JP5399086B2 - Game machine - Google Patents

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JP5399086B2
JP5399086B2 JP2009018796A JP2009018796A JP5399086B2 JP 5399086 B2 JP5399086 B2 JP 5399086B2 JP 2009018796 A JP2009018796 A JP 2009018796A JP 2009018796 A JP2009018796 A JP 2009018796A JP 5399086 B2 JP5399086 B2 JP 5399086B2
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effect
game
jackpot
special game
probability
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JP2010172510A (en
JP2010172510A5 (en
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啓 西尾
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京楽産業.株式会社
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  This invention, when winning a jackpot, either an effect that informs whether or not it is a jackpot to shift to a high probability gaming state, or an effect that does not notify whether or not it is a jackpot to shift to a high probability gaming state It relates to a gaming machine that performs such a production.

  Conventionally, when a game ball launched into the game area of the game board wins a specific start opening, a random number is acquired at the start winning timing under the control of the main control board, and the random number coincides with a predetermined jackpot random number It is determined whether or not, and if it matches the jackpot random number, a pachinko gaming machine is used widely that shifts to a jackpot state and plays a jackpot game.

  In such a pachinko gaming machine, the jackpot (ordinary jackpot) that shifts to the time-reduced gaming state (short-time gaming state) until the preset number of games (the number of fluctuations of the special symbol) is completed after the jackpot ends In addition, there has been known one that is provided with a jackpot (probability jackpot) that shifts to a probabilistic gaming state or a latent probability varying gaming state in which the gaming state is high probability until the next jackpot occurs. Note that the probability variation gaming state is a gaming state for notifying the player that the player is in a high probability gaming state, and the latent probability varying gaming state is a game in which the player is not notified that the player is in a high probability gaming state. State.

  In addition, the pachinko gaming machine is provided with an effect control board that performs an effect upon receiving the jackpot determination result by the main control board. The production control board controls the image display unit provided in the center of the game board, and displays, for example, 3 rows of production symbols (for example, numbers 1 to 12 and reels) from the top in accordance with the special symbol variation display. Move display to move down. Then, in the case of a big hit, the image display unit is controlled so that the same or related effect symbols are arranged on a certain line (effective line).

  The production control board performs mode production in the time-saving mode in the time-short gaming state, performs mode production in the probability-changing mode in the probability-changing gaming state, and performs mode production in the latent-mode in the latent probability-changing gaming state. The short-time mode is a mode for notifying the player that the short-time gaming state is in effect, and the probability change mode is a mode for notifying that the player is in a high-probability gaming state.

  The latent mode is a mode in which the player's interest in gaming in the high probability gaming state is improved by making the player not know whether it is in the high probability gaming state or the low probability gaming state ( For example, see Patent Document 1 below).

JP 2004-65388 A

  However, in the above-described prior art, when winning a jackpot, an effect to be performed after the jackpot winning is determined based on a predetermined probability or period. For example, if it is a probable big hit, it is either an effect mode that indicates a high probability gaming state or an effect mode that does not indicate a high probability gaming state, and if it is a normal jackpot, an effect mode or a low probability gaming state that indicates a low probability gaming state It is determined based on a predetermined probability or period from any one of the production modes that do not indicate. For this reason, there is a problem in that the production mode that was performed before winning the jackpot and the production mode that is performed after the jackpot have no series and are not interesting.

  In order to eliminate the above-described problems caused by the prior art, the present invention provides a game machine that can improve interest by providing a series of effects that are performed before winning the jackpot and those that are performed after the jackpot winning. The purpose is to provide.

In order to solve the above-described problems and achieve the object, the present invention employs the following configuration. The gaming machine according to the present invention has a determination means for determining whether or not to play a special game for the player when the start condition is satisfied, and a stop display with a symbol indicating the determination result by the determination means after the symbol is variably displayed. The symbol display control means for causing the special game execution means to perform the special game after the symbol indicating that the special game is determined to be performed by the symbol display control means is stopped and displayed by the special game execution means. After the special game is played, either the low-probability gaming state in which the determination means determines that the special game is to be played is a predetermined probability or the high-probability gaming state in which the probability is higher than the predetermined probability. A game state control means for controlling the game and an effect execution means for performing a predetermined effect, wherein the effect execution means If the game is controlled in the high-probability gaming state after the special game is finished, the first special game effect or the high game suggesting that the game is controlled in the high-probability gaming state. A first special game effect execution means capable of performing a second special game effect that does not imply that the game is controlled in the stochastic game state; and when the special game is being performed, When the game is controlled in the low-probability gaming state, the second special game effect executing means capable of performing the second special game effect and the first special game effect executing means include the first special game effect and When the first special game effect is performed by the special game effect selection means for selecting which of the second special game effects to perform and the first special game effect execution means, the first When the game is controlled in the high-probability gaming state after the end of the special game effect, the second special game is performed by the first mode effect execution means for performing the first game mode effect and the first special game effect execution means. When the performance is performed, when the game is controlled in the high-probability gaming state after the end of the second special game performance, the second mode performance execution means for performing the second game mode performance, and the second special game When the second special game effect is performed by the effect execution means, the third mode in which the second game mode effect is performed when the game is controlled in the low probability game state after the second special game effect is finished. When the first game mode effect is performed by the effect executing means and the first mode effect executing means, the symbols change by the symbol display control means. Counting means for counting the number of times displayed, and the special game effect selecting means is configured to execute the special game execution means when the first game mode effect is performed by the first mode effect execution means. When the special game is performed, if the game is controlled in the high probability game state after the special game is finished, the first special game effect is performed with a probability corresponding to the number of times counted by the counting means. When the first special game effect is not selected, the second special game effect is selected.

  According to the gaming machine according to the present invention, by determining whether or not to perform the effect of notifying the probability state based on the game history, it is possible to improve the interest by providing a series of effects before and after the big win. There is an effect that it can be achieved.

It is a front view which shows an example of the pachinko game machine of this invention. It is a block diagram which shows the internal structure of the control part of a pachinko game machine. It is a block diagram showing a functional configuration of an effect control unit. It is a flowchart which shows the processing content of the timer interruption process which a main control part performs. It is the flowchart which showed the start port SW process which a main control part performs. It is a flowchart which shows the processing content of a special symbol fluctuation | variation process. It is a flowchart which shows the processing content of the process during a stop. It is a flowchart (the 1) which shows the processing content of a big prize opening process. It is a flowchart (the 2) which shows the processing content of a big prize mouth process. It is the flowchart which showed the processing content of game state setting processing. It is a flowchart which shows the processing content of the main process which an effect control part performs. It is a flowchart which shows the processing content of the command reception process which an effect control part performs. It is a flowchart which shows the processing content of an effect selection process. It is a flowchart which shows the processing content of the jackpot presentation selection process. It is explanatory drawing which shows the jackpot production table T1. It is explanatory drawing which shows the jackpot production table T2. It is explanatory drawing which shows the jackpot production table T3. It is a flowchart which shows the processing content of a mode transfer process. It is explanatory drawing which shows the example of a display of the image display part for every timing in this Embodiment. It is explanatory drawing which shows the example of a display of the image display part for every timing in this Embodiment. It is explanatory drawing which shows the example of a display of the image display part for every timing in this Embodiment.

  Exemplary embodiments of a gaming machine according to the present invention will be described below in detail with reference to the accompanying drawings.

(Embodiment)
(Basic configuration of gaming machine)
First, the basic configuration of the pachinko gaming machine according to the embodiment of the present invention will be described. FIG. 1 is a front view showing an example of a pachinko gaming machine according to the present invention. As shown in FIG. 1, the pachinko gaming machine 100 according to the present embodiment includes a game board 101. A launcher (see reference numeral 292 in FIG. 2) is disposed at a lower position of the game board 101. The game ball launched by driving the launching unit rises between the rails 102 a and 102 b and reaches the upper position of the game board 101, and then falls within the game area 103. A plurality of nails (not shown) are provided in the game area 103, and a game ball is dropped in various directions, and a windmill or a prize opening that changes the fall direction of the game ball is placed in the middle of the fall. Is arranged.

  An image display unit 104 is arranged at the center of the game area 103 of the game board 101. As the image display unit 104, a liquid crystal display (LCD) or the like is used. Below the image display unit 104, a first start port 105a and a second start port 105b for starting and winning are arranged. In the vicinity of the second starting port 105b, there are usually an open state that makes it easier to win the game ball to the second starting port 105b and a closed state that makes it harder to win the game ball to the second starting port 105b than the open state. An electric accessory (hereinafter referred to as “electric tulip”) 122 is provided.

  When a game ball wins a prize at the first start opening 105a or the second start opening 105b, the pachinko gaming machine 100 performs a big hit lottery according to the winning start opening. Further, when a game ball wins the first start port 105a and the second start port 105b, the pachinko gaming machine 100 pays out a predetermined number of award balls.

  On the left side of the image display unit 104, a winning gate 106 is provided. The winning gate 106 detects the passage of the game ball. When the passing of the game ball is detected by the winning gate 106, the pachinko gaming machine 100 determines whether or not the electric tulip 122, which is normally closed (closed), is opened (opened). A normal symbol lottery is performed.

  A normal winning opening 107 is disposed on the side of the image display unit 104 or below. When a game ball wins the normal winning opening 107, the pachinko gaming machine 100 pays out the number of winning balls (for example, 10) at the time of the normal winning. At the bottom of the game area 103, there is provided a collection port 108 for collecting game balls that have not won any winning ports.

  The above-described image display unit 104 displays a variable display of a plurality of design symbols (hereinafter referred to as “production symbols”) when a game ball wins at the first start port 105a or the second start port 105b (at the time of start winning). Is started and stopped after a predetermined period. At this time, for example, if the production symbol is stopped with a specific combination (for example, “777”), a big hit state is obtained. In the big hit state, the predetermined winning opening 109 located below is repeatedly opened for a predetermined period (for example, 15 rounds), and the number of winning balls corresponding to the winning game balls is paid out. Here, the round means an operation from the opening of the big winning opening 109 to the closing, and the 15th round means performing the operation of opening and closing the big winning opening 109 15 times.

  A normal symbol display part 119 and a special symbol display part 120 are arranged in the lower right part of the game board 101. For example, a 7-segment display is used as the normal symbol display unit 119 and the special symbol display unit 120. The normal symbol display unit 119 and the special symbol display unit 120 display numbers, symbols, alphabets, and the like representing predetermined lottery results.

  The symbols such as numbers (hereinafter referred to as “ordinary symbols”) displayed on the normal symbol display unit 119 start to change when the game ball passes the winning gate 106 and stop after a predetermined period. At this time, when the predetermined normal symbol indicating the hit is stopped, the electric tulip 122 is opened (becomes open) for a certain period. The symbols (such as numbers) displayed on the special symbol display unit 120 (hereinafter referred to as “special symbols”) start to change when the game ball wins the first starting port 105a or the second starting port 105b, and a predetermined period has elapsed. Stop later. At this time, when a predetermined special symbol indicating a big hit is stopped, a big hit state is obtained.

  On the left side of the normal symbol display unit 119 and the special symbol display unit 120, a reserved ball display unit 121 for the fluctuation of the normal symbol or the special symbol is arranged. For example, an LED is used as the reserved ball display unit 121. A plurality of LEDs serving as the holding ball display unit 121 are arranged, and indicate the number of holding balls with respect to the fluctuation of the normal symbol or the special symbol by turning on / off. For example, when two upper LEDs among the LEDs constituting the holding ball display unit 121 are lit, it indicates that the number of holdings for the variation of the normal symbol is two.

  A frame member 110 is provided on the outer peripheral portion of the game area 103 of the game board 101. The frame member 110 has a shape that surrounds the periphery of the game area 103 on the four sides of the game board 101 in the vertical and horizontal directions. Further, the frame member 110 has a shape protruding from the board surface of the game board 101 toward the player side.

  In the frame member 110, effect light portions (frame lamps) 112 are provided on the two sides on the upper side and the lower side of the game area 103. Each effect light unit 112 has a plurality of lamps. Each lamp is driven by a motor (not shown) provided in the effect light unit 112 so as to change the light irradiation direction in the vertical direction.

  An operation handle 113 is disposed at a lower position of the frame member 110. The operation handle 113 is operated by the player when the game ball is fired by driving the launching unit. Similar to the frame member 110 described above, the operation handle 113 has a shape protruding from the board surface of the game board 101 to the player side.

  The operation handle 113 includes a firing instruction member 114 that drives the above-described launching unit to launch a game ball. The firing instruction member 114 is provided on the outer peripheral portion of the operation handle 113 so as to rotate clockwise as viewed from the player. The launcher causes the game ball to be launched when the firing instruction member 114 is directly operated by the player. Although not described because it is a known technique, the operation handle 113 is provided with a sensor that detects that the player directly operates the firing instruction member 114.

  In the vicinity of the image display unit 104 (for example, on the upper side or the side), there is provided an effect for rendering (hereinafter referred to as “movable accessory”). The movable accessory is driven by a solenoid or motor (not shown).

  In the frame member 110, an effect button (chance button) 117 that receives an operation by the player is provided on the lower side of the game area 103. In the frame member 110, a cross key 118 is provided next to the effect button 117. The effect button 117 and the cross key 118 constitute an operation unit. In addition, the frame member 110 incorporates a speaker (see reference numeral 277 in FIG. 2) that outputs sound.

(Internal configuration of control unit 1. Main control unit)
FIG. 2 is a block diagram showing an internal configuration of the control unit of the pachinko gaming machine 100. As shown in FIG. The control unit 200 includes a plurality of control units. In the example shown in the figure, a main control unit 201, an effect control unit 202, and a prize ball control unit 203 are included. The main control unit 201 controls basic operations related to the game of the pachinko gaming machine 100. The production control unit 202 controls the production operation during the game. The prize ball control unit 203 controls the number of prize balls to be paid out.

  The main control unit 201 includes a CPU 211 that executes basic processing as the game content progresses, and a RAM 213 that functions as a data work area when the CPU 211 performs arithmetic processing based on a program stored in the ROM 212. . For example, when a game ball wins in the first start port 105a or the second start port 105b, the CPU 211 performs a lottery lottery according to the winning start port by a program stored in the ROM 212. Various commands set in the RAM 213 when the CPU 211 executes various programs are sent to the effect control unit 202 and the prize ball control unit 203 at a predetermined timing.

  The main control unit 201 includes a start port detection unit (first start port SW) 221a that detects a winning ball won in the first start port 105a, and a start port detection that detects a winning ball won in the second start port 105b. Part (second starting port SW) 221b, a gate detection unit (gate SW) 222 that detects a game ball that has passed through the winning gate 106, and a normal winning port detection unit that detects a game ball that has won the normal winning port 107 ( Normal winning opening SW) 223, a large winning opening detecting section (large winning opening SW) 224 for detecting a winning ball won in the large winning opening 109, a normal symbol displaying section 119, and a special symbol displaying section 120 are connected. Has been. In addition, a plurality of normal winning openings SW223 may be provided for each arrangement position of the normal winning openings 107.

  These detection units can be configured using proximity switches or the like. Detection results by the first start port SW221a, the second start port SW221b, the gate SW222, the normal winning port SW223, and the special winning port SW224 are input to the main control unit 201.

  Further, the main control unit 201 drives the start opening solenoid 225 that opens and closes the electric tulip 122, drives the large winning opening solenoid 231 that opens and closes the large winning opening 109, and controls lighting of the reserved ball display section 121. Do it. The start-up solenoid 225 is driven to open the electric tulip 122 for a predetermined period when the normal symbol lottery wins a predetermined hit. Further, the special winning opening solenoid 231 is driven to open the special winning opening 109 for a certain period when the big hit state is reached. This jackpot is programmed in advance to occur with a predetermined probability based on the acquired random number (hereinafter referred to as “jackpot random number”).

  Further, the main control unit 201 changes the probability of jackpot during the game by changing the table used for jackpot random number determination. For example, in the pachinko gaming machine 100 of the present embodiment, there are two probability states, a low probability game state and a high probability game state, and the high probability game state is generally called a probability change state. Here, the low probability gaming state is a gaming state in which the jackpot random number is determined by comparing the acquired jackpot random number with a jackpot random number determination table for a predetermined low probability gaming state. The high probability gaming state is a gaming state in which the jackpot random number is determined by comparing the acquired jackpot random number with a jackpot random number determination table for a predetermined high probability gaming state. In the present embodiment, two types of jackpots are provided: a normal jackpot that shifts to a low-probability gaming state after the jackpot game is played, and a probability variable jackpot that transitions to a high-probability gaming state after the jackpot game.

  Further, when there is a winning at the first starting port 105a (or the second starting port 105b), the main control unit 201 displays information such as information indicating the result of the jackpot lottery for the winning and information such as a variation time required for symbol variation. A command is output to the effect control unit 202.

  In addition, when a normal jackpot is won, after the jackpot game, it shifts to the short-time game state. The short-time gaming state is a gaming state in which it is easy to win a game ball to the second starting port 105b. Specifically, in the short-time gaming state, the acquired jackpot random number is compared with a predetermined jackpot determination table for a predetermined low-probability gaming state or a high-probability gaming state, and the jackpot determination is performed, but the electric tulip 122 is opened. By making it easier, it is easier to win a game ball to the second start opening 105b. In addition, it shifts to a normal game state by performing 100 fluctuations in the short-time game state. Information indicating the game state being executed is output as a command to the effect control unit 202, and an effect corresponding to the game state being executed (for example, control of symbol variation or movable accessory) is performed.

(2. Production control unit)
The production control unit 202 controls production contents performed by the pachinko gaming machine 100. The effect control unit 202 is based on a command sent from the main control unit 201, and an effect control unit 202a that controls the contents of the effect, and an image / sound control unit 202b that controls the image and sound instructed by the effect control unit 202a. And a lamp control unit 202c that controls lighting of the lamps provided on the game board 101 and the frame member 110.

  The production control unit 202a includes a CPU 241 that executes production processing, a ROM 242 that stores a program for performing the production, and the like, and a RAM 243 that functions as a data work area when the CPU 241 performs arithmetic processing.

  In addition, a real time clock (RTC) 247 for measuring and outputting real time is connected to the production control unit 202a. The RTC 247 continues timing operation with a backup power source (not shown) even when the power is shut off. The RTC 247 is not limited to being arranged in the effect control unit 202, and the arrangement position is not limited to being arranged in the main control unit 201 or arranged alone.

  Various data set in the RAM 243 when the CPU 241 executes the program stored in the ROM 242 is sent to the image / sound control unit 202b and the lamp control unit 202c at a predetermined timing.

  The ROM 242 stores a production mode transition program. This effect mode transition program is a program for shifting from the effect mode being executed to another effect mode. In the present embodiment, there are two effect modes, a normal mode for performing a normal effect and a battle mode for displaying a battle effect.

  The battle mode is an effect mode that is started in the normal mode when winning a probable big hit and notifying that it is in a high probability gaming state. During the battle mode, the main character, enemy characters, enemy character power gauges, and the like are displayed on the image display unit 104. The scale of the power gauge for enemy characters increases with each change.

  Further, in the battle mode, when winning a promising jackpot and not notifying that the game state is a high probability game state, and when winning a normal jackpot, the mode shifts to the normal mode. Moreover, in the battle mode, when winning the probability variation jackpot and notifying the high probability mode, the battle mode is continued. That is, the battle mode is an effect mode for notifying that the game state is a high probability game state, and the normal mode is an effect mode that is set to make it difficult for the player to recognize whether or not the game state is a high probability game state.

  The image / sound control unit 202b includes a CPU 251 for generating and outputting images and sounds, a ROM 252 for storing various image data such as background images and design images and various sounds, and image data displayed on the image display unit 104. And a RAM 253 for storing audio to be output via the speaker 277.

  The effect button 117 is connected to the effect control unit 202a in the effect control unit 202, and the operation of the effect button 117 is input to the effect control unit 202a.

  Based on the command sent from the main control unit 201, the production control unit 202a reads the program stored in the ROM 242, determines the content of the production, and outputs an instruction to the image / sound control unit 202b and the lamp control unit 202c. To do.

  The CPU 251 of the image / sound control unit 202b executes various image processing and sound processing such as background image display processing and symbol image display / variation processing based on the instructed contents of the effect, and stores necessary image data and sound data in the ROM 252. Are read from and written to the RAM 253. The background image and the design image written in the RAM 253 are superimposed and displayed on the image display unit 104 on the display screen. That is, the design image is displayed so that it can be seen in front of the background image.

  A plurality of symbol images are registered in advance in the ROM 252 as symbol variation patterns that repeatedly vary and stop on the image display unit 104. Based on the command output from the main control unit 201, in the low probability gaming state, any one of the plurality of registered symbols is selected.

  For example, in the high probability gaming state, a symbol variation pattern different from that in the low probability gaming state is selected. Thereby, the pachinko gaming machine 100 according to the present embodiment can indicate to the player that the game state being executed is the low probability game state / high probability game state. Even if the game state being executed is a high-probability game state, the symbol variation pattern may be the same as that in the normal state when a predetermined condition is satisfied. By doing so, the player can not see whether the game state being executed is a low-probability game state or a high-probability game state from the appearance, and can always play with a sense of expectation. .

  When the background image and the design image overlap at the same position, the design image is preferentially stored in the RAM 253 by referring to the Z value of the Z buffer of each image data by a known hidden surface removal method such as the Z buffer method. Remember.

  The effect control unit 202 displays, for the image display unit 104, the contents of the effect during the game, for example, the change display of the effect symbols, the reach (a state where two of the three symbols are aligned), and various displays at the time of the big hit Generate and output information. When the game is not played for a certain period, a screen waiting for the customer is displayed and output. In addition, the effect control unit 202 outputs data for outputting sound from the speaker 277.

  The lamp control unit 202c includes a CPU 261 that executes processing for lamp lighting, a ROM 262 that stores control data such as lamp lighting, a RAM 263 as a work area for the CPU 261, an effect light unit (frame lamp) 112, and a panel. A lamp 265 and a movable accessory 267 are provided.

  The lamp control unit 202 c is based on a command such as lamp lighting that is output from the production control unit 202 a of the production control unit 202, and an effect light provided on the board lamp 265 provided on the game board 101 and the frame member 110. Data for controlling lighting of the unit 112 is output. Also, data for controlling the operation of the movable accessory 267 is output.

  For example, the effect control unit 202 realizes its function with an effect control board. As shown in FIG. 2, the production control unit 202 is provided with a production control unit 202a, an image / sound control unit 202b, and a lamp control unit 202c as different board functions, but these are provided on the same printed circuit board. It may be built in and configured. However, even when they are incorporated on the same printed circuit board, their functions are independent, and the production control unit 202a is composed of an image / sound control unit 202b, a lamp control unit, and the production control unit 202a. It is configured to send and receive commands to and from 202c.

(3. Prize ball control unit)
The prize ball control unit 203 performs prize ball control based on a program stored in the ROM 282. The prize ball control unit 203 includes a CPU 281 that executes prize ball control processing, and a RAM 283 that functions as a data work area when the CPU 281 performs arithmetic processing. For example, the prize ball control unit 203 realizes its function with a prize ball board.

  The prize ball control unit 203 controls the payout unit (payout drive motor) 291 to pay out the number of prize balls at the time of winning. The payout unit 291 includes a motor for paying out a predetermined number from the game ball storage unit. In addition, an operation of launching a game ball with respect to the launch unit 292 is detected, and the launch of the game ball is controlled.

  The prize ball control unit 203 gives a prize corresponding to the game ball won to each payout slot (the first start port 105a, the second start port 105b, the normal winning port 107, the big prize port 109) to the payout unit 291. Control to pay out the number of balls. The launcher 292 launches a game ball for a game, and includes a sensor that detects a game operation by the player, a solenoid that launches the game ball, and the like. When the prize ball control unit 203 detects a game operation by the sensor of the launch unit 292, the prize ball control unit 203 intermittently fires a game ball by driving a solenoid or the like in response to the detected game operation, thereby playing the game area 103 of the game board 101. A game ball is sent out.

  The prize ball control unit 203 is connected to various detection units for detecting the state of the game ball to be paid out, and detects the payout state for the prize ball. These detection units include a fixed position detection SW 293, a payout ball detection SW 294, a ball presence detection SW 295, a full tank detection SW 296, and the like.

  The main control unit 201, the effect control unit 202, and the prize ball control unit 203 configured as described above are provided on different printed circuit boards (main control board, effect control board, and prize ball board). For example, the prize ball control unit 203 can be provided on the same printed circuit board as the main control unit 201.

  Further, a board external information terminal board 297 is connected to the main control unit 201, and various information executed by the main control unit 201 can be output to the outside. The prize ball control unit 203 is also connected to the frame external information terminal board 298, and can output various information executed by the prize ball control unit 203 to the outside.

(Functional configuration)
Next, the functional configuration of the effect control unit 202 of the pachinko gaming machine 100 will be described with reference to FIG. FIG. 3 is a block diagram showing a functional configuration of the effect control unit 202. In FIG. 3, the effect control unit 202 includes an input unit 301, a selection rate changing unit 302, a setting unit 303, a selection unit 304 including an effect selection unit 305 and a mode selection unit 306, and an execution unit 307. ing.

  When the jackpot is won in the battle mode, the input unit 301 receives information on the number of changes from the start of the battle mode to the jackpot winning in the battle mode. The selection rate changing unit 302 changes the selection rates of the first effect and the second effect, which will be described later, based on the number of fluctuations input to the input unit 301.

  When the jackpot is won in the battle mode, the setting unit 303 notifies the first effect that the jackpot is a promising jackpot or a normal jackpot, and the jackpot is a promising jackpot or is a jackpot The second effect that does not notify is set.

  The selection unit 304 includes an effect selection unit 305 and a mode selection unit 306, and the first effect for notifying whether the jackpot is a promising jackpot or a normal jackpot, and the jackpot is promising. It is selected from any of the second effects that do not notify whether the jackpot is a big hit or a normal jackpot.

  The effect selection unit 305, based on the selection rate set by the selection rate changing unit 302, the first jackpot effect for notifying the player whether or not the jackpot effect is shifted to the high probability gaming state, and the high probability game The second jackpot effect that does not notify the player whether or not to shift to the state is selected. The first jackpot effect is content in which the player-side character wins the enemy character, and the second jackpot effect is content in which the player-side character is defeated by the enemy character.

  The mode selection unit 306 selects an effect mode after the jackpot game ends according to the jackpot effect selected by the effect selection unit 305. When the jackpot effect selected by the effect selection unit 305 is the first jackpot effect, the first effect mode for notifying the player whether or not the high probability gaming state is selected is selected by the effect selection unit 305. When the jackpot effect is the second jackpot effect, the second effect mode in which the player is not notified whether or not the high probability gaming state is selected.

  The execution unit 307 executes the effects after the jackpot winning selected by the selection unit 304. Here, “execute an effect” is to display an image or the like associated with the effect to be executed on the display screen of the image display unit 104. For example, when executing the first jackpot effect, the execution unit 307 causes the image display unit 104 to display a moving image in which the player-side character wins the enemy character.

  The input unit 301, the selection rate changing unit 302, the setting unit 303, the selection unit 304, the effect selection unit 305, the mode selection unit 306, and the execution unit 307 are realized by the CPU 241 of the effect control unit 202a. The That is, the CPU 241 implements each functional unit by executing an effect control program stored in the ROM 242.

(Processing procedure of the main control unit)
Next, the contents of the processing procedure of the main control unit 201 will be described. FIG. 4 is a flowchart showing the processing contents of the timer interrupt processing executed by the main control unit 201. The timer interruption process interrupts the main control process executed by the main control unit 201 at a predetermined interval (for example, every 4 ms) during the power supply period. First, random number update processing is performed (step S401), and switch processing is performed (step S402). Thereafter, the symbol processing is performed (step S403), and the electric accessory control processing for controlling the operation of various electric accessories (for example, the electric tulip 122 and the big prize opening 109) provided in the pachinko gaming machine 100 is performed (step S404). Then, a prize ball process is performed (step S405), and these output processes are performed (step S406).

  Further, in the switch process in step S402, a start port SW process (see FIG. 5) and the like are performed. For example, in the start port SW process, a random number is acquired and stored in response to a winning of a game ball for the first start port 105a and the second start port 105b.

  Further, in the symbol processing in step S403, special symbol variation processing (see FIG. 6) for performing special symbol variation is performed. For example, in the special symbol variation process, it is determined whether or not the jackpot random number acquired when the first start port SW221a and the second start port SW221b detect a game ball is a value corresponding to the jackpot, and the special symbol is varied. Let

  In the electric accessory control process in step S404, a special winning opening process (see FIGS. 8-1 and 8-2) for controlling the special winning opening 109 is performed. For example, in the big winning opening process, a predetermined round opening / closing control of the big winning opening 109 is performed during the big hit game.

(Start-up SW processing)
Next, the start port SW process will be described with reference to FIG. FIG. 5 is a flowchart showing the start port SW process executed by the main control unit 201. The start port SW process is a process included in the switch process of step S402 in FIG. Here, the first start port SW221a will be mainly described, and the second start port SW221b will be shown in parentheses.

  In FIG. 5, the CPU 211 determines whether or not the first start port SW221a (second start port SW221b) of the first start port 105a (second start port 105b) is ON (step S501). When it is determined that the start port SW221a (second start port SW221b) is ON (step S501: Yes), a first start port detection counter that counts the number of times the first start port SW221a (second start port SW221b) is detected. It is determined whether or not the count value U1 (U2) of the (second starting port detection counter) is U1 <4 (U2 <4) (step S502).

  When the count value U1 (U2) of the first start port detection counter (second start port detection counter) is smaller than “4” (step S502: Yes), “1” is added to the count value U1 (U2) ( Step S503).

  After step S503, a random number is acquired and stored in the RAM 213 (step S504), and the process directly returns to the main process. The random numbers are jackpot random numbers, design random numbers, and reach random numbers. The jackpot random number is used to determine either the jackpot or not, and for example, one random number is randomly acquired from 601 random numbers from “0” to “600”.

  The design random number determines the type of jackpot (presence / absence of transition to a high probability gaming state). For example, one design random number is randomly obtained from 251 random numbers from “0” to “250”. The The reach random number is used to determine whether or not to perform the effect with reach. For example, one reach random number is randomly extracted from 251 random numbers from “0” to “250”.

  If it is determined in step S502 that the count value U1 (U2) is “4” (step S502: No), the process directly returns to the main process. If the first start port SW221a (second start port SW221b) is not ON (step S501: No), the process directly returns to the main process.

(Special symbol variation processing)
FIG. 6 is a flowchart showing the contents of the special symbol variation process. This special symbol variation process is a process included in the symbol process in step S403 of FIG. If the special symbol variation process is a big hit state (step S601: Yes), the special symbol variation process is terminated without varying the special symbol. If it is not the big hit state (step S601: No), it is determined whether the symbol is changing (step S602), and if not changing (step S602: No), the game ball won in the second starting port 105b is held. It is determined whether there is at least one number U2 (step S603).

  If the number of holdings U2 is one or more (step S603: Yes), a value obtained by subtracting one holding number U2 by one is set as a new holding number U2 (step S604), and the second jackpot determination process is performed (step S605). In the second jackpot determination process, whether the jackpot is lost or not is selected based on the random number acquired at the time of winning the second starting port 105b, and if it is a jackpot, it is selected whether or not it is a probable jackpot.

  On the other hand, in step S603, if there is no hold number U2 (U2 = 0) (step S603: No), it is determined whether there is at least one hold number U1 of game balls won in the first starting port 105a (step S606). ). If there is no pending number U1 (U1 = 0) (step S606: No), the process returns to the main process without changing the symbol.

  If the number of holdings U1 is 1 or more (step S606: Yes), a value obtained by subtracting the number of holdings U1 by one is set as a new holding number U1 (step S607), and a first jackpot determination process is performed (step S608). In the first jackpot determination process, whether the jackpot is lost or not is selected based on the random number acquired at the time of winning the first starting port 105a. As shown in steps S603 to S608, the winning in the second starting port 105b is prioritized over the winning in the first starting port 105a.

  After performing the second jackpot determination process in step S605 or the first jackpot determination process in step S608, a variation pattern selection process is performed (step S609). This variation pattern selection process is a process of selecting each variation pattern of jackpot or loss according to the determination result of the jackpot determination process.

  After step S609, a change start command is set in the RAM 213 (step S610). The variation start command includes the lottery result and variation time determined in the first jackpot determination or the second jackpot determination.

  After step S610, symbol variation display is started (step S611). Then, measurement of the variation time during which the symbol is varied is started (step S612), and the process returns to the main process.

  In step S602, if the symbol is changing (step S602: Yes), it is determined whether or not the changing time has elapsed (step S613). If the fluctuation time has not elapsed (step S613: No), the process ends. If the variation time has elapsed (step S613: Yes), a symbol variation stop command is set (step S614), and the symbol variation is stopped (step S615). At this time, the symbol variation time is reset (step S616), a predetermined stop process is performed (step S617), and the process returns to the main process. The stop process will be described later with reference to FIG.

(Processing during stoppage)
FIG. 7 is a flowchart showing the processing contents of the stopping process. This stop process is the process shown in step S617 of FIG. First, in the stop process, it is determined whether or not the special symbol is a symbol indicating a jackpot (step S701). If the symbol is not a symbol indicating a jackpot (step S701: No), whether or not the short-time game flag is ON. Is determined (step S702). The fact that the short-time game flag is ON indicates that the short-time game state is set. The short-time game flag is turned ON in a game state setting process described later in FIG.

  When the time-short game flag is ON (step S702: Yes), a value obtained by subtracting “1” from the time-short residual count J is set as a new short time residual count J (step S703). The time-short remaining number J indicates the remaining number of time-short games in the time-short game state, and is a numerical value that is set to 100 when shifting to the time-short game state and “1” is subtracted for each change.

  After step S703, it is determined whether the short time remaining count J is 0 (step S704). When the time-short remaining number of times J is 0 (step S704: Yes), the time-short game flag is turned OFF (step S705), and it is determined whether or not the probability variable game flag is ON. The probability variation game flag being ON indicates that the probability variation game state is set. Note that the probability variation game flag is turned ON in a game state setting process described later with reference to FIG.

  In step S702, when the time-saving game flag is OFF (step S702: No), step S706 is performed. In Step S704, when it is determined that the number of remaining time reductions J is not 0 (Step S704: No), Step S706 is performed.

  If it is determined in step S706 that the probability variation game flag is OFF (step S706: No), the process is terminated as it is. When the probability variation game flag is ON (step S706: Yes), a value obtained by subtracting “1” from the probability variation residual count X is set as a new probability variation residual count X (step S707). The probability variation remaining number X indicates the number of remaining fluctuations in the high-probability gaming state, and is a numerical value that is set to 10000 when shifting to the high-probability gaming state and is subtracted by “1” for each change.

  After step S707, it is determined whether or not the probability variation residual count X is 0 (step S708). If the probability variation residual count X is not 0 (step S708: No), the processing is terminated as it is. When the probability variation remaining count X is 0 (step S708: Yes), the probability variation game flag is turned OFF (step S709), and the processing is terminated as it is. In the high-probability gaming state, since the jackpot winning is made by performing tens to hundreds of fluctuations stochastically, the probability variation remaining count X is very unlikely to be 0, and in fact until the jackpot is won High probability gaming state continues.

  If it is determined in step S701 that the special symbol is a symbol indicating a big hit (step S701: Yes), the big hit game flag is turned ON (step S710). The fact that the jackpot game flag is ON indicates that the jackpot game is being executed, and is turned OFF when the jackpot game ends. After step S710, the time-saving game flag and the probability variation game flag are turned OFF (step S711), an opening command is set (step S712), and the processing is ended as it is. The opening command includes information such as starting a jackpot game, and is transmitted to the effect control unit 202.

(Large winnings processing)
FIG. 8-1 is a flowchart (part 1) showing the processing contents of the special winning opening process. The big prize opening process is a process included in the electric accessory control process shown in step S404 of FIG. In the big prize opening process, first, it is determined whether or not the jackpot game flag is ON (step S801).

  In step S801, when the jackpot game flag is OFF (step S801: No), the processing is ended as it is. When the jackpot game flag is ON (step S801: Yes), it is determined whether the opening is in progress (step S802). Here, the opening refers to a predetermined period before the big prize opening in the jackpot game.

  If the opening is not in progress in step S802 (step S802: No), the process proceeds to step S821 shown in FIG. If it is during opening (step S802: Yes), it is determined whether a predetermined opening period has passed (step S803). If the opening period has not elapsed (step S803: No), the processing is terminated as it is.

  If the opening period has elapsed (step S803: Yes), a round number setting process is executed (step S804). In the round number setting process, the number of rounds corresponding to the determination result of the jackpot determination process performed in step S605 or step S608 in FIG. 6 is set. For example, 15 rounds are set when 15 rounds probability change / normal jackpot is won.

  After the round number setting process is executed in step S804, a value obtained by adding 1 to the jackpot value (number of rounds) R is set as a new R (step S805). In step S805, when a new R is obtained, the special prize opening solenoid 231 is controlled to open the special prize opening 109 (step S806).

  After the special winning opening 109 is opened in step S806, it is determined whether a predetermined period (for example, 30 seconds) has elapsed since the start of opening (step S807). This period is set for each jackpot type. For example, the 15 round probability variation / normal jackpot is set to 30 seconds. When the predetermined period has not elapsed (step S807: No), it is determined whether or not the number C of winning game balls to the big winning opening 109 is 9 (step S808). When the winning number C is 9 (step S808: Yes), the special winning opening 109 is closed (step S809). If the winning number C is not 9 (step S808: No), the process is terminated.

  On the other hand, when the open period has elapsed in step S807 (step S807: Yes), the process proceeds to step S809, and the special winning opening 109 is closed. That is, the special winning opening 109 is closed when either a predetermined opening period has elapsed or a predetermined winning number is satisfied.

  In step S809, after closing the special winning opening 109, it is determined whether the final round has been reached (step S810). For example, if the number of rounds set in the round number setting process in step S804 is 15, the final round is obtained when R = 15.

  If it is not the last round in step S810 (step S810: No), the process is terminated. When it is the final round (step S810: Yes), ending is started (step S811). Here, the ending refers to a predetermined period after the winning prize opening 109 is closed.

  After starting the ending in step S811, an ending command is set (step S812). The ending command includes information such as ending the jackpot game and is transmitted to the effect control unit 202.

  After step S812, the jackpot value R is set to 0 (step S813), and it is determined whether a predetermined ending period has elapsed (step S814). If the ending period has elapsed (step S814: Yes), a game state setting process is performed (step S815). The game state setting process will be described later with reference to FIG. After step S815, the jackpot game flag is turned OFF (step S816), and the process ends. In step S814, if the ending period has not elapsed (step S814: No), the process ends.

  FIG. 8-2 is a flowchart (part 2) showing the processing contents of the special winning a prize opening process. If the opening is not in progress in step S802 shown in FIG. 8A (step S802: No), it is determined whether the special winning opening 109 is open (step S821). If it is open (step S821: Yes), the process proceeds to step S807 shown in FIG. If it is not open (step S821: No), it is determined whether it is during a predetermined interval (step S822). Here, the interval is a predetermined period from the previous opening (for example, opening of the first round) of the special winning opening 109 to the next opening (for example, opening of the second round).

  If it is not during the interval in step S822 (step S822: No), the process proceeds to step S814 shown in FIG. On the other hand, if it is during the interval (step S822: Yes), it is determined whether a predetermined interval period has elapsed (step S823). When the interval period has elapsed in step S823 (step S823: Yes), the process proceeds to step S805 illustrated in FIG. When the interval period has not elapsed (step S823: No), the process ends.

(Game state setting process)
FIG. 9 is a flowchart showing the processing contents of the game state setting process. The game state setting process is the process shown in step S815 of FIG. In the game state setting process, first, it is determined whether or not it is a normal jackpot (step S901). If it is a normal jackpot (step S901: Yes), the time-saving game flag is turned on (step S902), the time-saving remaining number of times J is set to 100 (step S903), and the processing is ended as it is.

  In step S901, if it is not a normal big hit, that is, if the probability change big hit (step S901: No), the probability change game flag is turned on (step S904), the probability change remaining count X is set to 10000 (step S905), and the process is performed as it is. Exit.

(Main process of production control unit)
Next, the contents of the processing procedure of the effect control unit 202 will be described with reference to FIG. FIG. 10 is a flowchart showing the contents of the main process executed by the effect control unit 202. The main process is performed at predetermined intervals (for example, 4 ms) with respect to the main effect process (detailed explanation is omitted) that is continuously executed by the effect control unit 202a of the effect control unit 202 while the effect control unit 202 is activated. This is a process of executing an interrupt.

  In the main processing, first, command reception processing is performed (step S1001). The command reception process is a process of receiving each command transmitted from the main control unit 201 and setting a command including the production content corresponding to the information included in each command, and details thereof will be described later with reference to FIG. After step S1001, effect button processing is performed (step S1002). The effect button process is a process of setting an effect button command to be transmitted to the image / sound control unit 202b when an operation to the effect button 117 is received.

  After step S1002, command transmission processing is performed (step S1003), and a series of processing ends. The command transmission process is a process of transmitting a command including information on the effect content set in step S1001 to the image / sound control unit 202b and the lamp control unit 202c.

(Command reception processing)
Next, processing contents of command reception processing performed by the effect control unit 202 will be described with reference to FIG. FIG. 11 is a flowchart showing the processing content of command reception processing performed by the effect control unit 202. The command reception process is the process shown in step S1001 of FIG. In the command reception process, first, it is determined whether or not a variation start command has been received from the main control unit 201 (step S1101). If a variation start command has not been received (step S1101: No), step S1105 described later is performed. To do. The change start command is a command set by the main control unit 201 in step S610 of FIG.

  In step S1101, when a change start command is received (step S1101: Yes), it is determined whether or not the battle mode flag is ON (step S1102). The battle mode flag being ON indicates that the performance mode being executed is the battle mode. The battle mode flag is turned on in a mode transition process described later.

  In step S1102, when the battle mode flag is ON (step S1102: Yes), a value obtained by adding “1” to the number of times of change N is set as a new number of times of change N (step S1103). The number of fluctuations N indicates the number of fluctuations after the production mode has shifted to the battle mode.

  After step S1103, an effect selection process is performed (step S1104). The effect selection process is a process of selecting an effect to be displayed on the image display unit 104 during the change, and details thereof will be described later with reference to FIG. In step S1102, if the battle mode flag is OFF (step S1102: No), step S1104 is performed.

  After step S1104, it is determined whether or not a variable stop command is received from the main control unit 201 (step S1105). If a variable stop command is received (step S1105: Yes), a variable effect end command is set ( Step S1106). The change stop command is a command set by the main control unit 201 in step S614 of FIG. The variation effect end command is a command including information for ending the variation effect, and is transmitted to the image / sound control unit 202b and the lamp control unit 202c.

  In step S1105, when the change stop command is not received (step S1105: No), step S1107 described later is performed. After step S1106, it is determined whether an opening command has been received from the main control unit 201 (step S1107). The opening command is a command set by the main control unit 201 in step S712 of FIG. When an opening command is received (step S1107: Yes), a jackpot effect selection process is performed (step S1108). The jackpot effect selection process is a process of selecting a jackpot effect, the details of which will be described later with reference to FIG.

  After step S1108, it is determined whether an ending command has been received from the main control unit 201 (step S1109). The ending command is a command set in step S812 in FIG. If the ending command has not been received (step S1109: No), the processing is terminated as it is. If the opening command has not been received in step S1107 (step S1107: No), step S1109 is performed.

  If it is determined in step S1109 that an ending command has been received (step S1109: Yes), mode transition processing is performed (step S1110). The mode transition process is a process for determining the rendering mode based on the determination as to whether or not to transition the rendering mode, and details thereof will be described later with reference to FIG. After step S1110, the ending command is analyzed (step S1111), the ending effect command is set (step S1112), and the process is terminated as it is. The ending effect command is a command including information on an effect performed at the time of ending, and is transmitted to the image / sound control unit 202b and the lamp control unit 202c.

(Direction selection process)
Next, the contents of the effect selection process will be described with reference to FIG. FIG. 12 is a flowchart showing the contents of the effect selection process. The effect selection process is the process shown in step S1104 of FIG. In the effect selection process, first, the variation start command is analyzed (step S1201), and the normal effect pattern selection process is performed (step S1202). Specifically, the changing production pattern is selected based on the lottery result and the fluctuation time information included in the fluctuation start command transmitted from the main control unit 201.

  After step S1202, a change production start command is set (step S1203), and the process is terminated. The variation effect start command includes information on the normal effect pattern selected in step S1202, and is transmitted to the image / sound control unit 202b and the lamp control unit 202c.

(Big win production selection process)
Next, the contents of the jackpot effect selection process will be described with reference to FIG. FIG. 13 is a flowchart showing the contents of the jackpot effect selection process. The jackpot effect selection process is the process shown in step S1108 of FIG. In the jackpot effect selection process, first, the opening command is analyzed (step S1301), and it is determined whether or not the battle mode flag is ON (step S1302).

  When the battle mode flag is ON (step S1302: Yes), it is determined whether or not the probability variation big hit is determined (step S1303). If it is a probable big hit (step S1303: Yes), it is determined whether the number of fluctuations N is 30 or more (step S1304). When the number N of fluctuations is 30 or more (step S1304: Yes), the jackpot effect table T1 is selected (step S1305), and the lottery effect lottery is performed (step S1306). The jackpot effect table is a table used when a lottery for determining the jackpot effect is performed, and three patterns T1 to T3 are provided. The details are shown in FIG. In step S1303, if it is not a probable big hit, that is, if it is a normal big hit (step S1303: No), step S1305 is performed.

  In step S1304, when the number of fluctuations N is smaller than 30 (step S1304: No), the jackpot presentation table T2 is selected (step S1307), and step S1306 is performed. If the battle mode flag is OFF in step S1302 (step S1302: No), the jackpot effect table T3 is selected (step S1308), and step S1306 is performed.

  After step S1306, it is determined whether or not the lottery result in step S1306 is a battle victory effect (step S1309). When it is a battle victory effect (step S1309: Yes), a battle victory flag is turned ON (step S1310). Thereafter, a jackpot effect command is set (step S1311), and the process is terminated. The jackpot effect command includes information on the jackpot effect selected in step S1306, and is transmitted to the image / audio control unit 202b and the lamp control unit 202c. Moreover, when it is not a battle victory effect in step S1309 (step S1309: No), step S1311 is performed.

(Big hit production table)
Next, the jackpot effect table will be described with reference to FIGS. 14-1, 14-2, and 14-3. Each jackpot effect table includes information of type 1401, random number range 1402, random number 1403, and ratio 1404. The type 1401 is a type of jackpot effect, and includes a battle victory effect, a battle defeat effect, a normal jackpot effect A, and a normal jackpot effect B. The random number range 1402 is a range of jackpot effect random numbers. The random number 1403 is a random value for each jackpot effect. A ratio 1404 indicates the ratio of the random number 1403 to the random number range 1402.

  The battle victory effect is an effect in which the main character and the enemy character confront each other, and the main character finally wins. The battle defeat effect is an effect in which the main character and the enemy character confront each other and the main character is finally defeated. The battle victory effect and the battle defeat effect are both effects having a series of connections with the battle mode. Further, the normal jackpot effect A and the normal jackpot effect B are jackpot effects selected in the normal mode and the high probability mode.

  FIG. 14A is an explanatory diagram of the jackpot presentation table T1. In T1, the random number range 1402 is 0 to 250, and when the acquired random number value is any of 0 to 250, that is, the battle defeat effect is selected with a probability of 100%. The jackpot effect table T1 is selected in step S1305 in FIG. As a result, in the battle mode, if you win a promising jackpot and have made more than 30 changes since the last winning jackpot, or if you win a normal jackpot in the battle mode, the battle defeat effect is selected. Is done.

  FIG. 14-2 is an explanatory diagram of the jackpot presentation table T2. In T2, the random number range 1402 is 0 to 250, and when the acquired random number value is any of 0 to 200, the battle victory effect is selected, and when the acquired random number value is any of 201 to 250 The battle defeat effect is selected. The jackpot effect table T2 is selected in step S1307 in FIG. As a result, in the battle mode, when winning a promising jackpot and not changing more than 30 times since the last winning jackpot, the battle victory effect is selected at a high rate.

  FIG. 14C is an explanatory diagram of the jackpot presentation table T3. At T3, the random number range 1402 is 0 to 250, and when the acquired random number value is 0 to 125, that is, the normal jackpot effect A is selected with a probability of 126/251. When the acquired random number value is 126 to 250, that is, the normal jackpot effect B is selected with a probability of 125/251. This jackpot effect table T3 is selected in step S1308 of FIG. Thereby, when not in the battle mode, the normal jackpot effect A or the normal jackpot effect B is selected.

  As described above, when a normal jackpot is won during the battle mode, or when a promising jackpot is won during the battle mode and the variation number N is 30 or more, the battle defeat effect is selected. In addition, when winning the probability variation jackpot during the battle mode, if the number of changes N is less than 30, the battle victory effect is selected at a high rate. In other words, when winning the probable big hit during the battle mode, if the number of times of variation N is less than 30, an effect that makes the player expect a high-probability gaming state is likely to occur. An effect that does not let the player expect the state is performed.

(Mode transition processing)
Next, processing contents of the mode transition processing performed by the effect control unit 202 will be described with reference to FIG. FIG. 15 is a flowchart showing the contents of the mode transition process. The mode transition process is the process shown in step S1110 of FIG. In the mode transition process, first, it is determined whether or not the battle mode flag is ON (step S1501). If the battle mode flag is OFF (step S1501: No), it is determined whether or not the probability variation jackpot (step S1502), and if it is not the probability variation jackpot, that is, if it is a normal jackpot (step S1502: No), the processing is performed as it is. Exit.

  In step S1502, if it is a probable big hit (step S1502: Yes), the battle mode flag is turned on (step S1503), the number of fluctuations N is set to 0 (step S1504), and the process is terminated.

  In step S1501, when the battle mode flag is ON (step S1501: Yes), it is determined whether or not the battle victory flag is ON (step S1505). When the battle victory flag is ON (step S1505: Yes), the battle victory flag is turned OFF (step S1506), and step S1504 is performed. At this time, the battle victory effect and the battle mode have a series of connections. If the battle victory flag is OFF in step S1505 (step S1505: No), the battle mode flag is turned OFF (step S1507), and the process ends.

  As mentioned above, if the winning jackpot is won during the battle mode, if the battle victory flag is ON, that is, if the battle winning effect is selected for the jackpot effect, the variation number N is reset and the battle mode is continued. I will do it. That is, an effect of notifying the high probability gaming state is performed. In addition, when winning a promising jackpot during the battle mode, if the battle victory flag is OFF, that is, if the battle defeat effect is selected as the jackpot effect, the mode shifts from the battle mode to the normal mode. That is, an effect that does not notify the high probability gaming state is performed.

(Display example)
Next, a display example in the present embodiment will be described with reference to FIG. 16A, 16B, and 16C are explanatory diagrams illustrating display examples of the image display unit 104 at each timing according to the present embodiment. The effect display symbols (left symbol 1601, middle symbol 1602, right symbol 1603), hero character 1604, enemy character 1605, and enemy character power gauge 1606 are displayed on the image display unit 104. When the effect design is changing, it is indicated by a downward arrow. Also, the numerical value of the enemy character power gauge 1606 increases in conjunction with the number of changes N.

  First, at timing (a), the battle mode is started. At this time, the scale of the enemy character power gauge 1606 is zero. At the timing (b), the Nth change from the timing (a) stops, and the jackpot is won. At this time, the enemy character's power gauge 1606 has accumulated power corresponding to the fluctuation N times. Note that there are N-1 fluctuations from timing (a) to timing (b), and all the lottery results are out of place.

  At timing (c), the jackpot game is started and a confrontation between the main character 1604 and the enemy character 1605 is displayed. Thereafter, when the battle defeat effect is selected, the process proceeds to timing (d). At timing (d), a screen is displayed in which the jackpot game ends and the main character 1604 is defeated by the enemy character 1605. At time (e), the battle mode flag is turned OFF, and the battle mode is shifted to the normal mode.

  Moreover, when a battle victory effect is selected after timing (c), it transfers to timing (f). At timing (f), a screen in which the jackpot game is over and the main character 1604 wins the enemy character 1605 is displayed. And it transfers to a timing (a) and a battle mode is continued.

  In the present embodiment, when winning the probability variation jackpot, the selection rate of the jackpot effect was changed based on the number of changes, but when winning the normal jackpot, based on the game history such as the number of changes The selection rate of the jackpot effect may be changed. Further, the selection rate of the jackpot effect may be changed based on the game history such as the number of reach times or the number of jackpots.

  Also, in this embodiment, the production was selected based on the number of fluctuations from the start of the battle mode until winning the jackpot, but this is not limited to this, and the process from the previous jackpot to winning the jackpot An effect may be selected based on the time. For example, in this case, if 10 minutes have passed since the last jackpot, the winning game will be a battle victory effect, and after the jackpot game, the player will enter the battle mode (that is, the high probability game state will be notified). To do). On the other hand, if more than 10 minutes have passed since the previous jackpot, and a winning winning jackpot is won, a battle defeat effect is performed with the jackpot effect, and after the jackpot game, a transition is made to the normal mode (that is, the high probability gaming state is not notified). In this case, the enemy character power gauge 1606 increases by one scale every time one minute elapses from the previous jackpot.

  As described above, based on the number of fluctuations from the start of the battle mode until winning the jackpot, the effect after winning the jackpot is an effect that informs whether or not the jackpot is a promising jackpot, and whether or not it is a promising jackpot By selecting and executing any one of the effects that do not notify the player, it is possible to provide a series of effects before the jackpot winning and after the jackpot winning. Thereby, interest property can be improved.

  Further, the selection rate can be set by selecting the jackpot effect table based on the number of times of change, and the effect corresponding to the game situation can be performed by performing the effect using the selection rate.

  Further, by selecting a jackpot effect and an effect to be performed after the jackpot game based on the number of fluctuations, it is possible to provide a series of effects to the effect to be performed before the jackpot winning, the jackpot effect, and the effect to be performed after the jackpot game. Thereby, it is possible to prevent the player from feeling uncomfortable due to the lack of a series in the jackpot effect and the effect after the jackpot game, and to improve the interest.

  In addition, if the jackpot effect is a battle victory effect, select the battle mode, if it is a battle defeat effect, by selecting the normal effect mode, it is a series of steps from before winning the jackpot winning until after the jackpot game ends The production can be performed and the interest can be improved.

  Also, in the battle mode, the player's battle mode is changed by changing the strength of the enemy character based on the number of fluctuations, and selecting an effect after winning the jackpot based on the strength of the enemy character when winning the jackpot. You can improve your interest in.

  In addition, the battle mode is maintained when the battle victory effect is selected as the jackpot effect, and the normal mode is entered when the battle defeat effect is selected, so that the player character feels as if the enemy character is weak. Or giving a sense of incongruity.

  Also, if the jackpot in the battle mode is a promising jackpot and the number of changes is 30 times or more, the battle mode is continued, and in the battle mode that informs the high-probability gaming state, a series of performances before and after the jackpot Can be given.

  As described above, according to the gaming machine according to the present invention, it is determined based on the game history whether or not to perform the effect of notifying the probability state, and the effect performed before and after the jackpot winning. It is possible to improve the interest by providing a series.

100 gaming machine 104 image display unit 202 production control unit (production control board)
241 CPU (setting means, selection means, execution means, selection rate changing means, mode selection means, effect selection means)
242 ROM
243 RAM
301 Input unit 302 Selection rate changing unit (selection rate changing means)
303 Setting section (setting means)
304 Selection unit (selection means)
305 Production Selection Unit (Production Selection Unit)
306 Mode selection unit (mode selection means)
307 execution unit (execution means)

Claims (1)

  1. A determination means for determining whether or not to play a special game for the player by the establishment of the start condition;
    A symbol display control means for stopping and displaying the symbol indicating the determination result by the determining means after the symbol is variably displayed;
    A special game execution means for performing the special game after the symbol indicating that the special game is determined to be performed by the symbol display control means is stopped and displayed;
    After the special game is executed by the special game execution means, the probability that the determination means determines that the special game is to be executed is a low probability game state in which the probability is a predetermined probability or higher than the predetermined probability. Gaming state control means for controlling the game in any of the high probability gaming states;
    Production execution means for performing a predetermined production;
    With
    The production execution means
    When the special game is being played, if the game is controlled in the high probability game state after the special game is finished , a first special game effect suggesting that the game is controlled in the high probability game state Or a first special game effect execution means capable of performing a second special game effect that does not suggest that the game is controlled in the high probability game state;
    Second special game effect execution means capable of performing the second special game effect when the special game is being performed and the game is controlled in the low probability game state after the special game is ended; ,
    Special game effect selection means for selecting which of the first special game effect and the second special game effect the first special game effect execution means performs;
    When the first Ri by the special game effects executing means the first special game effects is Ru performed, at the time when the game is controlled by the high probability game state after the first special game effects ends, the first game a first mode demonstration execution means that you such to put the mode production,
    When the second special game effect is performed by the first special game effect execution means, when the game is controlled in the high probability game state after the second special game effect ends, the second game mode effect is performed. Second mode production execution means for performing,
    When the second special game effect is performed by the second special game effect execution means, when the game is controlled in the low-probability game state after the second special game effect ends, the second game mode effect Third mode production execution means for performing,
    When the first game mode Starring unloading is performed by the first mode demonstration execution means, counting means for counting the number of times the pattern is variably displayed by the symbol display control means,
    Have
    The special game effect selection means is :
    When the first game mode effect is performed by the first mode effect execution means and the special game is performed by the special game execution means , the game is played in the high probability game state after the special game is finished. When controlled , the first special game effect is selected with a probability corresponding to the number of times counted by the counting means, and the second special game effect is selected when the first special game effect is not selected. A gaming machine characterized by selection.
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JP5598852B2 (en) * 2010-11-16 2014-10-01 サミー株式会社 Bullet ball machine
JP5919694B2 (en) * 2011-09-12 2016-05-18 株式会社三洋物産 Game machine
JP5879843B2 (en) * 2011-09-12 2016-03-08 株式会社三洋物産 Game machine
JP2014012078A (en) * 2012-07-04 2014-01-23 Sankyo Co Ltd Game machine
JP6219634B2 (en) * 2013-08-05 2017-10-25 株式会社ニューギン Game machine
JP6098556B2 (en) * 2014-03-19 2017-03-22 タイヨーエレック株式会社 Game machine
JP6142456B2 (en) * 2014-04-28 2017-06-07 株式会社三共 Game machine
JP5891479B2 (en) * 2014-07-10 2016-03-23 株式会社サンセイアールアンドディ Game machine
JP6222269B2 (en) * 2016-04-12 2017-11-01 株式会社三洋物産 Game machine
JP2017080385A (en) * 2016-08-03 2017-05-18 京楽産業.株式会社 Game machine
JP2017080386A (en) * 2016-08-03 2017-05-18 京楽産業.株式会社 Game machine

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JP4096602B2 (en) * 2002-04-17 2008-06-04 株式会社三洋物産 Game machine
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