing (step S705). In the effect control process, the process corresponding to the current control state (effect control process flag) is selected from the processes corresponding to the control state, and display control of the effect display device 9 is executed.

  Next, a random number update process for updating a count value of a counter for generating a random number such as a jackpot symbol determining random number is executed (step S706). Next, the effect control CPU 120 performs door opening processing (step S707). Thereafter, the process proceeds to step S702.

  FIG. 22 is an explanatory diagram showing a configuration example of a command reception buffer for storing the effect control command received from the game control microcomputer 156 of the main board 31. In this example, a ring buffer type command receiving buffer capable of storing six 2-byte effect control commands is used. Therefore, the command reception buffer is configured by a 12-byte area of reception command buffers 1 to 12. A command reception number counter indicating in which area the received command is stored is used. The command reception number counter takes a value from 0 to 11. The ring buffer format is not necessarily required.

  The effect control command transmitted from the game control microcomputer 156 is received by an interrupt process based on the effect control INT signal and stored in a buffer area formed in the RAM. In the command analysis process, it is analyzed which command (see FIGS. 17 and 18) the effect control command stored in the buffer area is.

  FIG. 23 is an explanatory diagram showing random numbers used by the effect control microcomputer 100. As shown in FIG. 23, in this embodiment, a random number SR1 for notice effect is used. Note that random numbers other than these may be used in order to enhance the effect.

  The notice effect random number SR1 is a random number for deciding which of the plurality of kinds of notice effects to be described later is to be executed and, if executed, the type of the notice effect, in a numerical range of 1 to 100. Takes a value.

  Note that a counter for generating random numbers of these SR1 is formed in the RAM. The numerical value of each counter is updated by the random number update process (step S706) shown in FIG. That is, the value is incremented by one. Then, when the count value of the counter exceeds the upper limit value of random numbers (maximum value in the range shown in FIG. 23), it is returned to the lower limit value (minimum value in the range shown in FIG. 23). Reading the count value of the counter for generating the random number is called extracting the random number.

  The ROM in the effect control microcomputer 100 includes a notice effect control pattern table (not shown) including effect control patterns for a notice effect, such as a symbol variation control pattern table 180 shown in FIG. Various production control pattern tables (not shown) including production control patterns are stored. In the symbol variation control pattern table 180 shown in FIG. 24, the control content of the rendering operation such as the rendering display operation in the period from when the variation of the rendering symbol is started until the finalized symbol that becomes the final stop symbol is stopped and displayed. Is stored in accordance with the variation pattern. Each symbol variation control pattern includes, for example, a plurality of effect operations for controlling various effect operations according to variable display of effect symbols such as process timer setting values, display control execution data, lamp control execution data, and sound control execution data. Control data (process data) is set in time series.

  In addition, in the various effect control pattern tables, data indicating the contents of various effect controls in the period controlled in the big hit game state or the small hit game state is stored according to rounds or the like. In each effect control pattern, a plurality of control data for controlling various effect operations such as a process timer set value, display control execution data, and lamp control execution data are set in time series.

  A collection of control data for each of the symbol variation control pattern, the notice effect control pattern, and the various effect control patterns is referred to as a process table.

  These effect control patterns include, for example, control data for controlling various effect operations such as process timer set values, display control execution data, lamp control execution data, sound control execution data, operation unit light emission control execution data, and end codes. It is only necessary to set various contents of the effect control, the timing of switching the effect control, and the like in time series.

  The process timer set value is a value (determination value) to be compared with a process timer value that is a stored value of a process timer for effect control in the effect control CPU 120, and corresponds to an execution time (effect time) of each effect operation. The determined value is set in advance. In place of the process timer set value, for example, a predetermined effect control command is received from the main board 31, or a predetermined process is executed as a process for controlling the effect operation in the effect control CPU 120. Corresponding to predetermined control content and processing content, data indicating the switching timing of the production control may be set.

  The display control execution data includes data indicating the display mode of the effect image on the display screen of the effect display device 9, such as data indicating the variation mode of each decoration symbol during variable display of the effect symbol. That is, the display control execution data is data that designates the display operation of the effect image on the display screen of the effect display device 9. The sound control execution data includes data indicating an audio output mode from each speaker 27, such as data indicating an output mode such as a sound effect that is linked to the variable display operation of the effect symbol during the variable display of the effect symbol. Yes. That is, the sound control execution data is data that designates an audio output operation from each speaker 27. The lamp control execution data includes data indicating the lighting operation mode of the light emitter, such as a decoration LED 25, a left frame LED 28b, a right frame LED 28c, a first LED 203a, and a second LED 203b. That is, the lamp control execution data is data that designates the lighting operation of the light emitter. Note that these control data do not have to be included in all the effect control patterns, but an effect control pattern configured to include a part of the control data according to the contents of the effect operation by each effect control pattern. There may be. Further, in the plural types of process data included in the effect control pattern, the types of control data constituting each process data may be different according to the contents of the effect operation executed at each timing. That is, some process data includes all of the display control data, sound control execution data, and lamp control execution data, and some process data includes some of these. Further, for example, various other control data such as movable member control data indicating an operation mode in the movable member provided in the effect accessory including the movable LED units 200L and 200R and the push button 250 may be included.

  The effect control CPU 120 determines the control content of the effect operation according to various control data included in these effect control patterns. For example, when the process timer value matches any of the process timer set values, the effect design is displayed in a manner specified by the display control execution data included in the effect control execution data associated with the process timer set value. Then, control is performed to display effect images such as character images and background images on the display screen of the effect display device 9. In addition, control is performed to output sound from each speaker 27 in a mode specified by the voice control execution data, and decoration LED 25, left frame LED 28b, right frame LED 28c, first LED 203a, first LED 203a, and the like are specified in the mode specified by lamp control execution data. Control is performed to blink a light emitter such as the 2LED 203b. Note that dummy data (data not specifying control) may be set as data corresponding to a production component that is not a control target even though it corresponds to the process timer set value.

  The notice effect control pattern includes data indicating the control content of the effect operation such as the effect display operation during the period from the start of the notice effect to the end of the notice effect when the notice effect is performed (notice effect). Control pattern) is stored. The notice effect control pattern includes a plurality of control data for controlling the effect operation of the notice effect, such as the notice process timer setting value, display control execution data, lamp control execution data, and sound control execution data, as in the case of the pattern variation control pattern. In addition to the advance notice process data, data such as a period for accepting the operation of the push button 250 for accepting an operation from the player and control data for accepting the operation are set in time series.

  These notice effect control patterns can specify the notice effect start waiting time until the notice effect starts after the start of fluctuation, and the notice effect start described later is started based on the specified notice effect start waiting time. A waiting timer is set (see step S825).

  The RAM in the production control microcomputer 100 counts a first hold display buffer and a second hold display buffer for displaying a first hold storage display unit and a second hold storage display unit (not shown), and the number of time reductions. For this purpose, a short time counter is provided.

  The ROM in the effect control microcomputer 100 stores each notice effect table (not shown) that is used when any of the plural kinds of notices is given in the notice effect. As these tables for the notice effect, the jackpot notice table used when the jackpot notice for notifying the possibility that the display result of the variable display becomes the jackpot display result is performed, or the jackpot is given by the reserved storage at that time. A jackpot on-hold announcement table for predicting the possibility, a table for predicting the forecast on the predictive change that predicts the possibility of transition to the probability change state (high accuracy base) when the probability change big hit A occurs at the end of variable display, and variable display Round number notice effect table to notify about the number of big hits that will occur at the end of the game, or the latent hits to foresee the possibility of the probability change big hit B occurring at the end of variable display and shifting to the probability change state (high accuracy low base) Premier hold notice effect that notices the possibility of Premium Reach (Super Reach C) in the notice effect table and the reserved memory at that time Table or the like is provided.

  Each notice effect table stores, for example, a plurality of kinds of notice effects with different reliability and appearing characters, and one of the plurality of kinds is selected when execution of the notice effect is determined. It has come to be.

  In this embodiment, as a jackpot notice effect, for example, a notice notice that speaks a line that suggests that a character may appear and become a big hit when variable display starts or reach is reached, or a step-up notice that a predetermined image is switched step by step In addition, a plurality of types of notices to be executed at a predetermined timing in a period from the start to the end of variable display such as a cut-in notice in which a predetermined image is interrupted and displayed are stored.

  In this embodiment, the line advance notice is made on the condition that the character appears at the start of variable display, prompts the player to operate the push button 250, and is operated on the condition that the button is operated during the operation valid period. This is a jackpot notice effect in which the character speaks a line suggesting the possibility of a jackpot depending on the operation timing (initial position, first position, second position).

  Further, in the serif notice, the push button 250 pops up from the initial position to the first position or the second position in accordance with the operation valid period determined in advance according to the determined type, and the height of the operation is increased. Lines with different contents are displayed depending on the position. That is, the line notice type includes a plurality of types of patterns having different operation effective periods of the push buttons 250 and pop-out amounts of the push buttons 250.

  Specifically, as shown in FIG. 32A, the serif notice is a dialog in which the push button 250 is maintained at the initial position and a first valid period (for example, 5 seconds) is set as the valid period of operation. Notice A, push button 250 rises from the initial position to the first position and is maintained in the first position, and the first notice period (for example, 5 seconds) is set as the operation valid period. The button 250 is maintained from the initial position through the first position to the second position, and the second effective period (for example, 10 seconds) longer than the first effective period is set as the operation effective period. Includes patterns.

  Then, when the variable display result is the jackpot display result, the production control CPU 120 determines that the line notice A is 5%, the line notice B is 15%, and the line notice C is 80%. When the result is an off-line display result, the line advance notice A is determined at a rate of 5%, the line advance notice B is set at 80%, and the line advance notice C is determined at a rate of 15%. That is, one of the patterns is determined at a different ratio depending on whether or not the variable display result is a jackpot, and when the jackpot display result is obtained, the serif notice C is determined at a higher ratio than the serif notices A and B. To do.

  Note that the serif notices A to C are not limited to one type each, and may have, for example, a plurality of types of patterns in which the operation effective period and the push-up operation of the push button 250 are different.

  Further, in these serif notices A to C, whether or not the variable display result is a big hit and the timing at which the push button 250 is operated are the first timing (when the push button 250 is between the initial position and the first position). Depending on whether it is a timing) or a second timing (a timing when the push button 250 is between the first position and the second position), the lines having different contents are displayed.

  As shown in FIG. 32 (B), the lines are normal lines (N!) That have low reliability with respect to variable display results that have already been determined, such as “!?”, “...”, “suspicious”, “chance?” “Serif”, or “!!!!!!!”, “Severe heat!”, “Big hit?”, “Confirmed?”, Etc. Either one is selected.

  Specifically, the effect control CPU 120 selects N lines when operated at the first timing even if the variable display result is “big hit” or “out of line” in the line notices A to C.

  Also, in the serif notice C, when the variable display result is a big hit, and the operation is performed at the second timing, the S serif is selected at a higher rate than the N serif (for example, the S serif is 90% and the N serif is selected). 10%). When operated at the second timing when the variable display result is out of order, S lines are selected at a rate higher than N lines, but when operated at the second timing when the variable display result is a big hit N lines are selected at a higher rate (for example, 40% for S lines and 60% for N lines).

  In this embodiment, when the variable display result is a big hit, and the operation is performed at the second timing, the S line is selected at a rate higher than the N line, but the S line is set to 100%. You may make it select by a ratio. Further, when the variable display result is out of place, when the operation is performed at the second timing, N lines may be selected at a rate of 100%.

  In addition, when the variable display result is a big hit, when operated at the second timing, the S line is selected at a rate of 100%, and when the variable display result is out of place, when operated at the second timing, N lines may be selected at a higher rate than S lines (for example, 10% for S lines and 90% for N lines).

  That is, the CPU 120 for effect control determines the serif notice C when the variable display result is a big hit, and when the push button 250 is operated at the second timing, than when the push button 250 is operated at the first timing. In addition, information useful to the player, that is, a special line that is easy to understand that the possibility of a jackpot display result is displayed is suggested to the player.

  In addition, when the execution of the serif notice is determined, the effect control CPU 120 executes whether or not to execute the button suggesting notice that suggests the pop-out amount of the button when the determined serif notice is executed. In this case, the type of the button suggestion notice is determined, and after the variable display is started, the button suggestion notice is executed before the dialog notice is executed.

  The button suggestion notice is an effect that suggests whether the pop-up amount of the push button 250 is likely to be “none”, “large”, or “extra large” when the variable display starts, Button suggestion notice 1 suggesting that there is a high possibility that the pop-out amount of the button 250 is “none” (maintained at the initial position), and the pop-out amount of the push button 250 is “large” (jumps to the first position) ) Includes a button suggestion notice 2 that suggests that there is a high possibility, and a button suggestion notice 3 that suggests that the push-out amount of the push button 250 is “extra large” (explodes to the second position). The button suggestion warning 0 is a pattern in which the button suggestion notice is not executed.

  Specifically, as shown in FIG. 32 (C), when the dialogue notice A is determined, the effect control CPU 120 sets the button suggestion notice 0 (non-execution) to 90%, the button suggestion notice 1 and the button. The suggestion notice 2 is determined at a rate of 5%, and the button suggestion notice 3 is determined at a rate of 0%. In addition, when the line advance notice B is determined, the ratio of the button suggestion notice 0 (non-execution) is 0%, the button suggestion notice 1 is 30%, the button suggestion notice 2 is 60%, and the button suggestion notice 3 is 10%. To decide. In addition, when the line advance notice C is determined, the ratio of the button suggestion notice 0 (non-execution) is 0%, the button suggestion notice 1 is 10%, the button suggestion notice 2 is 30%, and the button suggestion notice 3 is 60%. To decide.

  That is, when the dialogue advance notice A in which the push button 250 does not pop out beyond the initial position is determined, the effect control CPU 120 determines the button suggestion notice 0 that does not execute the button suggestion notice at the highest rate. In addition, when the line advance notice C that the push button 250 pops up to the second position is determined, the line advance notice B that the push button 250 pops up only to the first position lower than the second position or the line advance notice A that does not pop out from the initial position. The button suggestion notice 3 is determined at a higher rate.

  Next, the contents of control performed by the effect control CPU 120 during execution of the speech notice will be described based on the timing charts of FIGS. 33 and 34.

  As shown in FIG. 33A, in the serif notice A, a predetermined value (for example, 5) is set in the valid period timer for measuring the valid period for effectively accepting the operation of the push button 250 with the start of execution of the serif notice. Second) is set, and counting is started (t1). When the push button 250 is operated within the first effective period (t1 to t3) until the counter value of the effective period timer reaches a predetermined value, the operation of the push button 250 is invalidated at that time, and N A line is displayed (t2).

  As shown in FIG. 33 (B), in the serif notice B, a predetermined value (for example, 5 seconds) is set to the effective period timer that effectively accepts the operation of the push button 250 with the start of execution of the serif notice, (T1), the push button 250 is raised to the first position. When the push button 250 is operated within the first effective period (t1 to t3) until the counter value of the effective period timer reaches a predetermined value, the operation of the push button 250 is invalidated at that time, and the push button 250 The button 250 is lowered from the first position to the initial position, and N lines are displayed (t2).

  In addition, as shown in FIG. 33C, in the dialogue notice B, when the push button 250 is not operated within the first effective period (t1 to t2), the push button 250 is reached when the first effective period elapses. In order to invalidate the operation (t2), when the push button 250 is operated after the first effective period has elapsed (t3), neither the N-line nor the S-line is displayed because the operation is not valid. Further, in the line notice A, when the push button 250 is not operated within the first effective period (t1 to t3), the operation of the push button 250 is invalidated when the first effective period elapses (t2). When the push button 250 is operated after the first effective period has elapsed (t3), neither the N-line nor the S-line is displayed because it is not the operation effective period.

  As shown in FIG. 34 (A), in the serif notice C, when the execution of the serif notice C is started, a predetermined value (for example, 10 seconds) is set in the effective period timer, and counting is started (t1). Push button 250 is raised to the first position. The push button 250 is further raised from the first position to the second position at a time (t2) when a predetermined time (for example, 5 seconds) has elapsed since the count was started. Then, in the second effective period (t1 to t4) until the counter value of the effective period timer reaches a predetermined value, the second timing from when the predetermined period elapses until the second effective period elapses, that is, When the push button 250 is operated in the second timing period (t2 to t4) in which the push button 250 is in the range from the first position to the second position, the operation of the push button 250 is invalidated at that time, and S A line (or N line) is displayed (t3).

  Further, as shown in FIG. 34 (B), in the serif notice C, a predetermined time from the start of counting within the second effective period (t1 to t5) until the counter value of the effective period timer reaches a predetermined value. When the push button 250 is operated in the first timing (for example, 5 seconds), that is, in the first timing period (t1 to t3) in which the push button 250 is in the range from the initial position to the first position. At that time, the operation of the push button 250 is invalidated and N lines are displayed (t2).

  Further, when the push button 250 is operated and N lines are displayed during the first timing period (t1 to t3), the operation of the push button 250 is invalidated at that time, and the push button 250 is also moved from the first position to the second position. Since it returns to the initial position without being raised to the position, even if a button operation is performed, neither N lines nor S lines are displayed.

  Next, an example of the implementation status of the serif notices A to C will be described based on FIG. 35 and FIG.

  The case where execution of the speech advance notice B and the button suggestion advance notice 2 is determined when the variable display result becomes the off display result will be described. First, the effect control CPU 120 first displays the variable display of symbols on the display screen of the effect display device 9. At the same time, the character appears, and “(push button 250) pops out“ large ”? "Is displayed, and button suggestion notice 2 is executed (see FIG. 35A).

  Next, after displaying a message “Please push when you pop out as much as possible! But be careful because sometimes you do n’t pop out!” (See FIG. 35B), push button 250 is pressed. At the same time, “5 more seconds” indicating the operation valid period of the push button 250 is displayed, and a “GO!” Line is displayed to prompt the button operation (see FIG. 35C).

  Then, the push button 250 is raised to the first position, and during the first effective period, for example, a dialogue such as “More popping up?” Is displayed, and an effect is given to raise the possibility of jumping to the second position (FIG. 35 (D)).

  After that, if there is no button operation during the first effective period, a screen for ending the serif notice is displayed without executing N lines, and an end screen for the serif notice is displayed (see FIG. 35E).

  If there is a button operation during the first effective period, N lines are executed and the line notice is ended (see FIG. 35F). In addition, although "..." which is an example of N lines is shown here, another N lines may be selected.

  Here, in the case of the serif notices A and B, the end screen of FIG. 36 (E) is displayed to end the serif notice, but in the case of the serif notice C, the end notice dialog screen is displayed, but the serif notice is continued. To do.

  Here, an example of the implementation status of the serif notice C will be described with reference to FIG.

  For example, in the case where execution of the speech advance notice C is determined when the variable display result is the jackpot display result, the effect control CPU 120 performs the button suggestion advance shown in FIG. 36 (A) and FIG. 36 (B). The common production up to (D) is executed.

  If there is no button operation at the first timing, N lines are not executed and a screen for ending the line notice is displayed (see FIG. 36E), but the second valid period is set. Therefore, the serif notice will continue.

  If the operation is detected at the first timing when the push button 250 is operated, that is, when the push button 250 is only raised to the first position, the N button is displayed, and then the push button 250 is displayed. It returns to the initial position and ends the serif notice (see FIG. 36 (F)).

  Next, when there is no button operation at the first timing, after displaying a screen for ending the serif notice once (see FIG. 36E), a screen indicating that the operation is still valid (for example, a valid period) For example, a screen showing an extension of (see FIG. 36G).

  Then, the push button 250 is raised to the second position, and during the second effective period, a button operation is urged by, for example, displaying a line such as “Press” or the like (see FIG. 36 (H)).

  If there is no button operation during the second effective period, the push button 250 is returned to the initial position without displaying the N lines and the S lines, and then the line notice is ended (FIG. 36I). reference).

  On the other hand, when an operation is detected at the second timing during the second effective period, that is, when the push button 250 is moved up to the second position, an S line (for example, “Severe heat !!”) is displayed. After notifying the suggested content with higher reliability than the first timing, the speech notice is ended (see FIG. 36J). In FIG. 36J, N lines may be displayed.

  Note that FIG. 35A is a button suggestion notice, and FIGS. 35B to 35F are common effects that are commonly executed in any of the dialog notices A to C, and FIG. This is a special effect executed only in the notice C. As described above, the effect control CPU 120 executes the common effect having the same content in the first timing period regardless of the line notice type to be executed. Therefore, in the first timing period in which the common effect is being executed, The player cannot grasp whether or not the advance notice C is determined, that is, whether or not the operation valid period is extended.

  Therefore, the player expects to push the push button 250 during the first timing period and to extend the information for the purpose of reliably obtaining even low reliability information, or expects the second timing period to be set. However, although there is a risk that even the information cannot be obtained, the push button 250 is operated in the second timing period without pressing the push button 250 in the first timing period.

  Next, the door opening process executed by the effect control CPU 120 in step S707 will be described with reference to FIGS.

  For example, when the CPU 120 for effect control receives a door opening notification start designation command output from the game control board 31 based on the opening of the glass door frame 102 by a game clerk or the like, for example, a predetermined effect is being executed. Therefore, when the movable LED units 200L and 200R are in the second state, or when the push button 250 is in the first position or the second position, the movable LED units 200L and 200R are in the first state, and the push button 250 Controls to retract to the initial position.

  As shown in FIG. 37, pachinko gaming machines 1 are generally arranged side by side on a gaming machine installation island (not shown) installed in a game store with peripheral devices such as a card unit 50 interposed therebetween. is there.

  When the movable LED units 200L and 200R are in the second state, the movable LED units 200L and 200R protrude forward with respect to the front surface 102a of the glass door frame 102, so that the outer shape of a part of the front surface 102a changes. Therefore, for example, when the movable LED units 200L and 200R are in the first state, when the glass door frame 102 is opened to the position indicated by the one-dot chain line in FIG. 37, the movable LED units 200L and 200R are connected to the pachinko gaming machine 1. When the movable LED units 200L and 200R are in the second state, they do not come into contact with an obstacle such as a protrusion 50a (for example, a lamp) disposed on the front surface of the card unit 50 arranged next to the card unit 50. When the glass door frame 102 is opened to the position indicated by the one-dot chain line in FIG. 37, the movable LED units 200L and 200R may come in contact with an obstacle such as a protrusion 50a (for example, a lamp) of the card unit 50. .

  In such a case, it is conceivable that the glass door frame 102 cannot be sufficiently opened, or the movable LED units 200L and 200R and the card unit 50 are damaged or broken due to contact.

  Further, as shown in FIG. 38, when the push button 250 is in the first position or the second position, it protrudes upward with respect to the upper surface 3a of the upper plate 3, so that a part of the outer shape of the upper surface 3a changes. Become. Thus, for example, when the push button 250 is in the initial position, when the glass door frame 102 is opened as indicated by the one-dot chain line in FIG. 38, the push button 250 does not contact the lower side of the glass door frame 102. However, when the push button 250 is in the first position or the second position, the push button 250 comes into contact with the glass door frame 102 when the glass door frame 102 is opened to the position indicated by the one-dot chain line in FIG.

  As described above, for example, when the movable LED units 200L and 200R are in the second state and the push button 250 is in the first position or the second position due to the performance, some kind of error (for example, a winning error) or a ball clogging occurs. When the glass door frame 102 has to be opened, the movable LED units 200L and 200R provided on the protruding glass door frame 102 come into contact with obstacles such as the protruding portion 50a around the pachinko gaming machine 1. In order to avoid the glass door frame 102 coming into contact with the push button 250 provided in the pachinko gaming machine 1, the movable LED units 200L and 200R are returned to the first state, and the push button 250 is returned to the initial position. Perform door opening control to temporarily retract.

  Here, an example of the door opening process situation performed by the effect control CPU 120 will be described with reference to FIGS. 39 and 40.

  First, for example, when the CPU 120 for effect control is executing an effect, when the movable LED units 200L and 200R are in the second state and the push button 250 is in the first position or the second position (see FIG. 40A). ), For example, when a winning error occurs (see FIG. 39 (t1), FIG. 40 (B)), the effect control CPU 120 interrupts the effect that was being executed. In such a case, a store clerk or the like of an amusement store checks the error, and therefore inserts the specific key K into the key hole 110 (see FIG. 1) to open the glass door frame 102 (FIG. 39 (t2), FIG. 40 (C )reference).

  Next, the effect control CPU 120 receives the door opening notification start designation command output from the game control board 31 based on the detection of the opening of the glass door frame 102 by the door opening switch 33. For example, by outputting a voice message such as “the door is open” together with the output of an error sound, the door opening notification is started to the game clerk or the like (FIG. 39 (t2)). (See FIG. 40C).

  Next, while performing door opening notification, it is confirmed whether the movable LED units 200L and 200R are in the second state or the push button 250 is in the first position or the second position, and the movable LED units 200L and 200R are in the second state or push. When the button 250 is in the first position or the second position, in order to avoid contact with these obstacles, execution of a retreat process for returning the movable LED units 200L and 200R to the first state and the push button 250 to the initial position is started. However, before that, the fact that the retracting process for returning the movable LED units 200L, 200R and the push button 250 to the first state or the initial position is started, for example, “the movable unit moves. A voice message is output, and a mobile notification is started for a game clerk or the like.

  After the start of the movement notification, the movable LED units 200L and 200R are moved from the second state to the first state, and the push button 250 is moved from the second position or the first position to the initial position (FIG. 39 (t3), FIG. )reference).

  After detecting the opening of the glass door frame 102, the effect control CPU 120 detects that the glass door frame 102 is closed by the door opening switch 33 and outputs the door opening notification end designation command output from the game control board 31. Monitor whether or not received.

  If the cause of the error is resolved without detecting the closing of the glass door frame 102 and the error is canceled, the effect control CPU 120 resumes the effect that was interrupted (see FIG. 39 (t4)). Thereafter, when a door open notification end designation command is received, it is determined that the glass door frame 102 is closed, the door open notification is ended, a predetermined value (for example, 15 seconds) is set in the movable restriction timer, and the count is counted. Start (see FIG. 39 (t5)).

  If the movement restriction period has passed without the opening of the glass door frame 102 being detected and the effect is being executed, the movable LED units 200L and 200R and the push button 250 are positioned according to the effect state at that time. (For example, move from the first state to the second state, from the initial position to the second position or the first position) (see FIG. 39 (t6)).

  Thereafter, when it is time to return the movable LED units 200L and 200R from the second state to the first state and the push button 250 from the second position or the first position to the initial position in the production, the movable objects are moved to the first state and It is moved to the initial position (see FIG. 39 (t7)).

  In addition, when the opening of the glass door frame 102 is detected in the movable restriction period (t5 to t6) from when the movable restriction timer starts to the predetermined time elapses, after the movable restriction timer is reset, From the time when the door closing flag is set, the movable restriction for monitoring the opening of the glass door frame 102 is carried out until the movable restriction period of 15 seconds elapses.

  Further, the production control CPU 120 moves the movable LED units 200L and 200R from the second state to the first state and moves the push button 250 from the second position or the first position to the initial position based on the door opening described above (t10). ) Is a moving period (t11) in which the movable LED units 200L and 200R are moved from the second state to the first state and the push button 250 is moved from the second position or the first position to the initial position at the end of such an effect. Also try to be shorter.

  That is, when the movable LED units 200L and 200R are retracted from the second state to the first state as the glass door frame 102 is opened, the effect control CPU 120 retracts at a speed faster than the operation speed when the effect is performed. In order to operate, contact with an obstacle due to opening of the glass door frame 102 can be avoided as much as possible.

  FIG. 25 is a flowchart showing the effect control process (step S705) in the main process shown in FIG. In the effect control process, the effect control CPU 120 performs any one of steps S800 to S806 according to the value of the effect control process flag. In each process, the following process is executed. In the effect control process, the display state of the effect display device 9 is controlled and variable display of the effect symbol (decoration symbol) is realized. However, the effect symbol (decoration symbol) synchronized with the variation of the first special symbol is realized. Control related to variable display and control related to variable display of effect symbols (decorative symbols) synchronized with the variation of the second special symbol are executed in one effect control process.

  Fluctuation pattern command reception waiting process (step S800): It is confirmed whether a variation pattern command is received from the game control microcomputer 156 or not. Specifically, it is confirmed whether or not the variation pattern command reception flag set in the command analysis process is set. If the change pattern command has been received, the value of the effect control process flag is changed to a value corresponding to the effect symbol change start process (step S801).

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

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

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

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

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

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

  In the present embodiment, when a small hit occurs, in Steps S804 to 806, by performing the same effect processing as when the probability varying big hit B occurs, the occurrence is shifted to the probability changing state. The player cannot determine whether the probability variation big hit B or the small hit that does not shift to the probability variation state has occurred.

  FIG. 26 is a flowchart showing the effect symbol variation start process (step S801) in the effect control process shown in FIG. In the effect symbol variation start process, the effect control CPU 120 first reads a variation pattern command from the variation pattern command storage area (step S821). Next, the display result (stop symbol) of the effect symbol (decoration symbol) is determined according to the data stored in the display result specification command storage area (that is, the received display result specification command) (step S822). In this case, the CPU 120 for effect control determines the stop symbol of the effect symbol according to the display result specified by the display result specifying command, and stores data indicating the stop symbol of the determined effect symbol in the effect symbol display result storage area To do.

  In this embodiment, when the received display result designation command is the display result 2 designation command corresponding to the probability variation jackpot A, the production control CPU 120, for example, produces an effect in which 3 symbols are arranged in odd symbols as stop symbols. The combination of symbols (big hit symbol) is determined. In the case where the received display result designation command is a display result 4 designation command corresponding to the normal jackpot C, for example, a combination of effect symbols (big jackpot symbol) in which three symbols are even-numbered symbols as stop symbols is determined. Further, when the received display result designation command is a display result 3 to 8 designation command corresponding to the probable big hit B or small hit, a plurality of combinations of symbols (for example, preset symbols as chance chances) “135”, “334”, “787”, etc.). Further, when the received display result designation command is a display result 1 designation command corresponding to an outage, a combination of production symbols (out-of-order symbols) in which the three symbols are irregular as the stop symbols is determined. It should be noted that some combinations of effect symbols are included in both the lost symbol and the chance eye, and there are cases where the same stop symbol is used in the case of the small hit and the case of the loss.

  In determining these stop symbols, the effect control CPU 120 uses, for example, a stop symbol determination table in which random numbers for determining stop symbols are extracted, and data indicating combinations of effect symbols and numerical values are associated with each other. Thus, the stop symbol of the production symbol may be determined. That is, the stop symbol may be determined by selecting data indicating the combination of effect symbols corresponding to the numerical value that matches the extracted random number. Therefore, the same stop symbol may be determined in the probability variation big hit B and the small hit.

  Next, based on the variation pattern, whether or not to execute the notice effect in the variable display and, if executed, which one of the plural kinds of notice effects, that is, the notice effect determination for determining the type of the notice effect Processing is executed (step S823).

  Then, the process proceeds to step S824 to determine whether or not the execution of the notice effect is determined (step S824). When the execution is determined, the notice execution determination flag is set and the notice effect control pattern corresponding to the notice is set. Based on the (notice process table), the waiting time for starting the notice effect is specified, and after the specified waiting time is set in the notice effect start waiting timer (step S825), the process proceeds to step S826. If execution of the notice effect is not determined, the process proceeds to step S826 as it is.

  Next, a symbol variation control pattern (process table) corresponding to the variation pattern command is selected (step S826), and a process timer in the process data 1 of the selected process table is started (step S827).

  Then, the CPU 120 for effect control is based on the contents of the process data 1 (display control execution data 1, lamp control execution data 1, sound control execution data 1). The control of the various lamps and the speaker 27 as an effect part, the push button 250, etc. is executed (step S828). For example, in order to display an image according to the variation pattern on the effect display device 9, a command is output to the VDP. In addition, a control signal (lamp control execution data) is output to turn on / off the various lamps. In addition, a control signal (sound number data) is output to the sound output board 70 in order to output sound from the speaker 27.

  In this embodiment, the effect control CPU 120 controls the effect pattern to be variably displayed by the change pattern corresponding to the change pattern command on a one-to-one basis. A variation pattern to be used may be selected from a plurality of corresponding variation patterns.

  Then, a value corresponding to the variation time specified by the variation pattern command is set in the variation time timer (step S829). Further, a predetermined time is set in the fluctuation control timer (step S830). Note that the predetermined time is, for example, 30 ms, and the presentation control CPU 120 writes image data indicating the display state of the left, middle, and right decorative patterns to the VRAM every time the predetermined time elapses, and image data in which the VDP is written to the VRAM. Is output to the effect display device 9, and the effect display device 9 displays an image corresponding to the signal, whereby the variation of the decorative design is realized. Next, the value of the effect control process flag is set to a value corresponding to the effect symbol changing process (step S802) (step S831).

  FIG. 27 is a flowchart showing the effect symbol variation in-process (step S802) in the effect control process. In the effect symbol variation process, the effect control CPU 120 decrements the values of the process timer, the variation time timer, and the variation control timer by 1 (steps S840A, S840B, and S840C). In addition, the effect control CPU 120 determines whether or not it is decided to perform the notice effect, or whether or not the notice effect is being executed (step S841), and whether or not it is decided to perform the notice effect or notice. When the effect is being executed, the notice effect process shown in FIG. 28 is executed (step S842). Whether or not it is decided to perform a notice effect is determined by whether or not a notice execution decision flag is set. Whether or not the notice effect is being executed is determined by a notice executing flag that is set when the notice effect is started. If neither the notice execution determination flag nor the notice execution flag is set, the process proceeds to step S843 without performing the notice effect process in step S842.

  In addition, the effect control CPU 120 checks whether or not the process timer has timed out (step S843). If the process timer has timed out, the process data is switched (step S844). That is, the process timer is started again by setting the process timer setting value set next in the process table in the process timer (step S845). Further, the control state for the effect device (effect part) is changed based on the display control execution data, lamp control execution data, and sound control execution data set next (step S846).

  If the variation control timer has timed out (step S847), the effect control CPU 120 displays the next display screen of the effect symbol of the left middle right (30 ms after the last effect symbol display switching time). Image data of the power screen is created and written in a predetermined area of the VRAM (step S848). In this way, the effect control device 9 realizes effect pattern variation control. The VDP outputs a signal based on data obtained by superimposing image data of a predetermined area such as a set background image and image data based on display control execution data set in the process table to the effect display device 9. In this way, the effect control device 9 displays the background image, the hold display, the character image, and the effect symbol in the effect symbol variation. Also, a predetermined value is reset in the fluctuation control timer (step S849).

  Further, the effect control CPU 120 checks whether or not the variable time timer has timed out (step S850). If the change time timer has timed out, the value of the effect control process flag is updated to a value corresponding to the effect symbol change stop process (step S803) (step S852). Even if the variation time timer has not timed out, if the confirmation command reception flag indicating that the symbol confirmation designation command has been received is set (step S851), the value of the effect control process flag is set to the effect symbol variation stop process (step S803). ) To a value according to (step S852). Even if the variation time timer has not timed out, if the symbol confirmation designation command is received, the process shifts to control to stop variation.For example, a variation pattern command indicating a long variation time due to noise between substrates is received. Even in such a case, it is possible to end the variation of the effect symbol when the regular variation time has elapsed (when the variation of the special symbol ends). In the process table used for the variation control of the effect symbol, process data during the effect symbol variation display is set. That is, the sum of the process timer setting values of the process data 1 to n in the process table corresponds to the production symbol variation time. Therefore, when the process timer of the last process data n times out in the process of step S843, there is no process data to be switched (display control execution data and lamp control execution data), and the effect control of the effect symbol based on the process table ends. . Effect design variation control (including control for displaying character images and backgrounds related to effect design variation) ends when the variation period has elapsed (corresponding to the time when the process timer of the last process data n has timed out). However, the control of the notice effect is ended by the processing of steps S532 and S533 shown in FIG. In this embodiment, the time when the processing of steps S532 and S533 is finished (when the notice period timer times out) is before the time when the change period of the effect symbol elapses.

  28 to 29 are flowcharts showing an example of the notice effect processing. In the notice effect process, the effect control CPU 120 proceeds to step S521 (FIG. 29) when the notice effect is started. Whether or not the notice effect has been started is confirmed by a notice execution flag set at the start of the notice effect.

  If the notice effect has not started, the value of the notice effect start wait timer is decremented by 1 (step S502). Note that the notice effect start wait timer is set in the selection of the process table when it is decided to perform the notice effect in the effect symbol variation start process (see step S825 in FIG. 25). If the notice effect start wait timer has not timed out (step S503), the process ends. When the notice production start waiting timer has timed out, the notice execution decision flag is reset (step S504), and the process proceeds to step S511.

  In step S511, the effect control CPU 120 sets a notice execution flag indicating that the notice effect is being executed. Also, the notice effect to be executed and the type (pattern) of the notice effect are specified (step S512), and a value corresponding to the notice effect period corresponding to the specified notice effect or pattern is set in the notice period timer (step S513).

  Next, the effect control CPU 120 reads and selects a notice effect control pattern corresponding to the notice effect to be executed from the notice effect control pattern table (not shown) (step S515), and then selects the selected notice effect control pattern (notice process). A notice process timer in process data 1 of the table is started (step S517).

  The effect control CPU 120 then displays the contents of the first process data 1 of the selected notice effect control pattern (notice process table) (display control execution data 1, lamp control execution data 1, sound control execution data 1, operation unit control execution data). 1) The control of the effect device (the effect display device 9 as the effect part, the various lamps as the effect part, the speaker 27 as the effect part, and the push button 250) is started (step S518).

  In step S521, which is performed after the notice effect is started based on the notice process data, the operation notice process shown in FIG. 30 is performed, and the process proceeds to step S530. In step S530, the effect control CPU 120 decrements the value of the notice period timer for timing the end of the notice effect period. When the notice period timer times out (value becomes 0), control is performed to delete the image related to the notice effect displayed on the effect display device 9 (step S532), and the notice execution flag is reset (step S532). S533).

  If the notice period timer has not timed out, the effect control CPU 120 checks whether or not the notice process timer has timed out (step S535). If the notice process timer has timed out, the notice process data is switched (step S536). That is, the process timer is started anew by setting the next set notice process timer set value in the notice process table in the process timer (step S537). In addition, the control state for the effect device (effect part) is determined based on the display control execution data, lamp control execution data, sound control execution data, operation unit control execution data, etc., included in the next notice process data set thereafter. The change is made (step S538).

  If the notice process timer has not timed out, the process ends without going through steps S535 to S538.

  Here, the operation advance notice process performed in step S521 will be described with reference to FIG. Here, the operation notice performed in connection with the serif notice will be described as an example, but the operation notice performed in connection with other notices such as a cut-in notice has the same flow. The contents of the lines in the other notices are different from the line notices.

  In the operation advance notice process, first, based on the timer value of the advance notice process timer, it is determined whether or not the acceptance timing for starting the operation of the push button 250 has been reached (step S540). Proceeding to S544, if it is an acceptance timing, a predetermined value is set in the operation valid period timer corresponding to the speech notice type determined in step S823 (step S541). Then, the display of the notice screen is started (step S542), and when the line notice B or the line notice C is determined, the push button 250 is moved to a predetermined height position (step S543), and the process is ended. To do.

  If it is not the reception timing in step S540, it is determined whether or not the operation of the push button 250 is in an effective period in which the operation is effectively received depending on whether or not a predetermined value is set in the effective period timer (step S540). S544), if it is not in the valid period, the process ends as it is.

  If it is in the valid period in step S543, the valid period timer is decremented by 1 (step S545), whether the valid period timer has expired, that is, whether the valid period timer value has become 0 or not. (Step S546), and if the valid period timer has expired, the advance notice flag is reset (step S547), and the process ends.

  If the valid period timer has not expired, it is determined whether or not the push button 250 has been operated, that is, whether or not the detection signal from the button switch 250a has been input (step S548). If it is determined that the push button 250 has not been operated, it is determined that there has been no button operation during the effective period, and the process ends.

  If it is determined in step S548 that the push button 250 has been operated, it is determined whether the speech advance notice being executed is the speech advance notice A or the speech advance notice B (step S549). If it is a serif notice A or serif notice B, N lines are displayed (step S550). If it is not the serif notice A or serif notice B, that is, if it is the serif notice C, it is determined whether or not it is the first timing (step S554). Whether or not it is the first timing is determined according to whether or not the counter value of the valid period timer is a value from the start of counting until a predetermined time (for example, 5 seconds) elapses.

  If it is the first timing, N lines are displayed (step S550). If it is not the first timing, that is, if it is the second timing, it is based on the line type determination table of FIG. Then, S lines (or N lines) are displayed (step S555).

  After displaying the lines in steps S550 and 555, the effective period timer is reset (step S551), and when the push button 250 is in the first position or the second position, the initial position is moved (step S552). Then, the advance notice flag is reset (step S553), and the process ends.

  Next, the door opening process performed in step S707 will be described with reference to FIG.

  In the door opening process, the effect control CPU 120 first determines whether or not a door opening flag indicating that the glass door frame 102 is opened is set (step S800). In step S800, if the door opening flag is not set, it is determined whether or not the door opening flag set based on the door opening designation notification transmitted from the game control board 31 is set (step S801). If it is determined that the door opening flag is set, the door opening flag is set assuming that the glass door frame 102 has been opened (step S802). If the door open flag is not set in step S801, the process ends.

  After the door opening flag is set in step S802, if the movable LED units 200L and 200R are in the second state at that time, and if the push button 250 is in the first position or the second position, first the movable LED unit After setting the movable notification data for notifying that the operation of the 200L, 200R and the push button 250 starts (step S803), the data for retracting them to the first state and the initial position is set (step S804), and the door is opened. The door opening notification data for notifying that the door has been opened is set (step S805), and the process ends.

  If the door open flag is set in step S800, the movable LED unit 200L, 200R or the push button 250 is in a movable restriction period that restricts the movement of the movable LED units 200L, 200R and the push button 250 to the second state or the first or second position. It is determined whether or not (step S806). Whether or not it is in the movable restriction period is determined by whether or not a counter value is set in the movable restriction timer.

  If it is not in the movable restriction period in step S806, it is determined whether the door closing flag set based on the door closing designation notification transmitted from the game control board 31 is set (step S807), and the door closing flag is set. Is set, a predetermined value (for example, 15 seconds) is set in the movable restriction timer (step S808), the door open flag is cleared (step S809), and the process ends. If the door closing flag is not set in step S807, the process is terminated as it is.

  If it is during the movable restriction period in step S806, the movable restriction timer is decremented by 1 (step S810), and then it is determined whether the movable restriction timer has expired (step S811). If the movable restriction timer has not expired, that is, during the movable restriction period, whether the door opening flag is set, that is, whether the glass door frame 102 has been opened again during the movable restriction period. (Step S812), and if the door open flag is set, it is determined that the glass door frame 102 is reopened, the movable restriction timer is reset, and a predetermined value (for example, 15 seconds) is newly set. After setting (step S813), the door open flag is set (step S814), and the process ends. If the door open flag is not set in step S812, the process ends.

  In step S811, if the movable restriction timer has timed out, the movable LED units 200L and 200R and pushes that have been retracted to the first state and the initial position are assumed that the glass door frame 102 has not been reopened during the movable restriction period. Data for returning the button 250 to a state (second state or first and second positions) corresponding to the effect state is set (step S815), and the process is terminated.

  In this door opening process, when various notification data and data for moving a movable object are set, a notification process and an operation process based on the data set at that time are performed.

  As described above, in the pachinko gaming machine 1 as the embodiment of the present invention, when the glass door frame 102 is opened when the movable LED units 200L and 200R are in the second state, the movable LED unit 200L. , 200R is retracted from the second state, so that when the glass door frame 102 is opened, it may come into contact with the protruding portion 50a that is an obstacle and cannot be normally opened. Avoid at least one of the possibility that the projecting part 50a gets in the way when opening to the position and cannot be opened smoothly, and the projecting part 50a gets in the way and makes it difficult to work after opening. Therefore, inconveniences that may occur due to the projecting of the movable LED units 200L and 200R can be eliminated, and contact can be prevented. It can be prevented as much as possible damage to the member.

  Further, when the glass door frame 102 is opened when the push button 250 is in the first position or the second position, the push button 250 is retracted so that the push button 250 is contacted when the glass door frame 102 is opened. There is a possibility that normal opening cannot be performed, there is a possibility that the push button 250 becomes obstructed when the glass door frame 102 is opened to a predetermined opening position, and the opening cannot be smoothly performed. Since it is possible to avoid at least one of the possibility that the 250 becomes obstructive and difficult to work, it is possible to eliminate the inconvenience that may occur due to the push button 250 protruding, and to damage the member due to contact as much as possible. Can be prevented.

  Further, in this embodiment, when the glass door frame 102 is opened when the movable LED units 200L and 200R are in the second state and when the push button 250 is in the first position or the second position, the movable LED unit 200L. , 200R returns to the first state, and the push button 250 returns to the initial position. That is, since the movable LED units 200L and 200R and the push button 250 are returned to the initial driving position, the movable portion may be returned to the initial operation state based on the detection of the opening of the glass door frame 102. , Control complexity can be avoided.

  In this embodiment, when the glass door frame 102 is opened, the movable LED units 200L and 200R and the push button 250 are retracted to the initial position. If, for example, the opening / closing range as an obstacle to be contacted at the time of opening, such as the glass door frame 102, is determined in advance, at least a position where contact with the glass door frame 102 can be avoided, that is, the glass door frame 102 For example, if the first position is located outside the opening / closing range, when the glass door frame 102 is opened, at least the push button 250 is moved from the second position to the first position. You may just evacuate. In this way, it is only necessary to move the movable part as much as necessary, so that the retreat time can be shortened.

  Further, when the CPU 120 for effect control operates the movable LED units 200L and 200R and the push button 250 via the drive motor 205 based on the detection of the opening of the glass door frame 102 by the door opening switch 33, the movable LED For example, a game clerk or the like can move by notifying that the movable LED units 200L and 200R and the push button 250 are retracted in order to perform a movable notification that notifies that the units 200L and 200R and the push button 250 operate. It is possible to clearly recognize that the inconvenience caused by the protrusion of the LED units 200L and 200R and the push button 250 is eliminated, and it is not necessary to visually confirm the retraction of the movable LED units 200L and 200R and the push button 250. But peace of mind It can be opened glass door frame 102 Te.

  The effect control CPU 120 detects the opening of the glass door 102 when operating the movable LED units 200L and 200R and the push button 250 based on the detection of the opening of the glass door frame 102 by the door opening switch 33. The movable LED units 200L and 200R and the push button 250 are retracted as soon as possible after the glass door frame 102 is opened by operating at a faster speed than when operating when not (see (t10 <t11) in FIG. 39). Therefore, the inconvenience that may occur when the movable LED units 200L and 200R and the push button 250 protrude can be solved immediately.

  Further, when the movable LED units 200L and 200R and the push button 250 are operated at the time of production, etc., it can be moved slowly to appeal to the player for the fun of the operation, and when the glass door frame 102 is opened, it is retracted instantly. It is possible to avoid contact.

  In addition, the production control CPU 120 regulates the change of the movable LED units 200L and 200R and the push button 250 by the drive motor 205 until a predetermined period of 15 seconds elapses after the closing of the glass door frame 102 is detected. After the glass door frame 102 is opened, the movable LED units 200L, 200R, and It is possible to avoid operating the push button 250.

  Further, when the CPU 120 for effect control sets a predetermined value in the movable restriction timer in step S807 and restricts the operations of the movable LED units 200L and 200R and the push button 250 for 15 seconds, the error is released. When the interrupted effect is resumed, the effect display device 9 may perform an alternative effect. By doing in this way, when the execution condition of the effect is established during the period in which the movement is restricted, the effect display device which is another effect member even if the movable LED units 200L and 200R and the push button 250 are not operated. Since the effect is executed at 9, the fun of the effect can be maintained.

  In the present embodiment, the movable LED units 200L and 200R and the push button 250 are described as movable parts provided so as to protrude from the front surface of the pachinko gaming machine 1 (for example, the front surface 102a and the upper surface 3a). The present invention is not limited to lighting devices such as the LED units 200L and 200R or presentation operation members such as the push buttons 250, and may be other production members such as speakers, decorative members, and accessories.

  Further, in this embodiment, the movable LED units 200L and 200R, which are examples of the movable portion, operate from the first state to the second state, whereby the upper left and right sides of the front surface 102a that is a predetermined portion of the glass door frame 102 as an opening / closing member. The position is configured to be changeable between a first state and a second state protruding outward from the first state. In addition, the push button 250, which is another example of the movable portion, moves from the initial position to the first position or the second position, whereby the left and right directions on the upper surface 3a that is a predetermined portion of the upper plate 3 that is a member other than the opening / closing member. Is configured to be able to change between a first state and a second state projecting outward from the first state.

  However, according to the present invention, for example, the movable part itself provided to the predetermined part of the opening / closing member or a member other than the opening / closing member such as the movable LED units 200L and 200R and the push button 250 can be rotated or moved forward and backward. It is not limited to changing the state of the predetermined part by projecting or retracting from a part (for example, the front surface 102a or the upper surface 3a). By moving between the first position and the second position without retracting, the state of the predetermined part of the opening / closing member or a member other than the opening / closing member is changed between the first state and the second state. Also good.

  For example, although not particularly illustrated, a movable portion that protrudes with respect to the front surface 102a of the glass door frame 102 of the pachinko gaming machine 1 is provided so as to be able to reciprocate in the vertical direction (or the left-right direction, etc.). When the glass door frame 102 is in the position, it contacts the protruding portion 50a when the glass door frame 102 is opened. However, when the glass door frame 102 is in the lower first position, it does not contact the protruding portion 50a. That is, when the movable portion is in the second position, the predetermined portion (upper position) of the front surface 102a of the glass door frame 102 protrudes outward as compared to when the movable portion is in the first position.

  Therefore, when the glass door frame 102 is opened when the movable part is in the second position, the movable part is moved toward the first position, so that the glass door frame 102 that can come into contact with the protruding part 50a is moved. The outer shape of the predetermined part (second position) can be changed to a state in which the movable part does not protrude more than when the movable part is in the second position.

  In addition, a movable part protruding from the upper surface 3a of the upper plate 3 of the pachinko gaming machine 1 is provided so as to be able to reciprocate in the left-right direction. For example, when the movable part is at the second central position, the glass door frame 102 is opened. Although it contacts the glass door frame 102, when it is in the first position on the right, it does not contact the glass door frame 102 when the glass door frame 102 is opened. That is, when the movable portion is in the second position, the predetermined portion (center position) of the upper surface 3a protrudes outward as compared to when the movable portion is in the first position.

  Therefore, when the glass door frame 102 is opened when the movable part is in the second position, the predetermined part of the upper surface 3a that can contact the protruding part 50a by moving the movable part toward the first position. The outer shape of (second position) can be changed to a state in which the movable portion does not protrude more than when it is in the second position.

  Further, in the pachinko gaming machine 1, in the serif notice, the player preferably operates at the second timing beyond the first position of the push button 250 in order to obtain useful information. Until the first position is reached from the initial position, it is not possible to determine which one of the first effective period and the second effective period is set by performing a common effect.

  In other words, if the push button 250 is operated at the first timing from the initial position to the first position, information can be obtained reliably even when the first effective period is set, but useful information can be obtained. While it is unlikely to be obtained, if the second effective period is set by operating the push button 250 at a timing beyond the first position, useful information can be obtained. If is set, even information cannot be obtained.

  Thus, not only the unexpectedness of the displacement of the push button 250 but also the relationship between the amount of displacement of the push button 250 and the information that the player wants to obtain corresponds to the player according to the degree of information request. Since the operation timing can be selected, the interest of the operation effect can be improved.

  In this embodiment, when the push button 250 is operated within the first effective period and the second effective period, the jackpot display result may be derived as a result of the variable display according to the operation timing. One of the normal lines and special lines that indicate the warning was displayed (notified), but the notification content based on the operation of the push button 250 is limited to the jackpot notice that suggests the possibility of a big hit in this way Is not to be done.

  More specifically, for example, after the end of the second big hit state based on the fact that the “probable big hit” corresponding to the “probability change B” in the normal state, only the probability change control is performed, and the time reduction control and the high release control are performed. In the case of transition to the second probability variation control (latent probability variation state) that is not performed, the probability variation suggestion that suggests the possibility that probability variation control is latent, the reach suggestion that suggests the possibility of reaching, the jackpot It may be a promotion suggestion notice or the like that suggests the possibility of promotion to a probability variation jackpot after the occurrence.

  In addition to notifying the possibility of an event directly related to the game by the pachinko gaming machine 1 as described above, a privilege indirectly related to the game by the pachinko gaming machine 1 (for example, on the effect display device 9 or the like) Pachinko gaming machine 1 or the like that can provide a predetermined service to a player by displaying specific identification information and permitting access to a specific website by reading the identification information with a portable terminal or the like In this case, it may be a notification that suggests a possibility that a mission effect provided as a service or a right to generate a premium effect) is given.

  In addition, information useful to the player such as special lines and normal lines is not only the suggestion that the variable display result may be a big hit as described above, but, for example, a probability variation game in which the big hit probability is higher than usual. Possibility of being controlled by the state (possibility of so-called latent probability variation state), possibility of becoming a big hit of probability fluctuation, possibility of developing to super reach, possibility of becoming a big hit with a large number of balls (number of rounds), etc. When the push button 250 is operated at a timing beyond the first position, each of the above possibilities is more likely to occur at a higher rate than when the push button 250 is operated at a timing not exceeding the first position. Information that is clearly suggested, that is, more useful to the player is displayed (for example, special lines are displayed at a higher rate than normal lines) Is) it is sufficient so.

  Furthermore, in a slot machine or the like which is another example of a gaming machine, there is a possibility that a right (so-called assist time (AT)) for notifying an operation condition advantageous to a player is stored, and a winning display result is derived. It includes suggestions such as the possibility of setting values having a high ratio among a plurality of types of setting values having different ratios for determining whether or not they are allowed. In addition, specific identification information is displayed on a display device or the like, and a predetermined service can be provided to the player by permitting access to a specific website by reading the identification information with a portable terminal or the like. In a gaming machine or the like, information on which a player has an advantage by actually obtaining it is included, such as an achievement rate of a mission effect provided as a service or an appearance rate of a premier effect.

  Therefore, for example, even when the operation is performed at the second timing, when the derivation of the deviation display result is determined as the variable display result, the notification content suggesting that the possibility of the deviation is high may be displayed. However, when the derivation of the jackpot display result is determined, it is preferable that the effect control CPU 120 determines the serif notice C at a higher rate than in the case of loss.

  In addition, as shown in FIGS. 35 and 36, the effect control CPU 120 displays an image imitating the push button 250 as a position suggestion effect that suggests the position of the push button 250 in the dialog notice. And when the push button 250 is between the initial position and the first position, and when the push button 250 is between the first position and the second position (the second position rather than the first position). The position of the push button 250 can be recognized by the position suggestion effect mode by suggesting the position with an image that protrudes greatly), so that even if the position is difficult to understand even if the push button 250 is directly viewed, the player desires It can be operated at the timing.

  In the present embodiment, as the position suggestion effect suggesting the position of the push button 250, an image simulating the push button 250 is displayed on the display screen of the effect display device 9, but an image simulating the operation means is not necessarily displayed. For example, an image (for example, an indicator or a percentage display) that can specify the pop-out amount of the push button 250 may be displayed on the display screen of the effect display device 9. Further, the amount of pop-out may be suggested by the amount of movement of the movable object provided at a position different from the push button 250, for example, instead of the display by such display means.

  Further, the effect control CPU 120 is different from the common effects shown in FIGS. 35A to 35F based on the fact that the push button 250 starts to be displaced from the first position toward the second position. Since it is possible to recognize that the push button 250 is displaced to the second position by performing the performance (see (G) to (J) in FIG. 36), the player's response to the displacement of the push button 250 to the second position Can feel a sense of accomplishment.

  In addition, as shown in FIGS. 35 and 36, the common performance and the special performance are the line previews that speak the lines that suggest the pop-out amount of the button when the character appears, but are limited to such lines. Instead, other notice effects may be applied.

  Further, the effect control CPU 120 pushes the button suggestion notice that suggests the possibility that the speech notice C whose operation valid period is the second valid period (for example, 10 seconds) is determined in the notice effect process of step S842. By performing until the button 250 reaches the first position from the initial position, even if the push button 250 is not displaced to the first position, there is a possibility that the second effective period is set by the button suggestion notice. Since the player can select the operation timing after recognizing, the interest of the operation effect can be improved.

  In the present embodiment, the push button 250 as the operating means is configured to rise and fall at the same speed between the initial position and the first position, and between the first position and the second position. For example, you may make it raise / lower at different speeds according to the length of the line notice type, that is, the set effective period. For example, it is only necessary to move from the initial position to the first position at the first speed, and from the first position to the second position to move at the second speed higher than the first speed.

  Further, in this embodiment, the push button 250 is provided so as to be displaceable between three positions of the initial position, the first position, and the second position as the operation position where the pressing operation can be performed. May be provided to be displaceable.

  In this embodiment, the push button 250 is applied as an example of the operation means. However, the push button 250 is not limited to such a button switch. For example, any means that can be operated by the player can swing around one end. It may be a lever or the like. In the case of such a lever operation unit, for example, the standing state may be the initial position, and the tilted state may be the first position and the second position.

  Although not particularly shown, operation start specifying means (for example, a motion sensor) for specifying that the player has started the operation of operating the push button 250 is provided. When displacing from the initial position to the first position, the push button 250 is moved (retracted) in a direction in which it is difficult to operate, for example, a downward direction that is a pressing direction, based on specifying the start of the operation for button operation. ), The push button 250 operates in accordance with the player's operation, so that the interest of the operation effect can be improved.

  41A is a front view showing a slot machine 1001 as a second embodiment to which the present invention is applied, FIG. 41B is a perspective view of main parts, and FIGS. 41C and D are enlarged views of main parts of effect buttons. is there.

  As shown in FIG. 41, a slot machine 1001 to which the present invention is applied includes a housing 1001a having an open front surface, and a front door 1001b pivotally supported on a side end of the housing 1001a. Has been.

  Inside the casing 1001a, reels 1002L, 1002C, and 1002R (hereinafter, left reel, middle reel, and right reel) in which a plurality of types of symbols are arranged on the outer periphery are juxtaposed in a horizontal direction. These reels 1002L, Of the symbols arranged in 1002C and 1002R, three consecutive symbols are arranged so as to be seen from the see-through window 3 provided on the front door 1b.

  On the outer peripheries of the reels 1002L, 1002C, and 1002R, “black 7”, “net 7 (shaded 7 in the figure)”, “white 7”, “BAR”, “replay”, “watermelon”, “black cherry”, respectively. ”,“ White cherry ”,“ bell ”,“ orange ”, etc. A plurality of types of mutually identifiable symbols are drawn in a predetermined order. The symbols drawn on the outer peripheries of the reels 1002L, 1002C, and 1002R are displayed in the upper, middle, and lower three stages in the perspective window 1003, respectively.

  The reels 1002L, 1002C, and 1002R are rotated by reel motors (not shown) provided in correspondence with each other, so that the symbols of the reels 1002L, 1002C, and 1002R are displayed while continuously changing in the see-through window 1003. At the same time, by stopping the rotation of the reels 1002L, 1002C, and 1002R, three consecutive symbols are derived and displayed on the fluoroscopic window 1003 as display results.

  At the position corresponding to each reel 2L, 2C, 2R on the front door 1b, a horizontally long rectangular see-through window 3 that allows the reels 2L, 2C, 2R to be seen through from the front side is provided. The reels 2L, 2C, 2R can be visually recognized from the player side.

  For the front door 1001b, a medal insertion unit 1004 into which medals can be inserted, a medal payout opening 1009 from which medals are paid out, and credits (the number of medals stored as a player's own game value) are used. MAXBET switch 1006 that is operated when setting the maximum bet number (3 in any game state in this embodiment) out of a prescribed number of bets determined according to the game state, stored as credits Settlement switch 1010 operated when the medals used for setting medals and bets are settled (returning medals used for setting credits and bets), start switch operated when starting a game 1007, a stop switch 10 operated to stop the rotation of the reels 1002L, 1002C, and 1002R. 8L, 1008C, 1008R, Produce switch 56 for use in the effect are provided operable by the player.

  In addition, the front door 1001b is provided with an effect button 1020 as an operation means used during the execution of the effect, etc. on the front side of the medal insertion unit 1004. Movable LED units 1030L and 1030R are provided.

  As shown in FIG. 41 (B), the movable LED units 1030L and 1030R are formed of a lens body in which a plurality of LEDs can emit light toward the front, and protrude from the front surface of the front door 1001b. It is provided so that it can move back and forth between a retracted position (first state) that does not move and a protruding position (second state) that protrudes from the front surface of the front door 1001b.

  As shown in FIG. 41C, the effect button 1020 is a lower button provided so as to be vertically movable between a retracted position that does not protrude with respect to the reference plane 1021 and a protruding position that protrudes with respect to the reference plane 1021. 1020a and an upper button 1020b provided so as to be movable up and down between a retracted position that does not protrude with respect to the lower button 1020a and a protruding position that protrudes with respect to the lower button 1020a.

  The effect button 1020 has the lower button 1020a and the upper button 1020b projecting from the reference plane 1021 from the initial position where the lower button 1020a and the upper button 1020b do not project from the reference plane 1021 (see FIG. 41A), and Through the first position where the upper button 1020b does not protrude with respect to the lower button 1020a (see FIG. 41B), the lower button 1020a and the upper button 1020b protrude with respect to the reference plane 1021, and the upper button with respect to the lower button 1020a. It can be moved to a second position where 1020b further protrudes (see FIG. 41C).

  Also, a credit indicator 10011 for displaying the number of medals stored as credits, a game auxiliary indicator 1012 for displaying the number of medals paid out due to winning, an error code indicating the contents when an error occurs, A payout indicator 1013 that displays the number of medals that have been paid out, a 1BETLED 1014 that notifies that the bet number is set to 1 by lighting, a 2BETLED 1015 that notifies that the bet number is set to 2, and a bet number of 3 3BETLED 1016 that informs that it is set by lighting, insertion request LED 1017 that informs that a medal can be inserted is illuminated by lighting, and start validity that informs that the game start operation by operating the start switch 7 is valid LED 1018, wait (whether the previous game started A waiting LED 1019 for notifying that the reel rotation is in progress since a certain period of time has not yet elapsed) is provided, and a replaying LED 1020 for notifying that the replay game is in progress is described. It has been.

  On the inner side of the front door 1001b, a reset switch (not shown) for detecting a reset operation for releasing an error state and a stop state to be described later by a predetermined key operation, changing a set value to be described later and checking the set value A set value display (not shown) that displays the set value at that time inside, a stop function that controls the stop state at the end of the BB described later (a state in which the progress of the game is restricted until a reset operation is performed) A stop switch (not shown) for selecting whether to be valid / invalid, and control to automatic settlement processing (processing to settle (return) medals stored as credits regardless of the player's operation) at the end of BB described later An automatic settlement switch (not shown) for selecting whether the automatic settlement function is enabled or not, a flow path for medals inserted from the medal insertion section 4, and a hopper tank (see FIG. A flow path switching solenoid (not shown) for selectively switching to either the abbreviation side or the medal payout outlet 1009 side, and a medal introduced from the medal insertion unit 1004 and flowing down to the hopper tank (not shown) side is detected. A medal selector (not shown) having an inserted medal sensor (not shown) and a door opening detection switch (not shown) for detecting the open state of the front door 1b are provided.

  Inside the housing 1a, reels 1002L, 1002C, 1002R, a reel motor, a reel unit (not shown) that includes reel sensors that can detect the reel reference positions of the reels 1002L, 1002C, 1002R, and an external output signal are output. External output board (not shown), a hopper tank for storing medals inserted from the medal insertion unit 1004, a hopper motor (not shown) for paying out medals stored in the hopper tank from the medal payout opening 1009, and a hopper A hopper unit (not shown) including a payout sensor for detecting medals paid out by driving the motor and a power supply box (not shown) are provided.

  When a game is played in the slot machine 1001 of this embodiment, first, medals are inserted from the medal insertion unit 1004, or credits are used to set the number of bets. To use credit, the MAXBET switch 1006 may be operated. When a predetermined number of bets determined according to the gaming state are set, the pay lines L1 to L5 (see FIG. 41) become valid and the operation of the start switch 1007 is valid, that is, the game can be started. It becomes a state. In the present embodiment, when the prescribed number of bets is set to three regardless of the gaming state and the prescribed number of bets is set, the pay lines L1 to L5 become valid. In addition, when a medal is inserted exceeding the maximum number out of the prescribed number corresponding to the gaming state, the amount is added to the credit.

  When the start switch 1007 is operated while the game can be started, the reels 1002L, 1002C, and 1002R rotate, and the symbols of the reels 1002L, 1002C, and 1002R continuously change. When any one of the stop switches 1008L, 1008C, 1008R is operated in this state, the rotation of the corresponding reels 1002L, 1002C, 1002R is stopped, and the display result is derived and displayed on the fluoroscopic window 1003.

  Then, when all the reels 1002L, 1002C, and 1002R are stopped, one game is completed, and a combination of symbols (hereinafter also referred to as roles) that are validated and predetermined on the winning line is called each reel 1002L, 1002C, 1002R. When the display result is stopped, a winning occurs, and a predetermined number of medals are awarded to the player and added to the credit. Further, when the credit reaches the upper limit number (50 in this embodiment), medals are paid out directly from the medal payout opening 1009. In addition, when the combination of symbols with payout of medals is aligned on a plurality of winning lines that are activated, the number of payouts determined for each combination of symbols that are enabled and aligned on the winning line is totaled, The total number of medals will be awarded to the player. However, an upper limit (15 in this embodiment) is set for the number of medals to be awarded in one game, and when the total number of medals exceeds the upper limit, the upper limit number of medals is awarded. It will be. In addition, when the combination of symbols accompanying the transition of the gaming state is stopped as a display result of each reel 1002L, 1002C, 1002R on the winning line, the gaming state is shifted according to the combination of symbols. ing.

  In the slot machine 1001 configured as described above, the effect button 1020 changes to any of the initial position, the first position, and the second position in a predetermined notice effect, etc., like the push button 250 of the first embodiment. It is possible to perform different effects depending on the position when operated.

  In this way, if the operating means is movable from the initial position to the second position through the first position, the height position of one moving member is stepwise like the push button 250 of the first embodiment. Not only those that can be displaced, but also those that displace the height position by making the height positions of a plurality of members (the lower button 1020a and the upper button 1020b) different, such as the production button 1020 of the second embodiment. Good.

  In the first and second embodiments, the push button 250 and the effect button 1020 as the movable portion protrude outward from the first state and a predetermined reference surface (for example, the upper surface 3a) from the first state. The projecting direction may be any of front, rear, left and right as long as it is provided to be changeable to the second state.

  Further, in the first embodiment, regarding the push button 250 and the effect button 1020 as the operation means, the first position and the second position are the protruding positions protruding upward with respect to the initial position, but are not necessarily in the initial position. On the other hand, the first position and the second position may not protrude, and for example, the first position and the second position may be positions recessed downward with respect to the initial position. Or the 1st position and the 2nd position may be made into the position shifted to either the front and back or the right and left with respect to the initial position.

  Further, in the first and second embodiments, the push button 250 and the effect button 1020 as operating means are movable from the initial position to the second position higher than the first position via the first position higher than the initial position. However, the second position may be lower than the first position as long as it is movable from the initial position to the second position through the first position. That is, after ascending from the initial position to the first position, it may be moved between the initial position and the first position or to a second position below the initial position.

  In addition, if the movable part can be changed between the first state and the second state, only the movable part that is rotatable around the axis like the movable LED units 200L and 200R of the first embodiment is provided. Instead, the movable LED units 1030L and 1030R of the second embodiment may be provided so as to be movable in the front-rear direction. Further, the moving direction may be not only the front-rear direction but also the left-right direction.

  In other words, the movable parts such as the movable LED units 200L and 200R, the movable LED units 1030L and 1030R, and the push button 250 have a predetermined part (for example, the front surface 102a or the front part 102a) at a predetermined part of the opening / closing member or a member other than the opening / closing member. In the case of being provided so as to be able to advance and retreat with respect to the upper surface 3a), the advancing and retreating direction may be any of front and rear, left and right and up and down directions. Further, when the movable part is provided so as to be movable between a predetermined part of the opening / closing member or a member other than the opening / closing member and the other part, the movable part moves between the predetermined part and the other part. By moving, the predetermined part may be changed between a first state and a second state protruding outward from the first state.

  In the pachinko gaming machine 1 of the first embodiment, the movable LED units 200L and 200R as the movable portions are provided on the glass door frame 102 that can open and close the front upper portion of the front frame 102, and the slot of the second embodiment. In the machine 1001, the movable LED units 1030L and 1030R as the movable parts are provided on the front door 1001b that can open and close the front opening of the housing 1001a, but the opening and closing member can open and close a predetermined area of the gaming machine. For example, in the case of the pachinko gaming machine 1, the front frame 100 that can be opened and closed with respect to the outer frame 100, the lower door frame 103 that can be opened and closed with respect to the front frame 100, etc. Open / close doors and the like are also targeted.

  Moreover, such a movable part is not only provided in the glass door frame 102 as an opening / closing member like the movable LED units 200L and 200R, but also a member other than the glass door frame 102 as an opening / closing member, for example, a lower part. A push button 250 provided on the upper plate 3 of the door frame 103 is also included.

  As described above, in the slot machine 1001 as the second embodiment of the present invention, the same operations and effects as when the present invention is applied to the pachinko gaming machine 1 of the first embodiment are exhibited.

  Although the embodiments of the present invention have been described with reference to the drawings, the specific configuration is not limited to these embodiments, and modifications and additions within the scope of the present invention are included in the present invention. It is.

  For example, in the above embodiment, a spherical pachinko ball (game ball) is applied as an example of a game medium, but the present invention is not limited to a spherical game medium, and may be a non-spherical game medium such as a medal. There may be.

  In the embodiment, as an example of the gaming machine of the present invention, the pachinko gaming machine 1 that plays a game using a pachinko ball (game medium) as a gaming value and the slot machine 1000 that plays a game using a medal are applied. However, the present invention is not limited to this, as long as it is a gaming machine capable of performing a predetermined game. For example, a predetermined condition established by performing a game such as winning or winning a jackpot is established. Valuable value based on the game (a game medium such as a medal or a game ball as a game value for playing a game, or a credit if a full credit system is used for setting the number of bets) It can also be applied to a gaming machine that grants.

  In addition, as a gaming machine that uses pachinko balls (game media) as gaming value, for example, in addition to a medal insertion mechanism, it is captured by a ball capturing device that captures game balls, or a ball capturing device. In addition to a medal payout mechanism, a ball payout device for paying out game balls and a payout ball detection for detecting game balls paid out by the ball payout device are provided. It is possible to apply a slot machine or the like in which a switch is provided and a game can be performed by setting the number of bets using both medals and game balls, and medals and game balls are paid out by winning.

  Further, in the slot machine 1000, a part of medals (up to 50 in the above embodiment) as game values owned by the player can be stored as credits, and a game (game) can be obtained by using medals or credits. For example, it is possible to store all the value lent out in response to the loan request or the value given in accordance with the winning as a credit and play the game by using only the credit. A possible gaming machine may be used. In this case, the gaming value is credit.

1 Pachinko machine 9 Effect display device 31 Game control board 56 Game control CPU
80 Production control board 120 Production control CPU
200L, 200R Movable LED unit 250 Push button

Claims (2)

  1. A gaming machine capable of performing a predetermined game,
    An opening and closing member provided to be able to open and close a predetermined area;
    Open / close detecting means for detecting opening / closing of the open / close member;
    State changing means for changing a predetermined portion of the opening / closing member between a first state and a second state protruding outward from the first state in response to establishment of a predetermined condition;
    The state changing means makes the predetermined portion project less than the second state based on the opening / closing member being detected by the open / close detecting means when the predetermined portion is in the second state. They are varied,
    By the state changing means until a predetermined period elapses after the opening / closing detecting means detects the closing of the opening / closing member after the opening / closing member is opened and the predetermined portion changes to a state where it does not protrude from the second state. Further comprising state change restricting means for restricting the change of the predetermined portion to the second state,
    A gaming machine characterized by that.
  2. A gaming machine capable of performing a predetermined game,
    An opening and closing member provided to be able to open and close a predetermined area;
    Open / close detecting means for detecting opening / closing of the open / close member;
    State changing means for changing a predetermined part of a member other than the opening / closing member between a first state and a second state protruding outward from the first state in response to establishment of a predetermined condition;
    The state changing means makes the predetermined portion project less than the second state based on the opening / closing member being detected by the open / close detecting means when the predetermined portion is in the second state. It is varied,
    By the state changing means until a predetermined period elapses after the opening / closing detecting means detects the closing of the opening / closing member after the opening / closing member is opened and the predetermined portion changes to a state where it does not protrude from the second state. Further comprising state change restricting means for restricting the change of the predetermined portion to the second state,
    A gaming machine characterized by that.
JP2011286876A 2011-12-27 2011-12-27 Game machine Active JP5337233B2 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP2011286876A JP5337233B2 (en) 2011-12-27 2011-12-27 Game machine

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP2011286876A JP5337233B2 (en) 2011-12-27 2011-12-27 Game machine

Publications (2)

Publication Number Publication Date
JP2013132533A JP2013132533A (en) 2013-07-08
JP5337233B2 true JP5337233B2 (en) 2013-11-06

Family

ID=48909639

Family Applications (1)

Application Number Title Priority Date Filing Date
JP2011286876A Active JP5337233B2 (en) 2011-12-27 2011-12-27 Game machine

Country Status (1)

Country Link
JP (1) JP5337233B2 (en)

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2017056360A (en) * 2017-01-06 2017-03-23 株式会社大都技研 Game machine

Families Citing this family (16)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP5344442B1 (en) * 2012-07-31 2013-11-20 株式会社大都技研 Amusement stand
JP5802703B2 (en) * 2013-06-03 2015-10-28 株式会社ユニバーサルエンターテインメント Game machine
JP6303096B2 (en) * 2013-07-11 2018-04-04 株式会社ソフイア Game machine
JP5799432B2 (en) * 2013-08-06 2015-10-28 株式会社大都技研 Amusement stand
JP5848296B2 (en) * 2013-09-06 2016-01-27 京楽産業.株式会社 Game machine
JP5994174B2 (en) * 2013-11-19 2016-09-21 株式会社大都技研 Amusement stand
JP5998374B2 (en) * 2013-11-19 2016-09-28 株式会社大都技研 Amusement stand
JP5729793B1 (en) * 2014-03-20 2015-06-03 サミー株式会社 Pachinko machine
JP5723041B1 (en) * 2014-04-04 2015-05-27 株式会社大都技研 Amusement stand
JP2016032514A (en) * 2014-07-31 2016-03-10 株式会社大都技研 Game machine
JP6439410B2 (en) * 2014-11-28 2018-12-19 サミー株式会社 Bullet ball machine
JP2016195952A (en) * 2016-09-02 2016-11-24 株式会社サンセイアールアンドディ Game machine
JP6288744B1 (en) * 2017-02-28 2018-03-07 株式会社サンセイアールアンドディ Game machine
JP6286764B1 (en) * 2017-02-28 2018-03-07 株式会社サンセイアールアンドディ Game machine
JP2018196656A (en) * 2017-05-25 2018-12-13 株式会社三共 Game machine
JP2018161551A (en) * 2018-07-27 2018-10-18 株式会社サンセイアールアンドディ Game machine

Family Cites Families (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH11463A (en) * 1997-06-11 1999-01-06 Ace Denken:Kk Game machine
JP2007202590A (en) * 2006-01-30 2007-08-16 Okumura Yu-Ki Co Ltd Pachinko machine

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2017056360A (en) * 2017-01-06 2017-03-23 株式会社大都技研 Game machine

Also Published As

Publication number Publication date
JP2013132533A (en) 2013-07-08

Similar Documents

Publication Publication Date Title
JP6221137B2 (en) Game machine
JP2017012869A (en) Game machine
JP6279447B2 (en) Game machine
JP5797436B2 (en) Game machine
JP4188202B2 (en) Game machine
JP5018327B2 (en) Game machine
JP5266555B2 (en) Game machine
JP5676200B2 (en) Game machine
JP4874677B2 (en) Game machine
JP5352154B2 (en) Game machine
JP5231193B2 (en) Game machine
JP5892445B2 (en) Game machine
JP5420233B2 (en) Game machine
JP5548369B2 (en) Game machine
JP5200275B2 (en) Amusement stand
JP6244098B2 (en) Game machine
JP2014057648A (en) Game machine
JP5676201B2 (en) Game machine
JP2005192818A (en) Game machine
JP5195262B2 (en) Game machine
JP5753054B2 (en) Game machine
JP5188876B2 (en) Game machine
JP5707349B2 (en) Game machine
JP5594999B2 (en) Slot machine
JP2007029300A (en) Game machine

Legal Events

Date Code Title Description
A131 Notification of reasons for refusal

Free format text: JAPANESE INTERMEDIATE CODE: A131

Effective date: 20130416

A521 Written amendment

Free format text: JAPANESE INTERMEDIATE CODE: A523

Effective date: 20130614

TRDD Decision of grant or rejection written
A01 Written decision to grant a patent or to grant a registration (utility model)

Free format text: JAPANESE INTERMEDIATE CODE: A01

Effective date: 20130723

A61 First payment of annual fees (during grant procedure)

Free format text: JAPANESE INTERMEDIATE CODE: A61

Effective date: 20130802

R150 Certificate of patent or registration of utility model

Ref document number: 5337233

Country of ref document: JP

Free format text: JAPANESE INTERMEDIATE CODE: R150

Free format text: JAPANESE INTERMEDIATE CODE: R150

R250 Receipt of annual fees

Free format text: JAPANESE INTERMEDIATE CODE: R250

R250 Receipt of annual fees

Free format text: JAPANESE INTERMEDIATE CODE: R250

R250 Receipt of annual fees

Free format text: JAPANESE INTERMEDIATE CODE: R250

R250 Receipt of annual fees

Free format text: JAPANESE INTERMEDIATE CODE: R250