JP5639553B2 - Game machine - Google Patents

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JP5639553B2
JP5639553B2 JP2011199368A JP2011199368A JP5639553B2 JP 5639553 B2 JP5639553 B2 JP 5639553B2 JP 2011199368 A JP2011199368 A JP 2011199368A JP 2011199368 A JP2011199368 A JP 2011199368A JP 5639553 B2 JP5639553 B2 JP 5639553B2
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effect
game
mode
winning
symbol
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JP2013059454A (en
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山田 佳治
佳治 山田
悟 齋藤
悟 齋藤
良太 加藤
良太 加藤
英樹 田房
英樹 田房
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株式会社ニューギン
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Description

  The present invention relates to a gaming machine provided with a latent mode for concealing whether the gaming state after the end of the winning game is a probability variation state or a non-probability variation state.

  In a pachinko machine that is a typical gaming machine, a big hit determination is made as to whether or not a big hit is made when a pachinko ball enters the start winning opening provided on the game board. In the symbol display device (symbol display means), a symbol variation effect for deriving symbol combinations by varying a plurality of types of symbols is performed. Then, the player can recognize the big hit or miss from the combination of symbols derived by the symbol variation effect and finally stopped and displayed. And when a big hit is won, a big hit game in which a winning ball is easily obtained is performed in the pachinko machine.

  Such pachinko machines have a hidden mode that conceals whether the gaming state after the end of the jackpot game is a probabilistic state in which the probability of winning the jackpot is high (improves) or a non-probable state in which the probability is not high. There is something. Then, in the latent mode, after executing the probability variation latent effect that suggests the internal probability state (probability variation state or non-probability variation state) that is the actual game state that is concealed, it is confirmed that the probability variation state is given In the game until the probability change notification effect is performed, the player is interested in whether or not the probability change state is given, thereby improving the interest of the game. A pachinko machine that can be obtained has also been proposed (see, for example, Patent Document 1).

JP 2004-65388 A

  Here, in the pachinko machine, the operation period of the pachinko machine is set with a long period of time until the probability variation notification effect is executed after the big hit game is finished, and the player is expected to have a certain probability state. To be able to improve. However, depending on the player accustomed to the game mode of the latent mode, the internal probability state may be definitely determined before the probability change notification effect is executed. And for a player who knows the internal probability state, he / she feels annoying the probability variation latency effect performed until the probability variation notification effect is executed, which may impair the interest in the game. That is, for a player who has been found to be in a probabilistic state, the probabilistic latent production that suggests the possibility of the probable state is felt troublesome, and for a player who has been found to be in a non-probable state, a probable state is possible. There is a risk that it will be awakened by a probabilistic latent production that suggests sex.

  That is, the present invention has been proposed to solve these problems inherently in the gaming machine according to the prior art, and it has been proposed to suitably solve these problems. An object is to provide a well-implemented gaming machine.

In order to overcome the above-mentioned problems and achieve the intended purpose, the invention according to claim 1 of the present application provides:
A first start winning means (31a) capable of winning a game ball with a certain probability, a second start winning means (31b) capable of changing the winning probability of the game ball, and a first or second start winning means (31a, 31b) The symbol display means (17) for executing a symbol change effect for changing a plurality of kinds of symbols triggered by the winning of a game ball and the game ball to the first or second start winning means (31a, 31b) And a hit determination means (60a) for determining whether or not a win is triggered by the winning of the game, and if the determination result in the appropriate determination means (60a) is affirmative, the player is notified after the symbol variation effect ends. In a gaming machine to which an advantageous hit game is given,
A variation pattern that specifies a variation time from the start to the end of the symbol variation effect is determined from among a plurality of types, triggered by winning the first or second start winning means (31a, 31b). Variation pattern determining means (60a),
Design variation effect determining means (60a, 65a) for determining one effect content for specifying the variation time of the symbol variation effect based on the variation pattern determined by the variation pattern determining means (60a);
The effect execution control means (65a) for causing the symbol display means (17) to execute the effect content determined by the symbol variation effect determining means (60a, 65a),
If the determination result is affirmative in the per determination means (60a), per game after the end hits the determination unit (60a) according to the determination result is positive and becomes probability can impart probability variation state to improve a probability variable providing means (60a )When,
A winning rate improvement state giving means (60a) for giving a winning rate improvement state in which a probability that a game ball wins the second start winning means (31b) is high;
The effect contents includes a notification effect to Yu technique condition notifying whether probability variation state,
The winning percentage improvement state giving means (60a), when the probability variation state is not given by the probability variation giving means, the winning percentage improvement state until the symbol variation effect is executed a preset number of times after the winning game is finished. On the other hand, when the probability variation state is imparted by the probability variation imparting means (60a), it is set to give a winning rate improvement state until the symbol variation effect is performed more than the set number of times after the end of the winning game,
After the winning game is finished, as the effect contents executed in the symbol variation effect of the specified number of times less than the set number of times, the symbol variation effect determining means (60a, 65a) determines whether or not the game state at that time is the probability variation state. The notification effect to be notified is set to be determinable ,
A first variation table in which a variation pattern that can be determined by the variation pattern determining means (60a) is set for the symbol variation effect before the specified number of times after the winning game ends;
A second variation table in which a variation pattern for notification that can be determined by the variation pattern determining means (60a) at the time of design variation at the specified number of times is set;
A third variation table in which a variation pattern that can be determined by the variation pattern determining means (60a) is set for the symbol variation effect after the specified number of times,
The symbol variation effect determining means (60a, 65a)
As the content of the effect executed in the symbol variation effect before the prescribed number of times after the end of the hit game, the effect is performed based on the variation pattern determined by the variation pattern determination means (60a) based on the first variation table. Decide
The notification effect is determined based on the notification variation pattern determined by the variation pattern determination means (60a) based on the second variation table as the effect content of the notification effect to be executed in the specified number of symbol variation effects. ,
The effect is to determine the effect based on the variation pattern determined by the variation pattern determining means (60a) based on the third variation table as the effect content executed in the symbol variation effect after the specified number of times. To do.

According to the first aspect of the present invention, the game state can be confirmed and notified before the set number of times that the winning rate improvement state is given, so that the game state is maintained while maintaining the gameability of the latent mode. Can be realized in a well-balanced manner, and the fun of the game can be improved. Further, it is possible to suppress a change in the number of prize balls that may be obtained due to a difference in the degree of familiarity with the game. Also, by providing a dedicated change pattern for notification corresponding to the notification effect, the notification effect can be reliably performed at the specified number of times.

In the invention according to claim 2, when the game state at the time of execution of the notification effect is a probability change state, a plurality of types of effect contents that can be determined by the symbol variation effect determination means (60a, 65a) after the specified number of times are stored. The first stage table,
A second effect table that stores a plurality of types of effect contents that can be determined by the symbol variation effect determining means (60a, 65a) after the specified number of times when the gaming state at the time of execution of the notification effect is an uncertain change state; Prepared,
The gist is that more types of effect contents stored in the second effect table are set than types of effect contents stored in the first effect table .
According to the second aspect of the present invention, even if the game state is known to be an uncertain change state, it is possible to see many kinds of effects, so that it is possible to improve the interest of the game.

The invention according to claim 3 further comprises reach determination means (60a) for determining whether or not a reach effect is performed in response to a winning of a game ball to the first or second start winning means (31a, 31b),
In the symbol variation effect of the specified number of times after the winning game is over, if the determination results of the hit determination means (60a) and the reach determination means (60a) are both negative, the symbol variation effect determination means (60a, 65a) ) Is set so as to determine a notification effect for losing only for losing to notify whether or not the gaming state at that time is a probable change state.
According to the invention of claim 3, the degree of attention with respect to the specified number of performances is increased, and a game can be performed with a sense of expectation.

The gist of the invention according to claim 4 is that the prescribed number of times is set to a number equal to or less than ½ of the minimum number of winning rate improvement state grants to which the winning rate improvement state is given.
According to the fourth aspect of the present invention, it is possible to realize the game in the latent mode and the game state confirmation notification in a well-balanced manner.

In the invention according to claim 5, the winning game is given a certain winning game and a certain probability changing state that are given after the winning game with a probability changing state that improves the probability that the judgment result of the hit judging means (60 a) is positive. A game that is not played is set,
In a specific winning game executed in affirmative of the hit determination means (60a), the game is provided with mode determining means (65a) for determining an effect mode selected from a plurality of types of effect modes, and the symbol variation effect determination The production contents that the means (65a) can determine correspond to each production mode,
The specific winning game executed when the determination result of the hit determining means (60a) is affirmed in response to a winning of a game ball to the first or second starting winning means (31a, 31b) in a non-probable change state In, the mode selection effect that can select the effect mode is executed by the symbol display means (17), in the effect, the mode determination means (65a) is configured to determine the effect mode,
While being repeated by winning the specific winning game, the symbol variation effect determining means (65a) displays the effect contents corresponding to the effect mode determined by the mode determining means (65a) in the first specific winning game. Configured to determine,
As a game production mode that can be changed by the establishment of the mode transition condition, a latent mode is set in which whether the gaming state is a probability change state or a non-probability change state can not be grasped from the effect contents executed by the symbol display means,
The notification effect is executed in the symbol variation effect of the specified number of times after the end of the hit game that becomes an opportunity to shift to the latent mode,
If the specific winning game is won between the end of the hit game that triggers the transition to the latent mode and before the specified number of times, the mode selection effect is executed in the specific hit game. The gist is that the mode can be selected .

In the invention according to claim 6, the winning game is given a certain winning game and a certain probability changing state that are given after the winning game is given a probability changing state in which the probability that the judgment result of the hit judging means (60a) is positive is improved. A game that is not played is set,
In a specific winning game executed in affirmative of the hit determination means (60a), the game is provided with mode determining means (65a) for determining an effect mode selected from a plurality of types of effect modes, and the symbol variation effect determination The production contents that the means (65a) can determine correspond to each production mode,
The specific winning game executed when the determination result of the hit determining means (60a) is affirmed in response to a winning of a game ball to the first or second starting winning means (31a, 31b) in a non-probable change state In, the mode selection effect that can select the effect mode is executed by the symbol display means (17), in the effect, the mode determination means (65a) is configured to determine the effect mode,
While being repeated by winning the specific winning game, the symbol variation effect determining means (65a) displays the effect contents corresponding to the effect mode determined by the mode determining means (65a) in the first specific winning game. Configured to determine,
As a game production mode that can be changed by the establishment of the mode transition condition, a latent mode is set in which whether the gaming state is a probability change state or a non-probability change state can not be grasped from the effect contents executed by the symbol display means,
The notification effect is executed in the symbol variation effect of the specified number of times after the end of the hit game that becomes an opportunity to shift to the latent mode,
When the specific winning game is won after the predetermined number of times after the end of the hit game that triggers the transition to the latent mode until the predetermined number of times set to be equal to or less than the set number of times, The gist is that the mode selection effect can be executed in the winning game to select the effect mode .

  According to the gaming machine according to the present invention, it is possible to achieve a good balance between the playability of the latent mode and the confirmation notification of the game state, thereby improving the interest of the game.

1 is a front view showing a pachinko machine according to a preferred embodiment of the present invention. It is a front view which shows the game board which concerns on an Example, Comprising: The special figure display, the special figure holding | maintenance display part, the common figure display, and the general figure holding | maintenance display part are expanded and shown. It is explanatory drawing which shows the kind of jackpot game. It is a flowchart which shows the flow of a special figure input process. It is a flowchart which shows the flow of a special figure start process. It is a flowchart which shows the flow of the process following step B15 of FIG. It is a flowchart which shows the flow of the process following step B19 of FIG. It is a block diagram which shows the control structure of the pachinko machine based on an Example. It is explanatory drawing which shows the flow of the game during staying in the production | presentation kind mode selected by mode selection. It is a schematic diagram which shows the production aspect of a battle production, Comprising: The pattern where the character by the side of a player wins is shown. It is a schematic diagram which shows the production aspect of a battle production, Comprising: The pattern on which the player side character loses is shown. It is explanatory drawing which shows the kind of battle effect display pattern. It is a flowchart which shows the flow of an effect kind loop process. It is explanatory drawing which shows the relationship between a normal battle effect display pattern and a random number. It is a flowchart which shows the flow of special effect execution processing. It is explanatory drawing which shows performing a mode selection during a big hit game. It is explanatory drawing which shows the kind of alerting | reporting effect. It is explanatory drawing which shows the kind of production pattern. It is a flowchart which shows the flow of a latent mode process. It is a schematic diagram which shows the production | presentation aspect of a shooting effect. It is a flowchart which shows the flow of a demo transfer process. It is a flowchart which shows the flow of a shooting practice mode process. It is explanatory drawing which shows the relationship between the color of the target object which appears in the effect pattern table for shooting set corresponding to the kind of jackpot symbol, and a determination value. It is explanatory drawing which shows the mode selection screen displayed on a symbol display apparatus. It is explanatory drawing which shows the item selection screen displayed on a symbol display apparatus. It is explanatory drawing which shows the screen of the battle winning / losing table displayed on a symbol display apparatus. It is explanatory drawing which shows the screen of the winning appearance ranking displayed on a symbol display apparatus. It is explanatory drawing which shows the screen of the fortune-telling mode displayed on a symbol display apparatus. It is explanatory drawing which shows the screen of the battle win / loss table | surface of the example of a change displayed on the symbol display apparatus in battle effect. It is explanatory drawing which shows the relationship between the adjustable range in a volume control means, and the adjustable range in a volume setting means. It is explanatory drawing which shows the screen for volume adjustment displayed on a symbol display apparatus. It is a flowchart which shows the flow of a volume control process. It is explanatory drawing which shows the relationship between the volume value in the example of a change of a volume control mode, and the basic volume setting which can be set by the game store side. It is explanatory drawing which shows the volume control table corresponding to the basic volume setting which a game shop side sets.

  Next, the gaming machine according to the present invention will be described in detail below with reference to the accompanying drawings by way of preferred embodiments. As a gaming machine, a general pachinko machine will be described as an example. Further, in the following description, “front”, “rear”, “left”, and “right” are states when the pachinko machine is viewed from the front side (player side) as shown in FIG. 1 unless otherwise specified. It points at.

(About pachinko machine 10)
As shown in FIG. 1, the pachinko machine 10 according to the embodiment is formed in a rectangular frame shape that opens front and rear, and an outer frame 11 as a fixed frame that is installed in a vertically installed posture on an installation frame base (not shown) of a game shop. A middle frame 12 as a main body frame for detachably holding the game board 20 is detachably assembled to the front side of the opening of the game board, and a predetermined condition is established on the back side of the game board 20 (a start winning device described later) The symbol display device (symbol display means) that performs the symbol variation effect by variably displaying the design symbol (hereinafter referred to as a decoration diagram) triggered by the 30 winning winning holes 31a, 31b) ) 17 is detachably disposed. Further, the front side of the middle frame 12 is covered with a glass plate for transparently protecting the game board 20 or a transparent protective plate (not shown) formed of a transparent synthetic resin material so as to cover the window 13a opened forward and backward. The constructed front frame 13 as a decorative frame is assembled so as to be openable and closable, and a lower ball tray 15 for storing pachinko balls is assembled below the front frame 13 so as to be opened and closed. In the embodiment, an upper ball tray 14 for storing pachinko balls is integrally assembled at a lower position of the front frame 13, and the upper ball tray 14 is also opened and closed integrally with the opening and closing of the front frame 13. Configured to do.

  The front frame 13 is provided with a lamp device (light emitting means) 18 so as to surround the outer periphery of the window 13a, and a speaker (sound output means) capable of outputting sound and sound effects at the lower part of the middle frame 12. , Navigation means) 19 is provided. In other words, a light emitting body (not shown) such as an LED provided in the lamp device 18 is turned on / flashes, or an appropriate sound is output from the speaker 19, thereby allowing the symbol display effect on the symbol display device 17. It is configured to be able to perform a light emission effect and a sound effect according to the situation. That is, the lamp device 18 and the speaker 19 arranged in the front frame 13 also function as an effect execution means.

  An operation handle 16 for operating a ball striking device (not shown) disposed on the middle frame 12 is provided at a lower right position of the middle frame 12. The operation handle 16 includes an operation lever 16a urged in the left rotation direction. When the player turns the operation lever 16a to rotate right, the hitting ball launching device is operated, Pachinko balls stored in the ball tray 14 are fired one by one toward the game area 20 a of the game board 20. Here, the hitting force of the pachinko ball by the hitting ball launcher is changed in accordance with the amount of rotation of the operation lever 16a, and the player adjusts the amount of rotation of the operation lever 16a, so that the game The launch position of the pachinko ball to the region 20a can be arbitrarily changed. In the embodiment, as the symbol display device 17, a liquid crystal display device in which a liquid crystal panel capable of displaying various designs, characters, and the like in addition to a decorative drawing is accommodated in an accommodation case is used, but is not limited thereto. Instead, various known display devices capable of stopping and variably displaying various symbols such as a drum-type symbol display device and a dot matrix-type symbol display device can be adopted. Further, the upper ball tray 14 may be formed separately from the front frame 13 and assembled to the middle frame 12 so as to be opened and closed.

  As shown in FIG. 1, a first operation button 35 and a second operation button 36 as operation means are provided on the upper surface of the upper ball tray 14. The first operation button 35 is a button in which the upper button A, the lower button B, the left button C, and the right button D are arranged in a cross shape. It is configured to be able to move left and right or to switch modes during demonstration performance (see FIGS. 9 and 24). The second operation button 36 includes a single button, and is used for mode switching during the demonstration production.

  The first operation button 35 and the second operation button 36 are arranged on the front side of the front frame 13 where the player can reach and are operation means that can be operated by the player. The first operation button 35 depends on the state of the pachinko machine 10 to be described later (a state in which an effect type selection effect is performed, a state in which an effect is changed by an operation change effect, a state in which a shooting effect is performed, a demonstration effect mode, etc.). Are controlled by the overall control board 65 so that the functions are changed. The first operation button 35 outputs an operation signal to the overall control CPU 65a of the overall control board 65 when each button A, B, C, D is pressed, and the second operation button 36 presses the button 36. Sometimes, an operation signal is output to the overall control CPU 65a. The second operation button 36 is set so as to function also as a volume control means operated to change the volume output from the speaker 19. In addition, a lamp device provided with a light emitter such as an LED (not shown) is provided inside the first operation button 35 and the second operation button 36, and the operation buttons 35, It is comprised so that 36 operation time etc. can be notified. That is, the lamp device disposed inside the operation buttons 35 and 36 also functions as navigation means.

  On the back side of the pachinko machine 10, a payout control board (payout control means) 76 that drives and controls the ball payout device 75, a launch control board that drives and controls the hitting ball launcher, and the like are disposed. The payout control board 76 is wired to a main control board (see FIG. 8) 60 disposed on the rear side of the pachinko machine 10, and based on a control signal input from the main control board 60, The payout control board 76 controls the ball payout device 75 to pay out a required number of pachinko balls as prize balls. The pachinko machine 10 according to the present embodiment is configured such that the number of prize balls associated with a gaming state to be described later can be stored as prize ball number information in a main control RAM 60c and an overall control RAM 65c, respectively.

(About game board 20)
As shown in FIG. 2, the game board 20 is a substantially rectangular plate member formed of a veneer material or a synthetic resin material, and the symbol display device 17 is detachably assembled to the back side of the game board 20. It has been. A guide rail 21 that is curved in a substantially circular shape is disposed on the front surface of the game board 20, and is disposed on the middle frame 12 in a substantially circular game area 20 a defined by the guide rail 21. A game is played when a pachinko ball launched from a hitting ball launching device (not shown) is launched. Further, the game board 20 has an opening (not shown) penetrating in the front-rear direction at an appropriate position, and various game board installation parts (specifically, a frame shape to be described later) with respect to each installation opening. The decorative body 25, the start winning device 30, the special winning device 40, the ball passing gate 47, the normal winning device 29, etc.) are attached from the front side, and the game area 20a is punched into the gaming area 20a at the lowest position. An outlet 22 for discharging pachinko balls is established. It should be noted that the number of the mounting openings is appropriately changed as necessary depending on the number of game board installation parts attached to the game board 20 and the arrangement positions.

  Here, in the gaming board 20 of the embodiment, as shown in FIG. 2, a display window 25 a that opens back and forth is formed at a mounting opening that opens at the approximate center of the gaming area 20 a surrounded by the guide rail 21. A frame-shaped decorative body 25 also referred to as a center role is attached, and the image display surface 17a of the symbol display device 17 faces the front side of the game board 20 through the display window 25a of the frame-shaped decorative body 25. Has been. The game board 20 is provided with a large number of game nails 23 in the game area 20a, and rotates on the left side of the frame-shaped decorative body 25 in accordance with the contact of a pachinko ball flowing down the game area 20a. A so-called “windmill” rotating guide member 24 is rotatably supported, and pachinko balls flowing down the game area 20a come into contact with the game nail 23 and the rotating guide member 24 so that the flow direction is irregular. It is configured to change. In addition, a start winning having a start winning opening (start winning means) 31a, 31b in which a pachinko ball flowing down the game area 20a can win in a mounting opening opened below the frame-shaped decorative body 25 in the game board 20 is provided. A special winning device (winning means) 40 having a device 30 and a special winning opening (special winning means, winning opening) is attached. Further, the game board 20 is provided with a hit ball detection sensor (not shown) for detecting a pachinko ball hit into the game area 20a, and a ball detection signal of the hit ball detection sensor is used as a main control board. 60, the payout control board 76 and the external terminal board 77, and are output to the hall computer 78.

(About the start winning device 30)
As shown in FIG. 2, the start winning device 30 is provided with two start winning ports 31a and 31b in a vertical positional relationship. Here, the first starting winning opening (first starting winning means) 31a located on the upper side is a normally open type winning opening that always opens upward in the game area 20a. Opening and closing members 33, 33 configured to be able to open and close the second start winning port 31b are provided on both the left and right sides of the second starting winning port (second start winning means) 31b positioned on the lower side, A pair of opening and closing members 33, 33 are configured to be displaced between a closed position for closing the second start winning opening 31b and an open position for opening the second start winning opening 31b in accordance with the driving of the start winning solenoid 32 (see FIG. 8) as the driving means. . In the embodiment, a pair of opening and closing members 33 and 33 for opening and closing the second start winning opening 31b are disposed on the left and right sides sandwiching the second starting winning opening 31b, and a pair of opening and closing solenoids 32 is driven as the start winning solenoid 32 is driven. The opening / closing members 33 and 33 are swung so as to approach and separate from each other.

  That is, in the embodiment, the first start winning opening 31a is configured such that the pachinko balls flowing down the game area 20a can always win with a certain probability, and the second starting winning opening 31b drives the start winning solenoid 32. Thus, the winning probability of the pachinko ball can be varied. Here, in the state where the opening and closing members 33, 33 are displaced to the closed position, the winning of the pachinko ball to the second start winning opening 31b is blocked, and the probability that the pachinko ball wins the first starting winning opening 31a. On the other hand, the probability that the pachinko ball will win the second start winning opening 31b is set to be low, while the pachinko balls received by the opening and closing members 33 and 33 are in a state where the opening and closing members 33 and 33 are displaced to the open position. The ball is set to have a higher probability than the probability that the ball is guided to the second start winning port 31b and the pachinko ball wins the first start winning port 31a.

  The start winning device 30 is provided with start winning detection sensors 34a and 34b (see FIG. 8) as winning detection means for detecting pachinko balls that have won the first and second start winning ports 31a and 31b. Yes. The start winning detection sensors 34a and 34b are wired to a main control board 60 (see FIG. 8) disposed on the back side of the pachinko machine 10, and the start winning detection sensors 34a and 34b detect pachinko balls ( That is, a predetermined number (three in the embodiment) of winning balls is paid out in response to the pachinko ball winning in the first and second starting winning ports 31a and 31b. In addition, various information (various random number information to be described later) is acquired along with the detection of pachinko balls by the start winning detection sensors 34a and 34b (that is, the winning of the pachinko balls to the first and second start winning ports 31a and 31b), Based on the acquired information, a lottery per special figure (big hit determination), which will be described later, is performed. Based on the result of lottery per special figure, the symbol change effect is executed in the symbol display device 17 and the special figure change is executed in special figure indicators 50 and 51 described later. Then, as a result of the symbol variation effect on the symbol display device 17, the decorative symbols are displayed on the symbol display device 17 in a predetermined combination (for example, a set of three identical decorative drawings), so that the player is stopped. An advantageous winning game (a big winning game) is given, and a winning game is performed in which the special winning device 40 is released under a predetermined opening condition in accordance with the occurrence of the winning game, and an opportunity for the player to win a prize ball is provided. Configured to be given. Here, in the embodiment, the start winning detection sensors 34a and 34b are provided for each start winning opening 31a and 31b. In the following description, the sensor corresponding to the first start winning opening 31a is detected as the first start winning detection. The sensor 34a is designated, and the sensor corresponding to the second start prize opening 34b is designated as the second start prize detection sensor 34b. Further, when the main control board 60 receives a detection signal from the first start winning detection sensor 34a or the second start winning detection sensor 34b, the main control board 60 outputs a control signal to the payout control board 76 to the ball payout device 75. A predetermined number of prize balls are arranged to be paid out. Note that the number of prize balls to be paid out from the ball payout device 75 is set in advance for each start port where the pachinko ball has won.

(About the special prize device 40)
As shown in FIG. 2, the special prize-winning device 40 has an opening / closing door (opening / closing member, opening / closing means) 43 that opens and closes a special winning opening (not shown) as a special winning means that opens in the game area 20a. And is configured to be displaced between a closed position in which the open / close door 43 is closed and an open position in which the door 43 is opened in accordance with the driving of a special prize solenoid 42 (see FIG. 8) as a driving means. In the embodiment, the opening / closing door 43 is configured to open and close the special winning opening by swinging in the front-rear direction, and the state where the special winning opening is closed by the opening / closing door 43 is shown in FIG. The special prize device 40 is provided with a special prize detection sensor 44 (see FIG. 8) as special prize detection means for detecting a pachinko ball that has won the special prize opening. The special winning detection sensor 44 is wired to the main control board 60. When the special winning detection sensor 44 detects a pachinko ball, it outputs a detection signal to the main control board 60, and the main control board 60 A control signal is output to the control board 76 so that a predetermined number (15 in the embodiment) of prize balls are paid out to the ball payout device 75. Here, the special winning solenoid 42 corresponds to the type of winning when a winning game (big hit game) for releasing the special winning device 40 is given in response to the winning of the pachinko ball to the start winning device 30. The drive is controlled by the main control board 60 in accordance with a predetermined opening / closing condition.

  Note that the normal winning device 29 is provided with a normal winning detection sensor (not shown) for detecting a pachinko ball that has won a normal winning opening provided in the winning device 29. The normal winning detection sensor is wired to the main control board 60, and a predetermined number of winning balls are paid out in accordance with the input of the ball detection signal from the normal winning detection sensor to the main control board 60. ing. A predetermined number (eight in the embodiment) of award balls are paid out in response to the detection of pachinko balls by this normal winning detection sensor (that is, the winning of a pachinko ball to the normal winning opening provided in the normal winning device 29). ing.

(About special figure display 50, 51)
As shown in FIG. 2, the game board 20 is operated in the lower right position on the outer side of the game area 20a in response to a winning to the starting winning device 30 (first and second starting winning ports 31a, 31b). Two sets of special figure displays (special figure display means) 50 and 51 are provided. Here, the two sets of special figure indicators 50 and 51 are connected to the first special figure indicator 50 that starts the variable display triggered by the winning of the first start winning opening 31a and the second start winning opening 31b. It consists of a second special-figure display 51 that starts variable display upon winning, and each special-figure display 50, 51 is composed of a plurality of (eight) light-emitting display units. Then, triggered by the winning of the pachinko ball in the first start winning opening 31a, a special figure fluctuation display is performed in which the light emission display section of the first special figure display 50 is turned on and off sequentially, and finally, is displayed. A plurality of types of special symbols (hereinafter referred to as special graphics) are displayed by the lighting position (lighting pattern) where the light emitting display section is steadily lit. In addition, when a pachinko ball is won in the second start winning opening 31b, a special figure change display that changes blinking is performed in which the light emission display portion of the second special figure indicator 51 is turned on / off, and finally the light emission is performed. The special figure is displayed by the lighting position (lighting pattern) where the part is steadily lit. In addition, although each light emission display part of an Example is comprised by LED, it should just be a form which can change a lighting position suitably not only this but 7 segment display, a dot matrix, a small-sized liquid crystal display, Other display means capable of displaying special figures can be employed.

  Here, the special figure is a notification pattern indicating the result of the internal lottery such as whether or not it is a big hit, and each special figure indicator 50, 51 has a plurality of types of special figures depending on the lighting position of the light emitting display section. A figure can be displayed. Specifically, the special charts that can be displayed on each of the special chart displays 50 and 51 include 100 special charts as the jackpot display results capable of recognizing the big hits, and 1 A special figure of a kind is set, one special figure is determined according to the result of lottery per special figure, and the determined special figure is displayed as a result of the special figure variation display in each first special figure display 50. Alternatively, the fixed stop display is displayed on the second special figure display 51. Then, by displaying a special figure as a big hit display result on the first special figure display 50 or the second special figure display 51, a big hit game is subsequently given to the player. . In the following description, the special figure fluctuation display performed on the first special figure display 50 is referred to as “first special figure fluctuation display”. As a result of the first special figure fluctuation display, the first special figure display 50 The special figure displayed in a fixed stop state may be referred to as special figure 1. Similarly, the special figure fluctuation display performed by the second special figure display 51 is referred to as “second special figure fluctuation display”. As a result of the second special figure fluctuation display, the second special figure display 51 is confirmed and stopped. The special figure displayed may be referred to as special figure 2.

(About special figure hold)
Further, information (various random number information) acquired when a pachinko ball wins the first start winning opening 31a is stored in the storage means (main control RAM 60c (hold storage means)) in the first special figure start hold information. It is stored as (first start holding ball). Similarly, information (various random number information) acquired when a pachinko ball wins the second start winning opening 31b is stored in the storage means (main control RAM 60c (hold storage means)) in the second special figure start hold. It is stored as information (second start holding ball). A light-emitting display unit is composed of a plurality of LEDs (two in the embodiment) for displaying the number of stored first special figure start hold information at the lower right position outside the game area 20a in the game board 20. A second special figure hold display 52 is provided, which is provided with a light emission display part from a plurality of LEDs (two in the embodiment) that display the number of stored second special figure start hold information. A portion 53 is provided. That is, the display contents of the first and second special figure hold display units 52 and 53 notify the number of the first special figure change display and the second special figure change display that are held (the number of symbol change effects). The

  Here, the number stored in the first special figure start hold information displayed on the first special figure hold display section 52 is incremented by 1 when the pachinko ball wins the first start winning opening 31a, and the first 1 is subtracted every time special figure change display (design change effect) is performed. Similarly, the number of stored second special figure start hold information displayed on the second special figure hold display section 53 is incremented by 1 when the pachinko ball wins the second start winning prize port 31b, and the second 1 is subtracted every time special figure change display (design change effect) is performed. A predetermined upper limit number (in the embodiment, “4” is set) is set for the number of stored first and second special figure start hold information, and the first and second special figure start hold information up to the upper limit number is set. It is set to be able to add each of the stored numbers. Each of the first and second special figure hold display sections 52 and 53 is composed of a plurality of (two in the embodiment) LEDs arranged on the left and right, and each start hold storage number is from “1” to In the case of “2”, the corresponding special figure hold display sections 52 and 53 are sequentially lit from the left, and in the case where each start hold storage number is “3” to “4”, the corresponding special figure hold display sections 52 and 53 are displayed. By blinking 53 in order from the left, the player can grasp the number of stored hold information.

(About round notification)
In the pachinko machine 10 according to the embodiment, when the big hit determination is won, one big hit game is determined from a plurality of types of big hit games described later. In this jackpot game, a plurality of types having different rounds are set, and a round display portion 57 for notifying the number of rounds of the won jackpot game is located at the lower right position outside the game area 20a in the game board 20. Is provided. The round display unit 57 includes a light emitting display unit composed of a plurality of LEDs (four in the embodiment) corresponding to the number of rounds. In this embodiment, three types of “16 times”, “9 times”, and “5 times” are set as the number of rounds of the big hit game. In the round display portion 57, the left two light emitting display portions are lit. By doing so, it is notified that the number of rounds is “16 times” big hit game, and the light emission display portion on the lower right side is turned on, so that the number of rounds is “9 times” big hit game, When the light emitting display part on the upper right side is lit, it is notified that the game is a big hit game with a round number of “5”.

(About status notification)
In the pachinko machine 10 of the embodiment, as will be described later, a probable change state and a short state are provided as game states to be given after the big hit game, and the state display unit 58 for informing the state includes the game board. 20 is provided at the lower right position outside the game area 20a. The state display unit 58 is composed of a plurality of LEDs (two in the embodiment), and a light emission display unit is informed. It is set to notify that it is in a variable state by lighting up. Note that the display areas of the round display unit 57 and the state display unit 58 are set to be extremely small as compared to a display area such as a notification effect described later that is executed by the symbol display device 17, and is executed by the symbol display device 17. It is difficult for a player who is paying attention to the various performances to be easily recognized by the lighting state of the round display unit 57 and the state display unit 58.

(About the symbol display device 17)
In the symbol display device 17 according to the embodiment, as shown in FIG. 2, a plurality of symbol display rows 26a, 26b, and 26c capable of displaying the decorative illustrations in a variable manner are set. With the winning of the 2 start winning opening 31b as a trigger, the decorative drawing is started to change in each of the symbol display rows 26a, 26b, 26c. In addition, each symbol display row 26a, 26b, 26c is set with an effective stop position 27 of the decorative drawing, and combined with the effective stop position 27 of each symbol display row 26a, 26b, 26c by the symbol variation effect. A symbol combination of decorations to be confirmed and stopped on the stop symbol effective line 28 is derived. In the symbol display device 17 of the embodiment, three symbol display columns 26a, 26b, and 26c are set in a horizontal and horizontal arrangement, and the decorative drawing effective stop position is set for each symbol display column 26a, 26b, and 26c. 27 are defined one by one, and a symbol variation effect consisting of three rows of decorative drawings is performed. That is, one stop symbol effective line 28 is set in the symbol display device 17 of the embodiment. In the following description, the left symbol display column 26a, the middle symbol display column 26b, and the right symbol display column 26c may be referred to in order from the left side.

  In addition, the display area of the decorative drawing in each of the symbol display rows 26a, 26b, and 26c of the symbol display device 17 is configured to be larger than the first special symbol display 50 and the second special symbol display 51. The decorative drawing is displayed much larger than the special drawing. For this reason, the player can recognize a big hit or a loss from the symbol combination that is stopped and displayed on the stopped symbol effective line 28 of the symbol display device 17.

  The symbol display device 17 displays a variation so that the decoration moves along a predetermined variation direction (vertical direction from top to bottom in the embodiment) at the start of the symbol variation effect. The decorative drawings that are variably displayed in the predetermined stop order are stopped and displayed at the effective stop positions 27 of the symbol display rows 26a, 26b, and 26c. In the embodiment, at the start of the symbol variation effect, the decorative symbols start to change in the order of the left symbol display column 26a, the middle symbol display column 26b, and the right symbol display column 26c. The left symbol display column 26a and the right symbol display column 26c, based on the variation timing of the decorative symbols that are stopped and displayed in the order of the middle symbol display row 26b, the contents of the effect of the symbol variation effect executed by the symbol display device 17, the number of stored special drawing start hold information (described later), etc. Accordingly, it is configured so that the variation timing of the decorative drawing is changed as appropriate.

  In addition, in the symbol display device 17, before the symbol variation effect ends, the decorative symbols are temporarily stopped and displayed at the effective stop positions 27 of the symbol display columns 26a, 26b, and 26c, and each symbol display column 26a, When the decorative drawings 26b and 26c are confirmed and stopped, one symbol variation effect is finished. In other words, the symbol variation effect (first special diagram variation display and second special diagram variation display) is from the start of change to the final stop of decorations (special diagram 1 and special diagram 2) performed based on one start hold information. Is executed once. The “variable display” is a state in which the decorations displayed at the effective stop position 27 are changing in a predetermined order in each of the symbol display rows 26a, 26b, and 26c. The “decision stop” of the decorative drawing means that the decorative drawing is in the effective stop position 27 in each of the symbol display rows 26a, 26b, and 26c over a predetermined special figure fluctuation interval time (600 ms (milliseconds in the embodiment)). It is in a state of being stopped and displayed continuously. In addition, the “temporary stop” of the decorative drawing is a state in which the decorative drawing displayed so as to remain at the effective stop position 27 in each of the symbol display rows 26a, 26b, and 26c is not continuously stopped only for the special drawing change interval time. It is. That is, the temporary stop of the decorative drawing includes a state in which the decorative drawing is displayed in the fluctuation state at the effective stop position 27 and a state in which the decorative drawing is stopped and displayed in a time shorter than the special drawing fluctuation interval time.

  Here, in the first special figure display 50 and the symbol display device 17, the first special figure fluctuation display and the symbol fluctuation effect relating to the first special figure fluctuation display are started, and the special figure 1 and the decoration figure are confirmed and stopped. Is displayed. Similarly, in the second special figure display 51 and the symbol display device 17, the second special figure fluctuation display and the symbol fluctuation effect relating to the second special figure fluctuation display are started, and the special figure 2 and the decorative figure are displayed in a fixed stop display. Is done. In the first special figure display 50 and the second special figure display 51, the special figure fluctuation display is not performed at the same time, and the special figure fluctuation display is performed by one of the special figure displays 50 and 51. In this case, the information is stored on hold as first or second special figure start hold information corresponding to the main control RAM 60c.

  Here, in the symbol display device 17 according to the embodiment, 10 types of numbers “0” to “9” are set as basic ornamental drawings in the symbol display columns 26a, 26b, and 26c. Are displayed in a varying manner in order in each symbol display row 26a, 26b, 26c. In addition, as a decoration drawing, it is not restricted to this, It is set as the form which a player can distinguish and identify each decoration drawing like arbitrary numbers, a character, a design, etc. Further, the decoration diagram may be given a first identification pattern that allows the player to definitely recognize that a probable change state (described later) is given after the big hit game is finished, and a probable change state after the big hit game is finished. Is classified into a second identification symbol that can be recognized indefinitely. In this embodiment, the probable change state that can be given after the end of the big hit game will be described in detail later. Here, as a 1st identification design, even if it sets suitably from the basic decoration drawing, the special decoration drawing determined other than the basic decoration drawing can also be used. In the embodiment, odd numbers “1”, “3”, “5”, “7”, “9” are set as the first identification symbols, and “0”, “2”, “4”, “ An example in which the even symbols “6” and “8” are the second identification symbols will be described. In addition, the symbol display device 17 of the embodiment is set with a decorative chart for a probability notification that is displayed when a sudden probability change big hit game described later is generated.

  Then, the decorative drawing of each symbol display row 26a, 26b, 26c that is confirmed and stopped at the effective stop position 27 (stop symbol effective line 28) of each symbol display row 26a, 26b, 26c in the symbol display device 17 is a hit. In the case of a symbol combination, it is possible to grasp that a winning game is given. Here, in the embodiment, as a winning symbol combination, a symbol combination (for example, “222”, “777”, etc.) in which the same decorative drawing is fixed and displayed at the effective stop position 27 of each symbol display row is set. At the same time, a symbol combination (for example, “2 special symbol 2”, “7 special symbol 7”, “4 special symbol 7”, etc.) in which the special symbol is fixedly stopped and displayed at the effective stop position 27 of the middle symbol display row 26b is set. Has been. The symbol combination that can recognize the big hit becomes a hit display result, and a big hit game advantageous to the player is given after the end of the symbol variation effect. On the other hand, if even one of the symbols in all the rows displayed in a definite stop display at the effective stop position 27 of the symbol display device 17 is of a different type, the symbol combination (for example, “123”, “734”, “171”, etc.) Therefore, it can be recognized that, in principle, the game is “out of play” in which no big hit game is given. The symbol combination of the decorative drawing that can recognize the detachment becomes the detachment display result. However, it is also possible to use a specific symbol combination among the symbol combinations in which the three rows of decorative drawings are not all the same as a trigger for executing a predetermined effect (for example, a sudden probability variation big hit game). A specific symbol combination means that a player can recognize or associate some kind of law or meaning from the symbol combination. Specific examples of the specific symbol combination include symbol combinations (for example, “123” and “321”) in which three rows of decorative drawings are arranged in ascending or descending order, left symbol display column 26a, and middle symbol display column 26b. A combination of symbols that have the same decorative drawing and the value of the decorative drawing in the right symbol display column 26c is shifted by one (for example, “778”), and a combination of symbols in which the three rows of decorative drawings become a predetermined word combination (for example, “758”). (Nagoya)). In this way, the specific symbol combination is a symbol combination of a decorative pattern that can be selected not only as a disappointing display result but also as a jackpot display result.

  Further, in the symbol variation effect, the same decorative drawing is stopped and displayed in a specific symbol display column (in the embodiment, the left symbol display column 26a and the right symbol display column 26c) among the plurality of symbol display columns, and the remaining symbols are displayed. Since the symbol display row (in the embodiment, the middle symbol display row 26b) is changed to a display (reach display), the player can recognize that the reach state (reach) has occurred. Yes. A specific example of reach display is a symbol combination (“1 ↓ 1”, “4 ↓ 4”, etc.) in which the same decorative drawing is stopped and displayed in the left symbol display column 26a and the right symbol display column 26c. In addition, “↓” indicates that it is changing. In addition, the decorations of the specific symbol display columns (the left symbol display column 26a and the right symbol display column 26c) that form the reach display are in a temporarily stopped display state, and the remaining symbol display columns (middle symbol display column 26b). After the decoration drawing is stopped and displayed (temporary stop display), the decoration drawings of all the symbol display rows are fixedly stopped and displayed.

  In addition, the symbol display device 17 displays a symbol combination of decorations corresponding to the displayed special symbol as a result of the special symbol variation display on the first special symbol display 50 and the second special symbol display 51. The That is, the special figure displayed on the first special figure display 50 and the second special figure display 51 and the symbol combination of the decorative figure displayed on the symbol display device 17 correspond to each other, and the symbol variation effect is provided. When the process is completed, the special figure is confirmed and stopped on the first special figure display 50 and the second special figure display 51, and the decorative figure is confirmed and stopped on the symbol display columns 26a, 26b, and 26c of the symbol display device 17. It has become so. In addition, the symbol combination of the decoration figure with respect to a special symbol is not necessarily one-to-one, and the symbol combination by one decoration figure is selected from among the symbol combinations by a plurality of decoration figures for one special symbol. Yes.

(About movable production equipment)
As shown in FIG. 2, the pachinko machine 10 has the display window 25a left and right as shown in FIG. 2 before the image display surface 17a in the symbol display device 17 facing the display window 25a in the frame-shaped decorative body 25. A movable body having a rod-like horizontal movable body 37 extending so as to cross in the direction, and a rod-shaped vertical movable body 38 extending so as to cross the display window 25a in the vertical direction so as to intersect the horizontal movable body 37. An effect device is provided. The laterally movable body 37 is connected to a laterally operating mechanism (not shown), and the laterally movable body 37 is parallel to the vertical direction by driving the laterally operating mechanism by a lateral drive motor 37a (see FIG. 8) as an operating means. Configured to move. The vertical movable body 38 is connected to a vertical operation mechanism (not shown), and is driven by a vertical drive motor 38a (see FIG. 8) as an operation means, whereby the vertical movable body 38 is moved in the left-right direction. It is comprised so that it may translate in parallel. That is, the laterally movable body 37 and the longitudinally movable body 38 are configured to move independently from each other, and the position (aiming position) at which the laterally movable body 37 and the longitudinally movable body 38 intersect with each other is an image of the symbol display device 17. It can be moved vertically and horizontally on the front side of the display surface 17a (see FIG. 20). The horizontal movable body 37 and the vertical movable body 38 may be collectively referred to as a sighting device.

  As shown in FIG. 8, each drive motor 37a, 38 of the movable effect device is driven and controlled by an overall control CPU 65a, which will be described later, and the required operation of the sighting device according to the symbol variation effect executed by the symbol display device 17. It is comprised so that the effect effect of a game can be improved by performing. The overall control CPU 65a controls the drive motors 37a and 38a based on an operation signal from the first operation button 35 to move the laterally movable body 37 and the vertically movable body 38 in the shooting effect described later. It is configured. In the embodiment, when the upper button A of the first operation button 35 is pressed, the lateral movable body 37 moves upward, and when the lower button B is pressed, the lateral movable body 37 moves downward, and the left button By pressing C, the vertically movable body 38 moves to the left, and when the right button D is pressed, the vertically movable body 38 moves to the right.

(About the ball passage gate 47)
As shown in FIGS. 1 and 2, a ball passage gate 47 through which a pachinko ball flowing down the game area 20 a can pass is provided on the left side of the frame-shaped decorative body 25. The ball passage gate 47 is provided with a passage ball detection sensor 48 (see FIG. 8), and the passage ball detection sensor 48 detects a pachinko ball passing through the ball passage gate 47. The passing sphere detection sensor 48 is connected to the main control board 60 by wiring, and an input of a sphere detection signal from the passing sphere detection sensor 48 to the main control board 60 (that is, detection of a pachinko sphere by the passing sphere detection sensor 48). (Passing pachinko balls through the ball passage gate 47)), various types of information (random numbers for determining per common figure, which will be described later) are acquired. Is configured to be performed. The start winning solenoid 32 of the start winning device 30 is driven and controlled in accordance with the result of the lottery per game, so that the opening and closing members 33 and 33 are opened and closed.

(About the general-purpose display 55)
In addition, as shown in FIG. 2, the game board 20 includes a multi-purpose display 55 in which a light-emitting display unit is composed of a plurality of LEDs (two in the embodiment) at the outer right lower position of the game area 20a. Is arranged. In this general-purpose indicator 55, there are cases where a plurality of types of normal symbols (hereinafter referred to as “normal”) are triggered by the detection of pachinko spheres by the passing sphere detection sensor 48 (passing pachinko spheres by the ball passage gate 47). ) Is changed, and a universal map change display for deriving one common map is performed. In the embodiment, two types of common diagrams are shown in the light emission mode of two LEDs. Specifically, the general diagram is shown by a light emitting mode in which only the right LED is lit and a light emitting mode in which only the left LED is lit. In the following description, the universal map indicated by only the right LED being lit is referred to as “0”, and for convenience of explanation, the universal map indicated by only the left LED being lit is referred to as “1”. . Then, from the final display result of the general map display 55, it is possible to recognize the normal map hit or miss. Specifically, the universal map “1” is displayed on the universal map display in the case of hitting the universal map, and the universal map “0” is displayed in the case of a deviation. In other words, the universal map that can recognize this universal map is the display result of the universal map, and the universal map that can recognize the disparity is the display result of the disparate map.

(Regarding the general hold)
As shown in FIG. 2, the game board 20 includes information acquired when a pachinko ball passes through the ball passage gate 47 at the outer right lower position of the game area 20a (various random information described later). ) Is stored as start hold information in the internal storage means (main control RAM 60c), a light emitting display unit is provided by a plurality of LEDs (two in the embodiment) for displaying the number of stored start start hold information. The constructed general map hold display unit 56 is provided, and the number of fluctuations of the general map held by the display content of the general map hold display unit 56 is notified. The number of stored general map start hold information displayed in the general map hold display unit 56 is incremented by 1 when a pachinko ball passes through the ball passage gate 47, and is subtracted by 1 when the normal map change display is started. Note that a predetermined upper limit number (“4” in the embodiment) is set for the number of stored general-purpose start hold information, and the number of stored general-purpose start hold information can be added up to the upper limit number. Yes. The general map hold display unit 56 includes a plurality of (two in the embodiment) LEDs. When the number of stored general map start hold information is 1 to 2, the general map hold display unit 56 Lights in order from the left, and when the number of stored general-purpose map start hold information is 3 to 4, the general map hold display unit 56 blinks in order from the left, so that the number of hold on which the normal map display is performed can be grasped. It is like that.

(About probability change)
The pachinko machine 10 according to the embodiment has a function of giving a first privilege gaming state as a gaming state advantageous to the player after the big hit game is over. Here, as a 1st privilege game state, the winning opportunity of the pachinko ball to the said special prize opening is a state which increases compared with the state where the said 1st privilege game state is not provided. Specifically, in the first privilege gaming state, the chance of winning a pachinko ball in the special winning opening can be increased by changing the probability per special figure from a low probability to a high probability. In the following description, the first privilege gaming state is referred to as a “probable change state” for convenience.

  The probability change function of this embodiment is the end of the jackpot game on the condition that the type of the jackpot symbol (Special Figure 1 or Special Figure 2) displayed to be confirmed stopped is a predetermined probability change symbol (first identification symbol). This is a function of giving a probability change state in which the lottery probability (hit probability) is changed from a low probability (164/65536 in the embodiment) to a high probability (1518/65536 in the embodiment) later. Note that a state to which a probability variation state is not assigned is referred to as a non-probability variation state. In the embodiment, the jackpot to which the probability variation state is given after the jackpot game ends is the probability variation jackpot, and the jackpot to which the probability variation state is not imparted is the non-probability variation jackpot. Further, in the embodiment, in the case of a big hit to which a probability change state is given, the probability change state is given continuously until the next big hit is generated after the big hit game ends. In this way, when a probability variation state is given, the probability of winning a big hit fluctuates with a high probability and it is easy for a jackpot to occur. Playing games while expecting. The period during which the probability variation state is given is not limited to the above. For example, the probability variation state may be continuously applied until the predetermined condition is satisfied after the probability variation state is provided, and the transition to the non-probability variation state may be made on condition that the predetermined condition is satisfied. Here, the predetermined condition may be the number of fluctuations of the symbol fluctuation effect (special figure fluctuation display) after the probability variation state is given. In addition, whether to shift to the non-probable change state for each symbol variation effect (special symbol variation display) is determined based on a random number acquired in response to a pachinko ball winning in the starting winning opening (starting winning means) 31a, 31b ( It is also possible to make a transition to the uncertain change state on condition that the falling lottery is won.

(About variable state)
Further, the pachinko machine 10 according to the embodiment has a function of giving a second privilege gaming state (first gaming state) as a gaming state advantageous to the player after the big hit game is over. Here, as a 2nd privilege game state, the winning opportunity of the pachinko ball to the said 2nd start winning opening 31b increases compared with the state (2nd game state) where the said 2nd privilege game state is not provided. It is a state to do. Specifically, in the 2nd award gaming state, (1) shortening the fluctuation time of the normal map change display, (2) changing the probability per base map from low probability to high probability, (3) once per base map By increasing the opening time of the opening and closing members 33 and 33 that open the second start winning opening 31b, the pachinko ball winning opportunity to the second starting winning opening 31b can be increased. In the second privilege gaming state, the above (1) to (3) can be used alone or in combination. In addition, when increasing the opening time of the opening and closing members 33 and 33 for opening the second start winning opening 31b for one time per normal figure, it may be realized by simply extending the opening time of the opening and closing members 33 and 33. Alternatively, it can be realized by increasing the number of times the opening and closing members 33 and 33 are opened, or they may be combined. In the embodiment, the above-mentioned (1) to (3) are combined as the second privilege gaming state, and in the following description, the combined state of (1) to (3) is referred to as “changed state” for convenience. ".

  In the variable speed function of the embodiment, the fluctuation time of the normal map change display performed on the general map display 55 after the big hit game ends is shortened, and the probability per base map is low (in the embodiment, 1125/65536). This is a function of changing from high to high probability (in the embodiment, 65535/65536). In the embodiment, the fluctuation time of the normal map change display is set to 5000 ms from the start of the normal map change in a state where the change state is not given, and the start of the normal figure change is given in a state where the change state is given. To 1000 ms. It should be noted that the period from the time when the normal map is confirmed and displayed until the next normal map change (the normal map change interval) is set to 600 ms.

  In the state where the variable state is applied, the open / close members 33 and 33 are opened and closed with an operation pattern different from the state where the variable state is not applied. Specifically, in a state where the variable state is not given, a predetermined time after the opening and closing members 33 and 33 of the start winning device 30 are opened when winning in the normal map display (in the case of a normal map) is won. An opening operation for maintaining the opening state is performed once until (300 ms in the embodiment) elapses. On the other hand, in the state in which the variable state is assigned, when the normal figure change display is won (in the case of the normal figure), the opening / closing members 33 and 33 of the start winning device 30 are opened for a predetermined time (implemented). The opening operation for maintaining the opening state until 800 ms in the example is repeated three times at a predetermined time interval (980 ms in the embodiment). That is, in the state where the variable speed state is given, the total opening time of the opening and closing members 33, 33 of the start winning device 30 (second start prize port 31b) is compared with the state where the variable state is not given. It is long and is set to operate advantageously for the player. In addition, the upper limit number of winnings (10 in the embodiment) that allows the winning to the second start winning port 31b per one time is set, and the winning after the opening and closing members 33, 33 are opened is set. When the number reaches the upper limit number of winnings, the opening / closing members 33 are closed even before the opening time and the number of opening times are satisfied. Here, the embodiment is configured such that the period during which the variable state is given (hereinafter referred to as the number of variable times) is changed according to the type of the jackpot symbol (Special Figure 1 or Special Figure 2) that is won in the big hit. ing. Specifically, if the type of jackpot symbol (Special Figure 1 or Special Figure 2) is a predetermined probability variation symbol, it is set so that the variable state is given until the next jackpot occurs. If the type of jackpot symbol (Special Fig. 1 or Special Fig. 2) is a predetermined non-probable variable symbol, the symbol variation effect (the first special symbol variation display and the It is set so that a variable state is given until the total number of 2 special figure fluctuation displays) is executed. In the present embodiment, the shortened state becomes a winning rate improvement state.

(About jackpot games)
Next, the jackpot game given by the pachinko machine 10 of the embodiment will be described. As shown in FIG. 3, the big hit game is set to start after the big hit symbol is stopped and displayed on the special figure indicators 50 and 51 as a result of the special figure fluctuation display, and an opening indicating the start of the big hit game is shown. With the production OP, the round game repeated by the specified number of rounds (5 rounds, 9 rounds or 16 rounds in the embodiment) performed after the opening production is finished, and the ending production ED indicating the end of the jackpot game. It is configured. In the round game, the opening / closing door 43 of the special prize-winning device 40 opens and closes in an opening operation according to the type of jackpot that has occurred, and a predetermined number (for example, nine) of pachinko balls in the special prize opening in one round game. One round game is completed when a predetermined time (round game time) elapses from the start of each round game. It should be noted that an interval in which the open / close door 43 is held in a closed state for a predetermined time (hereinafter referred to as “inter-round interval”) is set between round games in the big hit game. That is, in the jackpot game, the opening / closing door 43 performs an opening / closing operation that is equal to or more than the prescribed round number of each jackpot game.

  Here, the opening / closing mode (opening / closing pattern) of the opening / closing door 43 of the special winning device 40 in each round game of the jackpot game includes one opening operation (opening) under the condition that the pachinko balls are continuously fired at predetermined intervals. For a long period of time during which the specified number of pachinko balls determined for the round game are opened for a time that can be won, and the opening time of the open / close door 43 rather than the long-time opening operation. Is configured by appropriately combining a short-time opening operation set to be short.

(About types of jackpot games)
In the pachinko machine 10 of the embodiment, as shown in FIG. 3, when a jackpot determination is won, one jackpot game is selected from a plurality of types (11 kinds in the embodiment) of jackpot games having different values to be given to the player. The determined jackpot game is awarded. Here, among the 11 types of jackpot games, which jackpot game is awarded is determined based on the type of jackpot symbol (Special Figure 1 and Special Figure 2) determined when winning the jackpot determination. It has become so. In the embodiment, the special figure 1 as 100 kinds of jackpot symbols that can be displayed on the first special figure display 50 is classified into six groups of a symbol A, a symbol B, a symbol C, a symbol D, a symbol E, and a symbol F. In addition, six types of big hit games are given according to the special figure 1 that is confirmed and stopped on the first special figure display 50. In addition, the special figure 2 as 100 kinds of jackpot symbols that can be displayed on the second special figure display 51 in the embodiment is classified into five groups of a symbol a, a symbol b, a symbol c, a symbol d, and a symbol e. In addition, five types of big hit games are awarded according to the special figure 2 that is confirmed and stopped on the second special figure display 51.

  Here, 26 types of special figure 1 are distributed to symbol A. Similarly, one type of special figure 1 is distributed to the symbol B. The special figure 1 as one kind of big hit symbol is distributed to the symbol C. Twenty-six kinds of special drawings 1 are assigned to the pattern D. In the pattern E, 18 types of special drawings 1 are distributed. 28 types of special drawings 1 are assigned to the pattern F. In addition, 42 types of special drawings 2 are assigned to the symbol a. Similarly, 10 types of special figures 2 are distributed to the symbol b. Two types of special drawings 2 are assigned to the pattern c. 18 kinds of special drawings 2 are distributed to the pattern d. And 28 kinds of special figures 2 are distributed to the pattern e.

(About special probability variation game)
Here, the special figure 1 classified as the symbol A and the symbol B is displayed on the first special figure display 50, or the special figure 2 of the kind classified as the symbol a is displayed on the second special figure display 51. In this case, a special probability variable big hit game (special hit game, first hit game) is given as a big hit game. The special probability variable jackpot game is a round jackpot game in which the prescribed number of rounds is set to “16”, and the upper limit number of winnings for each round game is set to “9”. And in the special probability variable big hit game, regardless of the game state at the time of winning the big hit judgment, the probable change state and the variable state continue after the big hit game ends until the next big hit game is started after the big hit game is finished. To be granted. In each round game of the special probability variable big hit game, the opening / closing door 43 is set to perform a long-time opening operation for continuously opening the special winning opening from the start to the end of the round game. That is, all the round games of the probability variation big hit game are constituted by a full-open round game in which the opening / closing door 43 performs a long-time opening operation that opens from the start to the end of the round game. Therefore, in the special probability variable big hit game, the open / close door 43 is opened only once in each round game, and the open / close door 43 repeats the open / close operation of 16 times in the whole big hit game.

  In the special odd-change game, “25.0 (seconds)” is set as the round game time of one round game, and the opening / closing door 43 is set to “25.0 (seconds)” at the maximum in each round game. An opening operation is performed throughout. Note that in the special probability variable big hit game, “10.0 (seconds)” is set as the opening effect time, and “9.5 (seconds)” is set as the ending effect time. In addition, the interval between special probable big hit games is set to “2.0 (seconds)” except before the start of the final round, and “1.6 (seconds)” before the start of the final round. . That is, the value of the jackpot game given when the jackpot symbol classified into the symbol A, the symbol B, and the symbol a is determined is set equal. Then, when the jackpot symbol classified into symbol A and symbol a is determined, the game effect mode after the jackpot game is shifted to the probability variation mode described later, and the jackpot symbol classified as symbol B is determined. In such a case, the game effect mode after the big hit game is set to shift to a latent mode described later.

(About 9R Special Probable Big Hit Game)
In this embodiment, all round games have a specified number of rounds as a special probability variable big hit game (special hit game, first hit game) constituted by a full open round game that causes the open / close door 43 to perform an opening operation for a long time. A 9R special probability variation big hit game set to “9 times” is provided. This 9R special probability variable big hit game is a big hit game given when the special figure 2 classified as the symbol d is displayed on the second special figure display 51, and classified into the symbol A, the symbol B or the symbol a. When the special figure 1 or special figure 2 to be displayed is displayed on the first special figure display 50 or the second special figure display 51, the special probability variable big hit game given is different from the special round number, The settings (the maximum number of winnings for each round game, round game time, opening effect time, ending effect time, interval between rounds, etc.) are the same. In addition, when the big hit symbol classified into the symbol d is determined, it is set so that the game effect mode after the end of the big hit game shifts to a probability change mode to be described later.

(About the first special probability variation big hit game)
When the special figure 1 classified as the symbol C is displayed on the first special figure display 50, the first special probability variable big hit game (hereinafter referred to as jump up probability variable big hit game) is given as the big hit game. It has become. The jump-up probability variable big hit game (second win game) is a round big hit game in which the prescribed number of rounds is set to “16”, and the upper limit number of winnings for each round game is set to “9” . And in the jump-up probability variable big hit game, regardless of the game state at the time of winning the big hit judgment, the probabilistic state and the variable state continue after the big hit game ends until the next big hit game is generated after the big hit game is finished To be granted.

  In the jump-up probability variation big hit game, as shown in FIG. 3, the opening / closing door 43 of the special winning device 40 is opened a plurality of times (16 times in the embodiment) in the first round game, and the second round to the 16th round In the game, the opening / closing door 43 is set to perform a long-time opening operation for continuously opening the special prize opening from the start to the end of the round game. That is, in the first round game of the jump-up probability variation big hit game, the opening and closing door 43 is repeatedly performed with a plurality of times (16 times) of short opening operation (short opening operation compared to the long time opening operation). Consists of a special round game that performs a long-time opening operation to open the special prize opening until the end of the round game later, and the remaining round games after the second round game (15 rounds) are all open round games It consists of

  Here, in the first round game of the jump-up probability variation big hit game, the opening time of the opening / closing door 43 in the first opening to the 16th opening is set to “0.04 (seconds)”, respectively, and the opening and closing for the 17th opening The opening time of the door 43 is set to “24.36 (seconds)”. In addition, “2.0 (seconds)” is set as an interval time within 16 rounds between the first opening and the 17th opening. As a result, the round game time of the first round of the jump-up probability variable big hit game is “57.0 (seconds)” consisting of “{0.04 (seconds) +2.0 (seconds)} × 16 + 24.36 (seconds)”. "Is set. Then, “25.0 (seconds)” is set as the round game time of the first round game after the second round in the jump-up probability big hit game, and the opening / closing door 43 is set to “25” at the maximum in each round game. .0 (seconds) "for a long period of time. In the jump-up probability variation big hit game, “0.004 (seconds)” is set as the opening effect time, and “9.5 (seconds)” is set as the ending effect time. In addition, the interval between rounds of the jump-up probability variation big hit game is set to “2.0 (seconds)” before the start of the final round, and “1.996 (seconds)” before the start of the final round. Yes. And when the special figure 1 classified into the symbol C is determined, it sets so that it may transfer to the probability change mode mentioned later as a game production mode after a big hit game.

(About 16R sudden probability change big hit game, 5R sudden probability change big hit game)
When the special figure 1 classified as the symbol D is displayed on the first special figure display 50, 16R sudden probability change big hit game (second hit game, shortened per game) is given as the big hit game. ing. Further, when the special figure 1 classified as the symbol E is displayed on the first special figure display 50, the 5R sudden probability change big hit game (second hit game, shortened per game) is given as the big hit game. It has become. The 16R sudden probability variable big hit game is a round big hit game in which the prescribed number of rounds is set to “16”, and the upper limit number of winnings of each round game is set to “9”. And in the 16R sudden probability change big hit game, regardless of the game state at the time of winning the big hit determination, the probabilistic state and the variable state continue after the big hit game ends until the next big hit game is generated after the big hit game is finished. To be granted. In each round game of 16R sudden probability change big hit game, the opening / closing door 43 is set to perform a short-time opening operation that opens the special prize opening for a short time continuously from the start to the end of the round game. In the 16R sudden probability change big hit game, the open / close door 43 is opened only once in each round game, and the open / close door 43 repeats the open / close operation 16 times in the whole big hit game.

  On the other hand, the 5R sudden probability change big hit game is a five round big hit game in which the specified number of rounds is set to “5”, and the upper limit number of winnings in each round game is set to “9”. And in 5R sudden probability change big hit game, regardless of the game state at the time of winning of the big hit judgment, after the big hit game, until the next big hit game is generated, the probability change state and the variable state continue after the big hit game ends To be granted. Further, in the 5R sudden probability variation big hit game, as in the 16R sudden probability variation big hit game, the opening / closing door 43 is configured to perform only a short time opening operation. That is, in the 5R sudden probability change big hit game, the open / close door 43 is opened only once in each round game, and the open / close door 43 repeats the open / close operation five times in the whole big hit game.

  Here, in the 16R sudden probability change big hit game and the 5R sudden probability change big hit game, "0.04 (seconds)" is set as the round game time of one round game. In these jackpot games, “0.004 (seconds)” is set as the opening effect time, and “0.004 (seconds)” is set as the ending effect time. In addition, the interval time between rounds of these jackpot games is set to “2.0 (seconds)”. In other words, each round game time (2.04 (seconds)) in the 16R sudden probability change big hit game and the 5R sudden probability change big hit game is the upper limit of the number of winning pachinko balls to be awarded to the special prize device 40 in one round game. The time is set so as not to satisfy the number. For this reason, there is almost no winning ball in the 16R sudden probability change big hit game and 5R sudden probability change big hit game, and there is a possibility of winning the upper limit number of pachinko balls in each round game. Are games with different values for the player.

  In addition, the opening effect time in the 16R sudden probability change big hit game and the 5R sudden probability change big hit game is set to the same time as the opening effect time of the jump up probability variable big hit game described above. In addition, the round game time in the 16R sudden probability change big hit game and the 5R sudden probability change big hit game is the same as the opening time of the opening / closing door 43 of the special winning device 40 in the first round of the jump-up probability variable big hit game from the first opening to the second opening. Set to time. And in sudden probability change big hit games, the interval time between rounds ("2.0 (seconds)") from when the door 43 is closed in the first round to when the door 43 is opened in the second round is jumped up. It is the same time as the in-round interval time (“2.0 (seconds)”) in the first round of the probable big hit game. Therefore, the opening / closing operation of the opening / closing door 43 from the start of the jump-up probability variation big hit game until the opening / closing door 43 is opened and closed 16 times is the opening / closing operation of the special prize-winning device 40 in the 16th round after the 16R sudden probability variation big hit game starts. The opening / closing operation of the opening / closing door 43 until the door 43 is closed is the same as the opening / closing operation. The opening / closing operation of the opening / closing door 43 distinguishes between jump-up probability variation big hit games and 16R sudden probability variation big hit games. It has become impossible. And when special figure 1 classified into the design D and the design E is determined, it sets so that it may transfer to the probability change mode mentioned later as a game production mode after a big hit game.

(Normally non-probable big hit games)
When the special figure 1 classified as the symbol F is displayed on the first special figure display 50, a normal non-probability big hit game is given as the big hit game. The normal non-probability big hit game is a round big hit game with the specified number of rounds set to “16”, and the upper limit number of winnings for each round game is set to “9”. In the normal non-probability big hit game, regardless of the game state at the time of winning the big hit determination, a probable change state is not given after the big hit game is ended (becomes a non-probable change state), and a predetermined change from the end of the big hit game is made. The variable state is given only until the special figure variation display is performed a short number of times (80 in the embodiment). Note that the opening / closing mode of the open / close door 43 in each round game in the normal non-probability big hit game is the same as that in the special probability big hit game described above. That is, in each round game of the normal non-probability big hit game, the opening / closing door 43 is set to perform a long-time opening operation for continuously opening the special winning opening from the start to the end of the round game. That is, all the round games of the non-probability big hit game are constituted by a fully open round game in which the opening / closing door 43 performs a long-time opening operation that opens from the start to the end of the round game. Therefore, in the normal non-probable big hit game, the open / close door 43 is opened only once in each round game, and the open / close door 43 repeats the open / close operation 16 times in the whole big hit game.

  In addition, in a normal non-probable big hit game, the opening stage time is “10.0 (seconds)”, and the round game time (specified time) of one round game is “25.0 (seconds)”. As “9.5 (seconds)”. Each round game may end when a maximum number of winning pachinko balls wins. For this reason, in the normal non-probability big hit game, “25.0 (seconds)” which is the round game time of one round game is the maximum time. Note that the interval time between rounds in the normal non-probability big hit game is set to “2.0 (seconds)”. And when the special figure 1 classified into the symbol F is determined, it sets so that it may transfer to the latent mode mentioned later as a game production mode after a big hit game.

(About step-up probable big hit games)
When the special figure 2 classified as the symbol b is displayed on the second special figure display 51, a second special probability variable big hit game as a special hit game (hereinafter referred to as a step-up probability variable big hit game) as a big hit game. Is to be granted. The step-up probability variable jackpot game is a round jackpot game in which the prescribed number of rounds is set to “16”, and the winning upper limit number of each round game is set to “9”. And in step-up probable big hit games, regardless of the game state at the time of winning the big hit judgment, the probabilistic state and the short state continue after the big hit game ends until the next big hit game is generated after the big hit game is finished To be granted.

  In this step-up probable big hit game, the round games from the first round to the eighth round and the round games from the tenth round to the sixteenth round are opened for a long time that continues from the start to the end of the round game. The opening / closing door 43 is set to perform the operation. Further, the ninth round game of the step-up probability variation big hit game is set so that the opening / closing door 43 of the special winning device 40 is opened a plurality of times (in the embodiment, eight times). In other words, the step-up probability big hit game is an all-round game in which the open / close door 43 performs a long-time opening operation in which a predetermined number of round games (8 times) from the first round game are opened from the start to the end of the round game. The next round game consists of a special round game (combined round game) in which the opening / closing door 43 performs a short-time opening operation and a long-time opening operation, and the remaining rounds after the special round game The number of round games (7 rounds) consists of all-open round games. Here, in the special round game of the step-up probability variation jackpot game (the ninth round game), the short round game that becomes the ninth to sixteenth rounds in the shortened probability variation big hit game and the shortened non-probability big hit game described later. After allowing the opening / closing door 43 to perform a short-time opening operation for the same number of times (eight times) as the short-time round game, the opening / closing door 43 performs a long-time opening operation to open until the end of the special round game. Is set to be performed. And when special figure 2 classified into the design b is determined, it sets so that it may transfer to the probability change mode mentioned later as a game production mode after a big hit game.

  Here, in the step-up probability variation big hit game, “25.0 (seconds)” is set as the round game time of the first round game of the first round to the eighth round and the tenth round to the sixteenth round, In each round game, the open / close door 43 is opened for a long time of “25.0 (seconds)” at the maximum. On the other hand, in the round game of the ninth round, the opening time of the opening / closing door 43 in the first opening to the eighth opening is set to “0.04 (seconds)”, respectively, and the opening time of the ninth opening / closing door 43 is set. “24.68 (seconds)” is set. In addition, after the first opening to the eighth opening, “2.0 (seconds)” is set as the in-round interval time. As a result, the round game time of the ninth round of the step-up probability variation big hit game is “41.0 (seconds)” consisting of “{0.04 (seconds) +2.0 (seconds)} × 8 + 24.68 (seconds)”. "Is set.

  In addition, the time from the first opening to the eighth closing of the open / close door 43 (“16.32 (seconds)”) in the ninth round of the step-up probability variation big hit game is 16R shortening probability variation big hit game and 16R shortening, which will be described later. In the non-probable big hit game, the same time as the opening / closing door 43 of the special winning device 40 is closed in the 16th round after the opening / closing door 43 of the special winning device 40 is opened in the 16th round. It should be noted that in the step-up probability variation big hit game, “10.0 (seconds)” is set as the opening effect time, and “9.5 (seconds)” is set as the ending effect time. The interval time between rounds is set to “2.0 (seconds)” before the start of the final round, and “1.996 (seconds)” before the start of the final round. Therefore, the opening / closing operation of the door 43 from the start of the step-up probability variable big hit game until the door 43 is closed for the eighth time in the ninth round starts the 16R shortened probability variable big hit game and the 16R shortened non-probable big hit game. The opening / closing operation of the opening / closing door 43 until the opening / closing door 43 of the special prize-winning device 40 is closed in the 16th round from the start is performed in the same manner. In the step-up probability variation game, the game time from when the open / close door 43 of the special prize device 40 is opened in the first round to when the open / close door 43 is closed in the 16th round is “446 (seconds)”. ing.

(About 16R shortened probable big hit game, 16R shortened non-probable big hit game)
When the special figure 2 classified as the symbol c is displayed on the second special figure display 51, a shortened probability variable big hit game is given as a big hit game. When the special figure 2 classified as the symbol e is displayed on the second special figure display 51, a shortened non-probable big hit game is given as a big hit game. The 16R shortened probability variable jackpot game and the 16R shortened non-variable jackpot game are round jackpot games in which the prescribed number of rounds is set to “16”, and the winning upper limit number of each round game is set to “9”. . In the 16R shortened probability variable jackpot game, regardless of the game state at the time of winning the jackpot determination, the probability change state and the variable state continue after the jackpot game ends until the next jackpot game is generated after the jackpot game ends. To be granted. On the other hand, in the 16R shortened non-probable big hit game, regardless of the game state at the time of winning the big hit determination, the positive change state is not given after the big hit game is finished (it is assumed to be a non-probable change state) and is determined in advance from the end of the big hit game The state of change is provided only until the special figure change display is performed the number of times of change (80 in the embodiment).

  In this 16R shortened probabilistic big hit game and 16R shortened non-probable big hit game, the round games in the first to eighth rounds open and close for a long time to open the special prize opening from the start to the end of the round game. 43 is set to be performed. On the other hand, in the round games after the 9th round of 16R shortened probability change big hit game and 16R shortened non-probable big hit game, the special prize opening is opened continuously from the start to the end of the round game, but the opening and closing doors by the 8th round The opening / closing door 43 is set to perform a short-time opening operation in which the opening time of the special prize opening is shorter than the long-time opening operation to be performed by 43. That is, in the 16R shortened probability variable big hit game and the 16R shortened non-probable big hit game, the opening / closing door 43 performs a long-time opening operation in which a predetermined number of round games (eight times) from the first round game are opened from the start to the end of the round game. On the other hand, the remaining number of round games (for 8 rounds) are constituted by short-time round games in which the opening / closing door 43 performs a short-time opening operation.

  Here, in the 16R shortened probability variation big hit game and the 16R shortened non-probable big hit game, “25.0 (seconds)” is set as the round game time of one round game of the first to eighth rounds. In the round game, the open / close door 43 is opened for a long time of “25.0 (seconds)” at the maximum. On the other hand, “0.04 (seconds)” is set as the round game time of one round game from the ninth round to the sixteenth round. In these jackpot games, “10.0 (seconds)” is set as the opening effect time, and “9.5 (seconds)” is set as the ending effect time. In addition, the interval time between rounds of these jackpot games is set to “2.0 (seconds)” except before the start of the final round, and “1.996 (seconds)” before the start of the final round. Yes. Thus, in the 16R shortened probability variation big hit game and the 16R shortened non-probable big hit game, the opening / closing door 43 of the special prize winning device 40 is opened in the ninth round until the opening / closing door 43 of the special prize winning device 40 is closed in the sixteenth round. The time (“16.32 (seconds)”) is the same as the time from the first opening of the open / close door 43 to the eighth closing in the ninth round of the step-up probability variation big hit game. When the jackpot symbol classified as symbol e is determined, the game effect mode after the jackpot game is set to shift to a latent mode described later, while the jackpot symbol classified as symbol c is set. If determined, the game effect mode after the end of the big hit game may shift to the latent mode, but it is not finalized. In the 16R shortened probability variation big hit game and the 16R shortened non-probable big hit game, the game time from the opening / closing door 43 of the special prize winning device 40 opening in the first round until the opening / closing door 43 closing in the 16th round is “232. 32R ”, and the 16R shortened probability variation jackpot game and the 16R shortened non-probability variation jackpot game are jackpot games in which the game time is relatively short compared to the step-up probability variation jackpot game.

(About the game production mode)
The pachinko machine 10 according to the embodiment has a plurality of (four in the embodiment) game effect modes in which the effect contents (display contents) of the symbol variation effect executed by the symbol display device 17 are different. Here, the game effect mode is a game state suggestion image that suggests to the player whether or not the current game state is a probable change state, and suggests to the player whether or not the game state is a change state. A game effect is displayed on the display device 17. In the pachinko machine 10 according to the embodiment, the game effect mode can be changed when a predetermined mode transition condition is satisfied. Here, in the embodiment, the mode transition condition is the number of fluctuations (80 in the embodiment) of the occurrence of the big hit and the symbol fluctuation (first or second special figure fluctuation display) after the big hit game.

  The game effect mode according to the embodiment suggests that a normal mode that is a gaming state that is not given a probability variation state, a probability variation mode that is a gaming state where a probability variation state is imparted, and a probability variation state is imparted. A latent mode (that is, a state in which a probability variation state is given and a state in which a probability variation state is not granted) and a time reduction mode in which a gaming state is assigned in a non-probability variation state and a variation state is granted. Is set. The symbol display device displays game state suggestion images having different contents corresponding to the game effect mode. Specifically, the background image displayed on the back of the decorative drawing of the symbol display device 17 is set to be different for each game effect mode, and the player can recognize the current game effect mode from the type of the background image. It is like that. Further, in each game effect mode, part or all of the effect contents of the symbol variation effect performed on the symbol display device 17 is different, and it is set so that a specific effect can be executed for each game effect mode.

(Regarding the control configuration of the pachinko machine 10)
Next, the control configuration of the pachinko machine 10 will be described. The pachinko machine 10 of the embodiment includes a main control board (main control means) 60 that controls the pachinko machine 10 as a whole, and a sub control board that controls each control object based on a control signal from the main control board 60. (Sub-control means) 65, 70, 72, 73 are provided. That is, in the main control board 60, various processes are executed based on detection signals from various detection sensors (detection means) 34a, 34b, 44, 48 provided in the pachinko machine 10, and various processes corresponding to the processing results are performed. Control signals (control commands) are output to the sub-control boards 65, 70, 72, 73.

  In addition, the pachinko machine 10 of the embodiment includes, as sub-control boards, an overall control board 65 that controls overall game effects, a display control board 70 that controls display contents on the symbol display device 17, and the pachinko machine 10. Are provided with a lamp control board 72 that performs light emission control of various light emission effects means (lamp device 18 and the like) included in the sound and a sound control board 73 that performs sound output control of the speaker 19 included in the pachinko machine 10 (see FIG. 8). . That is, the overall control board 65 is configured to control the display control board 70, the lamp control board 72, and the sound control board 73 based on a control signal (control command) output from the main control board 60. Various game effects (design variation effects, light emission effects, and sound effects) executed at 10 can be comprehensively controlled. Here, the display control board 70 controls the display contents of the design variation effect such as the design and the background image displayed on the design display device 17 based on the control signal (control command) output from the overall control board 65. It is configured as follows. Further, the lamp control board 72, based on a control signal (control command) output from the overall control board 65, lighting / extinguishing timings of various light emitting effects means (lamp device 18, etc.) provided in the pachinko machine 10, and light emission It controls strength and the like. The sound control board 73 controls the timing and size of audio output from the various speakers 19 included in the pachinko machine 10 based on the control signal (control command) output from the overall control board 65.

  Further, on the back side of the pachinko machine 10, an external terminal board (external output means) 77 connected to the payout control board 76 is disposed, and the main control board 60 is interposed via the external terminal board 77. It is electrically connected to a hall computer 78 installed in a game room management room or the like. Various signals are output from the main control board 60 to the hall computer 78 through the payout control board 76 and the external terminal board 77 as operation data of the pachinko machine 10. Information specified by the signal output from the external terminal board 77 includes set value information on the probability of occurrence of a big hit game, driving information (number of pachinko balls used in the game), and special illustrations when a big hit game occurs Jackpot information (information on occurrence of jackpot game), information on the special chart displayed on the special figure display 50, 51 when the jackpot has occurred, the opening / closing door 43 of the special prize device 40 has opened the special prize opening Information (special winning opening information), information regarding whether or not the state is in a probable change state, information on whether or not it is in a changing state (a signal specifying the changing state), the first starting winning port 31a and the second starting winning port 31b Information on the winning of the pachinko ball (information regarding the execution of the action for the game), and the special display 50, 51 among the pachinko balls won in the first starting winning port 31a and the second starting winning port 31b. Special map change Information related to the effective start winning used for the display, information per hit when a win occurs in the general-purpose indicator 55, information related to the pachinko ball winning in the special winning opening of the special winning device 40 (special winning opening (Winning information), information related to winning in order to continue the round in the big hit game, information indicating that the pachinko ball has passed through the ball passage gate 47, and the general-purpose display 55 is effective among the pachinko balls that have passed through the ball passage gate 47 Information on the effective start winning ball used for variable display, information on the opening of the second start winning port 31b, and the like. Further, the main control board 60 (main control CPU 60a) outputs a fixed stop signal (fixed stop information of the normal map) when the normal map is fixed and stopped, and the fixed stop signal is also output from the payout control board 76 and the external terminal board 77. Is output to the hall computer 78. Note that the hall computer 78 determines the number of balls (acquired output) from the information regarding the winning of the pachinko ball to the special winning opening, the first starting winning openings 31a, 31b and the normal winning opening that are output from the main control board 60 to the hall computer 78. The number of balls) can be grasped.

(Main control board 60)
The main control board 60 includes a main control CPU 60a that executes control processing, a main control ROM 60b that stores a control program executed by the main control CPU 60a, and a main that can write and read data necessary for processing of the main control CPU 60a. A control RAM 60c and the like are provided (see FIG. 8). Various sensors such as the start winning detection sensors 34a and 34b, the special winning detection sensor 44, the passing ball detection sensor 48, and the normal winning detection sensor are connected to the main control CPU 60a. In addition, the main control CPU 60a includes first and second special figure displays 50 and 51, first and second special figure hold display parts 52 and 53, a general figure display 55, a general figure hold display part 56, and a round display. Each display and display unit such as the unit 57 and the status display unit 58 are connected, and each display is based on the control process executed by the main control CPU 60a triggered by the detection of each detection sensor 34a, 34b, 44, 48. Display control of the devices 50, 51, 55 and the display units 52, 53, 56, 57, 58 is executed. The main control CPU (open control means) 60a is connected with solenoids 32 and 42 provided in the start winning device 30 and the special winning device 40, and based on the control processing result in the main control CPU 60a. Drive control of each solenoid 32, 42 is performed. Then, the main control CPU 60a controls the special winning solenoid 42 according to the type of the winning game, controls the opening / closing door 43 for a long time, and opens the opening / closing door 43 for a short time. Configured to perform control.

(About random numbers for judgment)
The main control CPU 60a is a jackpot determination random number as a determination random number, a special figure determination random number, an effect execution determination random number (reach determination random number), a variation pattern distribution random number, a random number for determination per common figure, etc. The value of the random number is updated at a predetermined cycle (4 ms in the embodiment), and the updated value is temporarily stored in the main control RAM 60c to rewrite the value before the update. Further, the main control CPU 60a executes a timer update process for measuring time. The main control RAM 60c stores (sets) various pieces of information (random values, timer values, flags, etc.) that are appropriately rewritten during the operation of the pachinko machine 10.

  The jackpot determination random number is a random number used in the jackpot determination (hit lottery) as to whether or not a jackpot is generated as a result of the symbol variation effect. In the embodiment, 65536 integer values from “0” to “65535” are set as the jackpot determination random numbers, and are updated one by one at a predetermined period (4 ms). Further, the special figure determination random number determines the special figure 1 to be displayed on the first special figure display 50 for fixed stop or the special figure 2 to be displayed on the second special figure display 51 depending on the result of the big hit determination. It is a random number to be used. Here, in the embodiment, 101 kinds of integer values from “0” to “100” are set as the special figure determination random numbers, and are updated one by one at a predetermined cycle (4 ms). Yes. Each value of the special figure determination random number is set with a random number corresponding to one kind of special figure display showing the above-mentioned deviation and a random number corresponding to 100 kinds of special figure display showing the big hit. The special figure 1 to be confirmed and stopped on the first special figure display 50 or the special figure 2 to be confirmed and stopped on the second special figure display 51 is specified by the value of the figure determining random number. . As described above, the special figure 1 and the special figure 2 as the jackpot symbols are classified for each type of jackpot game, and the special figure 1 or the special figure 2 is specified, so The kind of jackpot given after the end can be specified. In addition, as described above, whether or not the probability change state and the variable state are given after the big hit game is uniquely determined for each type of the big hit, and the special figure determining random number indicates the probability change state and the variable state. It also has a function as a random number for determining whether or not to assign.

  In addition, the random number for effect execution determination performs an effect that suggests the possibility that a win display is displayed when the determination result in the jackpot determination described above is negative (in the case of failure to win the jackpot) This is a random number used in the effect execution determination (reach determination). In the embodiment, 239 kinds of integer values from “0” to “238” are set as random numbers for effect execution determination, and are updated one by one at a predetermined cycle (4 ms). The variation pattern distribution random number is a random number used to determine a variation pattern of symbol variation in a symbol variation effect. In the embodiment, 251 integer values of “0” to “250” are set as the variation pattern, and are updated one by one at a predetermined period (4 ms). The random number for determining the normal map is a random number used in the determination for the normal map (lottery for the normal map) as to whether or not the normal map is generated as a result of the fluctuation of the normal map. In the embodiment, 65536 integer values of “0” to “65535” are set as random numbers for determination per common map, and are updated one by one at a predetermined period (4 ms).

  In the pachinko machine 10 of the embodiment, the big hit determination random number, the special figure determination random number, the production execution determination random number, and the variation pattern distribution random number are sent to the first start winning opening 31a or the second starting winning opening 31b. Each random number temporarily stored in the main control RAM 60c is triggered by the fact that the player has won a prize (more specifically, the first start prize detection sensor 34a or the second start prize detection sensor 34b has detected a pachinko ball). Are acquired at the same timing by the main control CPU 60a. Each random number acquired when the pachinko ball wins the first start winning opening 31a is the same as each random number acquired when the pachinko ball wins the second start winning opening 31b. Are used in common, and the main control CPU 60a acquires random numbers corresponding to the winning timings to the start winning ports 31a and 31b. It should be noted that the random number for determining the hit per map is temporarily stored in the main control RAM 60c when the pachinko ball passes through the ball passage gate 47 (more specifically, when the passing ball detection sensor 48 detects the pachinko ball). The main control CPU 60a obtains random numbers stored in the memory.

(About judgment value)
On the other hand, the main control ROM 60b stores a jackpot determination value indicating that a jackpot is generated as a result of the symbol variation effect. The jackpot determination value is a determination value used for determining whether or not the jackpot is determined by using the jackpot determination random number (a jackpot determination), and there are a total of 65536 possible values from “0” to “65535” that the jackpot determination random number can take. A predetermined number of determination values are determined from integers. Here, the number of determination values set for the jackpot determination value differs depending on whether or not the probability variation state described above is applied at the time when the jackpot determination is performed. Specifically, the number of jackpot determination values set in the probability variation state (1518 in the embodiment) is larger than the number of jackpot determination values set in the non-probability variation state (164 in the embodiment). Many are set. That is, the big hit is likely to occur by increasing the set number of big hit judgment values in the probability variation state.

  The main control ROM 60b stores an effect execution determination value (reach determination value). The effect execution determination value is an effect execution determination as to whether or not to execute an effect such as a reach effect that suggests that the jackpot display result may be displayed on the symbol display device 17 when the result of the jackpot determination is negative (reach) This is a determination value used in the lottery) and is determined from all 239 integers from “0” to “238” that can be taken by the random number for determining the performance execution. Here, the performance execution determination value is the performance execution performed when the pachinko ball wins the first start winning opening 31a (more specifically, when the first start winning detection sensor 34a detects the pachinko ball). In the case of determination, and in the case of performance execution determination that is triggered by the fact that the pachinko ball has won the second start winning opening 31b (more specifically, that the second start winning detection sensor 34b has detected the pachinko ball) Therefore, the number of judgment value settings is different. Further, the production execution determination value differs in the number of determination values set depending on whether or not the above-described certainty change state is given at the time of performing the production execution decision and whether or not the shortage state is given.

  That is, in the case of the performance execution determination performed when the pachinko ball has won the first start winning opening 31a, it is set when the non-probability change state is set rather than the number of effect execution determination values set in the probability change state. The number of production execution determination values to be performed is set to be larger. Moreover, in the case of the production execution determination performed when the pachinko ball has won the first start winning opening 31a, the number of production execution determination values is less than the number of production execution determination values set when there is a variable state. It is set so that the number of effect execution determination values set sometimes increases. In the embodiment, in the case of the performance execution determination performed when the pachinko ball wins the first start winning opening 31a, 35 performance execution determination values are obtained in the case of the non-probable change state and the variable state. When the non-probability change state and the variable state are set, six effect execution determination values are set, and when the probability change state and the variable state are set, four effect execution determination values are set. In the case of the production execution determination performed when the pachinko ball has won the first start winning opening 31a, the production is performed according to the number of first special figure start suspension information stored in the main control RAM 60c. The set number of execution determination values may be changed. Specifically, the set number can be set so that the set number of effect execution determination values decreases as the number of stored first special figure start hold information stored in the main control RAM 60c increases. That is, when the stored number of first special figure start hold information is “4”, the set number of production execution determination values is minimized.

  Then, in the case of the performance execution determination performed when the pachinko ball has won the second start winning opening 31b, the number of the performance execution determination values is less than the number of performance execution determination values set when there is the speed change state. It is set so that the number of effect execution determination values set sometimes is smaller. In the embodiment, in the case of the performance execution determination performed when the pachinko ball wins the second start winning opening 31b, six performance execution determination values are obtained when there is an uncertain change state and a variable state. Four effect execution determination values are set when there is a probability variation state and a variation state. In addition, in the case of the performance execution determination performed when the pachinko ball wins the second start winning opening 31b, the performance execution determination value is set to 0 in the case of the uncertain change state and the absence of the variable state. In the case of the production execution determination performed when the pachinko ball has won the second start winning opening 31b, the production is performed according to the storage number of the second special figure start suspension information stored in the main control RAM 60c. The set number of execution determination values may be changed. Specifically, the set number can be set such that the set number of effect execution determination values decreases as the number of second special figure start hold information stored in the main control RAM 60c increases. That is, when the stored number of first special figure start hold information is “4”, the set number of production execution determination values is minimized.

  In addition, the main control ROM 60b stores a normal figure hit determination value indicating that a normal figure hit is generated as a result of the normal figure change effect. The determination value per universal figure is a determination value used for determining whether or not it is per universal figure (determination per universal figure) using the random number for determination per universal figure, and “0” that can be taken as a random number for determination per universal figure. A predetermined number of determination values are determined from all 65536 integers up to “65535”. Here, the number of determination values set differs depending on whether or not the above-described shortage state is given at the time of determining the normal map. Specifically, the number of standard values per map (65535 in the embodiment) set when there is a variable state is the number of standard values per map (65535 in the example) that is set when there is no variable state. More than 1125). In other words, by increasing the number of determination values for the normal map when there is a variable state, the normal map is likely to occur.

  Furthermore, the main control ROM 60b stores a plurality of types of variation patterns as variation contents. The variation pattern is the content of the effect (the symbol variation effect of the symbol variation effect) that is executed from the start of the first special figure fluctuation display or the second special figure fluctuation display until the special figure 1 or special figure 2 is displayed to be confirmed and stopped. Display pattern, light emission effect mode, sound effect mode) is used to specify a basic pattern. Further, the fluctuation pattern specifies the fluctuation time from the start of the first special figure fluctuation display or the second special figure fluctuation display until the special figure 1 or special figure 2 is displayed in a fixed stop according to the contents of the effect. ing.

  The variation patterns stored in the main control ROM 60b are classified into variation patterns for jackpot effects and variation patterns for outlier effects, and specific variation pattern determination values are determined for each variation pattern. . Note that the variation pattern for the big hit effect is a variation pattern that can be selected when the result of the big hit determination is affirmative. Further, the variation pattern for the offending effect is a variation pattern that is selected when the result of the jackpot determination is negative. The variation pattern for the offending effect includes a variation pattern for the offending reach effect that is finally set to be a deviation after the reach effect is performed, and a fluctuation pattern for the offending effect that is set as a deviation without forming the reach. is there.

  In addition, the symbol variation effect performed based on the variation pattern for the jackpot effect is developed so that the reach effect is executed in the middle of the symbol variation effect, and finally the symbol combination of the decorative figure that becomes the big hit is finally displayed in a fixed stop state. A reachable jackpot effect with reach and a reachable jackpot effect that is unfolded so that the symbol combination of the decorative figure that will eventually become a big hit is displayed in a fixed stop without executing the reach effect in the middle of the symbol variation effect. ing. The outlier reach effect is an effect that is developed so that the reach effect is executed in the middle of the symbol variation effect, and the symbol combination of the decorative drawing that will eventually be dismissed is confirmed and stopped. The outlier effect is an effect that is developed so that the symbol combination of the decorative figure that will eventually be out of place without performing the reach effect in the middle of the symbol variation effect is displayed in a fixed stop manner. The reach effect is performed in the symbol variation effect by the symbol display on the symbol display device 17 after the reach symbol combination is formed, until the symbol combination of the ornamental symbol that is a big hit or missed is stopped and displayed. Production.

(About the control board 65)
The overall control board 65 is provided with an overall control CPU 65a. An overall control ROM 65b and an overall control RAM 60c are connected to the overall control CPU 65a. The overall control CPU 65a updates various random number values at predetermined intervals, stores (sets) the updated values in the setting area of the overall control RAM 65c, and rewrites the values before the update. Furthermore, the overall control CPU 65a is configured to store winning / losing information for each enemy character that appears in the battle effect described later, and information on the ball to be played during the big hit game in the setting area of the overall control RAM 65c, and to update the information. The

  The overall control ROM 65b stores an overall control program for overall control of the display control board 70, the lamp control board 72, and the sound control board 73. When the overall control CPU 65a receives various control commands, the overall control CPU 65a executes various controls based on the overall control program.

(Display control board 70)
Next, the display control board 70 will be described with reference to FIG. The display control board 70 is provided with a display control CPU 70a. A display control ROM 70b and a display control RAM 70c are connected to the display control CPU 70a. In addition, the symbol display device 17 is connected to the display control board 70 (display control CPU 70a). The display control ROM 70b stores a display control program for controlling the display contents of the symbol display device 17. The display control ROM 70b stores various image data (image data such as symbols, various background images, characters, characters, etc.). The display control RAM 70c stores (sets) various types of information that can be appropriately rewritten during the operation of the pachinko machine 10.

  In other words, the winning game determining means (winning determining means) for determining the type of winning game to be given from a plurality of types of winning games, and the determined type of winning game after the end of the special figure variation display (after the end of the symbol variation effect) The main control CPU 60a has a function as a hit game granting unit. Further, the main control CPU 60a functions as a probability change determination means for determining whether or not to give a probability change state in which the probability of occurrence of a big hit (the probability that the determination result by the hit determination means becomes affirmative) is higher than usual. At the same time, it is configured to function as a probability change giving means for giving a probability change state after the end of the big hit game. The main control CPU 60a functions as reach determination means for determining whether or not a reach effect is to be performed in response to the winning of a pachinko ball at the start winning ports 31a and 31b. Further, the main control CPU 60a functions as a variation pattern determining unit that determines a variation pattern.

  Here, the main control CPU 60a determines whether or not to give the probability variation state only when a big hit occurs (when the determination result of the hit determination means is affirmative). Further, the main control CPU 60a is in a variable state (winning) in which a probability that a pachinko ball wins the second start winning opening 31b is high when a big hit occurs (when the determination result of the hit determination means is affirmative). Function as a means for giving a winning rate improvement state (winning rate improvement state giving means) and also function as a change state determination means (winning rate improvement state determining means) for determining whether or not to give the change state. . When the main control CPU 60a gives the winning rate improvement state, the main control CPU 60a waits until a predetermined number of special symbol fluctuation display (symbol fluctuation effect) is executed after the end of the big hit game or the next big hit. It functions as a winning rate improvement state granting period determining means for determining any period until the game is granted as a period for granting the variable state, and the winning rate improving state determined after the end of the big hit game It also functions as a variable state providing means for applying a variable state for the period to be applied.

(Main control)
Next, various processes executed by the main control CPU 60a of the main control board 60 based on the control program will be specifically described.

(Special drawing processing)
In the special figure input process, as shown in FIG. 4, the main control CPU 60a determines whether or not the pachinko ball has won the first start winning port 31a of the start winning device 30 (step A11). That is, in step A11, the main control CPU 60a determines whether or not a detection signal output when the first start winning detection sensor 34a corresponding to the first start winning opening 31a detects a pachinko ball has been input. And when the determination result of step A11 is negative, it transfers to step A15. If the determination result of step A11 is affirmative, the main control CPU 60a determines whether or not the stored number of first special figure start hold information stored in the main control RAM 60c is less than the upper limit number “4”. (Step A12). If the determination result of step A12 is negative (that is, the number of first special figure start hold information stored is “4”), the main control CPU 60a proceeds to step A15.

  If the determination result in step A12 is affirmative (the number of stored first special figure start hold information <4), the number of first special figure start hold information stored is incremented by 1, and the first special figure stored in the main control RAM 60c is stored. The number of stored figure start hold information is rewritten (step A13). Subsequently, the main control CPU 60a reads out the value of the random number for jackpot determination, the value of the random number for special figure distribution, the value of the random number for effect execution determination, and the value of the random number for variation pattern distribution from the main control RAM 60c, The value is set in a predetermined storage area of the main control RAM 60c that is associated with the stored number of first special figure start hold information (step A14). Thereby, the process proceeds to step A15.

  In Step A15, the main control CPU 60a determines whether or not the pachinko ball has won the second start winning opening 31b of the start winning device 30. That is, in step A15, the main control CPU 60a determines whether or not a detection signal output when the second start winning detection sensor 34b corresponding to the second start winning opening 31b detects a pachinko ball has been input. If the determination result in step A15 is negative, the special figure input process is terminated. If the determination result of step A15 is affirmative, the main control CPU 60a determines whether or not the stored number of second special figure start hold information stored in the main control RAM 60c is less than the upper limit number “4”. (Step A16). If the determination result of step A16 is negative (that is, the number of stored second special figure start hold information is “4”), the main control CPU 60a ends the special figure input process.

  If the determination result of step A16 is affirmative (the number of stored second special figure start hold information <4), the number of second special figure start hold information stored is incremented by 1, and the second special figure stored in the main control RAM 60c is stored. The number of stored figure start hold information is rewritten (step A17). Subsequently, the main control CPU 60a reads out the value of the random number for jackpot determination, the value of the random number for special figure distribution, the value of the random number for effect execution determination, and the value of the random number for variation pattern distribution from the main control RAM 60c, The value is set in a predetermined storage area of the main control RAM 60c associated with the number of stored second special figure start hold information (step A18). Thereby, the special figure input process is completed.

(Special drawing start process)
Next, the special figure start process will be described with reference to FIG. The main control CPU 60a executes the special figure start process every predetermined cycle (4 ms in the embodiment). In the special figure starting process, the main control CPU 60a determines whether or not the special figure 1 or the special figure 2 is variably displayed on the special figure indicators 50 and 51 and the symbol display device 17, or whether or not the big hit game is being played. Determine (step B11). If the determination result of step B11 is affirmative, the main control CPU 60a ends the special figure start process. On the other hand, if the determination result of step B11 is negative, the number of stored second special figure start hold information is read (step B12), and whether the number of second special figure start hold information is greater than “0”. Is determined (step B13). When the determination result of step B13 is negative (when the number of stored second special figure start hold information = 0), the main control CPU 60a proceeds to the process of step B16. When the determination result in step B13 is affirmative (when the number of stored second special figure start hold information> 0), the main control CPU 60a changes the special figure stored in a predetermined storage area of the main control RAM 60c. A value “1” indicating that the second special figure variation effect is executed is set in the processing flag. Next, the main control CPU 60a subtracts 1 from the number stored in the second special figure start hold information (step B14), and a predetermined storage area of the main control RAM 60c associated with the number stored in the second special figure start hold information. The main control CPU 60a acquires the value of the random number for jackpot determination, the value of the random number for special figure distribution, the value of the random number for effect execution determination, and the value of the random number for variation pattern distribution stored in (Step B15).

  Here, the main control CPU 60a acquires a random number from the second special figure storage area MB1 in which the second special figure start holding information stored earliest is stored. Then, after acquiring the random number associated with the second special figure start hold information, the main control CPU 60a stores the second special figure start hold information stored second fastest in the second special figure storage area MB2. Information (random numbers) is stored in the second special figure storage area MB1. Similarly, the main control CPU 60a stores in the second special figure storage area MB2 the information (random number) of the third special figure storage area MB3 in which the second special figure start hold information stored third fastest is stored. The information (random number) of the fourth special figure storage area MB4 in which the second special figure start hold information stored in the fourth earliest (that is, the newest) is stored is stored in the third special figure storage area MB3. That is, the second special figure start hold information is read by the main control CPU 60a in the order stored in the main control RAM 60c. Further, the main control CPU 60a changes the display of the second special figure display 51 so as to correspond to the stored number of the second special figure start hold information after the subtraction.

  When various random numbers are acquired by the process of step B15, as shown in FIG. 6, the main control CPU 60a determines whether the acquired value of the jackpot determination random number matches the jackpot determination value stored in the main control ROM 60b. A big hit determination (win lottery) is performed to determine whether or not (step B22). As described above, the probability that the determination result of the jackpot determination is affirmative at the time of non-probability change (when the probability is low) (that is, the jackpot probability) is set to 164/65536. The probability that the determination result is affirmative (hit probability) is set to 1518/65536. If the determination result of the big hit determination in step B22 is affirmative (if a big hit occurs), “1” is set to the big hit flag indicating that the big hit changes (step B23). Then, the main control CPU 60a determines the final stop symbol (Special Fig. 2) that becomes the big hit symbol that is confirmed and stopped on the second special symbol display 51 based on the acquired special figure distribution random number value (Step 2). B24). Here, since the value of the special figure distribution random number is associated with the jackpot symbol of the special figure 2 separately, the main control CPU 60a is associated with the acquired special figure distribution random number value. By determining the special figure 2, the jackpot symbol is determined. When the jackpot symbol (special symbol) is determined, the main control CPU 60a determines one variation pattern from among the variation patterns for the jackpot effect based on the random number value for variation pattern distribution (step B25).

  On the other hand, if the determination result of the big hit determination in step B22 is negative (if it is not a big hit), the main control CPU 60a performs an effect execution determination (reach determination) for determining whether or not to execute the reach effect (reach determination) ( Step B27). In the embodiment, the main control CPU 60a determines whether or not the effect execution determination random number acquired from the main control RAM 60c during the process of step B15 matches the effect execution determination value. If the determination result in step B27 is affirmative (when a reach effect is to be performed), the main control CPU 60a uses the second special symbol display 51 to display the outlier symbol as a final stop symbol (special feature). 2) (step B28). Next, the main control CPU 60a determines one variation pattern from the variation patterns for the loss reach effect based on the variation pattern distribution random number (step B29).

  If the determination result of the effect execution determination in step B27 is negative (when the reach effect is not performed), the main control CPU 60a displays the off symbol that is confirmed and stopped on the second special figure display 51. Is determined as the final stop symbol (special drawing 2) (step B30). Next, the main control CPU 60a determines one variation pattern from the variation patterns for the off-state effect based on the random number for variation pattern distribution (step B31).

  Here, the main control CPU 60a that has determined the variation pattern and the final stop pattern (special drawing 2) in steps B28, B29, B30, and B31 outputs a predetermined control command to the overall control board 65 at a predetermined timing ( Step B26). Specifically, the main control CPU 60a specifies a variation pattern, outputs a variation pattern designation command for instructing the start of symbol variation, and starts measuring the production time specified by the variation pattern. At the same time, the main control CPU 60a controls the second special figure display 51 so as to start the second special figure fluctuation display. Further, the main control CPU 60a outputs a special figure 2 designation command for instructing the special figure 2 as the final stop symbol. Then, the main control CPU 60a ends the special figure start process. Thereafter, in a process different from the special figure start process, the main control CPU 60a displays the determined final stop symbol on the basis of the production time determined in the designated variation pattern. The display content of 51 is controlled. Further, the main control CPU 60a instructs decoration stoppage of the decorative drawing based on the effect time set in the specified change pattern, and outputs an all symbol stop command for causing the symbol combination to be confirmed and stopped.

  On the other hand, if the determination result of step B13 is negative (the number of stored second special figure start hold information = 0), the stored number of first special figure start hold information is read (step B16), and the first special figure start hold information is stored. It is determined whether or not the stored number of figure start hold information is larger than “0” (step B17). When the determination result in step B17 is affirmative (when the number of first special figure start hold information> 0), the main control CPU 60a changes the special figure stored in a predetermined storage area of the main control RAM 60c. A value “0” indicating that the first special figure variation effect is executed is set in the processing flag. Next, the main control CPU 60a subtracts 1 from the number stored in the first special figure start hold information (step B18) and stores it in a predetermined storage area of the main control RAM 60c associated with the first special figure start hold information. The main control CPU 60a acquires the value of the big hit determination random number, the special figure distribution random value, the effect execution determination random number, and the variation pattern distribution random number (step B19), and then the hit determination Execute the process. That is, in the pachinko machine 10 according to the embodiment, when the second special figure start hold information acquired upon winning the second start winning opening 31b is stored in the main control RAM 60c, the first start winning opening Even if the first special figure start hold information acquired in response to the winning of 31a is stored in the main control RAM 60c, the symbol variation effect based on the second special figure start hold information is preferentially executed. It has become.

  Here, the main control CPU 60a acquires a random number from the first special figure storage area M1 in which the first special figure start hold information stored earliest is stored. The main control CPU 60a obtains a random number associated with the first special figure start hold information, and then stores the first special figure start hold information stored second fastest in the second special figure storage area M2. Information (random numbers) is stored in the first special figure storage area M1. Similarly, the main control CPU 60a stores the information (random number) in the third special figure storage area M3 in which the first special figure start hold information stored third fastest is stored in the second special figure storage area M2. The information (random number) of the fourth special figure storage area M4 in which the first special figure start hold information stored fourth (that is, the newest) is stored is stored in the third special figure storage area M3. As a result, the first special figure start hold information is read out by the main control CPU 60a in the order stored in the main control RAM 60c. Further, the main control CPU 60a changes the display of the first special figure hold display section 52 so as to correspond to the number of stored first special figure start hold information after the subtraction.

  When various random numbers are acquired by the process of step B19, as shown in FIG. 7, the main control CPU 60a determines whether the acquired value of the jackpot determination random number matches the jackpot determination value stored in the main control ROM 60b. A big hit determination (win lottery) is performed to determine whether or not (step B32). As described above, the probability that the determination result of the jackpot determination is affirmative at the time of non-probability change (when the probability is low) (that is, the jackpot probability) is set to 164/65536. The probability that the determination result is affirmative (hit probability) is set to 1518/65536. If the determination result of the big hit determination at step B32 is affirmative (if a big hit occurs), “1” is set to the big hit flag indicating that the big hit is changed (step B33). Then, the main control CPU 60a determines the final stop symbol (Special Fig. 1), which is a big hit symbol that is confirmed and stopped on the first special symbol display 50, based on the acquired special figure distribution random value (Step 1). B34). Here, since the value of the special figure distribution random number is associated with the jackpot symbol for each special figure 1, the main control CPU 60a assigns the special figure distribution random number value associated with the acquired special figure distribution random number value. By determining FIG. 1, the jackpot symbol is determined. When the big hit symbol (special figure 1) is determined, the main control CPU 60a determines one variation pattern from the variation patterns for the big hit effect based on the random number value for variation pattern distribution (step B35).

  On the other hand, when the determination result of the big hit determination in step B32 is negative (when it is not a big hit), the main control CPU 60a performs an effect execution determination (reach determination) for determining whether or not to execute the reach effect (reach determination) ( Step B37). In the embodiment, the main control CPU 60a determines whether or not the effect execution determination random number acquired from the main control RAM 60c during the process of step B19 matches the effect execution determination value. If the determination result in step B37 is affirmative (when a reach effect is to be performed), the main control CPU 60a uses the first special symbol display 50 to display the outlier symbol as a final stop symbol (special feature). FIG. 1) is determined (step B38). Next, the main control CPU 60a determines one variation pattern from the variation patterns for the loss reach effect based on the random number value for variation pattern distribution (step B39).

  In addition, when the determination result of the effect execution determination in step B37 is negative (when the reach effect is not performed), the main control CPU 60a displays the off symbol that is confirmed and stopped on the first special figure display 50. Is determined as the final stop symbol (Special Fig. 1) (step B40). Next, the main control CPU 60a determines one variation pattern from the variation patterns for the off-state effect based on the random number value for variation pattern distribution (step B41).

  Here, the main control CPU 60a, which has determined the variation pattern and the final stop pattern (Special Figure 1) in Steps B38, B39, B40, and B41, outputs a predetermined control command to the overall control board 65 at a predetermined timing ( Step B36). Specifically, the main control CPU 60a first outputs a variation pattern designation command designating a variation pattern and instructing the start of symbol variation, and starts measuring the production time specified by the variation pattern. At the same time, the main control CPU 60a controls the first special figure display 50 so as to start the first special figure fluctuation display. Further, the main control CPU 60a outputs a special figure 1 designation command for instructing the special figure 1 as the final stop symbol. Then, the main control CPU 60a ends the special figure start process. Thereafter, in a process different from the special figure start process, the main control CPU 60a displays the determined final stop symbol on the basis of the production time determined in the designated variation pattern. 50 display contents are controlled. Further, the main control CPU 60a instructs decoration stoppage of the decorative drawing based on the effect time set in the specified change pattern, and outputs an all symbol stop command for causing the symbol combination to be confirmed and stopped.

  On the other hand, when the determination result of step B17 is negative (when the number of stored first special figure start hold information = 0), the main control CPU 60a starts a demonstration effect (hereinafter referred to as a demonstration effect). It is determined whether or not a specified command has already been output (step B20). If the determination result is negative, a demonstration specifying command is output and the special figure start process is terminated (step B21). If the determination result in step B20 is affirmative (if the demonstration designation command has already been output), the main control CPU 60a ends the special figure start process.

(Overall control)
Next, processing executed by the overall control board 65 will be described. The overall control CPU 65a of the overall control board 65 determines an effect pattern to be executed in the symbol change effect based on the change pattern specification command input from the main control CPU 60a, and specifies the determined effect pattern. Are output to the display control board 70, the lamp control board 72, the sound control board 73, and the like. Here, the production patterns that can be selected by the overall control CPU 65a are classified for each production mode, and correspond to the variation patterns from the production patterns that can be selected based on the set value of the production mode flag input to the overall control board 65. An effect pattern to be selected is selected. Further, when the special control 1 designation command or the special design 2 designation command is input, the overall control CPU 65a displays each symbol display to be finally stopped on the symbol display device 17 in accordance with the special design stop design designation corresponding to the command. The decoration of the rows 26a, 26b, and 26c is determined. That is, when the symbol designated by the special symbol 1 designation command or the special symbol 2 designation command is a jackpot symbol, the overall control CPU 65a displays each symbol display row 26a, 26b so as to be a symbol combination of a decorative symbol that is a jackpot display. 26c is determined. Then, at the stop timing of the decorative drawing of each symbol display row 26a, 26b, 26c specified by the effect pattern, the decorative drawing designation command of each row is given to the display control board 70, the lamp control board 72, the sound control board 73, etc. Output. Specifically, the overall control CPU 60a starts measuring time by a timer means (not shown) at the same time as the change pattern designation command is input, and the left decorative drawing at the stop timing of the decorative drawing in the left symbol display row 26a. A designation command is output, a right decoration designating command is output at the stop timing of the decorative drawing in the right symbol display row 26c, and an intermediate decoration designating command is output at the stop timing of the decorative drawing in the middle symbol display row 26b.

  Here, when the big hit symbol is symbol A, symbol a, symbol b or symbol d, the symbol of the decorative symbol depends on whether or not the promotion effect or the re-lottery effect is notified that the special probability variable bonus game is won. Determine the combination. In other words, when notifying the promotion effect or the re-drawing effect, the overall control CPU 65a does not definitely notify the player that the game will be in a probable state after the end of the big hit game (specifically, even symbols). If it is determined to be a combination of symbols in the same design, and it is not notified in the promotion effect or re-drawing effect, it is a decorative figure (specifically, it can be notified to the player definitely that it will be in a probable change state) Determine the jackpot symbol combination consisting of (odd symbols). When the jackpot symbol is symbol B or symbol c, the decorative symbol (specifically, even symbol) that does not definitely notify the player that the jackpot game will be in a probable change state after the jackpot game ends. Decide to be a symbol combination. Also, when the big hit symbol is symbol C, symbol D or symbol E, it is determined to be a symbol combination including a decorative figure (specifically, a sudden suggestion symbol) that suggests the possibility of a sudden probability change big hit game. . In addition, when the jackpot symbol is symbol F or symbol e, the symbol combination in the same symbol of the decorative symbol (specifically, even symbol) that does not definitely notify the player that the probability change state is established. To decide.

  Further, when the stop symbol designated by the special symbol designation command is a missing symbol, the overall control CPU 65a determines a symbol combination capable of recognizing the deviation. In addition, when the variation pattern for the outlier reach effect is instructed, the overall control CPU 65a determines a symbol combination that can recognize the outbreak including the reach formation symbol. On the other hand, the general control CPU 65a determines a combination of symbols that can recognize a loss that does not include a reach formation symbol when a variation pattern for the loss effect is instructed. Further, when the overall control CPU 65a inputs an all symbol stop command, the overall control CPU 65a outputs the command to the display control board 70, the lamp control board 72, the sound control board 73, and the like.

  The overall control CPU 65a includes the type of jackpot symbol designated by the special figure 1 designation command or the special figure 2 designation command output from the main control CPU 60a, and each designation command relating to the operation / non-operation (end) of the variable state. Based on the set value of the effect mode flag, the type of effect mode is determined, and the effect mode flag is updated to a value indicating the determined effect mode. The effect mode flag includes information that can identify the effect mode in which the user is currently staying, and is set in the overall control RAM 65c. When the overall control CPU 65a updates the production mode flag, the overall control CPU 65a outputs a mode designation command for instructing the production mode to the display control board 70, the lamp control board 72, the sound control board 73, and the like.

(About display control)
In the display control board 70, when an effect pattern designation command is input, the display control CPU 70a selects display data indicating the effect content corresponding to the effect pattern specified by the command, and the display content corresponding to the effect pattern. The symbol display device 17 is controlled so as to execute the symbol variation effect. Then, the display control CPU 70a counts the elapsed time from the start of the effect with the start of the design variation effect, and predetermines an image to be displayed on the symbol display device 17 so that an image based on the effect pattern is displayed for each measured time. Switch every cycle. When the symbol stop command of each symbol display row 26a, 26b, 26c is input, the display control CPU 70a is designated by the decorative symbol designation command at the effective stop position 27 of the corresponding symbol display row 26a, 26b, 26c. When the decorative drawing is temporarily stopped and all the symbol stop commands are input, the decorative symbol designated by the decorative symbol designation command at the effective stop position 27 of each symbol display row 26a, 26b, 26c is confirmed and stopped on the symbol display device 17. The display content of the symbol display device 17 is controlled so as to be displayed, and the symbol variation effect is ended. Further, when a mode designation command is input, the display control CPU 70a displays a background image corresponding to the designated effect mode.

  Here, the contents of the symbol variation effect executed by the symbol display device 17 are set according to the variation pattern designation command output from the main control CPU 60a or the effect pattern designation command output from the overall control CPU 65a. Yes, the main control CPU 60a and the overall control CPU 65a have a function as symbol variation effect determining means for determining the effect content for specifying the content of the symbol variation effect.

(About the production type selection production)
In the pachinko machine 10 according to the present embodiment, in the normal mode, the big hit determination is affirmed when the pachinko ball wins the first and second start winning holes 31a and 31b, and a big hit game (specific hit game) is given. In the final round of the jackpot game (hereinafter, sometimes referred to as “first jackpot game”), a production type mode (production mode) for specifying the basic type of the next symbol variation production is selected from a plurality of An effect for selecting a possible effect type is configured to be executed. That is, a plurality of types of performance patterns selected at the time of the first big hit game are stored in the overall control ROM 65b, and a specific win game (one that wins at the symbol A, C or the symbol a and becomes a probable state after the big hit game ends) Then, an effect pattern in which the effect type selection effect is developed in the final round is selected and executed by the symbol display device 17. Then, the overall control CPU 65a displays an operation valid command for validating the operation of the first operation button 35 for a predetermined time (effective operation time) at the timing when the effect type selection effect is performed. It is set to output to the control CPU 70a). Thereby, in the display control board 70, when the operation valid command is input, the display control CPU 70a selects display data indicating the content of the effect corresponding to the effect pattern specified by the command, and the display corresponding to the effect pattern is displayed. It is configured to control the symbol display device 17 so that the symbol variation effect is executed according to the contents. In this embodiment, in the production for selecting the production type, as shown in FIG. 9, the image of the first operation button 35 is displayed on the symbol display device 17, and the production type mode is selected by pressing the first operation button 35. It is suggested that it is possible. In addition, in FIG.9, FIG.16, FIG.20, FIG.26-29 and FIG. 31, about the image of the operation button currently displayed on the image display surface 17a of the symbol display apparatus 17, 35 and 36 are attached | subjected. I will show you.

  The jackpot effect executed in the first jackpot game is configured so that a battle effect described later can be selected, and the player side character wins the enemy character in the battle effect and notifies the confirmation of the probability variation state. In addition, it is also possible to give the player a sense of superiority by performing an effect for selecting the effect type. Further, the round for performing the effect type selection effect is not limited to the final round.

  In the present embodiment, three types of effect types MA, MB, and MC (see FIG. 9) having different types of effects are set (see FIG. 9), and each effect type mode is set. In addition, a plurality of types of selection effect patterns (symbol variation effect patterns) for winning and losing that specify the specific contents of the symbol variation effect are set. These effect type modes and selection effect patterns are stored in the overall control ROM 65b.

  When the jackpot determination is affirmative and the jackpot game is given when the pachinko ball is won at the first and second start winning ports 31a and 31b while staying in the production type mode MA and MB, the jackpot game is given. A battle effect in which a player's character (specific character) and an enemy character battle each other as a hit effect pattern for specifying the specific contents of the effect executed by the symbol display device 17 (FIG. 10 (a)). , See FIG. 11A), a plurality of types of patterns are set. The winning effect pattern executed during the jackpot game while staying in the effect type mode MA is designated as the first battle effect pattern BA, and the winning effect pattern executed during the jackpot game while staying in the effect type mode MB is It is assumed that the second battle effect pattern BB is designated, and each battle effect pattern BA, BB is stored in the overall control ROM 65b. Also, each of the plurality of first battle effect patterns BA and the plurality of second battle effect patterns BB is set so that the contents of the effect differ depending on the type of jackpot symbol, while staying in the effect type modes MA and MB The jackpot effect pattern selected in is provided with another effect pattern different from the battle effect pattern, and the battle effect pattern and the different effect pattern are set to be selected according to the jackpot symbol. Specifically, another effect pattern is selected for symbols C, D, and E, and a battle effect pattern is selected for other symbols.

  On the other hand, when the jackpot determination is affirmative and the jackpot game is given when the pachinko ball wins the first and second start winning ports 31a and 31b while staying in the production type mode MC, There are a plurality of types of story effects (non-operation effects) patterns SC in which a series of preset effects progress in sequence as a hit effect pattern for specifying the specific contents of the effects executed by the symbol display device 17 during the big hit game. Is set. The story effect pattern SC is stored in the overall control ROM 65b.

  In the battle effect patterns BA and BB, a pattern for performing an operation system effect in which the effect content is changed by the operation (pressing) of the first operation button 35 is set, and the overall control CPU 65a performs a battle effect of the operation system effect. When the pattern is determined, it is set to output to the display control board 70 (display control CPU 70a) an operation valid command that validates the operation of the first operation button 35 for a predetermined time at a preset timing. . Further, in this embodiment, as the symbol variation effect executed by the symbol display device 17 in correspondence with the effect type mode MA, an effect is performed in which the player character corresponding to the first battle effect pattern BA is the main character. The relevance between the symbol variation effect and the big hit effect can be recognized by the player. Similarly, as the symbol variation effect executed by the symbol display device 17 corresponding to the effect type mode MB, the character variation on the player side corresponding to the second battle effect pattern BB is performed as the main character. The player can recognize the relationship between the production and the big hit production. Further, with respect to the symbol variation effect executed by the symbol display device 17 corresponding to the effect type mode MC, the story effect corresponding to the story effect pattern SC is executed, and the relevance between the symbol variation effect and the jackpot effect is played. Can be made to recognize. That is, in this embodiment, the selection effect pattern that specifies the contents of the symbol variation effect and the jackpot effect pattern that specifies the contents of the jackpot effect are determined in association with the effect mode during the stay.

  In the first battle effect pattern BA and the second battle effect pattern BB, the player side character and the enemy character are set to be different from each other. Then, from the development of the battle effect executed during the jackpot effect corresponding to each battle effect pattern BA, BB, the player is notified whether or not the end of the jackpot game is in a probable change state. Yes. That is, the result of the “battle victory” in which the player-side character wins the enemy character (see FIG. 10B) notifies that the player side will be in a probabilistic state after the end of the big hit game. The result of the “battle defeat” that defeats the enemy character (see FIG. 11B) is the latent mode (latent Notification of transition to (status). As a result, the player is given a sense of expectation as to whether or not the probability variation state is given until the development of the battle effect is finally derived. In the story effect pattern SC, a latent mode (latent state) in which it is not possible to determine in the production whether the probability change state or the non-probability change state is finally realized by the development of the story effect executed during the jackpot effect corresponding to the effect pattern SC. An effect of informing the transition to (status) is performed. In addition, when a symbol variation effect that is confirmed and stopped by a combination of decorations classified as the second identification symbol is executed on the symbol display device 17, a game after the end of the big hit game due to the effect during the big hit game A big hit effect pattern is set so that the player can recognize the state (probability change state confirmed, or the state in which the probability change state or the non-probability change state cannot be determined).

  Here, in the battle effect patterns (hit effect patterns) BA and BB, the result that the player side character loses after the result that the player side character loses ("Battle defeat") is displayed once. It includes a game state continuation effect pattern that causes the symbol display device 17 to execute a game state continuation effect that displays ("Battle Victory"). And about this game state continuation production pattern, it is set so that it may be selected when a big hit game is a kind to which a probability variation state is provided. Specifically, when the jackpot symbol is symbols b and c, a gaming state continuation effect pattern can be selected. In addition, after the result ("Battle defeat") of the player's character losing, which corresponds to the game state continuation effect, is once displayed as a jackpot game effect pattern, the effect continues and finally the player side The game state non-continuous effect pattern for causing the symbol display device 17 to execute the game state non-continuous effect that displays the result of the loss of the character ("Battle defeat") is included. As described above, even if another effect pattern having a different effect content from the battle effect pattern is selected, such as symbols C, D, and E, the game state continuation effect and An effect pattern for executing a game state non-continuous effect is set, and there are cases in which the game state continues without performing a battle effect.

(About the first battle effect pattern BA)
The overall control ROM 65b stores a plurality of types of battle effect display patterns that specify specific contents of battle effects based on the first battle effect pattern BA. FIG. 12 shows the types of battle effect display patterns based on the first battle effect pattern BA set in this embodiment, and six types of battle effect display patterns a1, a2, a3, a4 with different enemy characters. , a5, a6 are set. Of the six types of battle effect display patterns, the battle effect display patterns a1, a2, a3, and a4 in which the normal enemy character is set as the enemy character are satisfied until a first specified condition (specified condition) described later is satisfied. The battle effect display pattern a5 in which the first special enemy character is set as the enemy character is a pattern selected when the first prescribed condition is satisfied, and the second special enemy character is set as the enemy character. The battle effect display pattern a6 in which the enemy character is set is a pattern that is selected when a later-described second specified condition that is difficult to be satisfied from the first specified condition is satisfied. In this embodiment, the battle effect display patterns a1, a2, a3, and a4 are designated as normal battle effect display patterns (normal hit effect patterns), and the battle effect display pattern a5 is designated as the first special battle effect display pattern (special hit effect). The battle effect display pattern a6 is referred to as a second special battle effect display pattern (second special hit effect pattern). The six types of battle effect display patterns a1, a2, a3, a4, a5, and a6 are not only different in enemy characters, but also in the form of the battle itself, until “battle victory” or “battle defeat” is derived. The contents of the production, such as the form, are also set differently.

  The first and second prescribed conditions are game results in the jackpot game state, and in this embodiment, the number of times the jackpot game is played is set. For example, the first prescribed condition is the number of consecutive games “ “20 times or more” is set as the number of consecutive resorts “30 times or more” as the second prescribed condition. In other words, the first special battle effect display pattern and the second special battle effect display pattern are selected by developing a “battle victory” in the jackpot game of the battle effect and continuing the probability variation state for a long time. . The number of consecutive resorts set as the first and second prescribed conditions is not limited to the “20 times or more” and “30 or more”, but the number of consecutive resorts of the first prescribed condition <the first It is sufficient that the number of consecutive resorts in the two prescribed conditions is satisfied. In addition, the number of consecutive resorts is not limited to the number won in the big hit game while the probability variation state is continued, and a variable state (including a case where the probability variation state is present) is given regardless of the presence or absence of the probability variation state. The jackpot won in the state may be counted as the number of consecutive resorts.

  For the effects during the round game based on the normal battle effect display patterns a1, a2, a3, and a4, the jackpot game is won with symbols A, B, F, a and e, and 16 rounds of all open rounds What is comprised of a game will be described. That is, for the jackpot game composed of 16 rounds of all-open round games, in the round game based on the normal battle effect display patterns a1, a2, a3, a4, the opening effect and the first to eighth round games The battle effect with the enemy character is developed. More specifically, in the opening round, the first round game, and the second round round, the stage is developed in which the attack order of the enemy character and the player-side character that will compete in the battle stage is determined. In addition, the effects of confronting enemy characters are developed in the third to seventh round games (see FIGS. 10 (a) and 11 (a)), and the result of winning / losing in the eighth round game (FIG. 10 (b)). , See FIG. 11 (b)), and an effect of notifying other enemy characters that may have a battle is developed. In addition, in the ninth to sixteenth round games, effects that introduce characters appearing on the pachinko machine 10 are developed.

  The effect during the round game based on the first special battle effect display pattern a5 is basically the same as the normal battle effect display pattern except that the enemy characters are different. On the other hand, the effect during the round game based on the second special battle effect display pattern a6 is the opening effect, and the effect that the first special character and the player side character confront each other in the first to seventh round games. In the eighth to fifteenth round games, the first special character has been staged until the second special character appears after the player side character has won, and the sixteenth round game shows the result of winning or losing. Derived effects are developed. In the second special battle effect display pattern a6 of the embodiment, the result of “battle defeat” is finally derived.

(About the second battle effect pattern BB)
The overall control ROM 65b stores a plurality of types of story effect display patterns that specify specific contents of battle effect display patterns that specify specific contents of battle effects based on the second battle effect pattern BB. In the second battle effect pattern BB, a plurality of types of battle effect display patterns with different enemy characters are set, and the specific contents of each effect display pattern are the effects of the battle effect display pattern set in the first battle effect pattern BA. Different from the content, the production type mode MA and the production type mode MB are differentiated in the production content. Also, the enemy characters that appear in each battle effect display pattern of the second battle effect pattern BB are set to be different from the enemy characters that appear in each battle effect display pattern of the first battle effect pattern BA, and are rich in variety. It is possible to make a production. As means for differentiating effects between the effect type mode MA and the effect type mode MB, it is possible to employ a means for changing the distribution of battle effect display random numbers, which will be described later.

(Story production pattern MC)
The overall control ROM 65b stores a plurality of types of story effect display patterns that specify specific contents of the story effect based on the story effect pattern SC. In the story effect pattern SB, a plurality of types of story effect display patterns with different stories are set. More specifically, a plurality of tables are set in the overall control ROM 65b, and a plurality of story effect display patterns serving as a common story are stored for each table. In addition, a plurality of story effect display patterns having a common story stored in each table is a display pattern group in which common contents progress over a plurality of jackpot games, and each story effect display pattern is a jackpot game. The story progresses like the first episode, the second episode, the third episode, etc. with the length of time corresponding to the game time. When the story effect display pattern corresponding to the first episode stored in the table selected in the first jackpot game is executed, information specifying the table is stored in the overall control ROM 65a, and the next time In the case of a big hit game, a story effect display pattern corresponding to the second episode is selected from the same table. Thereby, a common story can be advanced over a plurality of jackpot games. In addition, the content of the story effect display pattern is not limited to the story progressing over the entire round. It may include production contents.

  In the second battle effect display pattern and the story effect display pattern, as in the case of the first battle effect display pattern, the normal battle effect display pattern and the normal story effect display that are selected until the first prescribed condition is satisfied. The first special battle effect display pattern, the first special story effect display pattern, and the second specified condition that are selected between the time when the first specified condition is satisfied and the time when the second specified condition is satisfied are satisfied. The 2nd special battle production display pattern and the 2nd special story production display pattern which are selected by doing are set up. That is, in this embodiment, in any of the three types of effect types, if the first prescribed condition or the second prescribed condition is satisfied in the big hit gaming state, before each prescribed condition is established. Can see the production that can not be seen, can give a sense of superiority and premium that cleared the prescribed conditions.

  In the present embodiment, the overall control CPU 65a is configured to store in the overall control RAM 65c information (flags, etc.) indicating the types of the effect type modes MA, MB, and MC selected in the effect type selection effect. It is possible to specify the types of production type modes MA, MB, and MC during the stay. The overall control CPU 65a stays in the symbol variation effect that triggers the start of the effect type modes MA, MB, and MC under the condition that the probability variation state (probability variation mode) continues until the symbol variation effect is executed. A mode designation command capable of specifying the type of effect type mode MA, MB, MC is output to the display control board 70. Thereby, under the condition that the probability variation state (probability variation mode) continues, in the symbol variation effect, the effect corresponding to the effect type mode MA, MB, MC selected by the player is continuously executed. That is, for example, when the production type mode MA is selected in the production type selection production, as shown in FIG. 9, when the big hit determination while staying in the production type mode MA is affirmative, that is, when the big win is won, the first battle An effect corresponding to the battle effect display pattern based on the effect pattern BA is executed, and the symbol win effect corresponding to the effect type mode MA can be executed again by becoming “Battle Victory” (definite change state confirmation) in the jackpot game. It is configured. If the selected effect type mode is the effect type mode MB, an effect corresponding to the battle effect display pattern based on the second battle effect pattern BB is executed as the jackpot effect, and “battle victory” (probability change) is performed in the jackpot game. If the selected production type mode is the production type mode MC, the story production based on the story production pattern SC as a big hit production can be executed again. The effect corresponding to the display pattern is executed, and the effect that the probability variation state is determined in the jackpot game is derived, so that the symbol variation effect corresponding to the effect type mode MC can be executed again.

  Further, the overall control CPU 65a can individually specify the contents for instructing the execution of various effects and the contents of various decisions as a result of the processing related to various effects in the control during the stay of each effect type mode MA, MB, MC. An effect command is output to the display control board 70 at a predetermined timing. Then, the overall control CPU 65a sets (stores) the contents instructed by the command in the overall control RAM 65c each time when the production command is output. The contents instructed to the display control board 70 and the symbol display device It is possible to freely read and grasp (confirm) the production contents of various game effects executed at 17 etc. from the overall control RAM 65c. In addition, regarding the battle result (win / loss) between each enemy character appearing in the battle effect display pattern and the player-side character, as battle history information for displaying a battle win / loss table described later, a predetermined value of the overall control RAM 65c is used. It is stored in the area for a predetermined period.

  That is, as a symbol variation effect pattern determining means (effect pattern determining means) for determining one of a plurality of types of symbol variation effect patterns and a hit effect pattern determining means for determining one of a plurality of types of symbol effect effects patterns. The overall control CPU 65a has the above function. Further, the overall control CPU 65a is a mode determination means for determining one of a plurality of types of effect types (effect modes) and a hit game result determination for determining whether or not the game result in the big hit game state satisfies a prescribed condition. It also functions as a means. Further, the overall control CPU 65a is configured to function as an effective period setting means for setting an effective period of the first operation button 35 when selecting a mode and shifting to a mode. Here, the overall control CPU 65a functions as a win / loss determination unit that determines whether or not the player side character wins the battle effect. The overall control RAM 65c is configured to function as a storage means for storing the effect type mode (effect mode) determined by the overall control CPU (mode determining means) 65a. The overall control CPU 65a also selects a selection effect pattern (symbol change effect pattern) determined by the overall control CPU 65a (symbol change effect pattern determination means, hit effect pattern determination means) and a hit effect pattern such as a battle effect pattern or a story effect pattern. Is configured to function as an effect execution control means that is executed by the symbol display device 17.

(About production type loop processing)
Next, an effect type loop process executed by the overall control CPU 65a of the overall control board 65 based on the control program will be described.

  The effect type loop process is a process in which the symbol variation effect and the jackpot effect corresponding to the effect type mode are repeatedly performed in the state where the effect type mode selected in the effect type selection effect is stayed. In this effect type loop process, the case where the first big hit is a probable big hit and the case where the effect type mode MA is selected in the effect type selection effect will be described.

  As shown in FIG. 13, the overall control CPU 65a determines whether or not the effect type mode is selected in the effect type selection effect executed in the final round in the first big hit game (step C11). That is, in step C11, the overall control CPU 65a determines whether or not a signal corresponding to any one of the effect type modes MA, MB, and MC is input from the first operation button 35. If the determination result of step C11 is negative, step C11 is repeated. If the determination result of step C11 is affirmative, the overall control CPU 65a stores information specifying the effect type mode MA corresponding to the signal input from the first operation button 35 in the overall control RAM 65c (step C12). If there is no signal input from the first operation button 35 even after the effective operation time of the first operation button 35 has elapsed in step C11, the overall control CPU 65a draws the effect type modes MA, MB, and MC by lottery. Information that specifies the selected effect type modes MA, MB, and MC is stored in the overall control RAM 65c.

  Next, in step C13, it is determined whether or not the determination result of the jackpot determination is affirmative. As described above, since the first big hit is a probable big hit, the probable variation state continues until the next win for the promising big hit, so that even if the determination result in step C13 is negative, the effect type loop process is not terminated. Stay in production type mode MA. Further, in the effect pattern determination process that is performed when the pachinko ball wins at the start winning holes 31a and 31b when the determination result of the big hit determination is negative, the overall control CPU 65a performs the misuse corresponding to the effect type mode MA. One selection effect pattern is determined from a plurality of types, and a display effect pattern designation command for designating the determined display effect pattern for selection is used as the display control board 70, the lamp control board 72, the sound control board 73, and the like. Output to. In the display control board 70, when an effect pattern designation command for detachment is input, the display control CPU 70a selects display data indicating the content of the effect corresponding to the effect pattern for detachment specified by the command, The symbol display device 17 is controlled so that the symbol variation effect is executed with the display content corresponding to the effect pattern for losing. That is, since the information for specifying the effect type mode MA is stored in the overall control RAM 65c, the symbol variation effect based on the pachinko ball winning at the first and second start winning holes 31a, 31b is as described above. An effect corresponding to the effect type mode MA during the stay is executed.

  If the determination result in step C13 is affirmative, in step C14, the number of consecutive games of jackpot game is counted (+1 for the number of consecutive games stored in the current overall control RAM 65c), and the number of consecutive games is managed. The data is stored in a predetermined storage area of the control RAM 65c. Next, the overall control CPU 65a determines whether or not the number of extended games stored in the overall control RAM 65c is “20 times or more” (step C15). If the determination result of step C15 is negative (ie, the number of consecutive resorts is less than “20”), the overall control CPU 65a proceeds to step C16.

  In the effect pattern determination process that is performed when the pachinko ball wins a winning winning opening 31a, 31b when the determination result of the jackpot determination is affirmative, the overall control CPU 65a corresponds to the effect type mode MA and the jackpot symbol is displayed. A per-selection effect pattern corresponding to the type is determined from one of a plurality of types, and a per-effects pattern designating command for designating the determined per-selection effect pattern is displayed on the display control board 70 and the lamp control board. 72 and the sound control board 73 and the like. In the display control board 70, when a winning effect pattern designation command is input, the display control CPU 70a selects display data indicating the contents of the effect corresponding to the winning effect pattern specified by the command. The symbol display device 17 is controlled to execute the symbol variation effect with the display content corresponding to the special effect pattern (step C16). In addition, when the winning display result is derived in the symbol variation effect, the game shifts to a big hit game. That is, the overall control CPU 65a determines one from the normal battle effect display patterns a1, a2, a3, a4 in the first battle effect pattern BA corresponding to the effect type mode MA based on the type of the big hit symbol, An effect display pattern designation command for designating the corresponding normal battle effect display patterns a1, a2, a3, a4 is output to the display control board 70, the lamp control board 72, the sound control board 73, and the like. Thus, as the symbol variation effect and the subsequent jackpot effect, the effect corresponding to the effect type mode MA during the stay is executed (step C17).

  In step C18, it is determined whether or not the player-side character wins the enemy character in the jackpot effect corresponding to the normal battle effect display patterns a1, a2, a3, and a4, and if negative, The effect type loop process is terminated. In other words, when the type of jackpot game is symbols B, F, c, d, etc., and the mode shifts to the latent mode after the jackpot game ends, the “Battle defeat” effect pattern is selected as the effect pattern of the jackpot effect. At this time, the effect type loop process is terminated. On the other hand, if the determination result in step C18 is affirmative, it is determined that the state has shifted to the probability variation state, but since step C15 is negative, the overall control CPU 65a returns to step C13 and repeats the above processing. That is, in the effect pattern determination process that is performed when the pachinko ball wins the first and second start winning holes 31a and 31b, selection for winning or losing corresponding to the effect type mode MA selected in step C11 is performed. The effect pattern is determined, and the normal battle effect pattern is determined as the jackpot effect when winning the jackpot in the symbol variation effect based on the effect pattern.

   If the determination result in step C15 is affirmative (that is, the number of consecutive games is “20 times or more”) while repeating the processing of step C13 to step C18, the overall control CPU 65a determines that the start winning ports 31a and 31b As the symbol variation effect based on the winning of the pachinko ball, the display content corresponding to the effect type mode MA is executed as in step C16 (step C19). Then, the overall control CPU 65a performs the first special battle effect from the first battle effect pattern BA corresponding to the effect type mode MA stored in the dedicated table for the 20th and later times for the 20th and later jackpot effects. The display pattern a5 is determined, and an effect display pattern designation command for instructing the first special battle effect display pattern a5 is output to the display control board 70, the lamp control board 72, the sound control board 73, and the like. In the display control board 70, when an effect display pattern designation command is input, the display control CPU 70a selects display data indicating the effect content corresponding to the first special battle effect display pattern a5 specified by the command, The symbol display device 17 is controlled to execute the symbol variation effect with the display content corresponding to the effect display pattern (step C20). That is, when the number of consecutive hits in the jackpot game is 20 times or more, it is possible to see a battle effect with the rare first special character that does not appear until the 19th game.

  In Step C21, it is determined whether or not the player-side character wins the enemy character (first special character) in the jackpot effect corresponding to the first special battle effect display pattern a5. If so, the effect type loop process is terminated. On the other hand, if the determination result of step C21 is affirmative, it is determined that the state has changed to the probability changing state, and the present staying type mode MA (probability changing mode) remains.

  In the effect type mode MA in which the user continues to stay, in step C22, it is determined whether or not the determination result of the jackpot determination is affirmative. Even if the determination result is negative, the effect type mode is not ended and the effect type mode is not terminated. Stay in MA. In addition, as described above, the effect pattern determination process performed when the pachinko ball wins the start winning opening 31a, 31b when the determination result of the jackpot determination is negative is, as described above, the selection for the deviation corresponding to the effect type mode MA. The symbol variation effect based on the production effect pattern is executed.

  Next, the overall control CPU 65a counts the number of consecutive hits in the big hit game (+1 to the number of extended games currently stored in the overall control RAM 65c) and stores it in a predetermined storage area of the overall control RAM 65c (step C23). . Further, it is determined whether or not the number of consecutive hits of the big hit game stored in the overall control RAM 65c is “30 times or more” (step C24). If the determination result of step C24 is negative (ie, the number of extended games is “less than 30”), the overall control CPU 65a returns to step C19 and repeats the above-described processing. That is, until the determination result in step C24 is affirmed, the big hit effect is executed based on the first special battle effect display pattern.

  If the determination result in step C24 is affirmative (that is, the number of consecutive hits in the big hit game is “30 times or more”) while repeating the processing of step C19 to step C24, the overall control CPU 65a The display content corresponding to the effect type mode MA is executed as in step C19 as a symbol variation effect based on the pachinko ball winning to 31a, 31b (step C25). Then, the overall control CPU 65a performs the second special battle effect from the first battle effect pattern BA corresponding to the effect type mode MA stored in the dedicated table for the 30th and later times for the 30th and later jackpot effects. The display pattern a6 is determined, and an effect display pattern designation command for instructing the second special battle effect display pattern a6 is output to the display control board 70, the lamp control board 72, the sound control board 73, and the like. In the display control board 70, when an effect display pattern designation command is input, the display control CPU 70a selects display data indicating the effect content corresponding to the second special battle effect display pattern a6 specified by the command, The symbol display device 17 is controlled to execute the symbol variation effect with the display content corresponding to the effect display pattern (step C26). That is, when the number of consecutive hits of the big hit game is 30 times or more, it is possible to see a battle effect with the second special character having a rarity that does not appear until the 29th game.

  Here, in the above-described probability variation state, the variation state (the winning rate improvement state in which the winning rate to the second start winning opening 31b is improved) is provided until the probability variation state ends. Yes. That is, in the game during which the effect type loop processing is continued, the variable state is also continued, and while the variable state is continued, the effect type mode selected in the final round of the first big hit game is set. The corresponding symbol variation effect and jackpot effect can be continuously viewed.

(About selection of jackpot effect pattern in effect type loop processing)
In the effect type loop process, the normal battle effect display patterns a1, a2, a3, a4 selected in the big hit game (when the result of the big hit determination is affirmative) include these normal battle effect display patterns a1, a2, a3, The battle effect display random number used when selecting a4 is defined. In this battle effect display random number, the set number of random numbers is different between the display pattern for deriving “battle victory” and the display pattern for deriving “battle defeat” at the time of determining the big hit. Specifically, as shown in FIG. 14, in the case of a big hit in which a display pattern for deriving “battle victory” is selected, “two” is displayed in the normal battle effect display pattern a1, and in the normal battle effect display pattern a2. “4”, “6” is set in the normal battle effect display pattern a3, and “8” battle effect display random numbers are set in the normal battle effect display pattern a4. On the other hand, when the display pattern for deriving “Battle defeat” is selected, “8” is displayed for the normal battle effect display pattern a1, “6” is displayed for the normal battle effect display pattern a2, and the normal battle effect display is displayed. “4” is set for the pattern a3, and “2” battle effect display random numbers are set for the normal battle effect display pattern a4. The battle effect display random numbers are 20 integers from “0” to “19”, and these 20 battle effect display random numbers are the battle effect display of each normal battle effect display pattern a1, a2, a3, a4. It is distributed as a random number. Further, the battle effect display random number value is stored in the overall control RAM 65c. In addition, the normal or special battle effect display pattern set to “Battle Victory” is set to be selected when winning with a big hit symbol (symbol A, a, etc.) in which the probability change state is confirmed and notified during the big hit game. On the other hand, the normal or special battle effect display pattern set to `` Battle defeat '' may shift to the latent mode (the game state is not sure whether it is probabilistic or non-probable) after the big hit game It is set to be selected when winning with a big hit symbol (symbol B, F, d, e, etc.).

  When selecting the normal battle effect display patterns a1, a2, a3, and a4, the overall control CPU 65a acquires and acquires any one of the battle effect display random numbers stored in the overall control RAM 65c. The normal battle effect display patterns a1, a2, a3, and a4 corresponding to the battle effect display random numbers are determined. In other words, there is a case of a big hit game (a specific hit game in which the probability variation pattern is determined in the special figure starting process) for definitely informing the probability change state during the big hit game, and a big hit game (non-probable change state) that shifts to the latent mode. With big hit game, it is possible to judge that the probability change state is given during the big hit game by changing the set number of battle effect display random numbers set in each normal battle effect display pattern a1, a2, a3, a4 The normal battle effect display patterns a1, a2, a3, and a4 are selected at different ratios between the game and the big hit game in which it is impossible to determine whether the probability change state or the non-probability change state is given during the big hit game. In other words, when the probability variation symbol is determined in the special figure start process, the battle effect display pattern (stored in the overall control RAM 65c) in which the player-side character that can be selected by the overall control CPU 65a wins is A plurality of types having different characters are provided, and when one of the plurality of types of battle effect display patterns is selected, the ratio selected for each enemy character is set to be different.

  If it demonstrates concretely in the example where the battle effect display random numbers are distributed as shown in FIG. 14, the jackpot game (the battle victory effect will be derived) during the jackpot game where it is clear that the probability variation state is given. In the case of big hit game), the probability of selection in the order of “a1”, “a2”, “a3”, “a4” in the normal battle effect display pattern increases, and conversely, during the big hit game, the probability change state and non- In the case of a big hit game (a big hit game in which an effect of defeating the battle is derived) that cannot be determined which of the probable change state is given, the normal battle effect display patterns “a1”, “a2”, “a3”, “a4” The probability of being selected in the order of “is reduced. That is, depending on the type of enemy character that appears in the big hit game, the player can recognize whether or not the probability variation state is easily given. In addition, the number and ratio of the battle effect display random numbers assigned to the normal battle effect display patterns a1, a2, a3, and a4 are not limited to the numbers and ratios described above, and can be arbitrarily changed.

According to the pachinko machine 10 having a function that allows the player to select the type of production as in the present embodiment, the following effects can be obtained.
(1) Since the effect display pattern corresponding to the effect type mode selected by the player is executed in the symbol variation effect performed next to the next hit game and the corresponding game, the player's corresponding to the effect type mode to be selected Increase interest.
(2) In addition, since a plurality of types of effect display patterns are set in each effect type mode, it is possible to improve the fun of the game by suppressing the formation of effects in the hit game.
(3) Since the effects related to the effect type mode selected by the player are continuously executed as long as the probability change state and the change state are continued, the player's interest in the effect can be maintained.
(4) As the contents of the effect during the big hit game, it is a variation of the big hit effect by providing a battle effect in which the player's character and the enemy character battle each other and a story effect in which a series of preset effects progress in sequence. And can enhance the interest in the player's performance.
(5) In the first battle effect pattern BA in the effect type mode MA and the second battle effect pattern BB in the effect type mode MB, the effect display pattern of the first battle effect pattern BA as well as the effect contents in both effect patterns Since the enemy characters and effects that appear in each of the effect display patterns of (a1 to a6) and the second battle effect pattern BB are different, the player can select an effect type according to the enemy character and the contents of the effect. The mode can be selected, and the interest in selecting the mode can be improved. Note that the effect contents are different not only that the background image displayed on the symbol display device 17 is different, but also the sound (music and voice) output from the speaker 19 and the light emission mode on the lamp device 18 are different. Is included.

The following can be adopted as an example of changing a pachinko machine having a function that allows the player to select the type of production.
(1) The specific win game in which the production type mode can be selected has been described in the case of the first big hit game in the normal mode, but the specific win game is not limited to the first big hit game, It is also possible to make it possible to select the production mode in the big hit game in the latent mode.
(2) With regard to the symbol variation effect and jackpot effect while staying in the selected effect type mode, the displayed character does not have to be the same, and the player recognizes the relationship between the symbol variation effect and the jackpot effect. Anything can be obtained.
(3) In order to differentiate between the first battle effect pattern BA and the second battle effect pattern BB, not only the distribution of the battle effect display random numbers as described above, but also, for example, the game state continuation effect pattern, You may make it distribute only to 2nd battle production pattern BB. In this case, when the effect type mode MA is selected, the result is known at an early stage in the big hit game, whereas when the effect type mode MB is selected, the final result is derived by the game state continuation effect pattern. It takes longer to complete and can meet the needs of players who want to know the results quickly and those who want to enjoy the production for a long time.

Moreover, according to the pachinko machine 10 having the function of changing the contents of the performance executed according to the game performance in the big hit game as in the present embodiment, the following effects can be obtained.
(1) The first special enemy character that appears different from the normal enemy character that appears when the first prescribed condition is not met, when the number of consecutive hits in the big hit game satisfies the first prescribed condition. Since the special effect is executed, it is possible to give the player a sense of superiority with respect to the change to the first special effect.
(2) In addition, by setting the hurdle of the first specified condition high, the probability that the first special effect will be executed is lowered to increase the rarity, and the superiority when it is changed to the first special effect It is possible to enhance the feeling.
(3) Furthermore, the second special that is different from the first special enemy character when the number of consecutive games of the big hit game satisfies the second prescribed condition that is difficult to be established from the first prescribed condition. Since the second special effect in which the enemy character appears is executed, the player can be given a higher sense of superiority with respect to the change to the second special effect.
(4) In each effect type mode selected by the player, if the first specified condition and the second specified condition are satisfied, the first special effect and the second special effect can be seen. Even if the production type mode is selected, the interest during the big hit game can be improved.
(5) During the big hit game, not only whether or not the probability change state is given, but also the type of the hit game related to the size of the number of winning balls that can be obtained in the big hit game, can attract attention. It can improve interest.
(6) Since the 1st prescribed condition and the 2nd prescribed condition are the number of consecutive hits of jackpots, the player will have a chance to see a rare special performance by having consecutive jackpots The game can be performed with the expectation of the game, and the interest of the game can be improved.
(7) When a special character with a rarity that does not appear unless the prescribed conditions are satisfied appears, the player can be satisfied with the success of the jackpot, and the premium feeling can be enhanced.

The following can be adopted as a modification example of the pachinko machine provided with a function of changing the contents of the presentation executed depending on the game performance in the big hit game.
(1) The number of special effects (special hit effect patterns) is not limited to two, but may be one or three or more. For example, in the second special battle effect display pattern a6 of the embodiment, the result of “battle defeat” is finally derived, but also in the second special battle effect display pattern a6, “battle victory” In the battle performance with the second special enemy character, the “Battle Victory” (Large game of jackpot game) continues, so that the third prescribed condition is satisfied and the third special enemy character It is possible to adopt a configuration in which an effect pattern in which appears is selected. A plurality of special enemy characters are also set for each special enemy character that appears when the first special enemy character, the second special enemy character, etc. meet the specified conditions, and the ratio of the appearance of each special enemy character is set. You may make it change by distribution of a battle effect display random number value.
(2) In the above embodiment, the case where the winning jackpot is counted as the number of consecutive games in the state where the variable state is assigned regardless of the presence or absence of the probability change state is described. It is also possible to count the number of consecutive games as a number of consecutive homes and reset the count of consecutive homes when the state shifts to a state in which a variable state is given in an indefinite change state (time reduction mode).
(3) The game performance in which the special effect is executed (determined) is not limited to the number of consecutive hits in the jackpot, but may be other things such as the number of balls to be played during the jackpot game.
(4) The normal hit effect pattern (normal battle effect display pattern) is not limited to six and may be one or more.
(5) In the effect type loop process shown in FIG. 13, when the big hit effect based on the second special battle effect display pattern is executed when the number of consecutive games becomes “30 times or more”, the loop process is ended. As described in the case, the loop processing may be continued. That is, it is determined whether or not the player-side character wins the enemy character in the jackpot effect based on the second special battle effect display pattern, and if it is negative, the effect type loop process is terminated. On the other hand, if it is affirmative, that is, “Battle Victory”, the symbol variation effect based on the winning of the pachinko ball of the next start winning opening 31a, 31b is performed, and if the big hit is won, the normal battle effect display pattern or the first special effect pattern The step of executing the jackpot effect based on the battle effect display pattern may be repeated until a result of “battle defeat” is obtained in the jackpot effect.

(6) In the embodiment, the condition for executing the special effect (the condition for selecting the special battle effect display pattern) has been described in the case of the number of consecutive resorts only. However, the type of jackpot symbol may be used as the condition. . For example, the condition for selecting the first special battle effect display pattern is limited to the case where the jackpot symbol after the 20th consecutive game is the symbol A or the symbol a, and the second special battle effect display pattern is selected. The condition can be limited to the case where the jackpot symbol after the 30th consecutive game is the symbol c or the symbol e.

  A special effect execution process that includes a jackpot symbol as a condition for executing the special effect will be described below with reference to FIG. Since the basic process flow is the same as that of the effect type loop process, a description will be given mainly of the part that is based on the type of jackpot symbol.

  In the special effect execution process, in step H11, it is determined whether or not the determination result of the jackpot determination based on the winning (holding storage information) of the pachinko balls to the start winning ports 31a and 31b is affirmative. The jackpot determination based on (holding storage information) is repeated. In addition, as for the symbol variation effect in the case where step H11 is negative, the effect based on the selection effect pattern for selection is executed by the symbol display device 17 as described above. If the determination result at step H11 is affirmative, the number of consecutive hits of the big hit game is counted at step H12 and stored in the overall control RAM 65c. Next, the overall control CPU 65a determines whether or not the number of extended games stored in the overall control RAM 65c is “20 times or more” (step H13). If the determination result in step H13 is negative (ie, the number of consecutive resorts is “less than 20”), the overall control CPU 65a causes the symbol display device 17 to execute the symbol variation effect based on the winning selection effect pattern. Thereafter, any one of the normal battle effect display patterns a1, a2, a3, and a4 is executed by the symbol display device 17 as the big hit effect (step H14).

  If the determination result in step H13 is affirmative (that is, the number of consecutive resorts is “20 times or more”), the process proceeds to step H15 to determine whether the jackpot symbol is symbol A or symbol a. After the symbol variation effect based on the winning selection effect pattern is executed by the symbol display device 17, any one of the normal battle effect display patterns a1, a2, a3, a4 is executed by the symbol display device 17 as the big hit effect ( Step H14). On the other hand, if the determination result in step H15 is affirmative (that is, if the jackpot symbol is symbol A or symbol a), the overall control CPU 65a performs a symbol variation effect based on the winning of a pachinko ball to the start winning opening 31a, 31b. After the symbol change effect based on the winning selection effect pattern is executed by the symbol display device 17, the symbol display device 17 executes the big hit effect based on the first special battle effect display pattern a5 (step H16). In other words, a rare first special character that does not appear until the 19th time under the condition of winning a big hit with symbol A or symbol a, which is a jackpot game with 20 winning games and the highest value for the player. You can see the battle performance and give the player a high sense of superiority.

  After the first special battle effect is executed, if the determination result of the jackpot determination at Step H17 is negative, the jackpot determination based on the next winning (holding storage information) is repeated, and the symbol variation effect is The symbol display device 17 performs an effect based on the selection effect pattern for selection. If the determination result in step H17 is affirmative, in step H18, the number of consecutive hits of the big hit game is counted and stored in the overall control RAM 65c. Next, the overall control CPU 65a determines whether or not the number of extended games stored in the overall control RAM 65c is “30 times or more” (step H19). If the determination result in step H19 is negative (ie, the number of consecutive resorts is “less than 30”), the overall control CPU 65a causes the symbol display device 17 to execute a symbol variation effect based on the winning selection effect pattern. Thereafter, an effect based on the first special battle effect display pattern a5 is executed on the symbol display device 17 as a jackpot effect (step H16).

  If the determination result in step H19 is affirmative (that is, the number of consecutive hits in the jackpot game is “30 or more”), the overall control CPU 65a proceeds to step H20 to determine whether the jackpot symbol is symbol c or symbol e. If the result is negative, a symbol change effect based on the winning selection effect pattern is executed by the symbol display device 17, and then an effect based on the first special battle effect display pattern a5 is given as the jackpot effect. 17 (step H16). On the other hand, if the determination result in step H20 is affirmative (that is, the jackpot symbol is symbol c or symbol e), the overall control CPU 65a performs a symbol variation effect based on the winning of the pachinko ball to the start winning opening 31a, 31b. After the symbol change effect based on the winning selection effect pattern is executed on the symbol display device 17, the symbol display device 17 executes the big hit effect based on the second special battle effect display pattern a6 (step H21). In other words, the number of consecutive hits of the jackpot game lasts 30 times or more, and the battle with the second special character that is rarer than the 29th game will not appear until the 29th game under the condition of winning the jackpot in the symbol c or the symbol e that becomes the jackpot game. The production can be seen, and a premium feeling can be given to the player.

Here, since the jackpot game corresponding to the symbol A or the symbol a is the one having the highest value given to the player (a lot of balls can be obtained), the first special battle effect display pattern a5 is selected. In addition to the number of consecutive villas, by limiting the jackpot symbol to symbol A or symbol a, you can not only see an unusual performance (first special battle effect) but also many It is possible to play a game with a sense of expectation that can win a ball. Further, when the second special battle effect display pattern a6 is selected as a condition when the jackpot symbol is symbol c or symbol e separately from the number of consecutive games, the following effects are obtained.
That is, the jackpot game corresponding to the symbol c is not expected to have many balls compared to the jackpot game in the case of the symbols A and a. Can see a special performance (second special battle effect), and the degree of discouragement of the player can be kept small. In addition, when winning with symbol e, the game state after the big hit ends will be in an uncertain change state, but as described above, the joy that the big hit game lasted 30 times and the special effect (second special battle effect) By being able to see, a player's discouragement degree can be suppressed small. Furthermore, as a condition for selecting the second special battle effect display pattern a6, a symbol c in which the gaming state after the end of the jackpot game becomes a probable state and a symbol e in which the gaming state after the end of the jackpot game becomes a non-probable state Therefore, even if the second special battle effect is executed and the result of the “battle defeat” is obtained, it does not always become a non-probable change state. If you win, you can give a higher premium to the player.

  As described above, when three or more special effects (special hit effect patterns) are provided, the number of consecutive resorts and the type of jackpot symbol that are the conditions for executing each special effect may be different. Moreover, the said conditions can be made into the combination of other conditions, such as the kind of jackpot symbol, the number of acquired balls.

(About mode transition)
Here, in the pachinko machine 10 of the present embodiment, during the big hit game, it is possible to shift (mode shift) from the production type mode MA, MB, MC currently staying to another production type mode MA, MB, MC. If the overall control CPU 65a is set and decides to shift to other production type modes MA, MB, and MC, the types of production type modes MA, MB, and MC until immediately before being stored in the overall control RAM 65c. Is rewritten to information indicating the types of the newly determined performance type modes MA, MB, and MC. The overall control CPU 65a determines the type of the determined effect type modes MA, MB, and MC when determining the transition from the effect type modes MA, MB, and MC to the other effect type modes MA, MB, and MC during the stay. An identifiable mode designation command is output to the display control board 70 in the symbol variation effect that triggers the start of the effect type modes MA, MB, and MC. As a result, in the symbol display device 17, in the next symbol variation effect, an effect corresponding to the changed effect type mode MA, MB, MC is executed.

  That is, the hit effect pattern includes a mode selection effect pattern that causes the effect display type display effect to be performed on the effect type selection effect (mode selection effect) in the middle of the big hit effect. This mode selection effect pattern is provided corresponding to each of the effect type modes MA, MB, and MC. In this embodiment, the type of jackpot is the symbols A and C of FIG. Are selected in the case of six types of symbols a, b and c. Further, in this embodiment, the mode selection effect pattern is the effect for selecting the effect type in the 9th round before the end of the 16R shortened probability variable big hit game in which the game time is relatively short with respect to the step-up probability big hit game. It is set to run. Furthermore, in the normal battle effect display patterns a1, a2, a3, and a4, it is set so that the result of the battle effect is derived in the ninth round game. Set to run after the result is derived. That is, in this embodiment, in the step-up probability variation big hit game, the effect type selection effect is executed in a round in which the opening / closing door 43 performs a short-time opening operation. In the example, as a type of jackpot game constituted by all-open round games, when winning in symbol A, symbol B and symbol F, the number of rounds selected is 16 and in symbol d, it was won. The number of rounds selected in this case is nine, and the round for executing the effect type selection effect is a minimum number of rounds (9 Is set to be in the round game corresponding to (times).

(About mode transition processing)
Next, the mode transition process will be described in the case of executing a step-up probability variation big hit game and a 16R shortened probability variation big hit game.

  When the jackpot game is started in the effect type loop process, the overall control CPU 65a counts the number of rounds in the jackpot game, and instructs the effect type selection effect on the condition that the count value is “9”. An effect display pattern designation command is output to the display control board 70, the lamp control board 72, the sound control board 73, and the like, and an effective period for validating the operation of the first operation button 35 is set. In the display control board 70, when an effect display pattern designation command is input, the display control CPU 70a selects display data indicating the contents of the effect corresponding to the effect type selection effect specified by the command, and the effect type selection The symbol display device 17 is controlled to execute the symbol variation effect with the display content corresponding to the effect. That is, as shown in FIG. 16, the image of the first operation button 35 is displayed on the symbol display device 17 as the 9th round jackpot effect display, and the effect type mode can be selected by pressing the first operation button 35. It is suggested. In FIG. 16, since the effect type mode currently staying is the effect type mode MA, a state in which one of the effect type modes MB and MC can be selected by pressing the first operation button 35 is displayed.

  When the player operates (presses) the first operation button 35 to change the effect type mode during the effective period, the overall control CPU 65a stores the overall control RAM 65c in accordance with the operation signal from the first operation button 35. The information indicating the type of the effect type mode until immediately before is rewritten with the information indicating the type of the effect type mode newly determined. As described above, since the jackpot type from which the mode selection effect pattern is selected is given a probability variation state, the probability variation state is given after the jackpot game is finished, so the feature type loop process is performed. Will continue. Thus, in the next symbol variation effect after the big hit game is ended, the effect corresponding to the changed effect type mode is executed. If there is no signal input from the first operation button 35 during the effective period, the overall control CPU 65a does not rewrite the information indicating the type of effect type mode stored in the overall control RAM 65c, and is currently staying. The production type mode (MA) is maintained.

  Here, when the big hit game is a 16R shortened probability variable big hit game, after the round game of the ninth round is completed, only the round game in which the opening / closing door 43 of the special prize winning device 40 is opened for a short time is performed. Thus, after the production type selection production is finished, the big hit game is finished in a short time. On the other hand, when the big hit game is a step-up probability change big hit game, after the round game of the ninth round is finished, only the round game that opens and closes the open / close door 43 of the special prize-winning device 40 for a long time is performed. As a result, the big hit game continues for a long time after the production for selecting the production type is completed (see FIG. 16). As a result, in the 16R shortened probable big hit game with a short game time, the effect for selecting the type of production suggests the end of the big hit game, and there is dissatisfaction with the short game time (the number of prize balls that can be acquired is small). The mode selection operation based on the effect type selection effect can be softened by causing the player to perform the mode selection operation, and the willingness to continue the game can be caused. On the other hand, in the step-up probable big hit game, it is assumed that the big hit game may be terminated by the production for selecting the type of production, and the big hit game continues for a long time and the surprise feeling and superiority A feeling can be given to the player and the interest of the game can be improved. In addition, the timing at which the effect for selecting the effect type in the 16R shortened probability variation big hit game is executed and the timing at which the effect for selecting the effect type in the step-up probability variable big hit game is set to be the same. The player cannot determine whether it is a 16R shortened probability variation big hit game or a step-up probability variation big hit game only at the timing when the production effect is executed. You can play games looking forward to becoming.

  Here, the jackpot game (type of jackpot) from which the mode selection effect pattern is selected is specified as a game from which an effect of “battle victory” is derived (that is, a game with a certain probability state). A mode selection effect pattern is not selected for a game from which an effect of “defeat” is derived (which may be in an uncertain change state). Therefore, if the mode selection effect pattern is a battle effect display pattern, the mode selection can be performed after the result of the jackpot effect is derived in the effect display pattern in which “Battle victory” is developed as a result of the jackpot effect. On the other hand, the mode selection cannot be performed in the effect display pattern in which “battle defeat” is developed as a result of the jackpot effect. That is, the player can play the game with a high interest in winning or losing the battle performance, and in the case of “Battle Victory”, the probable state is given after the end of the big hit game You can enjoy joy and a sense of superiority by being able to select a mode, and you can improve the fun of gaming

Next, the mode transition process will be described in the case where the game state continuation effect pattern is selected as the jackpot effect pattern.
When the jackpot game is started in the effect type loop process, the overall control CPU 65a counts the number of rounds in the jackpot game, and instructs the game state continuation effect under the condition that the count value is “9”. An effect display pattern designation command is output to the display control board 70, the lamp control board 72, the sound control board 73, and the like. In the display control board 70, when an effect display pattern designation command is input, the display control CPU 70a selects display data indicating the contents of the effect corresponding to the game state continuation effect specified by the command, and the game state continuation effect is selected. The symbol display device 17 is controlled to execute the symbol variation effect with the corresponding display contents. Specifically, in the display content corresponding to the game state continuation effect, after performing the effect of deriving “battle defeat” once the player side character loses, the player side character wins the “battle” An effect to derive “Victory” is executed. In other words, the player can recognize that the game state after the big hit game is in a probable state by the effect of “battle victory”. In addition, even when the game state continuation effect pattern is selected, depending on the type of game (symbol b and symbol c), the big hit game continues after the “battle victory” effect, and the game ends immediately without continuing. There is something to do, and it is possible to play a game while looking forward to the state after the game state continuation effect.

  When the overall control CPU 65a selects a battle effect pattern including an effect type selection effect as the jackpot effect pattern, the effect control pattern selection command is output at the same timing when an effect display pattern designation command for instructing a game state continuation effect is output. An effect display pattern designation command for instructing an effect is output to the display control board 70, the lamp control board 72, the sound control board 73, and the like, and an effective period for validating the operation of the first operation button 35 is set. In the display control board 70, when an effect display pattern designation command is input, the image of the first operation button 35 is displayed on the symbol display device 17 in the same manner as described above, and the effect is produced by pressing the first operation button 35. An effect suggesting that the type mode can be selected is executed.

  That is, by providing a game state continuation effect pattern set to perform a game state continuation effect in the same round in which the effect type selection effect in the battle effect pattern including the effect type selection effect is provided as the big hit effect pattern, In the game, when the game state continuation effect is executed, the player is discouraged by defeating the battle once, but the player's character is revived and a “battle victory” is derived. Recognizing that the state becomes a probable state can improve the interest of the player. On the other hand, when the mode selection effect is executed in the big hit game, it is possible to enjoy a sense of superiority by being able to select the mode and to improve the interest of the game. In addition, since the effect type selection effect and the mode selection effect are set to be executed in the same round, the player is interested in which effect will be performed in the round in the big hit game. It can be performed. As for the game state continuation effect, in the same round in which the effect type selection effect is performed, it is sufficient that at least the “battle defeat” effect is performed. May be performed in a subsequent round (for example, the final round).

  Here, when the game state non-continuous effect pattern is selected as the jackpot effect pattern, the overall control CPU 65a counts the number of rounds in the jackpot game when the jackpot game is started in the effect type loop process, Under the condition that the count value is “9”, an effect display pattern designation command for instructing a game state non-continuous effect is output to the display control board 70, the lamp control board 72, the sound control board 73, and the like. In the display control board 70, when an effect display pattern designation command is input, the display control CPU 70a selects display data indicating the contents of the effect corresponding to the game state non-continuous effect specified by the command, and the game state non-continuous. The symbol display device 17 is controlled to execute the symbol variation effect with the display content corresponding to the effect. Specifically, in the display content corresponding to the game state non-continuous effect, after performing the effect of deriving the “battle defeat” once the player side character loses, as in the game state continuous effect described above, Furthermore, the effect is continued, and the effect of deriving “battle defeat” in which the player's character loses eventually is executed. The player can recognize that the game state after the big hit game shifts to the latent mode by the effect of “battle defeat”. Thus, by providing the game state non-continuous effect pattern corresponding to the game state continuation effect pattern, the player can be more interested in the effect in the specific round in the big hit game. Also, in the game state continuation effect pattern and the game state non-continuation effect pattern, the timing at which the “battle defeat” effect is executed is set to be the same, so only the timing at which the “battle defeat” effect is executed The player cannot determine whether the game state continuation effect pattern (probability change state continues) or the game state non-continuation effect pattern (possibility of transition to non-probability change state). A game can be enjoyed while looking forward to the state after the end of the battle defeat.

According to the pachinko machine 10 having a function that allows the player to select the type of effect during the big hit game as in this embodiment, the following effects can be obtained.
(1) By making it possible to change the effect type mode after the big hit game during the big hit game, it is possible to prevent the production of the effect during the big hit game from being changed. Further, in the case of a big hit game that is opened for a long time while suggesting the end of the big hit game by the mode selection, a surprise effect can be expected by continuing the big hit game for a long time even after the mode selection.
(2) Since it is determined whether or not the mode selection can be made by winning or losing the battle performance executed during the big hit game, the interest in the battle performance can be raised and the interest of the game can be improved.
(3) Since a game state continuation effect pattern is provided as a jackpot effect pattern, and the game state continuation effect in the game state continuation effect pattern is set to be performed at the same timing for executing the mode selection effect, the game state continuation effect and the effect type The game interest can be further improved by selecting the mode.
(4) Since the mode selection is made in the round corresponding to the number of rounds of the jackpot game with the shortest number of rounds in the type of jackpot game composed of all-open round games, the jackpot game continues after the mode selection There is also a sense of superiority given to the player when the big hit game continues.

The following can be adopted as a modification example of the pachinko machine having a function that allows the player to select the type of effect during the big hit game.
(1) In the embodiment, the final round that causes the opening / closing door 43 to perform the long-time opening operation in the 16R shortened probability variation big hit game is the eighth round, but the final round is set to the second round or other rounds. Alternatively, the mode selection (validity period setting) may be performed in the round after the round set for the final round. Further, as the type of jackpot game composed of all-open round games, the number of rounds equal to the number of final rounds plus the number of rounds that causes the opening / closing door 43 to perform a long-time opening operation in the shortened probability variable jackpot game may be set.
(2) In the embodiment, the case where two types of round hit games composed of all-open round games, ie, 16 rounds and 9 rounds are described, but the number of rounds is different 3 It may have more than one type.
(3) The game state continuation effect pattern including the effect type selection effect described above may be set as the big hit effect pattern. That is, as an effect in a predetermined round (for example, the 9th round), a game state continuation effect in which “battle victory” is derived after the display of “battle defeat” is once performed, and subsequently an effect type selection effect is performed. By doing so, a higher sense of superiority can be given to the player.
(4) As the type of game, it is possible to set a symbol that is in a non-probable change state after the big hit game corresponding to the relationship between the symbol b and the symbol c. In this case, when the game state non-continuous effect pattern is executed, the effect during the big hit game is due to the difference between the case where the big hit game continues after the effect of “Battle defeat” and the case where it ends immediately without continuing The effect can be improved. For example, even if the player recognizes that the winning game has not been confirmed after the end of the big hit game due to “battle defeat”, the big hit game can be continued to reduce the degree of discouragement given to the player.

(About the latent mode)
In this embodiment, when the type of jackpot game won in the probability variation state is a type corresponding to the symbols B and c (special probability variation jackpot game, shortened probability variation jackpot game), the latent mode after the jackpot game ends. Thus, the symbol display device 17 executes a probability variation latent effect that suggests whether or not the player is in a probability variation state. Then, after the jackpot game corresponding to the symbols B and c ends, until the symbol variation effect of the number of times of change is performed, or until the jackpot is awarded before the number of times of change is reached. The overall control CPU 65a is configured to select a probability variation latency effect pattern (probability variation latency effect content) as an effect pattern (effect content) for specifying the specific content of the effect executed by the symbol display device 17. In addition, the overall control CPU 65a, when the type of jackpot game won in the probability variation state is a type corresponding to the symbol F and the symbol e (normal non-probability variation big hit game, shortened non-probability variation big hit game), After completion, the probability variation latent production pattern is selected. In other words, when a big hit in the probability variation state and transition to the latent mode, regardless of whether the winning symbol is probability variation or non-probability variation (whether the determination result of the probability variation determination means is affirmative or negative), After completion, the symbol display device 17 is configured to execute an effect specified by the probability variation latent effect pattern.

  In addition, when staying in the production type mode MA, MB (while staying in the probability variation mode), if the type of jackpot winning in the jackpot lottery is symbol B, symbol c, symbol F and symbol e, A pattern in which the player's character is defeated by the enemy character is selected, and the mode shifts to the latent mode after the big hit game. Also, while staying in the production type mode MC, if the type of jackpot game is symbol B, symbol c, symbol F, or symbol e, the story that shifts to the latent mode is developed, and after the jackpot game ends, the latent mode Migrate to

  The main control CPU 60a stores a plurality of types of variation patterns for probability variation latent effects for executing probability variation latent effects in the latent mode according to the type of jackpot game. Then, the main control CPU 60a is set to select the variation pattern for the probability variation latency effect as the variation pattern of the symbol variation effect performed after the end of the big hit game won by the symbol B, the symbol c, the symbol F and the symbol e. ing. That is, the main control ROM 60b is set with a latent variation table in which a plurality of types of variation patterns for probability variation latent effects are stored. In the latent mode, after the big hit game is completed, the number of symbol variation effects is changed. It is set so that the variation pattern is selected from the latent variation table until it is performed or until the big hit is given before reaching the number of times of variation.

  However, in this embodiment, the main control CPU 65a notifies whether or not the game state at that time is in the probable change state at the specified number of times less than the variable number of times after the big hit game is over. One notification variation pattern is determined from a table dedicated to the specified number of times in which a plurality of types of notification variation patterns for performing an effect (notification effect) to be performed is stored, and a notification variation pattern corresponding to the notification variation pattern is determined. The setting command is set to be output to the overall control board 65. Further, the overall control ROM 65b stores a plurality of types of notification effect patterns (notification effect contents) for specifying the specific contents of the effect (notification effect) for notifying whether or not the gaming state is a probable change state. A dedicated table is set, and the overall control CPU 65a selects and determines a notification effect pattern to be executed in the symbol variation effect based on the input notification variation pattern designation command. An effect pattern designation command for designating an effect pattern is output to the display control board 70, the lamp control board 72, the sound control board 73, and the like. That is, the notification effect specified by the notification effect pattern selected from the dedicated table is executed as the symbol variation effect for the specified number of times after the end of the big hit game. As this notification effect pattern, as shown in FIG. 17, there are a probability change notification effect pattern for definite notification of the probability change state, a non-probability change notification effect pattern for definite notification of the non-probability change state, and a notification effect pattern for detachment dedicated to the detachment. Multiple types are set for each. In other words, in the case of big hits in symbol B and symbol c, the overall control CPU 65a is a probability variation notification effect in which a plurality of types of probability variation notification effect patterns for notifying that the probability variation state has been established a predetermined number of times are set. One probability change notification effect pattern is determined from the pattern table, and in the case of a big hit with symbol F and symbol e, the overall control CPU 65a provides a plurality of types of notifications that definitely indicate a non-probability variation state at a specified number of times. One non-probability change notification effect pattern is determined from the non-probability change notification effect pattern table in which the non-probability change notification effect pattern is set. The display control CPU 70a controls the symbol display device 17 to display effect contents according to the type of the notification effect pattern determined by the overall control CPU 65a.

  The specified number of times for determining the number of times that the notification effect is executed is set to be equal to or less than ½ of the minimum number of times of change setting for giving the change state in the pachinko machine 10. In the present embodiment, the number of times of change is set to 80 times in both cases where symbol F and symbol e are won, so the specified number of times is set to 40 or less. In this embodiment, the case where the specified number of times is set to 20 will be described.

  The production pattern (production content) that specifically specifies the content of the production executed during the symbol variation production includes a plurality of types of probability variation production patterns (probability production content) dedicated to the probability variation state and (deterministic variation only for the non-probability variation state). A plurality of types of non-probable variation production patterns (contents of non-probability variation production) are set (not selected in the case of a state) (see FIG. 18). If the gaming state when the notification effect is executed is in a probable change state, the overall control CPU 65a sets a plurality of types of probability change effect patterns as an effect pattern executed after the notification effect is executed. One probability variation effect pattern is determined from the certain probability variation effect pattern table. Further, when the gaming state when the notification effect is executed is in an uncertain change state, the overall control CPU 65a sets a plurality of types of uncertain change effect patterns as an effect pattern executed after the notification effect is executed. One non-probability changing effect pattern is set to be determined from the determined non-probability changing effect pattern table.

  As shown in FIG. 18, there are more types of non-probabilistic production patterns than types of probabilistic production patterns (in this embodiment, there are 10 types of non-probability production patterns and five types of production patterns). However, the number is not limited), and it is assumed that the player was in a non-probable change state by setting many types of effects to be selected after definite notification of the non-probability change state by the notification effect However, the degree of discouragement can be suppressed by the large number of types of production. In other words, even if it is known that the non-probability change state has been found, it is possible to see the kind of effects that cannot be seen in the probability change state, so that the player can be prevented from stopping the game.

  When the determination results of the 20th (predetermined number) jackpot determination and reach determination after the end of the jackpot are negative, the overall control CPU 65a notifies the disconnection notification in which a plurality of types of disconnection notification effect patterns are set. One outlier notification effect pattern is set from the effect table. Thereby, the display control CPU 70a causes the symbol display device 17 to execute the notification effect for losing when the determination result of the big hit determination and the reach determination corresponding to the 20th symbol variation effect is negative. Yes.

(About latent mode processing)
Next, latent mode processing executed by the main control CPU 60a and the overall control CPU 65a based on the control program will be described with reference to FIG.

  In the latent mode, the main control CPU 60a determines whether or not a pachinko ball has been won at the start winning ports 31a and 31b (whether or not the ball detection signals from the start winning detection sensors 34a and 34b have been input) (step D11). . If negative in step D11, step D11 is repeated. On the other hand, if the determination in step D11 is affirmative, the number of changes (number of executions) of the symbol variation effect is counted (+1) in step D12, and the process proceeds to step D13. In step D13, it is determined whether or not the big hit determination is affirmative. Then, if the determination result of step D13 is affirmative, the latent mode process is terminated.

  If the determination result in step D13 is negative, it is determined in step D14 whether the number of fluctuations is “20”. If the determination result in step D14 is negative (that is, the number of changes is less than “20”), the main control CPU 60a selects a change pattern for the probability change latent effect from the change table for latent change stored in the main control ROM 60b. Then, a latent variation pattern designation command corresponding to the variation pattern is output to the overall control CPU 65a. Then, the overall control CPU 65a determines the probability variation latent effect pattern to be executed in the symbol variation effect based on the input latent variation pattern designation command, and displays the effect pattern designation command for designating the determined effect pattern on the display control board 70. Output to the lamp control board 72, the sound control board 73, and the like. As a result, the display control CPU 70a controls the symbol display device 17 to display the effect contents corresponding to the type of the probability variation latent effect pattern determined by the overall control CPU 65a (step D15).

  Until the result of step D11 to step D15 is repeated and the determination result in step D14 is affirmative (that is, the number of fluctuations is “20 times”), an effect corresponding to the type of probability variation latency effect pattern is used as the symbol variation effect. The content is executed, and the player cannot grasp from the production content whether the current gaming state is the probability variation state or the non-probability variation state. That is, the player can play a game with the expectation that the player is in a probable state.

  If the determination result in step D14 is affirmative (that is, the number of fluctuations is “20”), the main control CPU 60a is stored in a table dedicated to the 20th time, and whether the gaming state at that time is a probable change state. A dedicated variation pattern for notification for performing a notification effect for notifying whether or not is determined is determined, and a notification variation pattern designation command corresponding to the notification variation pattern is output to the overall control CPU 65a. Then, the overall control CPU 65a selects and determines a notification effect pattern to be executed in the symbol variation effect based on the input notification variation pattern designation command, and designates the determined effect pattern. An effect pattern designation command is output to the display control board 70, the lamp control board 72, the sound control board 73, and the like. As a result, as the twentieth symbol variation effect after the end of the big hit game, an effect of definitely informing whether the current game state is the probability variation state or the non-probability variation state is executed (step D16). Specifically, the notification of the probabilistic state notifies the probabilistic state by shifting to the production type mode MA, MB, MC that was staying before shifting to the latent mode, and the notification of the non-probable state is The non-probability change state is notified by shifting to the mode for the state. For example, if the jackpot game during the stay in the performance type mode MA is won with the symbol B, the “battle defeat” effect is performed as the jackpot effect, the mode is changed to the latent mode after the jackpot game ends, and then the 20th symbol change As an effect, an effect pattern that specifies the same content as the effect executed in the effect type mode MA is selected from a dedicated table, and an effect based on the effect pattern is executed to notify the probability variation state. That is, in the table dedicated for the 20th time, a plurality of effect patterns specifying the same contents as effects executed in each effect type mode MA, MB, MC are stored.

  Here, the above-described latent mode has been described in the case where the type of jackpot game won in the probability variation state is the pattern B, the symbol c, the symbol F, and the symbol e, and the latent mode is set to the latent mode after the end of the jackpot game. Even if the type of the big hit game of the first big hit game (the big hit in the normal mode) is the design B, the design c, the design F and the design e, the mode is similarly shifted to the latent mode. Even in this case, as the 20th symbol variation effect after the end of the big hit game, a notification effect for definite notification of the current game state (probability change state or non-probability change state) is performed.

  Also, in the latent mode, until the 20th after the end of the jackpot game, the symbol variation effect until the 20th jackpot determination based on the winning to the winning winning opening 31a, 31b is performed, the probability variation big hit symbol When winning, the mode selection described above can be performed in the final round of the jackpot game. That is, it is configured to be able to shift from the latent mode to the probability variation mode again.

According to the pachinko machine 10 provided with the latent mode as in this embodiment, the following effects can be obtained.
(1) Since the game state confirmation notification is made before the set number of times when the variable state is given, the game state confirmation notification can be realized in a well-balanced manner while maintaining the playability of the latent mode. It can improve.
(2) In addition, since the current gaming state is confirmed and notified before the change state ends, the player can know whether or not the current gaming state is a probable change state. It is possible to suppress a change in the number of award balls that can be obtained between a player who can grasp and a player who cannot grasp.
(3) When the gaming state when the notification effect is executed is the probability variation state, the probability variation effect pattern for notifying the probability variation state is executed, and when the gaming state when the notification effect is performed is the non-probability variation state Since the non-probability change effect pattern for informing the non-probability change state is executed, the current game state can be clearly noticed to the player.
(4) By providing an outage notification effect pattern dedicated to the outage that confirms the current gaming state, the degree of attention to the specified number of times after the end of the big hit game is increased, and the game is played with a sense of expectation. obtain.
(5) Since the prescribed number of times that the game state is confirmed and notified is set to be 1/2 or less of the minimum number of times that the variable state is given, the player will recognize the game state before the notification effect is performed. The probability can be lowered, and the gameability in the latent mode and the game state confirmation notification can be realized in a balanced manner.
(6) Since there are more types of non-probabilistic production patterns than types of probabilistic production patterns, even if the game state is known as a non-probability state by executing the non-probability production pattern, it should be viewed in the probabilistic state. Since it is possible to see an effect that cannot be played, the interest of the game can be improved.
(7) Since a single notification effect pattern is selected from the notification effect pattern table dedicated to confirmation notification as the specified pattern change effect effect pattern for the specified number of times after the end of the big hit game, the specified number of symbol change effects is determined. As a result, it is possible to reliably perform the notification effect.

The following can be adopted as a modification of the pachinko machine equipped with the latent mode.
(1) In the embodiment, the case has been described in which the specified number of times after the end of the jackpot game for confirming the game state is set to ½ or less of the minimum number of times that the variable state is given. It is only necessary to execute the definite notification effect before the state ends.
(2) In the embodiment, the symbol display device 17 executes the fixed notification effect based on the notification variation pattern selected by the main control CPU 65a at the specified number of times after the end of the big hit game, but the overall control CPU 65a May be executed by the symbol display device 17 by sorting the types of the final notification effect. That is, a plurality of types of probability change notification effect patterns, non-probability change notification effect patterns, and deviation notification effect patterns are stored in the overall control ROM 65b, and the overall control CPU 65a performs main control at a specified number of times after the end of the big hit game. Based on the variation pattern (variation pattern designation command) output from the CPU 65a, one of the probability variation notification effect pattern, the non-probability variation notification effect pattern, and the error notification effect pattern for detachment is selected, and according to the selected notification effect pattern. The effect may be executed by the symbol display device 17.
(3) The number of types of probability change effect patterns and non-probability change effect patterns is not limited to the number of examples. Further, the number of probability variation effect patterns and the number of non-probability variation effect patterns may be the same.
(4) As the 20th (prescribed number of times) notification effect mode, the symbol display device 17 is allowed to perform an effect that causes a character dedicated to notification to appear, or “probability change state” or “non-probability change state” is written in characters. It can be displayed and notified. That is, the main control ROM 60b or the overall control ROM 65b may store a notification effect pattern for performing a notification effect by a character dedicated to notification, or a notification effect pattern for displaying characters of “probability change state” and “non-probability change state”. .
(5) As the 20th (prescribed number of times) notification effect, the effect executed by the symbol display device 17 is given, but by causing the speaker 19 and the lamp device 18 to perform the 20th dedicated sound and light emission mode. Notification can be made.

(About shooting effects)
In the pachinko machine 10 according to the present embodiment, there is a shooting effect (special effect) as a type of the symbol variation effect, and a plurality of types of shooting effect patterns that specify specific contents of the shooting effect are stored in the overall control ROM 65b. Has been. The main control ROM 60b stores a plurality of types of variation patterns for shooting effects for executing shooting effects according to the result of the big hit determination. The main control CPU 60a may refer to a big hit game (hereinafter referred to as a specific big hit game (hit game)) that triggers the value of the game after the big hit game to shift from “high” to “low”. The variation pattern for the shooting effect is set to be selected as the variation pattern of the symbol variation effect performed after the completion of (A). Here, when the value shifts from `` High '' to `` Low '', when shifting from the probabilistic state to the non-probable state (normal state), or when shifting from the short state to the non-probable state (normal state) Or, there may be a transition from a probabilistic state to a non-probabilistic state with a variable state (short time mode), and in this way the value given to the player has shifted from `` high '' to `` low '' In the present embodiment, there are cases where the specific condition is satisfied (specific condition). The main control CPU 60a has a function of a hit type determination means for determining whether or not the hit affirmed by the determination result in the big hit determination is a specific hit.

  In the present embodiment, in the latent mode, the main control CPU 60a executes the next symbol variation effect in which the notification effect is performed in the 20th symbol variation effect after the end of the big hit game, that is, after the 21st symbol variation effect. The variation pattern for the shooting effect is set to be selected. That is, in the main control ROM 60b, a specific variation table storing a plurality of types of variation patterns for shooting effects is set, and after the end of a specific jackpot game, the variation patterns of the symbol variation effects after 21 times are as follows. Selection is made only from the specific variation table. In other words, in the present embodiment, after the end of a specific jackpot game, for the first to nineteenth symbol variation effects, the variation pattern for the probability variation latency effect is selected from the variation table for latency as described above, For the 20th symbol variation effect, the notification variation pattern is selected from the notification variation table, and for the symbol variation effect after the 21st time, the shooting effect variation pattern is selected from the specific variation table. Yes. Further, in this embodiment, the 21st to 40th times after the end of a specific jackpot game are set as a period during which the main control CPU 60a can select a variation pattern for shooting effects. May be referred to. The shooting mode period is not limited to the 21st to 40th times, and can be set arbitrarily.

  When the main control CPU 60a determines the variation pattern for shooting when the pachinko ball is awarded to the start winning holes 31a and 31b, the main control CPU 60a sends a variation pattern designation command corresponding to the variation pattern for shooting to the overall control board 65. Output to. Then, the overall control CPU 65a of the overall control board 65 determines an effect pattern to be executed in the symbol change effect based on the input change pattern specification command, and controls to display an effect pattern specification command for specifying the determined effect pattern. The data is output to the board 70, the lamp control board 72, the sound control board 73, and the like. In addition, when a variation pattern designation command corresponding to a variation pattern for shooting is input, the overall control CPU 65a operates the first and second operation buttons 35 and 36 for a predetermined time (at a timing when a shooting effect is performed). It is set to output an operation valid command that is valid over a valid operation time) to the display control board 70 (display control CPU 70a). In the display control board 70, when an operation valid command is input, the display control CPU 70a selects display data indicating the content of the effect corresponding to the shooting effect pattern specified by the command, and corresponds to the shooting effect pattern. The symbol display device 17 is configured to be controlled so as to execute the symbol variation effect with the display content.

  As shown in FIG. 20, the shooting effect of the present embodiment is the aiming position (horizontally movable) of the sighting device comprising the laterally movable body 37 and the longitudinally movable body 38 disposed on the front side of the image display surface 17a in the symbol display device 17. This is an effect of a shooting mode in which the second operation button 36 is pressed in a timely manner while moving the object 37 (the intersection position of the body 37 and the vertical movable body 38) by operating the first operation button 35, and the object (flying object) is shot down. . And, by shooting down a predetermined number of objects, it is set to notify the winner of the jackpot, the type of jackpot game, and the like. That is, the shooting effect is an effect in which the contents of the effect progress based on the operation of the operation buttons 35 and 36.

  Here, in the shooting mode, when the result of the big hit determination based on the winning to the start winning opening 31a, 31b is affirmative and the winning combination is a winning game with a promising big win, the mode selection described above is performed in the final round of the big win game. It can be done. That is, the shooting mode is changed to the probability changing mode again.

Next, the specific content of the shooting effect in the present embodiment will be described.
In the shooting effect, as shown in FIG. 20, images of many objects are displayed small on the outer peripheral side of the background screen displayed on the image display surface 17a of the symbol display device 17, and by the start of symbol variation, The target object is displayed so that the image is enlarged while moving one by one toward the center of the display surface. Further, when the four buttons A to D in the first operation button 35 are pressed (in FIG. 20, the pressed button is indicated by an arrow), the overall control CPU 65a moves the pressed buttons A to D to the pressed buttons A to D. Accordingly, the drive motors 37a, 38a are driven and controlled to move the horizontal movable body 37 and the vertical movable body 38, so that the aiming position moves up, down, left, and right. An image irradiated with a laser beam is displayed from the front side of the screen toward the rear side toward the position. Then, as shown in FIGS. 20A to 20C or 20D to 20E, the aiming position of the sighting device is adjusted to the object before the image of the object becomes a predetermined size. If the object can be irradiated with the laser beam by pressing the second operation button 36, an effect that the object is shot down is displayed.

  In the shooting effect, one object is set to move to the center of the display surface for one symbol variation effect, and the shooting mode is set between the 21st and 40th times as described above. For this reason, it is possible to perform up to 20 shooting effects. Further, in this embodiment, the variation pattern for shooting is set to 12 seconds (normal variation pattern) as the variation time from the start of the special diagram variation display to the final stop display of the special diagram. And as a time chart of shooting effects with a 12-second normal variation pattern, the object moves to the center of the display surface in 0 to 3 seconds, attacks the object in 4 to 8 seconds, and game in 9 to 12 seconds An effect for displaying the result is distributed. In addition, as an effect in 9 to 12 seconds, the state that the player side won by displaying the target object is displayed (displaying the character of “success”), or the target object is counterattacked without being shot down. The player has lost the game (displays “failure”).

  Here, the overall control ROM 65a stores a plurality of shooting effect patterns that specify specific contents of a plurality of types of shooting effects. This shooting effect pattern is set to have a different effect depending on the type of variation pattern selected by the main control CPU 60a. For example, the shooting effect pattern corresponding to the variation pattern for performing the reach effect and the shooting effect pattern corresponding to the variation pattern for performing the loss effect without performing the reach effect are displayed on the image display surface 17a of the symbol display device 17. The color of the target object is set to be different (for example, white in the outlier effect and red in the reach effect). In addition, the shooting production pattern includes a plurality of production patterns with different movement forms of the object, and shooting production patterns with different movement forms are selected according to the types of variation patterns. Furthermore, the effect pattern for shooting includes an effect pattern in which the effect contents after that differ depending on whether the object can be shot down or not. For example, when the target object can be shot down, there is a reach pattern after that, and when the target object cannot be shot down, there is an effect pattern that does not perform the reach effect after that.

  The color of the object is set so that the appearance rate differs depending on the type of jackpot symbol. Specifically, a shooting effect pattern table selected corresponding to each type of jackpot symbol is set in the overall control RAM 65b, and a plurality of shooting colors having different target colors for each shooting effect pattern table. A production pattern is stored. As the color of the object, “white”, “blue”, “yellow”, “red”, “golden” and “rainbow” are set, and as shown in FIGS. For each effect pattern, the overall control CPU 65a determines the color of the object corresponding to the type of jackpot symbol (100 integers from “0” to “99”) for each color object. It is distributed for each effect pattern for shooting that causes objects to appear. Specifically, the determination value for color selection uses a color determination random number stored in the overall control ROM 65a, and the color determination random number can take from “0” to “99”. It is determined from 100 whole numbers. That is, in the shooting effect pattern table selected when the jackpot symbol is symbol A, B, or C, “15” judgment values are assigned to the “white” shooting effect pattern, and “blue” shooting effect. “15” decision values are assigned to the pattern, “20” decision values are assigned to the “yellow” shooting effect pattern, and “20” decision values are assigned to the “red” shooting effect pattern. “20” determination values are assigned to the “golden” shooting effect pattern, and “10” determination values are assigned to the “rainbow” shooting effect pattern. Further, in the shooting effect pattern table selected when the jackpot symbol is symbol D or E, the relationship between the color of the object (shooting effect pattern) and the determination value is “white” = “25”, “ “Blue” = “25”, “Yellow” = “25”, “Red” = “15”, “Gold” = “10” and “Rainbow” = “0”. In addition, in the shooting effect pattern table selected when the jackpot symbol is symbol F, the relationship between the color of the object (shooting effect pattern) and the judgment value is “white” = “30”, “blue”. = “25”, “Yellow” = “25”, “Red” = “15”, “Golden” = “5” and “Rainbow” = “0”. Further, in the shooting effect pattern table selected in the case of a deviation, the relationship between the color of the object (shooting effect pattern) and the determination value is “white” = “50”, “blue” = “30”. ”,“ Yellow ”=“ 15 ”,“ red ”=“ 5 ”,“ gold ”=“ 0 ”, and“ rainbow ”=“ 0 ”.

  In the process of determining the effect pattern for shooting with different colors of the object, when the overall control CPU 65a transmits the corresponding variation pattern command from the main control CPU 60a, “white”, “blue”, “yellow” Color determination random numbers for determining any shooting effect pattern of “red”, “golden”, and “rainbow” from the shooting effect pattern table are acquired and stored in the overall control RAM 65c. Then, the overall control CPU 65a obtains the acquired color from the “white”, “blue”, “yellow”, “red”, “gold”, and “rainbow” shooting effect patterns in the shooting effect pattern table. A corresponding shooting effect pattern is determined by comparing the random number for determination with the determination value for color selection distributed to each shooting effect pattern.

  In other words, by assigning the judgment value for the color of the object as described above, if a “rainbow” object appears, a probable state is given and a large number of balls can be acquired. It can be seen that a big hit game with a large amount of privilege (value) given to a player who has (acquired large ball) is determined. Also, even if a “golden” object appears, it is not as big as “rainbow”, but it has a big bonus game (a big hit game that can be given at least one of “probability status” and “acquired ball size”) ) Is confirmed. Furthermore, for the “red” object, the reliability (expected degree) to which the big hit game with a large amount of privilege is given becomes high. On the other hand, in the case of detachment, “white” and “blue” are easily selected. Therefore, when a “white” or “blue” object appears, the reliability (expected degree) to which the big hit game is given is lowered. Thus, the reliability with which the big hit game with a large amount of privilege is given increases in the order of “white”, “blue”, “yellow”, “red”, “gold”, “rainbow”. Then, by making the jackpot and the bonus amount different depending on the color of the object appearing in the shooting effect, the player plays the game with an interest in not only the game characteristic of the shooting effect but also the color of the object. Can improve the interest of the game.

  In addition, as a shooting effect pattern corresponding to a variation pattern for performing a big hit effect, the target color is a special color different from the case of an outlier reach effect or an outlier effect, such as gold or rainbow, and the object of the special color An effect pattern for notifying big hits by shooting down, and an effect pattern for notifying big hits when all objects on the screen are shot down after the entire screen has exploded greatly, The effect pattern for shooting may be selected corresponding to the type of jackpot. For example, in a production pattern that is shot down one by one and a production pattern in which all the machines are shot down by a big explosion, a production pattern in which all the machines are shot down by a big explosion corresponding to a high-hit symbol that is highly valuable to the player The number of judgment values to be distributed to each of the production patterns corresponding to the jackpot symbol is different, such as reducing the number of production pattern judgment values to be shot down one by one, while assigning many judgment values. Thus, the reliability of the big hit game (privilege amount) may be changed depending on the shooting mode of the appearing object. In addition, the reliability of the big hit game can be changed more finely by changing the number of determination values allocated to the shooting mode of the target and the color of the target. In addition, “white” objects are more likely to appear in response to the off-line effects as the symbol variation effects, and “blue” or “yellow” corresponding to the highly reliable effects in which a big hit game higher than the normal reach effect is given. The target of “red” is more likely to appear in response to the production more than the super reach production, which has a high expectation of being a big hit game than the normal reach production. “Golden” objects appear more easily, and “Rainbow” objects appear in response to large hit games and effects that increase the amount of benefits such as “probable change” and “acquired ball”. In order to facilitate the determination, a determination value assigned to each effect pattern may be set.

(About game detection means)
In the present embodiment, game detection means for detecting that a game is being performed in the pachinko machine 10 is provided. As the game detection means, start winning detection sensors 34a and 34b, a normal winning detection sensor, and a ball passing detection sensor 48 provided on the surface of the game board are used. By being input to the control board 60, the main control CPU 60a of the main control board 60 is set to determine that a game is being performed. Also, the main control CPU 60a starts measuring time by the main timer means at the same time as the ball detection signals from the game detecting means 43a, 43b, 48 are inputted, and the main timer means sets the first demo setting which is set in advance. The pachinko machine 10 is set to shift to the demonstration effect mode on condition that a new ball detection signal is not input even if the time or the second demonstration setting time is counted (predetermined condition). In the present embodiment, as the demonstration production mode, the first standby demonstration production mode that transitions with the passage of the first demonstration setting time as a condition (hereinafter sometimes referred to as the first demonstration transition condition), and the passage of the second demonstration setting time. A second standby demonstration effect mode that is shifted as a condition (hereinafter, sometimes referred to as a second demonstration transition condition) is set. Further, the main control CPU 60a starts measuring time by the main timer means from the start of the first standby demonstration effect mode or the second standby demonstration effect mode, and the main timer means sets the preset third demonstration time or second time. As a condition that a new sphere detection signal is not input even if the 4 demo set time is counted (predetermined condition, hereinafter referred to as a 3rd demo transition condition or a 4th demo transition condition), the first standby A customer waiting demonstration production mode for shifting from the demonstration production mode or the third standby demonstration production mode is set. That is, in this embodiment, three types of demonstration effect modes are set. Further, the main control CPU 60a has a function of a demonstration effect execution control means for executing a model effect by the symbol display device 17. Each demonstration effect mode shifts based on a demonstration designation command output from the main control CPU 60a when a corresponding set time has elapsed.

(About the first standby demonstration production mode)
The first standby demonstration effect mode is executed when the first demonstration transition condition is satisfied when the first standby demonstration command is transmitted from the main control CPU 60a to the overall control CPU 65a after the end of the symbol variation effect. Mode. The transition condition from the game effect mode to the first standby demonstration effect mode when the first standby demonstration command is transmitted from the main control CPU 60a is the first condition when the general control CPU 65a receives the first standby demonstration command. The condition is that there is no storage number of the 1st special figure start hold information and the 2nd special figure start hold information. As a display mode of the symbol display device 17 in the first standby demonstration effect mode, there is an effect in which the background screen at the time of stoppage of the symbol variation effect is continuously displayed as it is, and an effect in which a part of the decoration diagram or the background is swung. Executed. When the ball detection signal from the game detecting means 43a, 43b, 48 is input to the main control board 60 during the first standby demonstration effect mode, the first standby demonstration effect mode is shifted to the immediately preceding game effect mode. To do.

  Further, during the first standby demonstration effect mode, the “history confirmation mode”, “shooting practice mode”, “volume” are controlled by the operation of the first operation button 35, as in the processing in the customer waiting demonstration effect mode described later. One mode can be selected from “adjustment mode” and “divination mode” (see FIG. 24). However, in the first standby demonstration effect mode, the operation of the sighting device (the horizontal movable body 37 and the vertical movable body 38) by the first operation button 35 is set to be invalid.

(About the second standby demonstration production mode)
The second standby demonstration effect mode is a demonstration effect that is selected only during the shooting mode. When the second standby demonstration command is transmitted from the main control CPU 60a to the general control CPU 65a after the symbol variation effect is finished, the second standby demonstration effect mode is selected. 2 This mode is executed when the demo transfer condition is satisfied. The transition condition from the shooting mode to the second standby demonstration effect mode when the second standby demonstration command is transmitted from the main control CPU 60a is the first condition when the overall control CPU 65a receives the second standby demonstration command. There is no storage number of the special figure start hold information and the second special figure start hold information, and the number of continuations of the shooting effect in the shooting mode is set to a predetermined number (in the embodiment, it is set to 20 times, but is limited to 20 times) It is a condition that it is not reached. That is, when there is a storage number of the first special figure start hold information or the second special figure start hold information, a change pattern corresponding to the shooting effect is selected for each symbol change effect based on the hold ball, and the change pattern The base shooting effect (special effect) is set to be executed by the symbol display device 17. On the other hand, when the number of stored first special figure start hold information and second special figure start hold information becomes “0”, the transition condition to the second standby demonstration effect mode (game detecting means 34a, 34b, If the ball detection signal from 48 is not input to the main control CPU 60a even if the second demo set time elapses), the process shifts to the second standby demonstration effect mode, and the symbol variation effect based on the last reserved ball The second standby demonstration effect is executed by the symbol display device 17 continuously (shooting effect in the present embodiment). As a result, even if the player does not actually play a game (launching a pachinko ball to the game area 20a), the same number of times as the shooting game that has been played until immediately before the reserved ball is lost. You can continue playing the game. That is, in the pachinko machine 10 according to the present embodiment, the same shooting effect can be executed by the symbol display device 17 regardless of whether or not the first and second special figure start hold information is stored.

  As a display mode at the time of transition from the shooting mode to the second standby demonstration effect mode, the background screen at the time of the change stop of the symbol change effect is continued as it is, and the same effect as the shooting mode is executed for a predetermined time. Is done. In the second standby demonstration effect mode, the operation of the sighting device (the horizontal movable body 37 and the vertical movable body 38) by the first operation button 35 is set to be effective, and the player can perform the same operation as in the shooting mode. It is set so that a shooting game can be performed in which a sighting device is aimed at and the second operation button 36 is pressed down. Even in the second standby demonstration effect mode, when the ball detection signal from the game detection means 43a, 43b, 48 is input to the main control board 60, the mode shifts from the second standby demonstration effect mode to the shooting mode.

(About customer waiting demo mode)
The customer waiting demo mode is a mode executed when the third demo transition condition is satisfied after the first standby demo mode or the second standby demo mode is started. When the third demo transition condition is satisfied, the main control CPU 60a transmits a customer waiting demo variation pattern designation command to the overall control CPU 65a, and the overall control CPU 65a receives the customer waiting demonstration variation pattern designation command. An effect pattern designating command for designating the demonstration pattern for the customer waiting demonstration determined based on this is output to the display control board 70, the lamp control board 72, the sound control board 73, and the like. As a result, on the display control board 70, the display control CPU 70a selects display data indicating the production contents corresponding to the demonstration pattern for customer waiting demonstration specified by the command, and the display contents corresponding to the demonstration pattern for customer waiting demonstration are displayed. The symbol display device 17 is controlled to execute the symbol variation effect. In this customer waiting demonstration effect, a moving image explaining the model of the pachinko machine 10 and a still image such as a character that is a motif of the pachinko machine 10 are displayed. In the customer waiting demonstration effect mode, as shown in FIG. 24, one of “history confirmation mode”, “shooting practice mode”, “volume adjustment mode” and “fortune-telling mode” is selected by operating the first operation button 35. The mode can be selected. When the ball detection signal from the game detection means 43a, 43b, 48 is input to the main control board 60 during the customer waiting demo mode, the game waiting mode is shifted to the immediately preceding game effect mode.

(Demo migration process)
Next, a specific demonstration transition process corresponding to step B20 and step B21 in the special figure starting process executed by the main control CPU 60a based on the control program will be described with reference to FIG.

  In this demonstration transition process, it is determined whether or not the current gaming state is the shooting mode (step E11). If the determination result in step E11 is negative (ie, not in shooting mode), the process moves to step E12, and the main control CPU 60a determines whether or not a ball detection signal is input from the game detection means 43a, 43b, 48. To do. If the determination in step E12 is affirmative, it is determined that a game is being performed, and the demo transfer process is terminated. On the other hand, if the result in Step E12 is negative, the process proceeds to Step E13 to determine whether or not the first demonstration setting time has come. And when the determination result of step E13 is negative, it returns to step E12.

  When the determination result of step E13 is affirmative, the main control CPU 60a shifts to the first standby demonstration effect mode (step E14). When transitioning to the first standby demonstration effect mode, the main control CPU 60a determines whether or not a ball detection signal is input from the game detection means 43a, 43b, 48 in step E15, and affirmative in step E15. It is determined that a game is being performed, and the demo transfer process is terminated.

  If the determination result in step E15 is negative, it is determined in step E16 whether the third demonstration set time has come. If the determination result of step E16 is negative, the process returns to step E15. If the determination result of step E16 is affirmative, the main control CPU 60a shifts to the customer waiting demo mode (step E17), and ends the demo shift processing.

  In the demo transition process, if the determination result in step E11 is affirmative (that is, in the shooting mode), the process proceeds to step E18, where a ball detection signal is input from the game detection means 43a, 43b, 48. The main control CPU 60a determines whether or not. If the determination in step E18 is affirmative, it is determined that a game is being performed, and the demo transfer process is terminated. On the other hand, if the result in Step E18 is negative, the process proceeds to Step E19 to determine whether or not the second demonstration set time has come. And when the determination result of step E19 is negative, it returns to step E18.

  When the determination result of step E19 is affirmative, the main control CPU 60a shifts to the second standby demonstration effect mode (step E20). Shooting mode is a mode that transitions only after the end of the big hit game that triggers the transition from the probabilistic state to the short state (a specific jackpot game that triggers the value given to the player to transition from `` high '' to `` low '') By providing the unique second standby demonstration effect mode that appears only when staying in such a shooting mode, the player can be motivated to continue the game, and the pachinko machine 10 can be operated. The rate can be improved. When the mode is shifted to the second standby effect mode, the main control CPU 60a determines whether or not a ball detection signal is input from the game detection means 43a, 43b, 48 in step E21, and affirmative in step E21. In this case, it is determined that a game is being performed, and the demo transfer process is terminated.

  If the determination result at step E21 is negative, it is determined at step E22 whether the fourth demonstration set time has come. If the determination result of step E22 is negative, the process returns to step E21. If the determination result of step E22 is affirmative, the main control CPU 60a shifts to the customer waiting demo mode (step E17) and ends the demo shift processing.

According to the pachinko machine 10 provided with the second standby demonstration effect mode capable of performing the same game as the game executed in the shooting mode as in the present embodiment, the following effects can be obtained.
(1) Even if the ball detection signal from the game detection means 34a, 34b, 48 is not input to the main control CPU 60a even after the preset second demo set time has elapsed, that is, even when the player is not playing a game, Since the same effect as the shooting effect (special effect) executed in the shooting mode can be executed, it is possible to attract the player's interest and motivate to continue the game. In other words, since the shooting mode is a mode that shifts only after the end of a specific jackpot game that triggers the value given to the player to shift from “high” to “low”, the player shifts to the shooting mode. Although discouraged by the decline in the value of the game, the player can be motivated to continue the game by executing the same effect as the shooting effect executed in the shooting mode in the second standby demonstration effect mode. This can improve the operating rate of the pachinko machine 10.
(2) Further, in the embodiment, as described above, in the symbol variation effect at the specified number of times (20th) after the end of the big hit game, a dedicated non-probability change notification for notifying that the current game state is an uncertain change state. Because it is a game configuration that produces an effect, even if the non-probability change notification effect is performed and the player recognizes that the player is in an indeterminate change state, the shooting discretion is subsequently performed, thereby reducing the degree of discouragement of the player. It is possible to prevent the game from being stopped by reducing.
(3) Also, in the second standby demonstration production mode, the shooting production is executed for a predetermined number of times. Therefore, until the shooting production is completed, the player's interest in the game for a long time and the willingness to continue the game. Can be triggered.
(4) Since the shooting effect in the second standby demonstration effect mode can be executed continuously after the shooting effect based on the last start ball, the player tries to continue the game even if there is no start ball. Can motivate you.
(5) In the second standby demonstration effect mode, not only the image displayed on the symbol display device 17 but also the effect by the combination of the movement of the movable bodies 37 and 38 moving in front of the image (image display surface 17a). As a result, the player can be more interested in the game and continue the game.

The following can be adopted as a modification example of the pachinko machine provided with the second standby demonstration effect mode capable of performing the same game as the game executed in the shooting mode.
(1) Special effects executed after a specific winning game are not limited to shooting effects as in the embodiment, and may be any kind of effects that are not normally executed (selected).
(2) The game detection means is not limited to the start winning detection sensors 34a and 34b, the passing ball detection sensor 48, etc., but is provided at the open end of the guide rail 21 or a sensor for detecting the operation state of the hitting ball launching device. Any other sensor may be used as long as it can detect that a game is being performed with a pachinko machine, such as a sensor that detects a pachinko ball that is inserted into the game area 20a.
(3) The movable body is not limited to the one composed of the horizontal movable body 37 and the vertical movable body 38 as in the embodiment, but one movable body (only the lateral movable body 37 or the vertical movable body 38). It is sufficient that a portion to be aimed is provided at a predetermined portion of the movable body. In addition, the movable body is not limited to a configuration that translates in the vertical direction and the horizontal direction, and a configuration that swings around a fulcrum or a configuration in which the movable body itself expands and contracts can be adopted.
(4) The operation means is not limited to the push button type, and a joystick controller can be adopted.
(5) In the embodiment, the case where the value given to the player shifts from “high” to “low” in the shooting mode after the end of a specific jackpot game that triggers the transition to the second standby demonstration effect mode has been described. However, it is possible to adopt a configuration in which, after the completion of the time reduction mode, a transition to the second standby demonstration effect mode is performed every time the symbol variation effect is performed a predetermined number of times (for example, 200 times). In this case, even if a considerable symbol variation effect (game) is consumed, the player can not win a big hit, so that the player who falls into a so-called “hamari” state can be suppressed and the operating rate can be improved.
(6) In the embodiment, the first demonstration setting time and the second demonstration setting time may be the same time or different times. Also, the third demonstration setting time and the fourth demonstration setting time may be the same time or different times. For example, when the third demonstration setting time for shifting from the first standby demonstration performance mode to the customer waiting demonstration mode is 30 seconds, the fourth demonstration setting time for shifting from the second standby demonstration performance mode to the customer waiting demonstration mode is set to 60. You may make it set to double time like second.
(7) In the embodiment, when the third demonstration setting time has elapsed after the transition to the second standby effect mode, the transition to the customer waiting demonstration mode has been made, but when the third demonstration setting time has elapsed, If an operation signal is input to the first or second operation button 35 or 36 (during a shooting game), the transition to the customer waiting demo mode may be suspended or stopped.

(About navigation effects)
In the present embodiment, a navigation effect having a different effect content selected in the symbol variation effect is set when a predetermined condition is satisfied in the shooting mode. In this navigation effect, the basic game content is the same as the shooting effect, and the first operation button 35 and the second operation button 36 are operated to shoot down an object displayed on the image display surface 17a of the symbol display device 17. However, a navigation character is displayed on the image display surface 17a, and an effect of instructing the operation method of the first operation button 35 and the second operation button 36 by the character display and voice is performed. . This navigation effect is set so that it can be continuously performed during a predetermined number of symbol variation effects. In this embodiment, it is set so that it can be performed over a maximum of 20 symbol variation effects, but the number of continuations is not limited to 20.

  That is, the overall control ROM 65b stores a plurality of types of navigation effect patterns that specify the specific contents of the navigation effect. When the predetermined condition is satisfied, the overall control CPU 65a executes the navigation effect pattern executed in the symbol variation effect. Is selected, and an effect pattern designation command for designating the determined navigation effect pattern is output to the display control board 70, the lamp control board 72, the sound control board 73, and the like. However, in the navigation effect, the operation method of the first operation button 35 and the second operation button 36 is indicated by a navigation character displayed on the image display surface 17a of the symbol display device 17 or a character displayed on the display surface 17a. At the same time, contents for instructing the operation method are added by the sound output from the speaker 19. At the time of navigation effect, not only the image display surface 17a side of the symbol display device 17 but also the operation of the operation buttons 35, 36 is performed by lighting or blinking the lamp device disposed inside the operation buttons 35, 36. The navigation such as notifying of the operation time is also performed. That is, the symbol display device 17, the speaker 19, and the lamp device have a function as navigation means for instructing the player how to operate the operation buttons 35 and 36.

  As a condition for shifting to the navigation effect in the shooting mode, it is a condition that the object cannot be shot down a plurality of times (three times in the present embodiment) in the shooting effect (becomes “failure” three times in succession). ) And the navigation effect is set to be selected at the next (fourth) symbol variation effect. That is, in the shooting mode, if the shooting game that is performed for each symbol variation effect continues to fail, the navigation effect is performed during the fourth symbol variation effect, so that the player who does not grasp the game content or the operation button 35 , 36 can be made to learn how to operate the first operation button 35 and the second operation button 36. Therefore, the player can play a game with the expectation that the possibility of “success” will increase in the subsequent shooting game. The overall control CPU 65a has a function as effect determination means for determining whether or not the transition condition (specific condition) is satisfied.

(About shooting practice mode)
In this embodiment, a shooting practice mode is set as a mode selected by operating the first operation button 35 of the player in the customer waiting demonstration mode. In this shooting practice mode, settings are made so that a plurality of (for example, four times) shooting games (practice demonstration effects) can be performed in the same effect manner as the navigation effects in the shooting mode. In this embodiment, a normal variation pattern is used, and a practice game period four times the time scale specified by the normal variation pattern is set. The presentation within the practice game period includes a practice game explanation period and a practice game result period. In the present embodiment, an effect executed in the shooting practice mode may be referred to as a special demonstration effect.

  In this embodiment, when the ball detection signal from the game detection means 43a, 43b, 48 is input to the main control board 60 during the shooting practice mode, the shooting game (shooting practice effect) is stopped at that time, The shooting practice mode is configured to shift to the immediately preceding game effect mode. Further, the overall control CPU 65a starts measuring time by the timer means (time measuring means) from the time when the mode is changed to the shooting practice mode, and the overall control CPU 65a sets the fifth demo set time (set time) in which the timer means is preset. It is set to stop the shooting practice mode and shift to the customer waiting demonstration mode on the condition that the condition for ending the timing or practice mode is satisfied. That is, it is possible to prevent the operating time of the pachinko machine 10 from being reduced by the player performing only the shooting practice mode. Specific examples of conditions for ending the practice mode include detection of a pachinko ball that has won a winning prize opening 31a, 31b, and input of a demonstration processing mode interruption processing signal to the overall control CPU 65a.

(About shooting practice mode embodiment 1)
In the shooting practice mode of the first embodiment, it is set to perform four shooting games, and the pattern variation effect is executed for each game in the same manner as in the actual shooting mode. The game is determined and stopped at the time of combination (not actually determined by winning a big hit lottery), and the next game production contents (color and motion pattern of the object) are set to be changeable. That is, in the shooting practice mode of the first embodiment, when the shooting practice mode is selected by operating the first operation button 35 in the customer waiting demonstration mode, the overall control CPU 65a produces an effect corresponding to the effect pattern for shooting (effect data). The pattern designation command is output four times to the display control board 70, the lamp control board 72, the sound control board 73, etc. at time intervals corresponding to the normal variation pattern. In the display control board 70, the display control CPU 70a selects display data indicating the contents of the effect corresponding to the shooting effect pattern specified by the command, and the symbol variation effect is displayed with the display content corresponding to the effect pattern for shooting. The symbol display device 17 is controlled to be executed. Thereby, the shooting practice game for 4 times can be performed with the content corresponding to the effect pattern for shooting. As described above, in the shooting practice mode of the first embodiment, the simulation game in the actual shooting mode can be performed, so that the practice according to the actual game can be performed.

  However, in the shooting practice mode of the first embodiment, the production pattern corresponding to the jackpot that can be selected in the actual shooting mode is set to be unselectable. That is, in the shooting practice mode, the effect corresponding to the big hit in the actual shooting mode (the effect that the target object has a special color or the whole screen explodes) is not made, and it appears at the big hit It is configured to prevent the production contents from being estimated. In the shooting practice mode, a notification display “in practice mode” may be displayed on the screen of the symbol display device 17. Furthermore, in the shooting practice mode, the notification method for “in practice mode” can be used as an enemy character dedicated to the practice mode or an enemy character that is displayed differently from the enemy character that appears in the normal shooting mode (for example, only the silhouette is displayed. It is also possible to select only the production patterns in which the ( In this way, by notifying the “practice mode” in the shooting practice mode, it is possible to prevent the player from confusion between the actual shooting mode and the practice mode. In the shooting practice mode, the overall control board 65 functions as a demonstration effect execution control means.

(About Embodiment 2 of Shooting Practice Mode)
The shooting practice mode of the second embodiment is set so that the explanation dedicated to the shooting practice mode and four games are performed together. That is, when the shooting control mode 65 is selected by operating the first operation button 35 in the customer waiting demonstration mode when the shooting control mode dedicated effect pattern (effect data) is stored in the overall control ROM 65b. An effect pattern designation command corresponding to the effect pattern dedicated to the practice mode is output to the display control board 70, the lamp control board 72, the sound control board 73, and the like. On the display control board 70, the display control CPU 70a selects display data indicating the contents of the effect corresponding to the effect pattern dedicated to the shooting practice mode specified by the command, and the display corresponding to the effect pattern dedicated to the shooting practice mode. The symbol display device 17 is controlled so that the symbol variation effect is executed according to the contents. Thus, the shooting practice game can be performed with the contents corresponding to the production pattern dedicated to the shooting practice mode.

  In addition, the content of the production executed based on the production pattern dedicated to the shooting practice mode is set to the content imitating the actual shooting mode fluctuation pattern as a reference, and a simulated shooting game in the actual shooting mode is simulated It can be done.

(About shooting practice mode processing)
Next, shooting practice mode processing executed by the overall control CPU 65a based on the control program will be described with reference to FIG.

  In this shooting practice mode process, it is determined in step F11 whether or not the shooting practice mode has been selected by operating the first operation button 35. If the determination result in step F11 is negative, the shooting practice mode process is terminated. On the other hand, if the determination result of step F11 is affirmative, the overall control CPU 65a shifts to the shooting practice mode (step F12). The overall control CPU 65a starts measuring the timer means at the same time as shifting to the shooting practice mode. The overall control CPU 65a determines whether or not the practice mode end condition is satisfied (step F13). If the determination result is affirmative, the shooting practice mode processing is ended.

  On the other hand, if the determination result of step F13 is negative, the overall control CPU 65a determines whether or not the time measured by the timer means has reached the fifth demonstration set time. If the determination result of step F14 is negative, the steps F13 and F14 are repeated. If the determination result in step F14 is affirmative, the overall control CPU 65a shifts from the shooting practice mode to the customer waiting demonstration mode (step F15), and ends the shooting practice mode process.

According to the pachinko machine 10 having the shooting practice mode in which a game similar to the game executed in the shooting effect can be practiced as in this embodiment, the following effects can be obtained.
(1) Since a demonstration demonstration effect corresponding to a shooting effect performed during a game can be performed during a standby demonstration in which no game is performed, the player must practice the operation methods of the operation buttons 35 and 36 in advance. Can be learned. In other words, even an unfamiliar player can smoothly operate the operation buttons 35 and 36 in actual shooting effects, and suppresses dissatisfaction with the game if the game result has deteriorated due to inexperience. Can do.
(2) An inexperienced player can be instructed how to operate the operation buttons 35 and 36 at the time of shooting effect by using images on the symbol display device 17 and notification by sound from the lamp device or sound from the speaker 19. Thus, even an unfamiliar player can easily learn the operation method of the operation buttons 35 and 36 and play the game happily.
(3) Since the shooting effect is set to be performed over a predetermined number of symbol variation effects, the results practiced during the standby demonstration can be converted into multiple symbol variation effects where the actual shooting effect is executed. You can feel it over time.
(4) Since the game period (number of games, game time, etc.) that can be performed in the shooting practice mode is limited, it is possible to prevent the player from performing the shooting practice during the demonstration for a long time. That is, it is possible to prevent the operating rate of the pachinko machine 10 from being lowered by occupying the pachinko machine 10 by a player who is not performing a pachinko game that launches a pachinko ball in the game area 20a.
(5) Even during the practice demonstration production, when the winning prize opening 31a, 31b is awarded, the game is shifted to the normal gaming state, so that the practice demonstration production does not hinder the actual game.
(6) In the case of using dedicated performance data for the demonstration demonstration for the practice, the performance specialized for the practice can be performed, and the acquisition rate of the player can be improved.
(7) When performing demonstration demonstrations using demonstration data for shooting effects used in the shooting mode, dedicated presentation data for demonstration demonstrations may be unnecessary, so the amount of memory in each control ROM can be reduced. Can be reduced.

As an example of changing a pachinko machine having a shooting practice mode in which a game similar to a game executed in a shooting effect can be practiced, the following can be adopted.
(1) In the embodiment, the operation method of the operation buttons 35 and 36 is configured such that navigation is performed by an image displayed on the image display surface 17a of the symbol display device 17, light from the lamp device, and sound from the speaker 19. Alternatively, navigation may be performed using at least one of image, light, and sound, or a combination of a plurality of them.
(2) In the demonstration demonstration for practice, the moving speed of the object may be set to a low speed so that the aim of the movable bodies 37 and 38 can be easily adjusted, so that the probability that the object can be shot down may be set high. Or it is good also as an effect which displays a target object large and makes it easy to shoot down.

(About mode selection during demonstration production)
As a mode that can be selected during the first stand-by demonstration performance, a “history” that can display a battle result, ranking, and the like for each enemy character (opposite character) that competes with a player-side character (specific character) in the battle performance. “Confirmation mode”, “shooting practice mode” for practicing the above-described shooting game, “volume adjustment mode” and “fortune-telling mode” for adjusting the volume output from the speaker 19 are set. On the image display surface 17a of the symbol display device 17 during the first standby demonstration effect, an effect is performed in which the decorative figure swings on the background screen at the time of the change stop of the symbol variation effect immediately before the transition to the first standby demonstration mode. In addition to the area to be set, as shown in FIG. 24, a mode selection area in which an image suggesting that mode selection is possible is displayed.

  In the present embodiment, the first operation button 35 and the second operation button 36 are displayed in the mode selection area shown in FIG. 24, and it is suggested that the mode can be selected depending on the position of the pressed button in the first operation button 35. At the same time, the screen is displayed so as to suggest returning from the mode selected by pressing the second operation button 36 to the screen for the first standby demonstration effect. In the present embodiment, “history confirmation mode” is selected by pressing button A of the first operation button 35, “fortune-telling mode” is selected by pressing button B, and “ “Shooting practice mode” is selected, and when the button D is pressed, the “volume adjustment mode” is selected.

  When the mode control signal corresponding to the mode selected by the first operation button 35 is input during the first standby demonstration effect, the overall control CPU 65a issues a mode specification command to execute the corresponding mode. Thus, the display control CPU 70a of the display control board 70 controls to display the image of the corresponding mode on the image display surface 17a of the symbol display device 17.

(About the history check mode)
The history confirmation mode is set so that an image for displaying the battle result for each enemy character in the battle effect and an image for displaying the winning ball ranking can be selected. FIG. 25 schematically shows an item selection screen displayed on the symbol display device 17 when the history confirmation mode is selected. When the button A of the first operation button 35 is pressed, FIG. It is suggested that the screen is switched to the screen displaying the battle winning / losing table shown, and pressing the button B of the first operation button 35 can switch to the screen displaying the winning appearance ranking table shown in FIG. The item selection screen is displayed so as to suggest that the second operation button 36 is pressed to return to the first standby demonstration effect screen.

(About Battle Victory Table)
When the output battle win / loss table signal is input to the overall control CPU 65a by pressing the button A of the first operation button 35, the overall control CPU 65a outputs the battle win / loss table control command to the display control board 70. Thus, the display control CPU 70a of the display control board 70 controls to display an image of the battle win / loss table on the symbol display device 17. In this embodiment, the overall control RAM 65c stores the victory or defeat against the enemy character for each of the plurality of player characters that can be selected in the battle effect over a predetermined period (one week in the embodiment). It has become. Then, the overall control RAM 65c is set to store the winning / losing in different areas as daily data and weekly data, and based on the data stored in the overall control RAM 65c, The battle results in units of one week are set so that they can be displayed on the image display surface 17a of the symbol display device 17. That is, in this embodiment, one day or one week can be selected and displayed as a unit of time for the battle results that can be displayed in the battle win / loss table. In addition, as a display form of the battle result in a present Example, the total number of each enemy character who played against the player side character, and the number which the player side character won are displayed.

  FIG. 26 shows a battle victory / defeat table on Saturday (a table showing the result of the battle). The battle result with the normal enemy character A is 50 wins and 45 wins, and the battle result with the normal enemy character B is 45 wins and 30 wins. The battle result with the normal enemy character C is displayed as 40 battles and 20 wins, and the battle result with the normal enemy character D is displayed as 40 battles and 10 wins. In this way, by knowing the battle results for each enemy character, the player appears that an enemy character (for example, a normal enemy character A) with a good match result (high probability of winning) of the player side character appears in the battle performance. A game can be performed in anticipation of the game, and when the enemy character A appears, the game can be enjoyed in a state where it can be expected with a high probability of winning the game. In addition, even if an enemy character (normal enemy character D) with a poor match result of the player's character appears in the battle performance, the player may experience a sense of superiority when winning the normal enemy character D. it can. In addition, each normal enemy character AD of FIG. 26 respond | corresponds to the normal enemy character which appears by the said normal battle effect display patterns a1-a4.

  Further, in the present embodiment, the battle results with the first special enemy character E and the second special enemy character F that appear only when the specific condition that the big hits are consecutive are established are also displayed. In FIG. 26, the first special enemy character is displayed. The battle results with E are displayed as 5 battles, 2 wins, and the battle results with the second special enemy character F are displayed as 2 battles, 0 wins, etc. The player confirms the battle winning / losing table, and can be used as a reference when selecting the pachinko machine 10 or as a reference when determining the modes MA, MB, and MC to be selected in the effect type mode. Can do. Each special enemy character E, F in FIG. 26 corresponds to a special enemy character that appears in the special battle effect display patterns a5, a6.

  On the screen displaying the battle win / loss table, it is displayed that the player-side character displayed by the first operation button 35 and the day of the week to be displayed can be selected. The display screen shown in FIG. 26 is a state in which the battle results on Saturday between the player-side character and the enemy character that appear when the effect type mode MA is selected are displayed. Then, when the button A or B of the first operation button 35 is pressed, switching to a screen on which a battle win / loss table of another player character and enemy character is displayed is displayed. If the button C of the first operation button 35 is pressed, the screen is switched to a display screen for Friday (previous day) battle results, and if the button D of the first operation button 35 is pressed, the battle result of Sunday (last Sunday) is displayed. Switch to the display screen. That is, when a battle victory / defeat table signal corresponding to the buttons A to D with which the first operation button 35 is pressed is input to the overall control CPU 65a, the overall control CPU 65a corresponds to the battle victory / defeat table signal in the overall control RAM 65c. In accordance with the selected player character or day of the week, the data is read from the area in which the match result is stored and the battle win / loss table control command associated with the data is output to the display control board 70. The battle win / loss table image is displayed on the symbol display device 17. In addition, on the screen that displays the battle win / loss table, the screen is displayed so as to suggest returning to the item selection screen when the second operation button 36 is pressed.

(Regarding the winning game ranking table)
In the state where the item selection screen shown in FIG. 25 is displayed on the symbol display device 17, the signal for winning ball ranking table output by pressing the button B of the first operation button 35 is input to the overall control CPU 65a. When this is done, the overall control CPU 65a outputs an acquisition ball ranking table control command to the display control board 70, whereby the display control CPU 70a of the display control board 70 displays an image of the acquisition ball ranking table on the symbol display device 17. Control to display. In the present embodiment, the overall control RAM 65c stores the number of balls for 7 days (one week) including today, and the overall control CPU 65a performs one week based on the data stored in the overall control RAM 65c. The outgoing ball ranking in units and the daily outgoing ball ranking (today) are set to be displayed on the image display surface 17a of the symbol display device 17.

  FIG. 27 shows a ranking table of the winning balls obtained during the continuation of the probability variation state, and the ranking table displays information up to the top five rankings of the winning balls. It has become. In the embodiment, it is set to display the class according to the date, the acquired number of balls and the number of acquired balls. In the embodiment, 1st place is displayed as “Hyper class”, 2nd place as “Super class”, 3rd place as “Still still”, 4th place as “Naughty class”, and 5th place as “Toray class” Is done. Also, by pressing the button C of the first operation button 35, the screen is switched to a screen displaying the ranking of this week, and by pressing the button D of the first operation button 35, the ranking for today (in units of one day) It is suggested that the screen can be switched to a screen displaying. In addition, the screen for displaying the winning appearance ranking table is displayed so as to suggest returning to the item selection screen when the second operation button 36 is pressed. It should be noted that the number of memorized battle results for the current day and the number of balls to be obtained are constantly updated by the operation of the pachinko machine 10 and stored in the overall control RAM 65c, so that the latest data is displayed on the symbol display device 17. It has become.

(About fortune-telling mode)
A screen for displaying the fortune-telling mode shown in FIG. 28 by pressing the button B of the first operation button 35 in a state where the screen for the first standby demonstration effect shown in FIG. 25 is displayed on the symbol display device 17. Is switched to. In this fortune-telling mode, a comment corresponding to an event can be displayed using a calendar function provided in the main control board 60. In this calendar function, a comment corresponding to each day with an event is input in advance, and when the fortune-telling mode is selected and the fortune-telling screen is displayed on the symbol display device 17, if there is an event on that day, the corresponding event Is displayed in characters. In FIG. 28, the characters “August 8 is Pachinko Day” are displayed, and the player can be notified of the event of the day.

  In addition, the fortune-telling screen shown in FIG. 28 suggests that fortune-telling is started by pressing the first operation button 35 (any of the four buttons A, B, C, and D is acceptable). Is displayed. In this fortune-telling, with the operation signal output when the first operation button 35 is pressed, the overall control CPU 65a acquires a random number, reads out the corresponding fortune-telling data to which the acquired random number value is assigned, and displays the symbol It is controlled to display on the device 17. The fortune-telling screen is displayed so as to suggest that the second operation button 36 is pressed to return to the first standby demonstration effect screen.

  That is, in this embodiment, the overall control RAM 65c functions as a storage unit that stores the battle results. The overall control CPU 65a functions as information display execution control means for displaying the battle result on the symbol display device 17. Further, the overall control CPU 65a functions as unit determining means for determining a predetermined time unit selected by the player based on the operation of the operation buttons 35 and 35.

According to the pachinko machine 10 having the function of displaying the battle result for each enemy character appearing in the battle effect as in the present embodiment, the following effects can be obtained.
(1) Since the result of the battle effect performed based on the battle effect pattern is displayed on the symbol display device 17, the player can use the result of the battle as reference information for the game. Can be increased.
(2) The player can check the battle results not only in one time unit but also in a plurality of different time units, and can be used as more detailed information.
(3) Since the match result is displayed during the demonstration performance, it will not interfere with the game. In addition, since the battle results can be displayed during the demonstration performance, the player can select a table with reference to the battle results.
(4) In the battle production, the probability that the game is a hit differs depending on the type of enemy character that appears, so that the battle production can be prevented from becoming rutted and the player's interest can be sustained. Moreover, since the battle results for each enemy character can be confirmed in advance, it is possible to play a game while looking forward to the appearance of an enemy character that is likely to be a big hit in a game where an actual battle effect is performed.

The following can be adopted as an example of a change of a pachinko machine having a function of displaying a battle result battle result.
(1) As for the earned / outflow ranking, the obtained / outgoed ball for each specific enemy character in a specific game state or mode period or in a battle effect may be displayed. For example, a specific normal enemy character (for example, normal enemy character A) when a winning game while staying in each of the production type modes MA, MB, and MC, or when a big hit game is played while staying in the production type mode MA The winning appearance ranking can be displayed in various manners, such as the winning appearance in the jackpot game in which has appeared.
(2) When playing a game on the pachinko machine 10, an input mode is set in which specific data that can identify the player, such as a player's nickname, can be input by operating the operation buttons 35 and 36, and the input mode It is also possible to store the specific data in the overall control RAM 65c and display the battle results for each enemy character in the battle performance performed by the individual player based on the specific data. In this case, the personal data is stored and held in the hall computer 78 for a predetermined period, and if the same model is used, the player can input specific data that can identify himself and Can be confirmed. It is also possible to obtain the ranking of the competition results for each player and display the obtained ranking on the symbol display device 17.
(3) In the embodiment, the battle result is displayed during the demonstration production, but the operation of the first and second operation buttons 35 and 36 is validated during the battle production, and the screen during the battle production is displayed. , The item selection image is displayed in a small size in an area that does not interfere with the battle effect. Then, by displaying the battle win / loss table as shown in FIG. 29 by operating the first operation button 35 in accordance with the item selection image, it is possible to know the battle result in real time and to improve the interest of the game. The contents displayed in this case are not the results of competition with all enemy characters, but the player side characters and enemy characters developed on the screen (FIG. 29 shows the case of the normal enemy character A). It is only necessary to display only the result of the match. In addition, when displaying the battle win / loss table on the screen at the time of the battle performance, the display is turned off by pressing the second operation button 36 or automatically displayed with the elapse of the display time preset in the timer means. May be erased.
(4) As the types of history that can be selected in the history confirmation mode, various other types such as the number of jackpots, the number of consecutive hits of jackpot games in the probability variation state, the type of symbol (decorative drawing) won in the jackpot, etc. are displayed. You may do it.
(5) As the contents (information) to be displayed in the battle win / loss table, the number of balls played for each enemy character for each battle (one big hit game) is displayed corresponding to the battle results for each enemy character. , Or the number of balls played (average) for each game when the player's character wins (one game of big hit), and for each game when the player's character loses (1 The number of winning balls (average) of the big hit game) may be displayed. As described above, by grasping the number of balls to be obtained for each battle for each enemy character, the player can be a reference when selecting the effect type mode. In addition, for example, a battle effect in which one enemy character appears is set to be easily selected in the case of a jackpot symbol that is easy to win, although there are few winning balls in the jackpot game, and a battle effect in which another enemy character appears In the battle production where one enemy character appears by setting it easy to select in the case of a big hit symbol that is hard to select, but in the big hit game, it is easy to be “battle victory” but the number of acquired balls Recognize the relationship between the battle win rate and the number of acquired balls for each character. Based on these relationships, the player can use this information as a reference when selecting the production type mode. Also, by displaying in real time the past competition results and the number of balls that have been played and information currently being played, for example, in a battle against an enemy character with a small number of balls to be played even if it becomes a “Battle Victory”, When the number of balls becomes more than the past, the superiority and satisfaction given to the player can be improved.

(Volume adjustment mode)
The overall control ROM 65b stores the volume of the sound indicated by the volume signal to be output from the overall control CPU 65a to the speaker 19 as a volume value. That is, the overall control ROM 65b has a function as volume value storage means. In the present embodiment, as shown in FIG. 30, 11 levels of volume values from “0” to “10” are stored in the overall control ROM 65b. The overall control CPU 65a can change the volume value based on the volume value selected by the overall control CPU 65a. Note that the volume value is set to be “0” which is the minimum (silence), the volume gradually increases as the numerical value increases, and “10” which is the maximum volume.

  On the overall control board 65, a rotary volume control knob 79 (see FIG. 8) as a volume setting means is arranged. The volume control knob 79 is disposed on the rear side of the front frame 13 where the player cannot reach when the middle frame 12 is closed with respect to the outer frame 11 (a state in which a game can be performed). Is an inoperable operating means. That is, the volume control knob 79 can be operated by opening a middle frame 12 with respect to the outer frame 11 by a store clerk at a game store, and can only be operated by a store clerk at a game store. Then, by turning the volume control knob 79, the volume (volume) of the sound output from the speaker 19 can be adjusted in a plurality of stages.

  The overall control CPU 65a can select one volume value from the volume values stored in the overall control ROM 65b based on the operation of the volume control knob 79 and the second operation button 36. The volume control knob 79 is configured to be able to rotate and be positioned at positions of “large”, “medium”, and “small”. A volume value within a limited range can be selected from the volume values stored in the ROM 65b. Specifically, according to the position of the volume control knob 79, the overall control CPU 65a selects “4”, “5” from among the 11 levels of volume values “0” to “10” stored in the overall control ROM 65b. , “6” can be selected (see FIG. 30). That is, the volume values “6”, “5”, and “4” are selected corresponding to the “large”, “medium”, and “small” positions of the volume control knob 79.

  The overall control CPU 65a is configured to enable the volume adjustment by the second operation button 36 only in the volume adjustment mode selected on the screen of the first standby demonstration effect. Based on the operation signal output from the second operation button 36 in the volume adjustment mode, the overall control CPU 65a can select a volume value within a limited range from the volume values stored in the overall control ROM 65b. ing. Specifically, the overall control CPU 65a is operated by the second operation button 36, and among the 11 levels of volume values “0” to “10” stored in the overall control ROM 65b, “2”, “3”, Seven types of volume values “4”, “5”, “6”, “7”, and “8” can be selected (see FIG. 30). That is, the volume value range that can be changed by the second operation button 36 can be set in a wider range than the volume value range that can be changed by the volume control knob 79.

  Here, the overall control CPU 65a is set so as to be able to limit the range (volume adjustment range) in which the volume can be adjusted by the operation of the second operation button 36. In this embodiment, the overall control CPU 65a Depending on the operation by the second operation button 36, only five types of volume values “3”, “4”, “5”, “6”, “7” are selected.

  The manner in which the volume value is changed by the overall control CPU 65a is that the volume value is changed from “3” → “4” → “5” → “6” → “7” every time an operation signal from the second operation button 36 is input. It is supposed to change in order. When the operation signal from the second operation button 36 is input when the volume value is “7”, the overall control CPU 65a is set to return the volume value to “3”. That is, when the player operates the second operation button 36, the volume output from the speaker 19 is adjusted stepwise. The overall control CPU 65a is initialized when the game detecting means 34a, 34b, 48 are continuously in a non-detection state (a state in which no pachinko ball is detected) for a predetermined time and when the power is turned on. And the volume value is set to “5”. That is, for example, the volume control knob 79 can set the volume value in a state where the game detection means 34a, 34b, 48 has not been in the non-detected state for a predetermined time (initial condition is not satisfied). If the value is “7” outside the reference volume range, the volume value is adjusted when the game detection means 34a, 34b, 48 continues to be in the non-detection state for a predetermined time (initial condition is satisfied). It is automatically set back to “5” within the reference volume range that can be set with the knob 79.

  On the overall control board 65, a volume controllable state (a state in which the operation by the second operation button 36 is effective) that enables the player to adjust the volume, and a volume control disabled state (by the second operation button 36) that disables the player. A changeover switch (switching means) 80 (see FIG. 8) for switching to an invalid operation state is disposed. Switching between the volume adjustment enabled state and the volume adjustment disabled state is performed by the overall control CPU 65a based on the ON / OFF signal from the changeover switch 80. Specifically, the overall control CPU 65a sets the volume enable state when the changeover switch 80 is turned ON, and sets the volume adjustment disabled state when the changeover switch 80 is turned OFF. Then, the overall control CPU 65a controls to display on the symbol display device 17 an image without an item for selecting the volume adjustment mode as an image for the first standby demonstration effect in the volume adjustment disabled state, and in the volume adjustment enabled state. Controls to display on the symbol display device 17 an image having an item for selecting the volume adjustment mode as an image for the first standby demonstration effect.

  Next, a method for adjusting the volume output from the speaker 19 will be described. It is assumed that the reference volume set by the volume control knob 79 is “5” and the volume value that can be adjusted by the player is “5”, which is the initial state.

  When a sound adjustment signal is input to the overall control CPU 65a by pressing the button D of the first operation button 35 on the screen displayed on the symbol display device 17 during the first standby demonstration effect, the overall control is performed. The CPU 65a outputs a sound adjustment command to the display control board 70, whereby the display control CPU 70a of the display control board 70 controls to display an image for sound adjustment on the symbol display device 17. FIG. 31 schematically shows an image displayed on the symbol display device 17 when the volume adjustment mode is selected, and a meter 81 indicating the volume level is displayed on the screen. At this time, it is indicated that the current volume value is “5”. Further, when the second operation button 36 is pressed, a display is made to suggest that the volume can be adjusted. The overall control CPU 65a starts timing by the timer means simultaneously with the input of the sound adjustment signal, and outputs a volume adjustment start command to the display control board 70. As a result, an image simulating the meter shown in FIG. 31 is displayed on the symbol display device 17.

  Each time the player presses the second operation button 36, the volume value in the displayed meter changes in the order of “5” → “6” → “7” → “3” → “4”. The person presses the second operation button 36 while looking at the meter until the volume value is suitable for his / her preference. If the second operation button 36 is not pressed again (no operation signal is input) after a predetermined time (for example, 5 seconds) elapses after the second operation button 36 having a volume value “4” is pressed, The control CPU 65a outputs a sound adjustment end command to the display control board 70, whereby the display control CPU 70a of the display control board 70 controls to switch the screen of the symbol display device 17 to the image for the first standby demonstration effect. Then, the overall control CPU 65a selects “4” from the volume values stored in the overall control ROM 65b, and from the speaker 19 based on the volume value (“4”) indicated by the volume signal output from the overall control CPU 65a. The volume of the output sound is changed.

  If a ball detection signal is input from the game detection means 34a, 34b, 48 during the volume adjustment, the main control CPU 60a ends the sound adjustment processing by the overall control CPU 65a, and the start winning detection sensor 34a, 34b and the symbol variation effect based on the ball detection of the passing ball detection sensor 48 are performed with priority. In this case, the volume value that has been adjusted when the ball detection signals from the game detection means 34a, 34b, and 48 are input is set as a new volume value. If the operation signal from the second operation button 36 is not input within the valid time, the overall control CPU 65a outputs the first standby demonstration effect designation command to the display control board 70, thereby the display control board 70. The display control CPU 70a controls to display the screen of the first standby demonstration effect on the symbol display device 17.

(Volume adjustment processing)
Next, a volume adjustment process executed by the overall control CPU 65a based on the control program will be described with reference to FIG.

  The overall control CPU 65a determines whether or not the changeover switch 80 is in an ON state (step G11). When step G11 is negative, the changeover switch 80 is in the OFF state, and the overall control CPU 65a disables the input of the operation signal from the second operation button 36 and maintains the state in which the player cannot adjust the volume. (Step G12), the volume adjustment process is terminated. On the other hand, if the determination result of step G11 is affirmative, it is determined whether or not a volume adjustment mode has been selected (step G13). If the determination result in step G13 is negative, step G13 is repeated, and when the determination result in step G13 is affirmed, the overall control CPU 65a starts measuring time by the timer means. The overall control CPU 65a validates the input of the operation signal of the second operation button 36, and enables the player to adjust the volume (step G15).

  When the second operation button 36 is operated, the overall control CPU 65a adjusts the volume as described above (step G16). Next, at step G17, it is determined whether or not the time measured by the timer means has passed the valid time. If negative, the process returns to step G15. On the other hand, if the determination result in step G17 is affirmative, the overall control CPU 65a sets the volume adjusted when step G17 is affirmed as a new volume (step G18), and ends the volume adjustment process. To do.

According to the pachinko machine 10 having the sound adjustment mode as in the present embodiment, the following effects can be obtained.
(1) The degree of freedom of volume adjustment by the player is increased, and the volume can be adjusted according to the individual taste of the player. In other words, the reference volume set by operating the volume control knob (volume setting means) 79 by the game store clerk often does not match the individual taste of the player, and the reference volume may make the sound loud and noisy. Sometimes it feels small and the power of the game is not transmitted. In such a case, by operating the second operation button 36 by the player, the volume can be adjusted beyond the range of the reference volume set by the game store side, so that it can be adapted to the individual taste of the player. You can enjoy the game at the volume.
(2) In addition, the overall control CPU 65a limits the range in which the player can adjust, so the volume is not changed beyond the adjustable range, and the player can operate the second operation button 36. Even if the volume value is set based on the sound volume, the volume output from the speaker 19 is within a limited range. That is, even if the player operates the second operation button 36, it is possible to prevent the sound volume from being set to an unexpected level such as excessively high or low.
(3) In the present embodiment, the changeover switch 80 can be used to switch between a state in which the player can adjust the volume and a state in which the player is unable to adjust the volume. Can be allowed.
(4) In this embodiment, when the player changes and the game standby state (the state in which no game is performed) continues for a while, the volume range that can be output from the speaker 19 is returned to the reference volume range. Therefore, a new player can execute a game in the reference volume range. In other words, for example, even if the player leaves the table in a state where the volume is maximized due to mischief or the like, it automatically returns to the reference volume range (initial state) after a predetermined time, so a new player starts playing Sometimes, it is possible to prevent inconvenience caused by sudden output of loud sounds. In addition, when the pachinko machine 10 is turned off and then turned on, the sound volume is automatically returned to the reference sound volume range (initial state). Therefore, when it is desired to return the sound volume values of all the pachinko machines 10 to the initial state. Even without adjusting the volume of the pachinko machine 10 individually, it is possible to easily return to the initial state by turning off and on the power of all the pachinko machines 10.

The following can be adopted as an example of the change related to the volume control mode.
(1) In the embodiment, the volume value can be changed in steps of “4”, “5”, “6” by operating the volume control knob (volume setting means) 79, while the second operation button (volume control) Means) The volume value can be changed step by step to “3”, “4”, “5”, “6”, “7”, but the second operation button (volume adjusting means) 36 is operated. The change range of the volume value that can be adjusted by changing can be changed. That is, the volume of the sound changes in the overall control ROM 65a within a width of 0.5, such as “0.5”, “1.5”, “2.0”, “2.5”. The volume value is stored, and the volume value is changed by a width of 1 depending on the operation of the volume control knob (volume setting means) 79, while the volume value is changed to 0.5 by the operation of the second operation button (volume control means) 36. You may make it change with the width | variety. In this case, the player can adjust the volume more finely and can enjoy the game at a volume suitable for him. Note that the change range of the volume that can be adjusted stepwise by the volume control knob (volume setting means) 79 or the second operation button (volume control means) 36 is not limited to 1 or 0.5 units, but 0.1 or If a corresponding volume value such as 0.2 or 5 units is stored in the overall control ROM 65a, it can be arbitrarily set. Further, the number of steps of the volume value that can be adjusted by the volume control knob (volume setting unit) 79 and the second operation button (volume control unit) 36 is not limited to three or five, but can be arbitrarily set. Furthermore, the volume value is not limited to loop in one direction every time the operation button is pressed, and a configuration in which the current volume value is increased or decreased according to the pressed position of the operation button can be adopted.
(2) In the embodiment, the volume control mode can be adjusted during the first stand-by demonstration performance, but the volume control mode can be adjusted during the customer waiting demonstration performance or during the game. It may be. Further, regarding the mode of transition to the volume control mode during the customer waiting demonstration performance, a telop such as “transition to the volume control mode by long pressing the operation button” is displayed on the screen of the symbol display device 17 during the customer waiting demonstration performance. The player can control to shift to the volume control mode by long pressing the operation button. In this case, when the operation button is accidentally pressed by providing a long press of the operation button (either the first operation button 35 or the second operation button 36) as the transition condition to the volume control mode. It is possible to suppress unintentional transition to the volume control mode. In addition, as a method for preventing the transition to the unintended volume adjustment mode, a condition for shifting only when both the first operation button 35 and the second operation button 36 are simultaneously pressed may be used.
(3) In the embodiment, as the volume adjusting means, the second operation button 36 that can be used in shooting effects and various modes is also used. However, a dedicated button that functions only as a volume adjusting means may be provided. Good. In this case, the arrangement position of the button (volume control means) is not limited to the upper ball tray 14, but may be the front surface of the front frame 13 and other parts as long as it is a part that can be operated by the player.
(4) In the embodiment, the overall control ROM 65b stores 11 volume values from “0” to “10”, and the volume output from the speaker 19 can be adjusted in 11 stages. Here, there is a request not to make a sound from a specific pachinko machine 10 due to circumstances of the amusement store, and for that purpose, a sound volume value “0” is set to be silent. If the sound volume value is set to “0”, the liveliness of the game store is lowered, so that the sound volume value “0” may be disabled.
(5) Regarding the volume adjustment, the error notification sound for notifying the abnormality or fraud of the pachinko machine 10 is output from the speaker 19 at the maximum volume regardless of the volume value set by the store and the player. It is preferable to do. Moreover, it is preferable that the error notification sound is output in preference to the effect sound related to the game or BGM. That is, when signals from various abnormality detection switches arranged in the pachinko machine 10 are input to the overall control CPU 65a, a command is sent to the sound control board 73 so that the overall control CPU 65a outputs an error notification sound at the maximum volume. Send it.

(6) As for the volume adjustment mode in the volume adjustment mode, the following modification examples can be adopted.
That is, 11 levels of “0” to “10” are set as the volume values corresponding to the positions of “large”, “medium”, and “small” that can be positioned by turning the volume adjustment knob 79 adjustable by the store side. Among the volume values, “large” is set to “8”, “medium” is set to “5”, and “small” is set to “3” (see FIG. 33). On the other hand, a basic volume setting value (reference volume) of “large”, “medium”, or “small” set by the store as a volume adjustment range that can be adjusted by the player by operating the second operation button 36. ) May be adjustable within a range of ± 2 steps. Specifically, volume control tables corresponding to the basic volume setting values “high”, “medium”, and “small” are set in the overall control ROM 65b, respectively, and a high volume corresponding to the basic volume setting value “high” is set. As shown in FIG. 34 (a), the adjustment table stores five types of volume values of "6", "7", "8", "9", and "10" among the 11 levels. The Similarly, in the medium volume adjustment table corresponding to the basic volume setting value “medium”, “3”, “4”, “5”, “ As shown in FIG. 34 (c), five types of volume values of “6” and “7” are stored, and the low volume adjustment table corresponding to the basic volume setting value “low” includes 11 levels of volume values. Five types of volume values “1”, “2”, “3”, “4”, and “5” are stored.

  The volume value is changed by the overall control CPU 65a when the basic volume setting value is set to “high”, and the volume value is changed to “8” every time an operation signal from the second operation button 36 is input. ”→“ 9 ”→“ 10 ”→“ 6 ”→“ 7 ”→“ 8 ”, and when the basic volume setting value is set to“ medium ”, the second operation button 36 is used. Each time an operation signal is input, the volume value is changed in the order of “5” → “6” → “7” → “3” → “4” → “5”, and the basic volume setting value is set to “Low” When the operation signal from the second operation button 36 is input, the volume value is changed in the order of “3” → “4” → “5” → “1” → “2” → “3”. Set to change. Here, “8” is recommended as a preferable volume for the “large” volume value set by the game shop, “5” is recommended as a preferable volume for the “medium” volume value, and “small” volume value. Therefore, “3” is recommended as a preferable volume, and when the player adjusts the volume, the adjustment is started from preferable volume values (“8”, “5”, “3”) set by the game shop.

  In this way, by setting the range in which the player can adjust the volume with respect to the basic volume setting value set by the store side in ± 2 steps with respect to the basic volume setting value, the basic volume set for the circumstances of the store side It is possible to prevent the sound volume from being greatly different from the set value. Further, since the volume value “0” is not selected, it is possible to prevent the liveliness of the game store from being lowered as described above. In the embodiment, when the game detection means 34a, 34b, 48 are continuously in a non-detection state (a state in which no pachinko ball is detected) for a predetermined time, and when the power is turned on, Although the configuration is such that the volume value is set to an intermediate “5” with 11 steps, it may be automatically returned to the basic volume setting value set by the store. In this way, by returning to the basic volume setting value set in advance according to the circumstances of the store, for example, the volume value set to “large” or “small” returns to “5” when the power is turned on, so that “ This saves you the trouble of resetting to “Large” or “Small”.

(About changes)
Various changes can be made to the above-described embodiment as described below.
(1) In the example, the variable state is a function that reduces the fluctuation time of the normal map fluctuation display and also changes the probability per universal figure from a low probability to a high probability. In addition to shortening, a function for changing the probability per special figure from a low probability to a high probability may be added.
(2) In the embodiment, various controls are performed separately for the main control board and the sub control board. However, the control performed by the main control board is performed by the sub control board, or conversely, the control is performed by the sub control board. Control may be performed by the main control board. That is, it is possible to adopt a configuration in which the entire pachinko machine is controlled by one control board without dividing the main control board and the sub control board.
(3) In the embodiment, the first start winning opening that always opens in the game area and the second start winning opening that is opened and closed by the opening and closing member are provided, but the first starting winning opening may be omitted.
(4) The gaming machine is not limited to a pachinko machine, and may be various other gaming machines such as an arrangement ball machine or a slot machine using a pachinko ball.
(5) In the embodiment, the state in which the first privilege gaming state is given is set as the probability variation state, but is not limited to this, and the state in which the first privilege gaming state and the second privilege gaming state are combined is definitely varied. It can also be in a state. In this case, a state in which neither the first privilege gaming state nor the second privilege gaming state is given can be set to the non-probable change state.
(6) In the embodiment, a special figure display means (special picture display) for displaying a special figure is provided independently of the symbol display means (design display device) for displaying a design symbol (decorative figure). However, this is not a limitation. For example, you may make it display both a decoration drawing and a special figure in a symbol display means. Moreover, you may make it display on a symbol display means in common with a decorative drawing and a special drawing.
(7) In the embodiment, as the opening / closing mode (opening / closing pattern) of the opening / closing means (opening / closing door) of the special winning means (special winning device) in each round game of the jackpot game, the long opening operation and the short opening operation are appropriately selected. An example of combination is shown. Here, the long-time opening operation of the opening / closing means may be an opening mode that is more advantageous than the short-time opening operation of the opening / closing means. As the opening / closing control in which the short-time opening operation of the opening / closing means is disadvantageous, the pachinko ball is released in one opening operation (operation from opening to closing) under the condition that the pachinko ball is continuously fired at a predetermined interval. It can be an opening time in which winning is virtually impossible. In addition, on the condition that the pachinko balls are continuously fired at a predetermined interval, the predetermined number of pachinko balls are won even if the opening time is one open operation (operation from opening to closing). By making the opening time substantially impossible, it is possible to have an opening / closing mode in which the short-time opening operation of the opening / closing means is disadvantageous compared to the long-time opening operation. In addition, when the opening / closing means is opened for a long time, it is not necessary that the prescribed number of pachinko balls determined in the round game can be won, compared to the case where the opening / closing means is opened for a long time, It is also possible to set the opening time so that more pachinko balls can win.

17 Symbol display device (symbol display means)
31a First start prize opening (first start prize means)
31b Second start prize opening (second start prize means)
60a Main control CPU (hit determination means, symbol variation effect determination means, probability variation provision means, winning rate improvement state provision means, reach determination means, variation pattern determination means)
65a General control CPU (design variation effect determining means, effect execution control means , mode determining means )

Claims (6)

  1. Triggered by a first start winning means that allows a game ball to win with a certain probability, a second start winning means that can change the winning probability of a game ball, and a winning of a game ball to the first or second start winning means A symbol display means for executing a symbol variation effect for varying a plurality of kinds of symbols, and a hit determination means for determining whether or not the game ball wins the first or second start winning means, If the determination result by the hit determination means is affirmative, in the gaming machine to which a winning game advantageous to the player is given after the end of the symbol variation effect,
    A variation pattern determining means for determining one of a plurality of types of variation patterns for specifying a variation time from the start to the end of the symbol variation effect triggered by winning the first or second start winning means; ,
    Design variation effect determining means for determining one effect content for specifying the content of the symbol variation effect based on the variation pattern determined by the variation pattern determining means from a plurality of types;
    Effect execution control means for causing the symbol display means to execute the effect content determined by the symbol variation effect determining means,
    If the judgment result in the per determination means is affirmative, the determination unit according to the determination result Make funny application means capable impart probability variation state of improving the probability of positive hit after hit game end,
    A winning rate improvement state giving means for giving a winning rate improvement state in which a probability that a game ball wins the second starting winning means becomes high;
    The effect contents includes a notification effect to Yu technique condition notifying whether probability variation state,
    The winning rate improving condition applying means, when said probability variation applying means probability variation state is not applied by, while imparting winning rate improving until symbol variation effect after per game end is performed by the set number of times set in advance When the probability variation state is imparted by the probability variation imparting means, the winning rate improvement state is set until the symbol variation effect is performed more than the set number of times after the winning game is finished,
    After the winning game is over, as the effect contents executed in the symbol variation effect of the specified number of times less than the set number of times, the symbol variation effect determining means informs whether or not the game state at that time is a certain variation state is determined to be able to set up,
    A first variation table in which a variation pattern that can be determined by the variation pattern determination means is set for the symbol variation effect before the specified number of times after the end of the hit game;
    A second variation table in which a variation pattern for notification that can be determined by the variation pattern determination means at the time of design variation at the specified number of times is set;
    A third variation table in which a variation pattern that can be determined by the variation pattern determination means when the symbol variation effect after the specified number of times is set,
    The symbol variation effect determining means is:
    As the contents of the effect executed in the symbol variation effect before the specified number of times after the winning game ends, the effect is determined based on the variation pattern determined by the variation pattern determination means based on the first variation table,
    Determining the notification effect based on the notification variation pattern determined by the variation pattern determination means based on the second variation table as the notification content of the notification effect to be executed in the specified number of symbol variation effects;
    The effect is determined based on the variation pattern determined by the variation pattern determination means based on the third variation table as the effect content executed in the symbol variation effect after the specified number of times. A gaming machine.
  2. A first effect table that stores a plurality of types of effect contents that can be determined by the symbol variation effect determining means after the specified number of times when the gaming state at the time of execution of the notification effect is a probability change state;
    A second effect table that stores a plurality of types of effect contents that can be determined by the symbol variation effect determining means after the specified number of times when the gaming state at the time of executing the notification effect is an uncertain change state;
    The gaming machine according to claim 1 , wherein more types of effect contents stored in the second effect table are set than types of effect contents stored in the first effect table .
  3. Reach determination means for determining whether or not a reach effect is performed in response to a winning of a game ball in the first or second start winning means,
    When the determination results of the winning determination means and the reach determination means are both negative in the specified number of times of the symbol variation effect after the winning game, the symbol variation effect determining means determines that the gaming state at that time is a probable change state. The gaming machine according to claim 1 or 2, wherein the gaming machine is set so as to determine a notification effect for losing only for losing to notify whether or not.
  4.   The gaming machine according to any one of claims 1 to 3, wherein the specified number of times is set to a number equal to or less than ½ of a minimum number of winning rate improvement state grants to which the winning rate improvement state is given.
  5. In the winning game, a specific winning game that is given after the winning game and a winning game in which the probability changing state is not given is set, and a probability changing state in which the probability that the determination result of the hit judging means is positive is improved.
    In a specific winning game executed by affirmation of the hit determination means, the game is provided with mode determining means for determining an effect mode selected from a plurality of types of effect modes, and an effect that the symbol variation effect determining means can determine. The contents correspond to each production mode,
    In the non-probability change state, the effect mode is selected in the specific winning game executed by affirmation of the determination result of the winning determining means triggered by the winning of the game ball to the first or second starting winning means A possible mode selection effect is executed by the symbol display means, and the mode determining means is configured to determine the effect mode in the effect,
    While it is repeated by winning the specific winning game, the symbol variation effect determining means is configured to determine the effect content corresponding to the effect mode determined by the mode determining means in the first specific winning game,
    As a game production mode that can be changed by the establishment of the mode transition condition, a latent mode is set in which whether the gaming state is a probability change state or a non-probability change state can not be grasped from the effect contents executed by the symbol display means,
    The notification effect is executed in the symbol variation effect of the specified number of times after the end of the hit game that becomes an opportunity to shift to the latent mode,
    If the specific winning game is won between the end of the hit game that triggers the transition to the latent mode and before the specified number of times, the mode selection effect is executed in the specific hit game. The gaming machine according to any one of claims 1 to 4, wherein the gaming machine is configured to select a mode .
  6. In the winning game, a specific winning game that is given after the winning game and a winning game in which the probability changing state is not given is set, and a probability changing state in which the probability that the determination result of the hit judging means is positive is improved.
    In a specific winning game executed by affirmation of the hit determination means, the game is provided with mode determining means for determining an effect mode selected from a plurality of types of effect modes, and an effect that the symbol variation effect determining means can determine. The contents correspond to each production mode,
    In the non-probability change state, the effect mode is selected in the specific winning game executed by affirmation of the determination result of the winning determining means triggered by the winning of the game ball to the first or second starting winning means A possible mode selection effect is executed by the symbol display means, and the mode determining means is configured to determine the effect mode in the effect,
    While it is repeated by winning the specific winning game, the symbol variation effect determining means is configured to determine the effect content corresponding to the effect mode determined by the mode determining means in the first specific winning game,
    As a game production mode that can be changed by the establishment of the mode transition condition, a latent mode is set in which whether the gaming state is a probability change state or a non-probability change state can not be grasped from the effect contents executed by the symbol display means,
    The notification effect is executed in the symbol variation effect of the specified number of times after the end of the hit game that becomes an opportunity to shift to the latent mode,
    When the specific winning game is won after the predetermined number of times after the end of the hit game that triggers the transition to the latent mode until the predetermined number of times set to be equal to or less than the set number of times, The gaming machine according to any one of claims 1 to 4 , wherein the game mode can be selected by executing the mode selection effect in a winning game .
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JP6476568B2 (en) * 2014-03-24 2019-03-06 サミー株式会社 Bullet ball machine
JP5876525B2 (en) * 2014-04-24 2016-03-02 株式会社三共 Game machine
JP5825404B1 (en) * 2014-07-02 2015-12-02 タイヨーエレック株式会社 Game machine
JP6401958B2 (en) * 2014-07-22 2018-10-10 株式会社平和 Game machine
JP6373733B2 (en) * 2014-11-20 2018-08-15 株式会社ニューギン Game machine
JP6280888B2 (en) * 2015-03-23 2018-02-14 京楽産業.株式会社 Game machine
JP6280889B2 (en) * 2015-03-23 2018-02-14 京楽産業.株式会社 Game machine
JP6276821B2 (en) * 2016-09-27 2018-02-07 京楽産業.株式会社 Game machine
JP6236508B1 (en) * 2016-10-12 2017-11-22 京楽産業.株式会社 Game machine
JP6407230B2 (en) * 2016-10-12 2018-10-17 京楽産業.株式会社 Game machine
JP6632575B2 (en) * 2017-06-29 2020-01-22 株式会社三共 Gaming machine
JP6534426B2 (en) * 2017-06-29 2019-06-26 株式会社三共 Gaming machine
JP6632574B2 (en) * 2017-06-29 2020-01-22 株式会社三共 Gaming machine

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JP5778375B2 (en) * 2008-11-07 2015-09-16 株式会社三共 Game machine

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