JP5701229B2 - Game machine - Google Patents

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JP5701229B2
JP5701229B2 JP2012016115A JP2012016115A JP5701229B2 JP 5701229 B2 JP5701229 B2 JP 5701229B2 JP 2012016115 A JP2012016115 A JP 2012016115A JP 2012016115 A JP2012016115 A JP 2012016115A JP 5701229 B2 JP5701229 B2 JP 5701229B2
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effect
selection
big hit
game
type
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JP2012081322A (en
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佑介 工藤
佑介 工藤
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株式会社藤商事
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Description

  The present invention relates to a gaming machine in which an effect to be executed during a predetermined game can be selected according to a player's preference.

  Conventionally, when a predetermined starting condition is satisfied when a game ball is won, the symbol changing operation on the display device is started, and when the symbols stopped and displayed after a predetermined period of time are aligned with the predetermined symbol, There is known a pachinko gaming machine that is configured to give a special game state (big hit) advantageous to the player to open the game and play and play music during the special game state (Patent Document 1 below) reference).

  In this pachinko machine, BGM (background music) is played and played as an effect during the big hit, and the number of BGMs that can be played and played each time the big hit hits consecutively in a promiscuous state. Increase the range of BGM options that the player can select with the cursor. In addition, when a specific BGM in the range of options is set in advance as a selection target (initial position of the cursor) and the operation reception time elapses without switching the selection target, the initial BGM is finally set. Is determined to be selected.

JP 2007-202938 A

  However, the conventional control of the initial cursor position involves fixing the cursor position to a specific performance type in the range of options in advance, and does not necessarily reflect the player's selection request. For example, in a situation where a new BGM is added as a selectable target along with the Renso jackpot, some players may want to listen to their favorite BGM continuously or frequently every time. is there. However, if a specific BGM is fixedly preset as the cursor initial position, even if a cursor operation for reselecting the user's favorite BGM is performed one or more times in the past, the operation history is ignored and the cursor is Will return to the specific BGM that is the initial position again at the time of the Renso big hit. That is, the initial cursor position does not reflect the player's intention to select. For this reason, the player has to switch the cursor position again from the BGM at the initial cursor position to his / her favorite BGM, and there is a problem that the selection operation is very troublesome.

  This problem is the same when the big hit effect is an image. For example, a configuration in which multiple types of story backgrounds are prepared as a background to be played during the big hit and the player selects which one of them to display is displayed. It is a problem that also occurs under. Also, not only during the big hit effect as described above, for example, a plurality of effect modes for the effect during a predetermined game are prepared, and the player is allowed to select which one of the effect modes to proceed with the game. This is a problem that occurs even under a configuration where

  Therefore, an object of the present invention is to provide a gaming machine that solves the above-described problems and reduces the burden of selection when selecting an effect.

  The above object of the present invention is achieved by the following means. In addition, although the corresponding element in embodiment is shown in a parenthesis, this invention is not limited to this.

(1) A main control unit (20) that comprehensively controls the operation of the game, a display device (36) for producing an effect associated with the game, and an effect control unit (24) that controls the effect control in the display device 25) and at least one effect operation means (13) that can be operated by the player, and the display operation or the effect type of the sound effect on the display device during the predetermined period of the effect operation means. In a gaming machine configured to be able to perform a selection effect that can be selected by operation,
The production control unit
Activation monitoring means (S201 to S203) for monitoring whether the activation condition of the selection effect is achieved;
The display device displays an effect selection screen (361) that clarifies the range (S204) of options of the effect type that can be selected in the selection effect based on the fact that the condition for activating the selection effect is achieved in the activation monitoring means. Selection screen display means for displaying on (S304),
When displaying the effect selection screen, a presetting means (S305) for referring to the selection history and presetting a predetermined effect type as an initial selection state based on the referenced information;
Manual operation setting means (S305) for setting, as a selected state, an effect type selected by the operation of the effect operation means from the range of options displayed on the effect selection screen;
Based on the passage of the production time of the selected production or the operation of the production operation unit, the production type of the option currently selected by the pre-setting unit or the manual operation setting unit is confirmed as finally selected. And an effect determining means (S306) for storing information related to the determined effect type,
A gaming machine characterized by that.

  (2) The presetting means, when displaying the effect selection screen, if there is an effect type that is selected in the immediately preceding selected effect with reference to the selection history, the option for the same effect type as the effect type Is set as an initial selection state in advance, and the gaming machine according to (1) above.

  (3) The presetting means refers to a plurality of selection histories when displaying the effect selection screen, and when the same selection type is selected at least twice, the same effect type as the effect type The gaming machine according to (1), wherein the options are preset as an initial selection state.

(4) The selection screen display means can expand the range of options of the effect type that can be selected in the selection effect by adding an additional effect type to the option based on the fulfillment condition of the selection effect being achieved. A selection range expansion means,
The presetting means has a plurality of unselected effect types among the effect types in the selection range expanded by the selection range expansion means, and one of these is selected in the current selection effect The game machine according to (2) or (3) above, characterized in that it has guidance setting means for preferentially selecting and presetting the old production types in the order of addition. (5) The main control Department
A jackpot lottery means (S109) for performing a lottery determination regarding the jackpot based on the establishment of the start condition;
Based on the lottery result of the jackpot lottery means, a type lottery means (S109) for lottering a type in the case of a big hit from a plurality of type information,
Jackpot generating means (S118) for generating the jackpot on condition that the jackpot lottery by the jackpot lottery means is won,
Gaming state transition control means (S122) for controlling the transition of the gaming state after the big hit to a predetermined gaming state corresponding to the type lottered by the type lottery means;
The jackpot includes a first jackpot that can be monitored by the activation monitoring means and a second jackpot that cannot be monitored.
The production control unit
As the activation monitoring means, the consecutive resort that adds the number of consecutive resorts on the condition that the first jackpot is won by lottery by the jackpot lottery means during a predetermined gaming state other than the normal gaming state in the gaming state A number adding means (S203),
As the activation monitoring means, the consecutive resort that adds the number of consecutive resorts on the condition that the first jackpot is won by lottery by the jackpot lottery means during a predetermined gaming state other than the normal gaming state in the gaming state Having a number of times addition means,
The selection screen display means expands the range of the options by adding an additional production type on the condition that the number of consecutive resorts is added,
The gaming machine according to any one of (1) to (3) above, wherein

(6) The production type is BGM,
The game machine according to (5), wherein the effect control unit causes a sound reproduced from the BGM to be output from an audio device during at least one of the jackpot and after the jackpot.

  (7) The production type is each of a plurality of types of segment stories constituting the entire story, and the production control unit displays the segment story during at least one of the big hit and after the big hit The gaming machine according to (5) above, which is displayed on a device.

  (8) The first jackpot is a jackpot for executing a high base jackpot game, and the second jackpot is a jackpot for executing a low base jackpot game having a lower profit margin than the first jackpot. The gaming machine according to any one of (5) to (7) above, wherein

  (9) The predetermined gaming state is at least one of a high probability gaming state in which the winning probability of the big hit lottery is higher than that in the normal gaming state and a high base gaming state in which the start condition is established more frequently than in the normal gaming state. The gaming machine according to any one of (5) to (8) above, wherein the gaming machine is in a gaming state.

(10) The main control unit
A jackpot lottery means (S109) for performing a lottery determination based on the establishment of the start condition;
Based on the lottery result of the jackpot lottery means, type determining means (S109) for determining the type of profit status;
Jackpot generating means (S118) for generating the jackpot on condition that the jackpot lottery by the jackpot lottery means is won,
Production control command is created based on the lottery result of the jackpot lottery means, and production control instruction means (S113) for instructing this to the production control unit,
The production control unit
Command receiving means capable of receiving the effect control command;
Based on the received effect control command, there is an effect determining means (S309) for determining an effect of display effect or sound effect in the display device,
As the activation monitoring means, command confirmation means for confirming whether or not the effect control command is a specific effect control command, and specific effect determination confirmation means for confirming whether or not a specific effect is determined by the effect determination means. At least one of them,
Invoking the selected effect on the condition that the command confirmation means confirms that the command is the specific effect control command, or on the condition that the specific effect is determined by the specific effect determination confirmation means. Activation permission means capable of authorizing
The selection screen display means expands the range of the options by adding the effect type on the condition that the activation of the selection effect is permitted by the activation permission means.
The gaming machine according to any one of (1) to (3) above, wherein

(11) The command confirmation means is configured to be able to count the number of times the specific effect control command has been received, and the specific effect determination confirmation means is configured to be able to count the number of times the specific effect has been determined. Because
The activation permission means is configured to permit the activation of the selected effect on the condition that the number of times of confirming the specific effect control command or the number of times of determination of the specific effect has reached a predetermined number of times. The gaming machine according to (10) above, characterized in that

  (12) The activation monitoring unit includes an activation suppression unit that suppresses the activation permission unit even when the activation condition is achieved, as described in (10) or (11) above Gaming machine.

  (13) The selection screen display means has a cursor that can move within the range of the options to select the desired production type, and is described in any one of (1) to (12) above Gaming machine.

  According to the present invention, by managing the selection history, the operation frequency of the effect selection operation means can be reduced, and a desired effect type can be selected early. For example, in the present invention, an effect type previously selected by the player, a selection type having the largest number of selections by the player in the past, or a position that has been added in the past but has not been selected and has a small number of selection operations. As a result, an option at a position where the number of selection operations can be reduced, such as a selection type, is preset as a cursor initial position in a selected state. For this reason, there is no need to perform a selection operation again in the selection effect, and an effect type that the user wants to automatically select and listen to or see, for example, BGM, a story story of a story image, or an effect mode (effect) State), a character for which a reach effect is to be performed, and the like, and a corresponding predetermined display effect or sound effect can be executed.

1 is a front perspective view showing the appearance of a pachinko gaming machine according to the present invention. It is a figure showing the front side of the game board of the pachinko gaming machine according to the present invention. It is a block diagram which shows the control apparatus of the pachinko game machine which concerns on this invention. It is a flowchart which shows the first half of the game processing of the pachinko gaming machine according to the present invention. It is a flowchart which shows the second half of the game processing of the pachinko gaming machine according to the present invention. It is a flowchart which shows the big hit effect determination process of the pachinko gaming machine according to the present invention. It is the transition diagram of the game state which illustrated transition of the number of consecutive times of the pachinko gaming machine concerning the present invention. It is a figure which shows the big hit effect table of the pachinko game machine which concerns on this invention. It is a flowchart which shows the effect execution process during jackpot of the pachinko gaming machine according to the present invention. It is a flowchart which shows the pre-setting process of the pachinko game machine which concerns on this invention. It is a flowchart which shows the manual operation setting process of the pachinko game machine which concerns on this invention. It is the figure which showed the example of a transition of the display content of the production | presentation selection screen of the pachinko game machine which concerns on this invention. It is the figure which showed the transition condition which switches the choice of BGM type by button operation in the production | presentation selection screen of the pachinko game machine which concerns on this invention. It is the figure which showed the example of a transition of the display content of the production | presentation selection screen of the pachinko game machine which concerns on this invention. It is the transition diagram which showed the gaming state in the specific example of the pachinko gaming machine which relates to this invention. It is the figure which showed transition of the display content of the production | presentation selection screen in the other specific example of the pachinko game machine which concerns on this invention. FIG. 17 is a transition diagram showing a gaming state in the specific example of FIG. 16. It is the figure which showed the display content of the production | presentation selection screen which concerns on the modification of the pachinko gaming machine which concerns on this invention. It is a flowchart which shows the preset process which concerns on the 2nd Embodiment of this invention. It is the figure which showed the example of a transition of the display content of the production | presentation selection screen which concerns on the 3rd Embodiment of this invention. It is the figure which showed the example of a fluctuation pattern of the pachinko game machine which concerns on the 4th Embodiment of this invention.

  Hereinafter, an embodiment of a gaming machine according to the present invention will be described by taking a pachinko gaming machine as an example with reference to the drawings.

[First Embodiment]
FIG. 1 is a front perspective view showing the appearance of a pachinko gaming machine according to the first embodiment of the present invention.

<1. Outline of configuration: FIGS. 1 and 2>
The illustrated pachinko gaming machine 1 has a frame-shaped front frame 2 attached to the front surface of a wooden outer frame 4 so that it can be opened and closed, and a game board 3 in a game board storage frame (not shown) attached to the back surface of the front frame 2. And the game area 3a formed on the surface of the game board 3 faces the opening of the front frame 2. The game area 3a is an area surrounded by a ball guide rail 5 (see FIG. 2) disposed on the surface of the game board 3. A glass door frame 6 supporting transparent glass is provided on the front side of the game area 3a.

  The pachinko gaming machine 1 also has a front operation panel 7 disposed on the lower side of the glass door frame 6. The front operation panel 7 is provided with an upper tray unit 8, and the upper tray unit 8 is formed with an upper tray 9 for storing discharged game balls. The front operation panel 7 is provided with a ball lending button 11 and a prepaid card discharge button 12 (card return button 12). The upper tray surface portion of the upper tray 9 is provided with a push button type frame effect button 13 that can be operated by turning on the built-in lamp and that can be changed when the built-in lamp is turned on. It has been. The upper tray 9 is provided with a ball removal button 14 for removing the game balls stored in the upper tray 9 below the pachinko gaming machine 1.

  A firing operation handle 15 for operating the firing unit is provided on the right end side of the front operation panel 7. Speakers 46 that generate sound effects are provided on both sides of the upper part of the front frame 2 and on the upper side of the firing operation handle 15. Furthermore, a decoration lamp 45 is provided at various locations on the glass door frame 6 to produce a production effect by light decoration.

  Next, the game area 3a of the game board 3 will be described. As shown in FIG. 2, in the substantially central portion of the game board 3, a variable display of symbols (decorative symbols) by numbers, characters, symbols, etc. is independently performed in three (left, middle, right) display areas. A liquid crystal display device 36 (LCD: Liquid Crystal Display) as a possible image display device is provided. Directly below the liquid crystal display device 36, an upper start port 34, which is a first special symbol start port, and a lower start port 35, which is a second special symbol start port, are arranged up and down. Are provided with special symbol start opening sensors 34a and 35a (see FIG. 3) for detecting a winning ball. The lower start opening 35 is provided with a pair of left and right movable wing pieces 47 so that the lower start opening 35 can be opened and closed, and constitutes a so-called tulip-shaped electric accessory (ordinary variable winning device 41).

  A normal symbol start port 37 composed of a gate is disposed on the left side above the upper start port 34, and a normal symbol start port sensor 37a (see FIG. 3) for detecting a passing game ball is disposed.

  Below the lower start opening 35, a special variable prize winning device 42 configured to be openable and closable by an open door 42b for opening and closing the big prize winning opening 40 is disposed, and a large prize winning hole sensor for detecting a winning ball is disposed therein. 40a (refer FIG. 3) is arrange | positioned.

  A total of four general winning ports 43 are arranged on both sides of the special variable winning device 42, and a general winning port sensor 43a (see FIG. 3) for detecting the passage of the game ball is formed in each of them.

  Also, a special symbol display device 38 configured by arranging 7 segments in three digits and a normal symbol display device 39 composed of two LEDs are provided near the upper right edge of the game area 3a. Further, in the game area 3a, there are a center ornament 48, a windmill 44 as a game ball drop direction changing member, a plurality of game nails (not shown), a plurality of light emitting devices (lamps, LEDs, etc .: not shown), and the like. It is arranged. Further, a lamp display device such as a decorative lamp 45 and an LED device are also provided in the vicinity of both end portions of the game board 3.

  Based on the winning of the game ball in the upper start opening 34 or the lower start opening 35, the main control board 20 (see FIG. 3) performs a lottery (big hit lottery) related to the big hit by random number lottery. In accordance with the lottery result, the special symbol display device 38 is variably displayed on the special symbol display device 38, a special symbol variation display game (symbol game) is started, and the result is displayed on the special symbol display device 38 after a predetermined time has elapsed. It has become. At this time, the decorative symbols are variably displayed on the liquid crystal display device 36 in a form linked to the special symbol variation display game, and the decorative symbol variation display game is started. After the predetermined time has elapsed, the special symbol variation display device 38 is selected by lottery. The result is displayed, and the result is also displayed on the liquid crystal display device 36 by a decorative pattern.

  In the present embodiment, the liquid crystal display device 36 constitutes an image display device. However, the present invention is not limited to this, and as the image display device, a plasma display (PDP: Plasma Display Panel), an electronic paper display, an organic EL display (OELD: Organic). You may comprise by ElectroLuminescent Display). The liquid crystal display device 36 displays various effects as images under the control of a liquid crystal control board 25 (see FIG. 3) described later. That is, an effect reflecting the lottery result in the special symbol variation display game, that is, a decorative symbol is variably displayed, and the decorative symbol variation display game is displayed. Production, reach production and background production).

  Therefore, when the result of the special symbol variation display game on the special symbol display device 38 is “big hit”, the result of the decorative symbol variation display game on the liquid crystal display device 36 also reflects “big hit” appears. Is done. The special symbol display device 38 displays a special symbol indicating a big hit in a predetermined display mode (for example, two 7-segment display states of “7”), and the liquid crystal display device 36 displays “ In each of the left, middle, and right display areas, a predetermined display mode (for example, each display area of “left”, “middle”, and “right”) in which the decorative symbols reflect the result of the big hit lottery on the hit effective line. The three decorative symbols are stopped and displayed at “7”, “7”, “7” display state).

  When the big hit is made, the special variable prize winning device solenoid 42a (see FIG. 3) is actuated to open the open door 42b, whereby the big prize opening 40 is controlled to open and close in a predetermined pattern, and the normal gaming state Thus, a special gaming state (big hit game) that is more advantageous to the player occurs. In the big hit game, the open door 42b is opened for a predetermined time (for example, 29 seconds) and the big winning opening 40 is opened, or until the predetermined number (for example, 9) of game balls has won, Is opened, and then a predetermined number of times (for example, maximum 15R (round)) such as the opening door 42b is closed for a predetermined time (for example, 2 seconds) and the special winning opening 40 is closed (round game). It is supposed to be repeated.

  In addition, the liquid crystal display device 36 has a selection screen 361 (FIGS. 12 and 18) showing options for selecting a type (effect type) of an effect to be executed during the big hit (effect type during the big hit) from a plurality of types of effects. Reference) is also displayed.

  The jackpot game is started after the symbol indicating the jackpot is confirmed and displayed in the symbol variation display game. When the big hit starts, the opening effect by the big hit start fanfare is first performed, and after the opening effect is finished, the round game in which the big winning opening 40 is opened is performed a plurality of times with the predetermined number of rounds as an upper limit. In addition, during a round game, a corresponding round effect is performed. Then, after the specified number of rounds is over, the ending effect by the big hit end fanfare is performed, and the big hit ends.

  Further, as a big hit effect, during the big hit, the BGM is played back and played through the sound control unit (the effect control board 24: see FIG. 3) and output from the speaker 46 of the sound generator 46a. This BGM is configured so that a player can select from a plurality of BGM types (effect types) in a selection effect that is triggered by the achievement of a condition that a big hit is consecutive (a condition for activating a selection effect). Yes. For this selection effect, at a predetermined timing of the jackpot game, for example, in the first round, an effect selection screen 361 including a BGM type option and a cursor for specifying the selection on the display screen of the liquid crystal display device 36 (FIG. 12, 18) is displayed. The cursor here is a virtual cursor represented by the selection of BGM type options in FIG. However, as shown in FIG. 18, it may be a cursor 363 composed of triangular marks that are actually displayed as an image. Here, when the player moves the cursor position by operating the frame effect button 13 which is the operation means for effecting, the cursor position is adjusted to the desired BGM type option from among the plurality of displayed BGM type options. Can be done.

  When the selection effect is activated in the jackpot game and the effect selection screen 361 is displayed, the cursor is the latest BGM type that is added every time the selection effect is activated, that is, each time the consecutive game is hit, as its initial position. In the range of options including, the player selects the option selected and set by the player in the previous selection effect, so that the same BGM type as the previously selected BGM type is automatically preset. Thereafter, the selection time of the BGM type by the cursor is confirmed as finally selected by the elapse of the effect time (effect changeable time) of the selection effect without changing the selection position of the cursor, and the player The BGM of the desired song is selected and set. Therefore, a player who wants to listen to the same BGM as the previous time does not need to perform a switching operation to select the BGM type in the first round, and pays attention not to lose the operation timing to select. There is no need.

  In addition, it is allowed to increase the number of choices by adding the BGM type for each consecutive villa hit, up to a predetermined upper limit number of consecutive villas (9 consecutive villas in the example of FIG. 8), The activation of the selection effect after 9 consecutive resorts is suppressed to the activation of the selection effect in which the maximum number of options is fixed to the upper limit.

  In the present embodiment, a case where there are a plurality of production options from the beginning will be described as an example. However, the BGM type cannot be selected at the first time of the consecutive villain, and it is forcibly fixed to a specific BGM type. It may be configured to end up. For example, in the first time in the retreat, there can be a configuration in which there is only one BGM type option or no BGM type option.

  In addition, based on the fact that the game ball has passed through the normal symbol start opening 37, the main control board 20 performs a lottery related to auxiliary hits by random number lottery (auxiliary lottery). In accordance with the lottery result, the normal symbol represented by the two LEDs 39 is variably displayed on the normal symbol display device 39, and the normal symbol variation display game is started. The stop display is made by a combination of lighting or a combination of both lighting. If the result of the normal symbol variation display game on the normal symbol display device 39 is “per assist”, the display part of the normal symbol display device 39 is in a predetermined pattern (for example, both of the two LEDs 39 are lit). Stop display.

  When the auxiliary hit is reached, the ordinary electric accessory solenoid 41c (see FIG. 3) for driving the left and right movable wing pieces 47 is actuated, and the movable wing piece 47 is shaped like a reverse “C”. The lower start opening 35 is opened or expanded so that the game ball can easily flow in, and an auxiliary game state advantageous to the player (hereinafter referred to as “general power open game”) occurs. In this general electric open game, the movable wing piece 47 of the normal variation winning device 41 is opened for a predetermined time (for example, 0.2 seconds) and the lower start opening 35 is opened, or a predetermined number (for example, 5). ) Until the game ball has won the normal variation winning device 41 (lower start opening 35), and then the lower start opening 35 is opened, and then the movable wing piece 47 is closed for a predetermined time (for example, 0.5 seconds). The operation of closing 35 is repeated a predetermined number of times (for example, once).

  Also, when the game ball wins the lower start opening 35 during the above-mentioned open game, the special symbol variation display game is similarly performed, and the decorative symbol variation display game is performed accordingly. The game balls that have not won the winning holes are discharged from the game area 3a through the out holes 49.

  If there is a detection signal input from the special symbol start port sensor 34a, 35a or the normal symbol start port sensor 37a during the special symbol variation display game or the normal symbol variation display game, Start memory (so-called operation hold balls), which is data related to the start right for causing each variation display game to be played based on the detection signal, is stored up to a predetermined upper limit number except for those involved during variation display. Then, in order to make the starting memory number clear to the player, it is displayed as an image at an appropriate position of the pachinko gaming machine 1 or on the screen of the liquid crystal display device 36. Normally, the variation display game for each start memory is executed and controlled in the order in which the start memories are generated. In the present embodiment, as the predetermined upper limit, up to four start memories for special symbols and normal symbols are stored in the RAM 203 (see FIG. 3) provided on the main control board 20, and the variation of the special symbols or normal symbols is determined. Held as a count.

  Next, the specific game state that occurs after the big hit game is finished will be described. This specific game state is predetermined according to the type of jackpot (details will be described later), and various specific game states are generated by the following functions.

  The pachinko gaming machine 1 of the present embodiment has a probability variation (hereinafter referred to as “probability variation”) function in which the main control board 20 (main control CPU 201: see FIG. 3) plays a functional part. There are two types, a probability changing function related to a special symbol (hereinafter referred to as “special symbol probability changing function”) and a probability changing function related to a normal symbol (hereinafter referred to as “normal symbol probability changing function”).

  The special symbol probability changing function is a function for providing a jackpot probability changing state that changes from a normal probability (for example, 1/348) to a high probability (for example, 1/348) after the jackpot ends. It is. That is, in the big hit probability variation state, the low probability state where the big hit lottery probability is low is changed to the high probability state where the big hit lottery probability is high. The jackpot that triggers the operation of the special symbol probability changing function is referred to as “probable bonus jackpot”, and the jackpot that does not serve as the trigger of the special symbol probability changing function is referred to as “non-probable jackpot”. Under the gaming state (high probability gaming state) in which the special symbol probability changing function is in operation, the jackpot lottery probability fluctuates with a high probability and the jackpot is likely to occur. It can be said that it is a jackpot type.

  The conditions for continuing the big hit probability variation state can be determined as appropriate. For example, until a predetermined number (for example, 4 times) of the special symbol variation display game ends (so-called “number cut probability variation (ST)”), or until the next big hit game is started, or predetermined Until it is determined that the transition to the low probability state is determined by the lottery (so-called “falling lottery”), etc., it is free to decide which condition is given. In addition, by providing a plurality of types of probability variation big hits, it may be determined as appropriate which condition is assigned to each probability variation big hit.

  The normal symbol probability changing function gives an auxiliary per-probability changing state in which a lottery probability per auxiliary is low after the big hit game is changed, for example, from a normal probability (for example, 1/256) to a high probability (for example, 255/256). It is a function. Under the gaming state in which the normal symbol probability changing function is in operation, the lottery probability per assistance will fluctuate with a high probability and it will be easy for the assistance per to occur. The operating rate is improved so that the operating rate of the movable movable blade piece 47 is improved. In the pachinko gaming machine 1 according to the present embodiment, the operation trigger of the normal symbol probability changing function is synchronized with the trigger of the special symbol short-time function described later.

  Furthermore, the pachinko gaming machine 1 of the present embodiment has a function of shortening the variation time (hereinafter referred to as “time reduction”), which is functioned by the main control CPU 271. There are two types of time-shortening functions relating to special symbols (hereinafter referred to as “special symbol time-shortening functions”) and time-shortening functions relating to normal symbols (hereinafter referred to as “normal symbol time-shortening functions”).

  The special symbol time shortening function is a function that gives a special symbol time shortening state in which the variation time of the special symbol is shortened in the special symbol variation display game for deriving the lottery result of the big hit. Under the gaming state in which the special symbol time reduction function is operating, the time of the special symbol variation display game (the time from when the special symbol starts to change until it is confirmed and displayed) is, for example, 30 seconds (time reduction state) Is shortened to 5 seconds (when the time reduction state is given), and the lottery number improvement state is improved in which the number of lottery lotteries per unit time is improved.

  The normal symbol shortening function is a function that gives a normal symbol shortening state in which the variation time of the normal symbol is reduced in the normal symbol variation display game for deriving the lottery result per assistance. Under the gaming state in which the normal symbol time reduction function is in operation, the time of one normal symbol fluctuation display game (the time from when the normal symbol starts to change until it is fixedly displayed) is, for example, 10 seconds (time reduction state) Is shortened to 1 second (when the time-short state is applied), and the operating rate is improved so that the operating rate of the movable wing piece 47 per unit time is improved compared to the normal gaming state. In the pachinko gaming machine 1 according to the present embodiment, the operation timing of the normal symbol time-shortening function is synchronized with the operation timing of the special symbol time-shortening function.

  Furthermore, the pachinko gaming machine 1 according to the present embodiment has an open extension function in which the main control CPU 271 serves as its function unit.

  The open extension function is a function that gives the player an open extended state in which the movable wing piece 47 of the normal variation winning device 41 is opened and the number of times of opening is extended. Under the gaming state in which the open extension function is in operation, when the open extension state is given, the opening operation period of the movable wing piece 47 is extended from 0.2 seconds to 1.7 seconds, for example, It is extended from a maximum of 2 times (when the open extension state is not given) to a maximum of 3 times (when the open extension state is given), and the operation rate of the movable wing piece 47 per unit time is higher than that in the normal gaming state. It becomes the operating rate improvement state which improves. In the pachinko gaming machine 1 of the present embodiment, the operation trigger of the opening extension function is synchronized with the operation trigger of the special symbol time-shortening function. Therefore, the normal symbol probability changing function and the normal symbol time-shortening function are also operating under the gaming state in which the open extension function is in operation, so that the operating rate of the movable wing piece 47 is remarkably improved.

  In the present embodiment, the functions related to the above normal symbols, that is, the normal symbol probability changing function, the normal symbol short-time function, and the open extension function are synchronized with the operation trigger of the special symbol short-time function, so the three functions are the same. It will work at the moment. However, when attention is paid to the normal symbol probability changing function, the normal symbol time-shortening function, and the open extension function, respectively, when at least one of these functions is activated, the operating rate of the movable blade piece 47 is improved. Since the operating rate is improved and the winning frequency to the lower start opening 35 is increased, the game condition is that the starting condition of the special symbol variation display game for deriving the big win lottery result is higher than the normal gaming state. It will shift to the “high base game state (starting condition improved state)”. As used herein, the “high base gaming state” refers to a gaming state when a function related to a normal symbol is operated as described above, and a function related to a special symbol, that is, a special symbol probability changing function and a special symbol time-saving function. It is different from the gaming state when one of them is activated.

  Focusing on the special symbol related functions individually, when the special symbol probability changing function is activated, a big hit is more likely to occur than the normal gaming state, that is, the winning probability of the big hit lottery is higher than the normal gaming state. When the special symbol short-time function is activated, the special symbol variation display game has a “special symbol short-time gaming state” in which the digestion time of the special symbol variation display game is faster than the normal gaming state. In this respect, it is distinguished from the “high base gaming state” in which the starting condition of the special symbol variation display game is higher than the normal gaming state.

  In the present embodiment, as an example of the “high base gaming state”, a gaming state provided with an open extension function that significantly improves the operating rate of the movable wing piece 47 is treated as a “high base gaming state”. The movable wing piece 47 of the normal variation winning device 41 corresponds to a state in which the open extension function is not provided under the “high base game state” in which the open extension function is provided (in this embodiment, “normal game state”). Compared to (Yes), the player operates in a high base gaming state that is advantageous to the player.

  Next, the jackpot in the pachinko gaming machine 1 of the present embodiment will be described. Here, as described above, the pachinko gaming machine 1 of the present embodiment has a special symbol probability changing function, a normal symbol probability changing function, a special symbol time-shortening function, a normal symbol time-shortening function, and an open extension function. In addition, the normal symbol probability changing function, the normal symbol short-time function, and the opening extension function are triggered in synchronization with the special symbol short-time function. Hereinafter, for convenience of explanation, a game state in which the special symbol time reduction function, the normal symbol probability changing function, the normal symbol time reduction function, and the open extension function operate is referred to as a “time reduction game state (hereinafter abbreviated as“ time reduction state ”)”. In addition to the short state at this time, the gaming state in which the special symbol probability changing function operates is referred to as “probability changing gaming state” (hereinafter referred to as “probability changing state”), and the gaming state in which only the special symbol probability changing function operates is referred to as “latent probability changing game”. A state (hereinafter, abbreviated as “latency probability changing state”) ”, and a state in which any function is not operating (except during a big hit game) is referred to as a“ normal game state ”.

  In the pachinko gaming machine 1 according to the present embodiment, the types of jackpots to be drawn in the special symbol variation display game are “15R non-probable big jackpots” for non-probable big jackpots, “15R probable big jackpots” for “probable big jackpots”, and “2R sudden probable big bogs” “Big hit (2R sudden hit big hit)” and “2R latency probability big hit” are provided.

  Out of these big hits, the 15R non-probable big hit and the 15R probable big hit will have 15 rounds with the maximum number of round games (the number of times the big winning opening 40 is opened). 2 rounds. In addition, for the 2R sudden hit jackpot and the 2R latent hit jackpot, the opening time of the big winning opening 40 during one round game is set shorter than the 15R non-probable jackpot or 15R probability jackpot (for example, 0.5 seconds). ing.

  In addition, after the big hit game is finished, a specific game state corresponding to the big hit is generated. Specifically, a “probability change state” occurs until the next big hit is confirmed (a big hit game is generated) for the 15R probability change big hit and the 2R sudden hit big hit, and the latent probability change state remains until the next big hit for the 2R latent probability big hit. The 15R non-probable big hit will have a “short time state” until the special symbol variation display game number of times is over a predetermined number of times (for example, 100 times) or until the big hit is determined within the predetermined number of times. It is supposed to occur. Here, since the open extension function is given during the probability changing state or the short time state, these gaming states are “high base gaming states”.

  In addition to the above-mentioned big hits, “small hits” where a hit state (small hit game) in which the big winning opening 40 is opened and closed twice in substantially the same game operation manner as in the case of the big hit game by 2R latent probability variation big hits is given. Is provided. In other words, this small hit game is performed in a game operation mode in which it is difficult for the player to identify the difference from the game operation mode during the big hit game due to the 2R latent probability variation big hit.

  Therefore, the game value given to the player during the small hit game is substantially the same as the game value given to the player during the big hit game due to the 2R latent probability change big hit. However, after the small hit game is over, the gaming state at the time of winning the small hit is continued as it is, and in this respect, the characteristic is different from the big hit in which the specific gaming state is generated. For example, when the “small hit” is won during the normal gaming state, the gaming state after the end of the small winning game is the normal gaming state that is the gaming state at the time of the small hit winning. Hereinafter, unless otherwise required, the small hits are treated in the same row as one of the big hit types without being distinguished from other big hits.

  When any of the above jackpots is won, a special symbol reflecting the lottery result is displayed as it is for the special symbol in the special symbol display device 38. In other words, the special symbol display device 38 displays a special symbol for notifying a probable variation big hit, a special symbol for notifying a non-probable big hit, or a special symbol notifying that there is a possibility of either a probable big hit or a non-probable big hit. . On the other hand, on the liquid crystal display device 36, even if the selected big hit is a probable big hit, the decorative symbols are not necessarily displayed from the beginning in a pattern in which the probable big hit is clear. Normally, the player enjoys the game while watching the decorative symbol variation display game of the liquid crystal display device 36, so even if the game result is a symbol indicating the non-probable big hit type, the player has a sense of expectation for the probable big hit. Is to leave.

  Next, the production mode of the production in the gaming state will be described. The pachinko gaming machine 1 according to the present embodiment has an effect of definitely informing that the jackpot lottery probability is in a high probability state as the effect mode of the effect related to the current gaming state to be notified. `` Mode '', `` Time-short effect mode '' that provides a definite notification of the short-time state, and a special effect mode that conceals the jackpot winning probability state, specifically, a high-probability lottery probability The “probability change concealment effect mode” is provided to conceal the current game state and give the player a sense of expectation of the latent probability change state.

  Furthermore, there are two effect modes that are determined depending on whether or not the winning information for the small hit, that is, whether the small hit flag is set or not. One is a normal effect mode that is taken when the small hit flag is not set, and the other is a probability variation concealment effect mode (in the case of gusset) that is taken when the small hit flag is set. Note that the small hit flag is set to the set state when the small win is won, and the setting is changed to a non-set state by a predetermined lottery (mode drop lottery).

  In the pachinko gaming machine 1 according to the present embodiment, a plurality of effect modes are set according to the gaming state as described above, and it is possible to go back and forth between the effect modes. Specifically, the transition control is performed to the “probability modification effect mode” if it is a probability change state, to the “short time effect mode” if it is a short-time state, and to the “probability concealment effect mode (genuine)” if it is a latent probability change state, In the normal game state, the transition control is performed to the “normal effect mode” or the “probable concealment concealment effect mode (gase)” depending on the small hit flag. In particular, when winning a small hit or 2R latent probability change big hit from the normal gaming state, the game operation mode during the big hit game is controlled to be substantially the same operation, and the production mode after the big hit game is the same “probable concealment concealment production” Further, after the jackpot game is over, the opening extension function is not activated and the operating rate of the movable wing piece 47 is not improved. As a result, the jackpot lottery probability state is concealed and it becomes difficult to identify the current gaming state.

<2. Control device: Fig. 3>
FIG. 3 is a control block diagram showing an outline of a control device that performs gaming machine control in accordance with the progress of the game as described above.

  The control device includes a main control board 20 (main control unit) that controls overall game operations, an effect control board 24 that receives effect control commands from the main control board 20 and performs effect control on light and sound, The liquid crystal control board 25 that receives the instruction from the effect control board 24 and performs the effect control on the image is mainly configured. A liquid crystal display device 36 as an image display device is connected to the liquid crystal control board 25. In the present specification, the control device portion having both functions will be described as an “effect control unit” without particularly distinguishing the function of the effect control board 24 and the function of the liquid crystal control board 25 depending on circumstances. In the present specification, the term “production device” widely refers to devices that produce an image, light, sound, or operation of the movable body, such as a liquid crystal display device 36, a lamp, an LED, a sound generator, and a movable body.

(2-1. Main control board 20)
The main control board 20 is equipped with a microprocessor having a main control CPU 201 and a ROM 202 storing a control program and control data describing a series of gaming machine control procedures, and a RAM 203 in which a work area is formed. Thus, a one-chip microcomputer is configured. Although not shown, a CTC (Counter Timer Circuit) having a function of generating a pulse output with a constant period, a function of measuring time, and the like, and an interrupt controller circuit for giving an interrupt signal to the CPU are provided.

  The main control board 20 includes a special symbol start port sensor 34 a that detects a winning at the upper start port 34, a special symbol start port sensor 35 a that detects a win at the lower start port 35, and a normal symbol start port 37. An ordinary symbol start opening sensor 37a for detecting passage, a general winning opening sensor 43a for detecting a winning at the general winning opening 43, and a large winning opening sensor 40a for detecting a winning at the large winning opening 40 are connected. The control board 20 can receive each of these detection signals.

  The main control board 20 includes a special symbol display device 38, a normal symbol display device 39, a normal variable winning device solenoid 41a for controlling the opening and closing of the movable wing piece 47 of the lower start port 35, and the wide of the large winning port 40. A special variable prize winning device solenoid 42a for controlling opening / closing of the open door 42b is connected, and the main control board 20 can transmit a control signal for controlling each device.

  In addition, the main control board 20 draws whether it is a “hit” that generates a special gaming state advantageous to the player or a “losing” that does not cause this special gaming state, and responds to the success / failure information that is the lottery result. And determining a variation pattern and a stop symbol of the special symbol, creating an effect control command including at least the lottery result and the variation pattern, and creating a decoration symbol command based on the determined stop symbol and transmitting it to the effect control board 24 It has become.

  The effect control command from the main control board 20 is transmitted to the effect control board 24 by one-way communication. This is to prevent an illegal signal from an external goto action from being input to the main control board 20 via the effect control board 24.

(2-2. Production control board 24)
The effect control board 24 is equipped with a microprocessor incorporating an effect control CPU 241, an effect control ROM 242 that stores a control program describing effect control procedures, effect data, and the like, an effect control RAM 243 in which a work area is formed, And constitutes a one-chip microcomputer. Although not shown, a sound source IC, a CTC, an interrupt controller circuit, and the like are provided. The main roles of the effect control board 24 are reception of effect control commands from the main control board 20, lottery of effect patterns, transmission of liquid crystal control commands to the liquid crystal control board 25, sound control of the speaker 46, frame lamp / LED Light emission control, movable control of the movable body, notification of various errors, and the like.

  The effect control board 24 includes an optical display control unit for the light display device 45a including the decorative lamp 45 and the LED and an acoustic control unit for the sound generation device 46a including the speaker 46 in order to perform an effect process for light and sound. ing.

  In addition, the effect control board 24 receives the effect control command, draws the effect pattern corresponding to the variation pattern, and controls the liquid crystal control board 25 to display the effect on the screen of the liquid crystal display device 36. It is configured to send commands.

  In addition, the frame effect button 13 is connected to the effect control board 24. The frame effect button 13 is a push button that can be operated by the player. When the cursor position (currently selected position) is moved to specify an option for the big hit effect, or the player participates in a player participation type promotion effect game. Is operated by the player at the time of participation.

  The effect control ROM 242 includes a big hit effect control program 244 and a big hit effect data table 245. The effect control RAM 243 includes, as the extended game counter 246, a extended game count storage area and an area (not shown) for storing the number of rounds.

  The consecutive resort counter 246 counts the number of consecutive resorts (the number of consecutive resort hits), and the number of consecutive resorts is a big hit belonging to the so-called 2R system (2R surprise hits, such as 2R sudden hit big hit, 2R latent probability variation big hit or small hit). Big hit, 2R latency probability big hit, small hit) are not included. In the present invention, the big hit is a big hit game time that is relatively long and at least one big hit belonging to the first group to be executed under the selection by the player, and the big hit of the first group. The game time during the big hit is shorter and includes at least one big hit belonging to the second group that is not a target to be executed under the selection by the player. The jackpot belonging to the 2R system belongs to the above second group because the BGM playing performance is not performed because the jackpot game period is short because the actual winning ball payout is rarely performed. It is a big hit. The BGM is played and played is a big hit game that takes some time to digest the game. This is a game in which a high base big hit game with a relatively large number of prize balls is executed, such as 15R big hit (15R probable big hit or 15R non-probable big hit) or 7R big hit, that is, belongs to the above-mentioned first group A big hit is applicable, and a low base big hit game with little or no prize ball payout is not applicable, such as the big hits belonging to the 2R system described above. That is, the jackpot for executing the high base jackpot game belongs to the first group, and the jackpot for executing the low base jackpot game having a lower profit rate than the first jackpot belongs to the second group.

  In addition, as a condition to be classified as the big hit of the first group or the big hit of the second group, it deals with whether or not it is “a big hit that is to be executed under the selection by the player,” The reason is as follows. For example, a gaming machine with two types of big hits, 15R probability variation big hit and 7R probability variation big hit, both of which play BGM as an effect during the big hit, but during the 15R probability variation big hit, In the case where the player is not allowed to select a BGM-type effect for the 7R probability variation jackpot, the 15R probability variation jackpot is added as the number of consecutive jackpots and the 7R probability variation jackpot is added. This is for the purpose of not adding as the number of consecutive hits.

  The effect control ROM 242 stores a plurality of effect types that are options for the effect during the big hit according to the number of consecutive games in the effect data storage area 245 during the big hit. In this embodiment, the production by the music is handled. As shown in FIG. 8, as the selectable BGM, the BGM data for the first time of the consecutive resort including one or a plurality of BGM types and the second and subsequent times of the consecutive resort. The BGM data for the second and subsequent consecutive villas that are sequentially added as new BGM types to the previous BGM type are included. However, the production control ROM 242 adds, as selectable BGMs, the BGM data for the first time of the extended villa including one or more BGM types, and the new BGM type sequentially from the previous BGM type after the second time of the extended villa. BGM data for the second and subsequent times of the reed villa in the shape may be included.

  The effect control CPU 241 functions as an effect control unit that receives an effect control command from the main control CPU 201 and executes and controls various effects. For example, the effect control CPU 241 functions as a jackpot effect control unit that receives the effect control command from the main control CPU 201 and reproduces and plays the BGM during the jackpot game based on the jackpot effect control program 244. Specifically, the effect control means includes command receiving means for receiving an output control command from the main control CPU 201, and the contents of the display effect or sound effect (effect) in the display device based on the received effect control command. It plays a role as effect determining means for determining (scenario) and effect execution control means for controlling execution of the determined contents of the effect.

  The effect control CPU 241 functions as an activation monitoring unit that monitors whether or not the condition for activating the selected effect has been achieved during a predetermined game. In the present embodiment, as a component of the activation monitoring means, during the “predetermined gaming state” other than the normal gaming state among the gaming states after the big hit, the first big hit (big hit belonging to the first group) is determined by the big hit lottery. ) Is provided on the condition that the number of consecutive villas is added.

  Here, the “predetermined gaming state” means a gaming state in a high probability gaming state in which the winning probability of the big win lottery is higher than that in the normal gaming state and in a high base gaming state in which the start condition is established more frequently than in the normal gaming state. At least one of the gaming states. In this embodiment, considering the establishment frequency of the start condition and the digestion time of the special symbol variation display game, the short-time state or the probable change state that is a gaming state in which the winning of the next jackpot may arrive in a short time, The gaming state in which the above-mentioned consecutive resort number adding means operates is set.

  However, depending on the type of gaming machine, there is a gaming machine that has only a short-time state, and in such a gaming machine, the above-mentioned consecutive-village number adding means performs the above-mentioned consecutive resort every time there is a first group big hit during the short-term state. The number of times will be added. Further, in the case of a gaming machine having only a high probability gaming state, the number of consecutive resorts is added on the condition that the big win of the first group is won during the high probability gaming state.

  Further, the effect control CPU 241 clarifies the range of options of the effect type that can be selected in the selected effect in addition to the option of the additional effect type based on the fact that the trigger condition of the selected effect is achieved in the activation monitoring unit. It functions as selection screen display means for displaying the selected production selection screen on the display device. The selection screen display means of this embodiment adds the effect type and expands the range of options on the condition that the number of consecutive times is added by the number of consecutive times addition means, and the selection of effects of the liquid crystal display device 36 An additional production type is newly added to the range of production type options displayed on the screen.

  Further, the effect control CPU 241 functions as a presetting unit that, when displaying the effect selection screen, refers to the selection history and presets a predetermined effect type as an initial selection state based on the referenced information. For example, in the case where the effect selection screen is displayed, if there is an effect type that is selected in the immediately preceding selected effect with reference to the selection history, the presetting means selects an option for the same effect type as the effect type. If the same selection type is selected at least twice as the initial selection state, referring to the selection history multiple times, the option for the same production type as the production type is set as the initial selection state. Or set in advance. The “selection history” is information indicating what kind of effect has been selected in the past selection effect, for example, the previous selection effect. Information related to the effect type selected in the past selected effects (data related to the selection history) is stored in a predetermined area of the effect control RAM 243, and the information is selected history management means for which the effect control CPU 241 is responsible for its function unit. It is managed by. The selection history management means updates data related to the selection history or clears it at a predetermined timing on condition that the effect type is determined by the selection effect. In addition, the selection state here is a selection state that can be understood by the player, for example, when the above-mentioned added production type option comes to the foreground or is displayed brightly. It can be seen that the cursor is instructed or selected, and it is also included in this selection state that the cursor such as a specific triangle mark is matched with the selection of the corresponding effect type.

  The effect control CPU 241 functions as a manual operation setting means for setting the effect type selected by operating the frame effect button 13 (effect operation means) from the range of options displayed on the effect selection screen.

  Further, the effect control CPU 241 selects the effect type of the option currently selected by the presetting means or the manual operation setting means based on the passage of the effect time of the selected effect or the operation of the frame effect button 13 (effect operation means). It functions as an effect determining means for storing information related to the determined effect type as well as finally determined as being selected. In the selection effect, if the player does not operate the frame effect button 13 and leaves it without doing anything, the options for the effect type (BGM type) preset as the initial selection state by the presetting means are: It is set as a production type (BGM type) automatically determined. However, the operation means for production is composed of a manual operation switch consisting of two parts, a selection switch part and a confirmation switch part, and the final setting is confirmed by pressing the confirmation switch part after selecting the production type with the selection switch part. It can also be set as the form to do. In the case of this embodiment, the effect time of the selection effect is a period until one round game is finished, but it can also be within a period in which a big hit start fanfare is performed.

(2-3. Liquid crystal control board 25)
The liquid crystal control board 25 generates control data necessary for performing display control based on the liquid crystal control command received from the effect control board 24 and outputs the control data to the VDP 60, and the operation procedure of the liquid crystal control CPU 52 A liquid crystal control ROM 53 containing the described program and a liquid crystal control RAM 54 functioning as a work area and a buffer memory are provided.

  The liquid crystal control board 25 includes a video display processor (VDP) 60 that is connected to the liquid crystal control CPU 52 and performs image expansion processing, an image data ROM 55 that stores image data necessary for image expansion by the VDP 60, and A VRAM 56 for temporarily storing image data developed by the VDP 60 is provided.

  Information about the game state is first required for a special symbol variation pattern based on the result of the jackpot lottery (whether it is a big hit or a loss), the current gaming state, the number of balls held for operation, a decorative symbol to be stopped based on the lottery result, etc. Basic information is transmitted from the main control board 20 to the effect control board 24 by the effect control command.

  On the effect control board 24 side, an effect pattern corresponding to the effect scenario instructed by the effect control command sent from the main control board 20 is determined by lottery from a number of effect patterns prepared in advance. A control signal for instructing execution of the effect pattern is sent from the effect control board 24 to the sound generator 46a and the light display device 45a. Thereby, the reproduction of the sound effect corresponding to the effect pattern and the lighting and blinking driving of the decoration lamp 45 and the LED are realized. In addition, the effect control board 24 receives the effect control command transmitted from the main control board 20 and displays the liquid crystal control command associated therewith at the timing when the image displayed on the liquid crystal display device 36 needs to be reproduced. To 25. Thereby, the liquid crystal control board 25 realizes an effect by an image corresponding to the effect pattern.

  The production control command is composed of a 1-byte length mode (MODE) and an event (EVENT) of the same 1-byte length. When these pieces of information are transmitted as valid, the mode (MODE) and the event (EVENT) Corresponding to each, a strobe signal is output. That is, when there is a command to be transmitted, the main control CPU 201 sets and outputs mode (MODE) information for transmitting the command to the effect control board, and after a predetermined time has elapsed from this setting, the first strobe signal is set. Send. Further, event (EVENT) information is set and output after the elapse of a predetermined time from the transmission of the strobe signal, and the second time of the strobe signal is transmitted after the elapse of the predetermined time from the setting. When the strobe signal is transmitted, the effect control CPU 241 generates an interrupt corresponding to the strobe signal, and receives a command by this interrupt processing. The strobe signal is controlled by the main control CPU 201 to be in an active state for a predetermined period during which the effect control CPU 241 can reliably receive a command.

  When transmitting the liquid crystal control command, the effect control board 24 generates an interrupt strobe signal, and sends a liquid crystal control command having a 2-byte length composed of a MODE signal and an EVENT signal to the liquid crystal control board 25 before and after. In this case, too, in order to ensure safety against illegal acts, the liquid crystal control board 25 is configured not to flow from the main control board 20.

<3. Game operation processing: FIGS. 4 to 5>
Next, control of the gaming operation according to the pachinko gaming machine 1 of the present embodiment will be described with reference to FIGS.

  First, in the flow of FIG. 4, in the process of step S101, the special symbol start port sensors 34a and 35a detect the winning of the game ball to the start port (upper start port 34 or lower start port 35), and the detection signal is As a result of the input, the establishment of the start condition is recognized on the main control board 20 (main control CPU 201) side (step S101: YES). That is, the start condition of the special symbol variation display game is established. At this time, if the number of the operation reservation balls is less than 4 (step S102: NO), the operation reservation ball number is incremented by 1 (step S103). Thereafter, a hold command corresponding to the increased number of held balls is transmitted (step S104). Although not shown, the main control board 20 also confirms the input of detection signals from the special symbol start opening sensors 34a and 35a during the special symbol variation display game or during the big hit game. The operation hold balls based on the detection signals are stored up to a predetermined upper limit number except for those involved during the variable display.

  When it is recognized that the start condition is satisfied, a random number for lottery (a big hit determination random number) is acquired by the main control board 20 (step S105), and the random number value is stored in the mounted RAM 203 (start hold storage unit). . On the other hand, when the number of the operation reservation balls is 4 or more (step S102: YES), the processing of the above steps S103 to S105 is not performed, and the process proceeds to step S106.

  Next, the process proceeds to step S106, where it is confirmed whether or not the number of the operation-reserved balls is 0. If the number of the operation-reserved balls is 0 (step S106: YES), there is no winning at the start port. It returns to step S101 again and confirms the winning at a starting port.

  When the number of the operation holding balls is not zero (step S106: NO), the operation holding balls number is decremented by 1 (step S107), and a holding command corresponding to the decreased number of holding balls is transmitted (step S108).

  Next, a big hit determination process is executed (step S109). In this jackpot determination process, whether or not the “big hit” that generates a special gaming state advantageous to the player or “losing” that does not cause this special gaming state is determined based on the random number value acquired in step S105. A lottery (internal lottery) is performed (corresponding to the jackpot lottery means), and then a symbol lottery is performed for lottery selection from a plurality of types of jackpot type information based on the result of the lottery determination (type lottery means) Or equivalent to the type determining means). Through these lotteries, whether the jackpot or lose, and if the jackpot, the type of the jackpot is determined, and based on this, a stop symbol (stop special symbol) to stop display on the special symbol display device 38 in the special symbol variation display game ) Is determined. Corresponding to this, the decorative design is also determined, and the probability variation / non-probability variation and the number of rounds are determined corresponding to the determined special symbol. Then, the process proceeds to a winning information storage process in step S110, and information such as a stop symbol and a jackpot type at the time of winning the internal winning is stored in the buffer of the RAM 203 (step S110).

  Next, the process proceeds to the variation pattern determination process (step S111). This variation pattern determination process is determined by drawing a variation pattern (command) related to a special symbol based on the result of the jackpot determination process on the main control board 20 side from among a large number of variation patterns prepared in advance. The determined variation pattern command is transmitted to the effect control board 24 as an effect control command together with an ornament symbol designating command for designating an ornament symbol corresponding to the stop symbol by the symbol lottery. The transmitted variation pattern command itself has variation pattern information such as symbol variation time and internal lottery result determination information (whether it is a big hit or lose).

  In FIG. 4, when the variation pattern determination process is finished, the process proceeds to the effect lottery process in step S112.

  When the effect control CPU 241 receives the effect control command from the main control board 20, the effect control CPU 241 analyzes the variation pattern command and the decorative symbol designation command included in the effect control command, and based on the analysis result, creates the effect pattern having the corresponding effect scenario. Then, it is determined by lottery from the production pattern group (step S112).

  In the effect lottery process, the effect content to be displayed together with the variation pattern related to the decorative symbol and the variation display of the decorative symbol on the effect control board 24 side, that is, the effect scenario is determined. Here, the “effect scenario” refers to an effect pattern in a broad sense including a background effect and a notice effect in a narrowly-defined effect pattern (including a stop display) corresponding to a decorative pattern variation pattern.

  Therefore, in this effect lottery process, on the basis of the variation pattern command sent from the main control board 20, whether or not a promotion effect game is generated and what kind of decorative symbol content is to be stopped for each jackpot and miss (in the case of a jackpot Indicates whether or not to stop with a probable big hit symbol or a normal big hit symbol (non-probable big hit symbol), the display stop status of the symbol), or the presence / absence of a notice effect (continuous change notice, reach effect or background effect) Determine the production scenario to include.

  When the effect scenario for the symbol variation pattern is determined as described above, the variation display of the special symbol is started, and at the same time, the variation display of the decorative symbol is also started in conjunction with this (step S113). On the effect control board 24 side, a sound control signal and a light emission control signal are output so as to correspond to the effect scenario, and the “liquid crystal control command” of the liquid crystal display device 36 is sent from the effect control board 24 to the liquid crystal control board 25. Is sent. As a result, a special symbol variation display game in the special symbol display device 38 and a decoration variation display game in the liquid crystal display device 36 are realized in conjunction with this.

  Here, the result of the special symbol variation display game (internal lottery result) is the decorative symbol variation display game. In this specification, these two symbol variation display games are regarded as equivalent symbol games, Unless otherwise required, the special symbol and the decorative symbol are simply expressed as “symbol” without distinguishing between them, and the following description will focus on the operation relating to the decorative symbol.

  After the symbol variation and effect display is started, the program proceeds to the flowchart of FIG. 5, and after the symbol variation time has elapsed, the main control board 20 transmits an effect stop command instructing the effect stop to the effect control board 24. Then, the change display of the symbol is stopped and the effect during the change display is ended (step S114).

  Here, the main control board 20 determines whether or not the stop special symbol in the special symbol variation display device 38 is a big hit symbol indicating a big hit (step S115), and if it is not a big hit symbol (step S115: NO), It is determined whether or not the current game state is short-running (step S124), and if it is short-running (step S124: YES), a short-time game management process (step S125) for managing the shortening state of the variation time of the symbol variation is performed. After execution, the process returns to step S101 in FIG. If the time is not short (step S124: NO), the process directly returns to step S101 in FIG.

  If the determination in step S115 is a big hit symbol (step S115: YES), then a big hit start F command determination process is performed (step S116). “F command” is an abbreviation for fanfare command (the same applies hereinafter).

  Here, the stop symbol is used as the judgment material in step S115, but the big hit state may be grasped by judging, for example, part or all of the variation pattern command including the success / failure information. Of course, the state may be managed by using a flag or the like that changes to a big hit symbol, and used as a judgment material.

  In this jackpot start F command determination process, a “big hit start F command” corresponding to the data at the time of the big win is determined based on the gaming state and the big hit type at the time of the big win by referring to a not shown big hit start F command selection table. To decide.

  In the case of the present embodiment, the game state of the gaming machine is handled as a normal game state, a short time state (low probability, with open extension), a latent probability variation state, and a probability variation state. The normal game state is further divided into two according to the contents of the small hit flag, and when the normal state (small hit flag non-set state) and the gusset probability change concealment state (small hit flag set state), there are a total of five states. is there.

  In addition, there are five types of “big hit types” when winning big hits: 15R probability variable big hit, 15R non-probable big hit, 2R sudden probability big hit, 2R latent probability big hit, and small hit, but more big hit types can be included. .

  The big hit start F command divided by the combination of the five types of gaming states and the five types of big hit types is transmitted from the main control board 20 to the effect control board 24.

  The production control board 24 side can determine the production mode transition destination based on which section of the combination the jackpot start F command sent from the main control board 20 belongs.

  Subsequent to the big hit start F command decision process (step S116), a big hit medium effect decision process is executed (step S117).

(3-1. Effect determination processing during jackpot: FIG. 6)
FIG. 6 shows the contents of the effect determination process during the big hit. As shown in FIG. 6, in the jackpot effect determination process, the received jackpot start F command is analyzed (step S201), and the effect (scenario) during the jackpot is determined as follows based on the analysis result. .

  As a result of determining the big hit type (step S202), when the big hit type is a big hit of the 15R system belonging to the first group, that is, when it is “15R probability variable big hit” or “15R non-probable big hit”, the selection effect is displayed. After interpreting that the activation condition has been achieved, the value N of the villa counter is incremented by 1 to make N + 1 (step S203), and then the big hit effect (production scenario) including a plurality of production types is made according to the number of villas. From among the plurality of segmented performance segments (vertical segment in FIG. 8), a performance segment (a big hit performance) including a number of performance types according to the number of consecutive resorts is selected (step S204).

  The Renso counter 246, when it is a 15R system big hit belonging to the first group, regardless of the gaming state at the time of winning the big hit, the content is incremented by 1, and then the gaming state is changed to the normal gaming state. A counter whose contents are cleared when it returns, and a selection effect is activated every time one is added. However, when the maximum number of consecutive resorts (9 consecutive resorts) has been reached, the triggering of the selection effect with the addition of a new effect type is suppressed, and only the triggering of the selection effect without the addition of a new effect type is restricted. (See FIG. 8).

  The production type (production scenario) selected in the case of the 15R series jackpot includes a series of selection production categories (selection screen group) including a plurality of production types according to the number of consecutive resorts (see FIG. 8). The selected effect category corresponding to the number of consecutive resorts is selected from the series of selected effect categories. In the case of this embodiment shown in FIG. 8, a series of selection effect divisions are a series of BGM selection effect divisions that increase the BGM type (the number of music pieces) as the number of consecutive resorts advances, and this series of BGM selection effect divisions The BGM selection effect category corresponding to the number of consecutive resorts is selected from (the vertical category in FIG. 8). For example, if the number of consecutive resorts is two, a BGM species group (BGM species group consisting of BGM1 to BGM3) belonging to the second-stage BGM selection effect category in FIG. ) Is selected. In the example of FIG. 8, every time the number of consecutive resorts increases from one consecutive resort to nine consecutive resorts, a new BGM type is added to the range of BGM-type options in the BGM selection effect category (the horizontal range in FIG. 8). One is added, and the BGM selection effect section after 10 consecutive villas is configured to repeatedly present a BGM species group having the same contents as the 9 consecutive BGM selection effect sections. In other words, after 10 consecutive times, the activation of the selection effect accompanied by the addition of the new production type is suppressed by the activation suppression means (production control CPU 241) not shown, and the selection production without the addition of the new production type is performed. It is limited to activation only (see FIG. 8).

  On the other hand, if it is “2R sudden hit big hit”, the 2R sudden hit big hit effect (production scenario) is determined (step S205), and if it is “small hit”, the small hit effect (effect scenario) is decided ( Step S206). In other words, for the big hit type other than the 15R type big hit belonging to the second group, the extended counter 246 is not added (stepping).

  FIG. 7 shows an example of the transition of the Renso counter. As a premise, when the 2R sudden probability big hit is won in the normal gaming state, the “latent probability variation state” is assumed to be transferred, and when the 2R sudden probability big win is continuously won, the “probability change state” is assumed to be assumed. In the figure, “in probability change state” is indicated as “in probability change state”, “in latent probability change state” is indicated in “latency probability change state”, and “in short time state” is indicated in “short time”.

  In the case of this example, at the time t1 in the normal gaming state, the 2R latent probability variation big win is won (the consecutive resort counter N = 0), and the state shifts to the latent probability variation state. At the time t2 in the latent probability changing state, the 15R non-probable big hit is won (rensou counter N = 1), and after the big hit game, it shifts to a time-short state. At that time, at the time t3 in the short state, the winning combination of 2R sudden probability is won (the villa counter N = 1 remains), and the state shifts to the probability changing state. At time t4 during this probability change state, the 15R probability change big hit is won (rensou counter N = 2), and after the big hit game, the state shifts to the probability change state. At time t5 in the probability change state, the 15R probability change big hit is won again (rensou counter N = 3), and after the big hit game, the state changes to the probability change state. At time t6 in this probability changing state, the 15R non-probable big hit is won (rensou counter N = 4), and the time is shortened after the big hit game. The time saving state ends at time t7 thereafter. At the next fluctuation, a game state designation command is transmitted, and the effect control board 24 side clears the extended game counter N to “0”.

  Here, in both the “15R probability variation big hit” and “15R non-probability big hit” belonging to the first group, the number of times of opening (the number of rounds) of the big prize opening 40 is set to a predetermined maximum number of 15 rounds. It is a big hit. For each of the 15 rounds, the winning door 42b is opened for a predetermined time (for example, 29 seconds) and the big winning opening 40 is opened, or until a predetermined number (for example, 9) of game balls are won, A special game state (big hit game) that is more advantageous to the player than the normal game state is executed in which the mouth 40 is opened. That is, the “high base big hit game” is executed in which the prize ball payout is larger than in the normal game state. Therefore, “15R probable big hit” and “15R non-probable big hit” can be explained by different expressions that both belong to the first group of big hits in which the high base big hit game with a large number of special balls is paid out. Is. Of course, when viewed from the length of time, “15R probable big hit” and “15R non-probable big hit” have a long jackpot game of 15 rounds, and the game time for digesting the jackpot game is relatively long. Therefore, there is a sufficient length of time to reproduce and play the BGM.

  On the other hand, “2R latency probability big hit” and “2R sudden probability big hit” belonging to the second group are big hits in which the number of rounds is two rounds. Moreover, the open door 42b is opened only for a short time (for example, 5 seconds), and the special winning opening 40 is opened, which is a big hit where the number of special prize balls can hardly be obtained. Therefore, “2R latency probability big hit” and “2R sudden hit big hit” belong to the second group big hit that executes the low base big hit game having a lower profit rate than the first group big hit. It can be explained with another expression. In addition, “small hits” not shown in FIG. 7 are those in which the big winning opening 40 is opened for a short time, and the number of special prize balls is also small. "Belongs to the second group of jackpots for executing the above-mentioned low base jackpot game.

  Here, in the “15R system big hit”, the gaming state after the big hit shifts to the probability changed state. In the case of “15R non-probable big hit”, the gaming state after the big hit shifts to the short time state. In the 2R system big hit, “2R sudden hit big hit”, the gaming state after the big hit shifts to the probability changing state. That is, in the gaming state after the big hit, it becomes a “high base gaming state” in which at least the starting condition of the symbol variation display game is established is higher than that in the normal gaming state.

  Therefore, the addition operation of the extended game counter is based on the condition that the jackpot belonging to the first group is won during the high base gaming state as a predetermined gaming state other than the normal gaming state among the gaming states. 1 is added to the number of consecutive hits at Renso. In other words, the Renso counter is the 15R big jackpot that occurred during the normal game state from the time the 15R big jackpot (first group big hit) was first won to the return to the normal gaming state ( The number of times of the first group big hit) is counted as a consecutive jackpot big hit (the 2R latent chance big hit or 2R sudden hit big hit is not included in the counting target).

  The effect control CPU 241 refers to the jackpot effect selection table shown in FIG. 8 to activate the selected effect every time the value N of the extended game counter is incremented by 1 (N203) (step S203). A jackpot effect (production scenario) corresponding to the number of consecutive resorts is selected (step S204). The first time in the renso is a selection effect section including BGM1 and BGM2, the second in the renja is a selection effect section including BGM1 to BGM3, the third is a selection effect section including BGM1 to BGM4, and the fourth time in the renja Selects a selection effect section including BGM1 to BGM5 as a big hit effect (effect scenario). Similarly, from the fifth consecutive villa to the ninth consecutive villa, BGM6, BGM7, BGM8, BGM9, and BGM10, and a big hit effect of the selected production category including the BGM type with the BGM type option increased one by one (direction scenario) ) Is selected. Then, after the tenth consecutive day, the big hit effect (effect scenario) of the same selected effect section including BGM1 to BGM10 as selection targets is repeatedly selected.

(3-2. Big hit effect production execution process: FIG. 9)
Next, the game operation (hit game) during the big hit and the effect during the big hit are executed (step S118). Here, the execution of the game operation during the big hit is the execution of the opening / closing operation of the special variation winning device 42 or the normal variation winning device 41. The execution of the effect during the big hit is the opening effect and the subsequent effect during the interval between rounds or the effect during the round.

  As an effect during the big hit, the effect control unit (the effect control board 24 and the liquid crystal control board 25) first displays that the big hit starts, the display of the image on the liquid crystal display device 36, and the sound (start fanfare) from the speaker 46. The player is notified by the output.

  Here, the big hit start F command has information on “gaming state at the time of winning big hit” and “big hit type”, although it is indirect by the classification of the command in addition to the original information of the fanfare.

  Based on the effect scenario of the big hit effect determined in step S117 (FIG. 5), the effect control board 24 executes and controls the big hit effect as the jackpot game progresses, and the main control board 20 performs special fluctuation. An excitation control signal for controlling the solenoid is transmitted to the winning device solenoid 42a, and the big winning opening 40 of the special variable winning device 42 is controlled to be opened and closed according to a predetermined pattern to control the execution of the big hit game. The effect control board 24 executes and controls the effect during the big hit as the big hit game progresses. Furthermore, the liquid crystal control board 25 displays effects during the interval between rounds and effects during the round on the liquid crystal display device 36.

  FIG. 9 is a flowchart showing the contents of the big hit effect execution process focusing on the big hit effect in the process of step S118.

  In this big hit production execution process, it is first determined whether or not the 15R type big hit belongs to the first group (step S301). In the case of 15R big hit (step S301: YES), after confirming that the game of the first round has not ended (step S302: NO), first, the effect during the game of the first round is started (step S303). ).

  Here, the effect control CPU 241 displays an effect selection screen for the big hit effect (BGM group belonging to the selected effect category in FIG. 8) selected in step S204 in FIG. 6 on the liquid crystal display device 36 (step SS304). ). FIG. 12 shows the transition of the display content of the effect selection screen 361 when the effect type is not manually selected when the 15R big hit is continued four times. This effect selection screen 361 typically has BGM type options 362 as shown in FIG.

  FIG. 12 (a) shows the first stage selection screen for the rendezvous in the case where the effect type is not manually selected, and there are two options BGM1 and BGM2, and BGM2 is located in the foreground. doing. Similarly, FIG. 12 (b) is a second-stage rendition selection screen, and one new BGM3 option is added in response to the addition of 1 to the number of retreats, and BGM1, BGM2, BGM3 3 There are two options, of which BGM3 is located in the foreground. Similarly, FIG. 12C shows the third stage selection selection screen in the Renso, and one new option of BGM4 is added in response to the increase in the Renso jackpot by one, and four options BGM1 to BGM4 are added. Of which BGM4 is located in the forefront. Similarly, FIG. 12 (d) is the fourth stage selection selection screen in the Renso, and one new option for BGM5 is added in response to the increase in one consecutive big hit in the Renso, and five options BGM1 to BGM5 are added. Of which BGM5 is located in the forefront.

  In each effect selection screen 361 described above, the effect options located in the foreground are virtually specified and selected by the cursor and are selected in the foreground when the consecutive hits are made. A preset that automatically matches the initial cursor position with the performance to be performed is made. In the case of the present embodiment, this cursor is not directly displayed as an image of the cursor itself on the effect selection screen, but the BGM option 362 is positioned in the foreground on the effect selection screen 361. Then, it is displayed indirectly by being displayed brighter. However, the cursor itself may be directly displayed as an image on the effect selection screen 361, and the cursor image may be moved between the effect options 362 on the effect selection screen.

  As the initial cursor position, on the first stage selection selection screen 361 in FIG. 12A, the option of the foreground BGM2 is brightly displayed and specified. On the selection screen, the option of the foreground BGM3 is displayed brightly and specified, and on the third stage selection screen of the big villa in FIG. 12 (c), the option of the foreground BGM4 is displayed brightly and specified. In the fourth effect selection screen in d), the foreground BGM5 option is displayed brightly and specified. In other words, when a BGM option is newly added after hitting the Renso, the added BGM option always comes to the foreground and is displayed brightly. This is a virtual addition to the added BGM option. Equivalent to the initial cursor position being aligned and preset. When the production time of the selection effect (1R game period in the present embodiment) elapses in this state, the selection state of the BGM provisionally selected by the cursor and preset is determined as finally selected, The BGM is set and the playback performance is started.

  The initial position of the cursor is provisional, and by pressing the frame effect button 13 as a manual effect selection switch (effect operation means), the selection state of the preset effect is changed to another effect. It is possible to change to a state in which the choices are selected.

  FIG. 13 shows the selection transition status of the BGM type when the frame effect button 13 is pressed on the second effect selection screen 361 in the above-mentioned consecutive resort big hit in FIG. Initially, as shown in FIG. 13A, BGM3 is positioned on the forefront and BGM2 and BGM1 are sequentially positioned on the backside. In this state, when the frame effect button 13 which is a manual effect selection switch is pressed once, as shown in FIG. 13B, the BGM 3 located at the foreground moves to the foreground and is positioned behind the BGM 3. BGM2 that has been moved to the forefront (cursor position). When the frame effect button 13 is further pressed once, as shown in FIG. 13C, the BGM2 located at the foreground moves to the foreground, and the BGM1 located at the back side of the BGM2 becomes the foreground (cursor). (Position). In this way, every time the frame effect button 13 is pressed, the position of the BGM located in the foreground is switched in a circulating manner. The player selects the desired BGM type by placing it in the forefront, selects the BGM type, and leaves it in that state. It can be selected and set as finally confirmed.

  FIG. 14 illustrates a method of controlling the initial cursor position according to the present invention. Here, the transition when the player manually switches the BGM2 in the foreground (virtual cursor position) on the effect selection screen in FIG. 12A to another BGM2 according to his / her preference, and thereafter It shows the transition of the virtual initial cursor position that is automatically performed.

  FIG. 14A shows a first-time effect selection screen for the consecutive resort, which displays two options BGM1 and BGM2. The left diagram shows a state (preset state) where the initial virtual cursor initial position is in BGM2 and the options of BGM2 are in the foreground. The right side view shows that the BGM2 is not a favorite song, and the player manually switches the cursor position from this BGM2 to another favorite BGM1 so that the BGM1 is positioned at the forefront (manual operation setting state). ).

  FIG. 14B shows an effect selection screen when the second selection effect is activated after the first selection effect of the consecutive resort is set manually as described above. In this effect selection screen, one new option of BGM3 is added in response to the number of consecutive games added by 1, and the number of BGM1, BGM2, and BGM3 is increased. Among these three options, the virtual cursor initial position is set to BGM1, which is the same effect type as that manually set in the previous selection effect (see the right figure), and that BGM1 is the foreground. It is located brightly. When the production time of the selection effect (1R game period in the present embodiment) elapses in this state, the selection state of BGM1 provisionally selected by the cursor and preset is determined as finally selected, The BGM 1 is set, and the playback performance is started. Therefore, the player can play and play the desired BGM1 during the big hit without having to perform a manual operation of aligning the cursor position with the BGM1.

  Similarly, FIG. 14 (c) is a third stage selection selection screen for Renso, and one new option for BGM4 is added in response to an increase of one for Renso jackpot, and four options BGM1 to BGM4 are added. Have Here, the virtual cursor initial position is set to BGM1, which is the same effect type as that manually set in the previous selection effect (see FIG. 14B), among these four options. BGM1 is brightly displayed in the foreground. When the time of the selection effect elapses in this state, the selection state of BGM1 is finally determined as being selected, the BGM1 is set, and the reproduction performance is started. Therefore, the player can play and play the desired BGM1 during the big hit without having to perform a manual operation of aligning the cursor position with the BGM1.

  Similarly, FIG. 14 (d) is the fourth stage selection selection screen in the Renso, and one new BGM5 option is added in response to the increase in the Renso jackpot by one, and five options BGM1 to BGM5 are added. Have Here, the virtual cursor initial position is set to BGM1, which is the same effect type as the one manually set by the player in the previous selection effect (see FIG. 14C) among these five options. BGM1 is brightly displayed in the foreground. When the time of the selection effect elapses in this state, the selection state of BGM1 is finally determined as being selected, the BGM1 is set, and the reproduction performance is started. Therefore, the player can play and play the desired BGM1 during the big hit without having to perform a manual operation of aligning the cursor position with the BGM1.

  As illustrated in FIGS. 12A to 12D, in the situation where new BGMs are sequentially added with consecutive jackpots, once the player selects his / her favorite BGM1, the next selection effect The past history is referred to, and the cursor initial position is automatically preset to the same BGM1 option as the previously selected effect type. Therefore, the player automatically selects the option of BGM1 that he / she wants to listen to and listens to the corresponding BGM1 by playing it back without having to perform a selection operation of the effect type again in the selection effect. Can do.

(3-3. Pre-setting process: FIG. 10)
Returning to FIG. 9, after the effect selection screen corresponding to the number of consecutive resorts is displayed in step S <b> 304, the process proceeds to the pre-setting process in the next step S <b> 305.

  FIG. 10 shows the contents of the pre-setting process. In the pre-setting process, first, a past selection history is checked (step S401), and it is determined whether or not an effect type has been manually selected in the previous selection effect (step S402).

  If it is determined that the effect type is selected manually by the previous selection effect (step S402: YES), the cursor position is preset to the same effect type as the previously selected effect type ( Step S403). This is by selecting the target production type (BGM type) as a selected state by means such as placing it in the foreground or displaying it brightly, so that the initial position of the cursor is virtually selected as the previously selected BGM type. It is done by matching with the choices.

  If it is determined that there is no selection of the effect type by manual operation in the previous selection effect (step S402: NO), the cursor position is preset to the option of the effect type added in the consecutive resort big hit (step S404). . This is because the selection of the target production type (BGM type) is selected by means such as placing it in the foreground or displaying it brightly, so that the initial position of the cursor is virtually added to the newly added BGM type. It is done by matching with the choices.

(3-4. Manual Operation Setting Process: FIG. 11)
Next, the process proceeds to the manual operation setting process in step S306. FIG. 11 shows the contents of the manual operation setting process (step S306) following the pre-setting process. In this manual operation setting process, the frame effect button 13 as a manual effect selection switch (effect operation means) is operated by the player within a period during which a manual selection operation can be accepted (abbreviated as a manual operation acceptable period). It is determined whether or not (step S501).

  When the frame effect button 13 is operated within the manual operation receivable period (step S501: YES), the cursor is moved to the position of the effect type option designated by the operation of the frame effect button 13 (step S502). ). Specifically, the frame effect button 13 is operated to bring the desired effect options to the foreground and brightly displayed.

  If the frame effect button 13 is not operated within the period during which manual operation can be accepted, the manual operation setting process is exited without doing anything.

  Returning to FIG. 9, it is then determined whether or not the first round of the game has ended (step S307). When the game time of the first round (the effect time of the selection effect) has passed without the frame effect button 13 being operated (step S307: YES), the selection state of the BGM2 is finally selected. Confirm as a thing.

  Next, after the interval effect is executed (step S308), from the second round, the BGM type (effect scenario) belonging to the effect category selected in step S204 in FIG. By the operation of the effect button 13, the reproduction performance of the music is executed for the finally set BGM type (step S309). The BGM played back and played here is either BGM1 or BGM2 in the first time in the ream. In the case where the effect time of the selection effect has passed without the player operating the frame effect button 13, the playback performance of the BGM 2 selected at the initial position of the cursor is started and before the effect time of the selection effect has elapsed. When the cursor position is switched to the state in which the BGM1 option is specified by operating the frame effect button 13, the BGM1 specified at the cursor position after the change from the second round after the effect time of the selected effect has elapsed. Playback performance starts. Then, the process proceeds to step S119 in FIG.

  As described above, the main control board 20 and the effect control board 24 execute and control the big hit effect together with the big hit game operation (big hit game) (steps S118 to S119). Then, it is determined whether or not the jackpot end has arrived after reaching the specified number of rounds (here, 15 rounds) (step S119). If the specified number of rounds has not been reached (step S119: NO), the specified number of rounds is determined. The above steps S118 to S119 are repeated until the number of rounds is completed, and an effect during the consecutive hits is executed.

  On the other hand, in the determination of step S301 in the big hit effect production execution process (FIG. 9), when the 2R big hit belonging to the second group, that is, the big hit other than the 15R big hit (step S301: NO), the process proceeds to step S310, and the 2R sudden big hit effect (effect scenario) determined in step S205 of FIG. 6 or the small hit effect (effect scenario) determined in step S206 of FIG. 6 is executed.

  Thereafter, the process proceeds to step S119 in FIG. Then, it is determined whether or not the jackpot end has arrived after reaching the specified number of rounds (here, 2 rounds) (step S119). If the specified number of rounds has not been reached (step S119: NO), the specified number of rounds is determined. Steps S118 to S119 are repeated until the number of rounds is completed. However, in the case of the 2R big hit, the prize ball payout is hardly performed, and the process ends within a short time.

  In both cases of 15R series jackpot and 2R series jackpot, when all the prescribed number of rounds have been completed (step S119: YES), jackpot end F command determination processing is performed (step S120), and then the jackpot end effect (during the big hit) An ending effect is executed (step S121). In this big hit end effect, the player is notified of the end of the big hit by displaying an image on the liquid crystal display device 36 and outputting a sound (end fanfare) from the speaker 46. In this jackpot end effect, a probable change notification effect is performed as necessary.

  When the jackpot end effect is completed, the game state transition process (step S122) and the effect mode transition process (step S123) are sequentially executed.

  In the gaming state transition process (step S122), there are four gaming states that can be selected as the transition destination after the end of the big hit: a normal gaming state, a short time state, a latent probability changing state, and a probability changing state. The subsequent gaming state is shifted to one of the four gaming states.

  Specifically, if the 15R probability change big win is won, the game state after the big hit game is set to “probability change state”, and if 15R non-probability big win is won, the game state after the big hit game is set to “time-short state”. If you win the 2R sudden hit big win, the game state after the big hit game is set to "probability change state". If you win the 2R latent probability change big hit, the game state after the big hit to "latency probability change state" Set. Here, since the big hit in the setting process does not include the case of the small hit, when the big hit is won, the small hit flag is returned to the non-set state. On the other hand, when winning a small hit, the small hit flag is set to the set state without changing the gaming state at the time of winning. In the present embodiment, when the 2R latent probability variation big hit is won during the probability variation state, the short-time state or the latent probability variation state, the game state after the big hit game is not set to the “latency probability variation state” but “probability variation”. Set to "Status".

  In the next effect mode transition process (step S123), the transition destination effect mode is determined based on the jackpot start F command or the jackpot end F command. Here, when the 15R probability variation big hit or 2R sudden big hit is won, the effect mode in the gaming state after the big hit ends is set to transition to the certain change confirmed effect mode (for example, night background effect). If the 15R non-probable big hit is won, the game mode effect mode after the big hit ends is set to shift to the time reduction effect mode (for example, the morning background effect). When the 2R latent probability change jackpot is won during the normal game state, the game mode effect mode after the jackpot is set to “probability concealment effect mode (for example, evening background effect)”. Also, when a small win is won during the normal game state, the effect mode of the game state after the end of the big win is set to transition to the “probable change concealment effect mode (for example, evening background effect)”. In addition, when winning a small hit during the short-time state, the short-time effect mode (morning background effect) is maintained, and when winning a small hit during the probability change state, the probability change confirmation effect mode (night background effect) is maintained. .

(Specific example 1: FIG. 15)
Next, a specific example shown in FIG. 15 will be described. This example is based on the same game state transition state as in FIG. 7 and wins the 2R latent probability variation big hit at time t1 in the normal gaming state, and wins the 15R non-probable big hit at time t2 in the latent probability variation state ( Renso counter N = 1), and at the time t3 in the short state at that time, 2R sudden probability big win is won (the Renso counter N = 1 remains), and at time t4 in this probability changing state, the 15R probability variable big hit is won (renso Counter N = 2), winning at 15R probability variation big win at time t5 in this probability variation state (rensou counter N = 3), winning at 15R non-probability variation big hit at time t6 in this probability variation state (rensou counter N = 4) The case where the time saving state ends at the subsequent time t7 and the extended game counter N is cleared to “0” is handled. Here, when a new BGM option is added for each Renso jackpot, it is assumed that the player wants to listen to the added BGM.

(A) First time in Renso In the first time in Renso in FIG. 15 (at the time of 15R uncertain big hit at time t2), there are two options BGM1 and BGM2 that are displayed on the selection screen when the selection effect is activated. Among them, the option of BGM2 is positioned at the forefront as an automatic initial position (see the left side of FIG. 14A). That is, the initial position of the virtual cursor is an option for BGM2. Here, if the player is satisfied with playing and playing BGM2, and if the cursor manual operation by the manual effect selection switch is not performed, BGM2 is finally set when the first round of the game is completed. However, in the specific example 1 of FIG. 15, the cursor position is switched from BGM2 to BGM1 by the cursor manual operation, and the manual operation setting position is finally set to the option of BGM1 (see the right side of FIG. 14).

  For the initial cursor position of the second consecutive resort from the second consecutive resort and the fourth consecutive resort, the selection type placed in the selected state differs depending on the contents of the previous selection history.

(B) Renso 2nd time Subsequently, in the 2nd time of the Renso (at the time of 15R probability change big hit at time t4), BGM3 is newly added as a big hit middle effect. There are three options BGM1, BGM2, and BGM3 displayed on the selection screen. Here, the production control CPU checks the past selection history as described in steps S401 to S402 in FIG. 10, and checks whether or not the BGM type has been selected by the manual operation setting in the previous selection production.

  If the selection position change operation by the player has not been performed in the previous selection effect, in step S404 of the pre-setting process (FIG. 10), BGM3, which is the effect type added in the Renso jackpot, is preset. (See FIG. 12 (b)), the player who wants to listen to BGM1 repeatedly needs to switch the virtual cursor position from BGM3 at the cursor initial position to his favorite BGM1.

  However, in the case of the present embodiment, the selection operation by the player is performed and BGM1 is manually selected and set in the first selection effect of the consecutive resort (see the right side of FIG. 14A). Therefore, in step S403 of the preset process (FIG. 10), the cursor initial position is set to the same effect type as the previously selected effect type and preset. That is, as shown in FIG. 14B, in the second selection of the rendezvous, the selection results so far are taken into account, and the option of BGM1 manually set in the previous first rendition of the rendezvous is selected. The virtual cursor initial position is adjusted.

  In the case of this example, the player wants to listen to the same BGM1 continuously, so that the player is satisfied with the selection of the BGM1 option and does not perform the cursor operation with the manual effect selection switch. For this reason, the preset state of BGM1 is finally determined when the game of the first round ends and the time of the selection effect elapses. Therefore, the music of BGM1 is reproduced and played during the second big hit game of Renso. As a result, the player automatically switches his / her favorite BGM1 from the position other than BGM1 (in this example, BGM3) to the position of his / her favorite BGM1 without having to switch again. You can select and play back.

(C) Renso 3rd time Subsequently, in the 3rd time of the Renso (at the time of 15R probable big hit at time t5), BGM4 is newly added as a big hit middle effect. There are four options displayed on the selection screen: BGM1, BGM2, BGM3, and BGM4.

  In the case of the present embodiment, the selection operation by the player is performed by the selection effect of the second time in the last consecutive resort, and BGM1 is manually selected and set. Therefore, in step S403 of the pre-setting process (FIG. 10), the cursor initial position is set to the same effect type as the previously selected effect type. That is, as shown in FIG. 14C, in the third selection effect of the consecutive resort, the virtual cursor initial position is matched with the option of BGM1 set manually by the previous selection effect.

  The preset state of BGM1 is finally determined after the time of the selection effect has elapsed, and the music of BGM1 is reproduced and played during the third jackpot game of the consecutive resort. As a result, the player can automatically select and play back his / her favorite BGM1 without having to switch the virtual cursor position from the position other than BGM1 to the position of his / her favorite BGM1 again. it can.

(D) Renso 4th time Subsequently, the BGM5 is newly added as a big hit during the big hit in the 4th consecutive day (15R non-probable big hit at time t6). There are five choices displayed on the selection screen: BGM1, BGM2, BGM3, BGM4, and BGM5.

  In the case of the present embodiment, BGM1 is manually selected and set in the last selection effect of the third consecutive resort. Therefore, the cursor initial position is set to the same BGM1 as the previously selected effect type. That is, as shown in FIG. 14D, in the fourth selection effect of the consecutive resort, the virtual cursor initial position is matched with the option of BGM1 set manually by the previous selection effect.

  The preset state of this BGM 1 is finally determined after the selection effect time has elapsed. As a result, the player can automatically select and play back his / her favorite BGM1 without having to switch the virtual cursor position from the position other than BGM1 to the position of his / her favorite BGM1 again. it can.

  Thus, the player operates the frame effect button 13 as the manual effect selection switch every time the selection effect is activated by hitting the consecutive games, and the cursor position is made to match the virtual cursor position with his / her favorite BGM1. Without having to perform the matching operation, the user can automatically select the desired BGM1 and play it back during the Renso big hit game.

(Specific example 2: FIGS. 16 to 17)
16 to 17 show other specific examples. In the specific example 1 described above, there are two options 362, BGM1 and BGM2, displayed on the selection screen 361 in the first time in the consecutive resort (time t2), but in the specific example 2 of FIG. 15, FIG. As shown in FIG. 5, the first embodiment is different from the first specific example in that only one option 362 is displayed on the selection screen 361 in the first consecutive resort. In this specific example 2, up to the maximum number of consecutive resorts, each time a consecutive resort hits, one new BGM type option is added to increase the range of options, and the newly added BGM type options Is the initial cursor position, and if the cursor position is not changed by manual operation, the BGM at the initial cursor position is set as the final selection, as in the first specific example.

  FIG. 16 illustrates the transition of the display content of the effect selection screen in the specific example 2. FIG. 16A shows a first-time effect selection screen of the consecutive resort, which has only BGM1 options. FIG. 16B is the second stage selection screen for the Renso, and one new option for the production of BGM2 is added in response to the increase in the number of consecutive hits of the Renso, and two options for BGM1 and BGM2 are added. Have Similarly, FIG. 16 (c) is an effect selection screen for the third time in Renso, and one new option for the effect of BGM3 is added in response to the increase in the number of consecutive hits in Renso, and BGM1, BGM2, There are three options for BGM3. Similarly, FIG. 16 (d) is the fourth consecutive stage selection screen, and one additional option for the production of BGM4 is added in response to the increase in the number of consecutive hits in the consecutive house, and BGM1 to BGM4. There are four options.

  In the effect selection screen 361 shown in FIG. 16, the option located at the forefront among the effect options 362 is currently designated by the cursor, and the initial cursor is automatically set when this hits the consecutive house. Is in position. The virtual cursor initial position is an option of BGM1 that is brightly displayed in the foreground on the first stage selection screen of the consecutive resort in FIG.

  The virtual initial cursor position at the second consecutive resort in FIG. 16B is an option of BGM2 displayed brightly in the foreground. In the second consecutive time, the cursor position is changed to BGM1 manually by the player's preference thereafter.

  The virtual cursor initial position in the subsequent selection effect is matched with the specific effect type (here, BGM1) manually set by the player in the previous selection effect. That is, in the third time in the consecutive resort in FIG. 16C and the fourth in the consecutive resort in FIG. 16D, the option of the brightly displayed BGM 1 is preset as the cursor initial position.

  When a specific production type (in this case, BGM1) is manually set in the previous selection production in a situation where a BGM type is newly added after hitting the consecutive villa in this way, the same production type options are selected. In contrast, the virtual initial cursor position is automatically adjusted. In this state, when the game time of the first round elapses as the production time of the selection effect, the selection state of the BGM type temporarily specified by the virtual cursor is confirmed, the BGM type is set, Playback performance starts. For this reason, a player who wants to continuously play and play the same BGM type at each consecutive villa big hit moves the cursor position from the other BGM type to his preferred BGM type each time the selection effect is activated. There is no need to perform the operation of.

  As will be described with reference to FIG. 17, the option displayed on the selection screen is one of BGM1 at the time of the first consecutive 15R uncertain big hit (time t <b> 2) (see FIG. 16A). Since the cursor manual operation by the selection switch cannot be accepted, BGM1 is set as a big hit effect.

  Subsequently, BGM2 is newly added as an effect during the big hit at the second consecutive 15R probability change big hit (time t4). The options displayed on the selection screen are BGM1 and BGM2, and the option of BGM2 is positioned at the forefront as the virtual cursor initial position (see the left side of FIG. 16B). Since the player wants to listen to BGM1, the selection state of BGM2 is dissatisfied, and BGM1 is selected and set by a cursor manual operation using a manual effect selection switch. Thereafter, when the first round of the game is completed, BGM1 is set as the one finally selected. Therefore, the music of BGM1 is reproduced and played during the second big hit game of Renso.

  Subsequently, BGM3 is newly added as an effect during the big hit at the time of the third consecutive 15R probable big hit (time t5). The options displayed on the selection screen are BGM1, BGM2, and BGM3. Among these, as the virtual cursor initial position that is automatically determined, the same option of BGM 1 that has been manually set last time is positioned in the forefront (see FIG. 16C). Since the player wants to listen to the same BGM1, the player is satisfied with the selection of the BGM1 option and does not perform the cursor manual operation by the manual effect selection switch. Therefore, BGM1 is finally set when the game of the first round is completed. Therefore, the music of BGM1 is played back and played during the third hit game of Renso.

  Subsequently, BGM4 is newly added as an effect during the big hit at the time of the fourth consecutive 15R uncertain big hit (time t6). There are four options displayed on the selection screen: BGM1, BGM2, BGM3, and BGM4. Among these, as the automatic initial position, the same option of BGM1 that has been manually set last time is positioned in the foreground (see FIG. 16D), and the initial position of the virtual cursor matches the option of BGM1. ing. Since the player wants to listen to the same BGM1, the player is satisfied with the selection of the BGM1 option and does not perform the cursor manual operation by the manual effect selection switch. Therefore, BGM1 is finally set when the game of the first round is completed. Therefore, the music of BGM1 is reproduced and played during the fourth hit game of the Renso.

  Thus, each time the player hits a big game, the player operates the frame effect button 13 as a manual effect selection switch, and does not have to perform the effect selection operation by the cursor to match the cursor position with the favorite BGM. BGM to be automatically selected, and can be played back and listened to during the Renso jackpot game.

<Modification 1: FIG. 18>
In the above embodiment, the example has been described in which the BGM is selected by placing the BGM type option brightly on the foreground, and this selection is equivalent to the virtual presence of the cursor here. Instead of this virtual cursor or together with this virtual cursor, the cursor is specifically displayed on the effect selection screen, and the cursor position is pressed by pressing the frame effect button 13 or the dedicated cursor operation switch. It is also possible to change and specify the production.

  For example, as shown in FIG. 18, an option 362 corresponding to each of a plurality of types of effects and a cursor 363 (black triangle) for designating one of the options are displayed on the selection screen 361, There is provided a manual effect selection switch (effect operation means) including a cross key switch 131 that can be operated in four directions, up, down, left and right, to move the cursor 363 to the next option. When the upward switch part a or the downward switch part c in the cross key switch 131 is pressed, the effect control CPU 241 moves the position of the cursor 363 (black triangle) one up or down. When the left switch d or the right switch b is pressed, the effect control CPU 241 causes the cursor 363 (black triangle) to move to the left or right. Then, when the determination switch section e at the center of the cross key switch 131 is pressed, the option in which the cursor 363 is positioned at that time is determined to be finally selected. Then, an effect corresponding to the selected option is executed.

  In FIG. 18, the options surrounded by the solid line frame among the options 362 of the BGM type indicate that the options are displayed so as to be selectable in the effect selection screen 361. An option surrounded by a broken-line frame indicates an option that has disappeared from the selection screen and cannot be selected.

  FIG. 18 shows a state in which three BGM1 to BGM3 are currently visualized and displayed on the selection screen 361 so as to be selectable, and corresponds to the second display state of the extended resort shown in FIG. 14B. The cursor 363 is at a position for instructing options of the BGM 3 that is the initial cursor position. Up to the maximum number of consecutive villas (9 consecutive villas), each time the number of consecutive villas increases by 1, the number of BGM choices increases and is surrounded by a solid line frame in the selection screen Appears as an option. At this time, the cursor 363 indicates the specific BGM as the cursor initial position if there is a record of manually operating the specific BGM in the previous selection effect, and if there is no such selection record, It comes to the position which designates the option of BGM newly added with the activation.

  Therefore, a player who selects a specific BGM and wants to play and listen to the music every time only needs to make one manual operation setting, and does not need to operate the cross key switch 131 again. Can be played during a big hit game, and you can enjoy the game while listening to the music.

<Modification 2>
In the above embodiment, the BGM by sound is described as an example of the big hit effect. However, the big hit effect is not limited to this, and the present invention can be applied to a background effect during a big hit by an image or a video. .

  For example, for a story-like story image (production image) segmented into a plurality of types of stories (parts such as Episode 1, Episode 2, Episode 3 ... In step S303 (see FIG. 9), an effect selection screen corresponding to the number of consecutive resorts is displayed. On the effect selection screen, segments such as the first episode, the second episode, the third episode,. The story is configured so that options for a story are added every time the consecutive resort hits up to a predetermined number of consecutive resorts. In step S304, a segment story option that is newly added every time a big hit is made is selected as a cursor initial position, or if there is a segment story manually set by the previous player, Preset by selecting the segment story option as the initial cursor position. Further, in step S305, the preset segment story is finally confirmed unless the player changes the cursor position from the provisionally selected segment story option to another segment story option by the manual effect selection switch. The configuration is set as a thing.

  Under such a configuration, a player who wants to enjoy the jackpot game by displaying the same segment story in the background of each consecutive villain jackpot needs to change the cursor position for the choice of segmented story each time the villain jackpot Without setting, you can automatically set the segment story you want, and stream the story image to the LCD screen during the big hit game.

  As the story image (effect image) in which the ranking is set, for example, a TV drama in which a story is developed in association before and after the first story to the last story, the first stage, the second stage, etc. , ... RPG-style animated images where the story develops to the final stage, and the story does not develop every time it is repeated, but it is an independent omnibus-style that is not related to each story image It can be a drama, an animation image, a character image, an introduction of game content, or the like.

<Modification 3>
In the above embodiment, as the type of jackpot, at least one jackpot belonging to the first group to be executed under the selection by the player, the game time during the jackpot is relatively long and selected by the player And at least one jackpot belonging to the second group that is not a target for executing the jackpot effect under the selection by the player because the game time during the jackpot is shorter than the jackpot of the first group. The jackpot belonging to the first group has a jackpot belonging to the group executing the high base jackpot game, and the jackpot belonging to the second group has a lower profit rate than the first jackpot. Explained that there is a jackpot belonging to the group that executes the base jackpot game.

  In this case, the time length of the performance during the big hit is not specifically explained, but if the big hit is enough time to digest the production of the minimum unit, it will be added as a consecutive jackpot big hit. Can do. That is, the jackpot includes at least one jackpot belonging to the first group in which the game ends after a long time is sufficient to digest the production of the minimum unit with a relatively long game time during the jackpot, and the first jackpot The game time during the big hit is shorter than the big hit, and at least one jackpot belonging to the second group in which the game ends without passing the time necessary for digesting the production of the minimum unit is included. It can be set as the structure which adds a consecutive resort counter about 1 group of big hits.

  Here, for example, when the production type is BGM, the production of the smallest unit indicates the first four measures of the music. Therefore, the case where a jackpot having a time length sufficient to reproduce and play four bars or more of the music which is BGM is added as the number of consecutive resorts, and during the jackpot of each consecutive resort jackpot, as a production control means The production control CPU 241 can output the reproduction sound of the music that continues for four or more bars of the BGM from the sound generation device 46a as the production device.

<Modification 4>
In the above embodiment, it is premised on the selection effect of the form in which the effect type of the big hit effect is newly added as the number of consecutive resorts increases, but the present invention is directed to the selection effect of the form in which the addition of the effect type is not performed Even can be applied.

  In other words, when a selection effect is activated, it is assumed that a selection effect of the same fixed number of effect types is displayed on the effect selection screen every time. One production type that matches the user's preference is selected. As the initial cursor position when the effect selection screen is displayed, the past selection history is checked, and if there is an effect type that has been manually set in the previous time or in the past, it is matched with the option of that effect type. If there is no such effect type selected in the previous time or in the past, the effect type is set to a predetermined start position.

  In this way, every time the selection effect is activated, it is highly likely that the BGM that the user wants to listen to automatically matches the preference of the player who wants to listen to the same BGM type as the initial cursor position. Become. In addition, when trying to select a story image that the user wants to see from a group of story images, there is a high possibility that the story image has already been automatically selected as the initial cursor position. Therefore, it is possible to reduce the frequency of selection operations for the player to select the BGM type and story image.

[Second Embodiment]
Next, a second embodiment will be described. In the first embodiment, the cursor initial position is configured to match the previously selected effect. However, in the second embodiment, when the same effect type is selected at least twice, the same effect type is selected. In this configuration, the initial cursor position is set in advance.

  FIG. 19 is a flowchart showing a pre-setting process according to the second embodiment. In this pre-setting process, first, the selection history of a plurality of immediately preceding times is checked (step S411), and it is determined whether or not the same effect type has been selected twice or more by pre-setting or manual operation setting in the past selection effects. (Step S412).

  If it is determined that the same effect type has been selected twice or more (step S412: YES), the cursor position is preset to the same effect type option as the effect type for which the same effect type has been selected twice or more. (Step S413). If it is determined that there is no selection of the same effect type twice or more (step S412: NO), the cursor position is preset as an option of the effect type added in the consecutive resort big hit (step S414).

  16 will be described as an example. BGM1 is automatically preset on the first stage selection screen (FIG. 16 (a)), and you want to listen to BGM1 repeatedly on the second series. A desired player switches the cursor position from BGM2 at the cursor initial position to his / her favorite BGM1. Therefore, it is understood that the same BGM1 is selected twice as the past selection history in the third consecutive day. Therefore, in the third consecutive day, BGM1 which is the same production type as this is preset as the cursor initial position. The same applies to the fourth and subsequent consecutive villas, and since there is a selection record in which the same BGM1 has been selected twice or more in the past, the cursor initial position is preset to the same BGM1.

  In this way, the player can automatically select and play back his / her favorite BGM1 without having to switch the cursor initial position from a position other than BGM1 to the position of his / her favorite BGM1. .

[Third Embodiment]
FIG. 20 shows a third embodiment. This third embodiment is based on the premise that the selection screen display means (effect control CPU 241) can select an additional effect type as an option in addition to an option based on the fact that the condition for activating the selection effect is achieved. There is a selection range expansion means capable of expanding the range of options for the effect type. The presetting means (step S305) has guidance setting means, and there are a plurality of unselected effect types among the effect types in the enlarged selection range, and one of these is the current selection effect. In the case of selection, an old production type in the order of addition is preferentially selected and preset.

  Specifically, in the third embodiment, in the situation where a selection effect is activated and a new effect type is newly added, the same effect that has already been selected multiple times or the effect type that has already been selected last time. In the case where the cursor initial position matches the type, when an effect type other than the cursor initial position is to be selected thereafter, an effect type added in the past is selected.

  This will be described with reference to FIG. Here, a story object in which segmented stories are sequentially shifted from the first episode to the fifth episode is targeted. In FIG. 20, a block surrounded by a thick frame is an option of a segment story that the player desires to select, and a diamond mark indicates an initial position of the cursor.

  As shown in FIGS. 20 (a) to 20 (e), new additional production types (segmental stories) are sequentially added as the retreat goes from the first time to the fifth time. If the player's manual operation setting is not performed, the cursor initial position (diamond mark in the figure) is adjusted to the newly added additional production type, and from the first story to the fifth story of the story object And will move sequentially. However, the player's favorite “Episode 1” is set from the first to the fifth consecutive day, and this is an automatic setting for the first time in the second time, and the second time in the second time. The manual operation setting is performed, and automatic pre-setting is performed at the third and fourth consecutive times. Then, in the fifth consecutive resort in FIG. 20E, the player desires to select and watch “second episode” as a continuation of the first episode, not the first episode. At this time, the initial position of the cursor matches the option of “First episode”.

  As described above, in a case where a favorite scene (first episode) has been selected many times in the past, there are many types of effects (second to fifth episodes) added during that time. Under such circumstances, when the player wishes to select the second episode, the cursor position is the effect type newly added this time among the unselected second to fifth episodes. Assuming that the options for the fifth episode are guided (indicated by dotted lines in FIG. 20 (e)), it takes a relatively large number of operations to reach the second episode from that position.

  Therefore, in the third embodiment, the guidance setting means (production control CPU 241) of the pre-setting means (step S304) starts from the old one added in the past among the unselected segment stories, that is, in the order of addition. Guidance instruction is made to select from the production type. In this example, the cursor position is moved to the oldest second episode among the unselected second to fifth episodes. In this way, it follows the request of many players who want to watch the second episode, which is a continuation of the first episode, and the number of operations of the manual production selection switch (production operation means) can be reduced. it can.

[Fourth Embodiment]
Next, as a fourth embodiment, during a symbol variation display game, the player operates the frame effect button 13 to produce a representation type (a type of effect) related to a display effect or a sound effect performed in association with the symbol variation display game. A configuration in which a selection effect for selecting) is executed will be described. It is assumed that the effect type selected in the selection effect here is the type of reach effect (reach effect type). In the following, detailed descriptions of the same components as those described in the first embodiment will be omitted as appropriate in order to avoid redundant description.

  The effect control unit of the present embodiment confirms whether or not a specific effect control command is included in the effect control command as an activation monitoring unit (effect control CPU 241) that monitors whether or not the condition for activating the selected effect is achieved. Command confirming means to perform, and activation permission means capable of permitting the activation of the selected effect on the condition that the command confirming means is confirmed to be the specific effect control command, The selection screen display means clarifies the range of options of the effect type that can be selected in the selection effect in addition to the additional effect types on the condition that the activation of the selection effect is permitted by the activation permission means. The effect selection screen is displayed on the liquid crystal display device 36.

  The main control unit (main control board 20) creates an effect control command including at least the lottery result information in the jackpot determination process (step S109) as an effect control command, and instructs this to the effect control unit (effect control board 24). To do. This effect control command includes a specific type variation pattern command that causes a selected effect to be activated. Examples of the specific type variation pattern command include a variation pattern command (reach variation pattern command) including reach effect execution instruction information and a loss variation pattern command.

  When the effect control command is sent, the effect control command confirms whether or not the effect control command is the specific variation pattern by the command confirmation means (effect control CPU 241) as the activation monitoring means. The command confirmation means has a reception frequency counting means for counting the number of times of confirmation (reception frequency) that the command is a specific species variation pattern command, and if it is the specific species variation pattern, the number of times is received by the reception frequency counting device. Will be added. The activation permission means permits the selection effect to be activated on condition that the count value obtained by the reception frequency counting means reaches a predetermined value.

  Here, a battle-type battle effect in which a character fights against a monster will be described as an example of a reach effect with a selection effect. This battle effect is a player-participation type in which a player selects a favorite character on the selection effect screen and enjoys an effect he likes by watching the reach effect of the scene where the character battles with a monster. Reach production.

  The selection effect in the present embodiment (hereinafter referred to as “character selection effect”) is executed as an effect of selecting a battle effect (reach effect type) as an effect type by selecting a corresponding character. The battle effect to be selected is one of the reach effects, and after the reach is formed in the symbol variation display game, until the symbol combination (hit or lose symbol) that can recognize the big hit or lose is derived. It is a production to be performed.

  FIG. 21 shows five types of variation pattern commands P 1 to P 5 stored in the ROM 202. Here, for convenience of explanation, the distinction between probability variation and non-probability variation is not specified. This variation pattern command is an effect scenario that appears between the time when a symbol starts to change (start of the symbol variation display game) and the time when the symbols in all rows are displayed in a fixed stop (end of the symbol variation display game). Basic information (variation content) is included.

  As illustrated in FIG. 21, the variation pattern command includes variation time (effect time) information from the start to the end of the symbol variation display game for each command. These commands are roughly classified into a variation pattern command for a big hit effect (including a big hit reach effect) and a change pattern command for a loss effect (including a lose reach effect). The “big hit effect” is an effect that the symbol variation display game is developed so that the final symbol combination is finally stopped. The “losing effect” is an effect that the symbol variation display game is developed so that the symbol combination of the losing event is finally stopped. The variation pattern command is associated with the effect content (variation content) of the symbol variation display game. Therefore, by selecting one variation pattern command from among the plurality of types of variation pattern commands by lottery, the effect contents of the symbol variation display game are determined.

  Each of the fluctuation pattern commands P1 to P5 includes a classification indicating whether it is for a big hit effect or a loss effect, an effect designation content (whether there is a reach effect, a reach effect type, etc.), and a symbol display. The game time is associated with the fluctuation time (ms (milliseconds)) of the game. In this example, three types of variation pattern commands P1, P2, and P4 are used as variation pattern commands for a loss effect, and two types of variation pattern commands P3 and P5 are used as variation pattern commands for a jackpot effect.

  Among the variation pattern commands for the loss effect, the variation pattern command P1 is a loss variation related to the loss effect that does not include the reach effect in the effect contents, and the variation pattern commands P2 to P5 are reach variations related to the reach effect.

  In addition, the production designation contents associated with the variation pattern commands P1 to P5 are roughly classified into three types: loss production, normal reach production, and super reach production. For example, in the case of a form in which a combination of symbols of three columns to be stopped in the symbol variation display game is derived from the left column, the right column, and the middle column, “losing variation” means that three symbol display columns form a reach. Rather, it is a variation mode in which the variation is stopped in the order of left column → right column → middle column. "Normal reach production" and "super reach production" are the variation forms in which the left and right symbol display columns stop changing with the same type of symbols to form a reach, and the middle row symbols are changed and stopped by reach production. It is. The “super reach production” here is a variation form in which the reach production is performed in two stages, which is performed via the normal reach production.

  In the case of the present embodiment, among the variation pattern commands, the variation pattern commands P2 and P4 serving as the lost reach effect are specific species variation patterns to be monitored by the activation monitoring means. When the specific control pattern command (variation pattern commands P2, P4) to be monitored is received, the effect control unit counts the number of receptions, and the count value is a predetermined number (one or a plurality of values). On the condition that it has been reached, the activation of the character selection effect is permitted. That is, the effect control unit confirms whether or not it is this specific type variation pattern command (variation pattern commands P2 and P4), and counts the number of times the specific type variation pattern command is received (command confirmation means, number of receptions). Counting means), and a function unit (execution permission means) capable of permitting the activation of the character selection effect on the condition that the number of receptions reaches a predetermined number (one or more times). Yes.

  The reception number counting means has a counting function during a period until the big hit occurs, and the contents of the count are cleared when the big hit occurs. However, the conditions for clearing the above-mentioned counted contents can be determined as appropriate, for example, a period until a big hit occurs, a period until a certain number of fluctuations, a period until a certain time elapses, or a preset period. The number of times of reception is counted for any counting period until a period determined by lottery elapses from a plurality of types of periods, and the count value is reset (cleared) to the initial value when the counting period ends. be able to.

  When the effect control unit receives a predetermined variation pattern command (in this case, the variation pattern commands P4 and P5 that are super reach effects) from the main control board 20, in the symbol variation display game based on the command, The character selection effect is activated when the number of receptions by the reception number counting means reaches a predetermined number. That is, during the symbol variation display game, an effect selection screen appears on the liquid crystal display device 36 by the selection screen display means (effect control CPU 241), and the reach effect type that is a selection target of the character selection effect is displayed in the effect selection screen. The range of options (characters) is clearly displayed. At the same time, up to a predetermined number of activations, each time this character selection effect is activated, an additional reach effect type option (character) is added, and the range of options for that effect type is expanded. Is done.

  In the present embodiment, the range of the effect type options is determined according to the number of times of the character selection effect. Specifically, the number of times of character selection effect activation is counted by a function unit (selection screen display counting means) that counts the number of times of character selection effect activation that the effect control CPU 241 has, and the reach related to the character selection effect is determined according to the counted value. The range of options (characters) for the production type is determined. For example, in the initial state, when only the character “magician” can be selected, “monk” if the number of character selection effects is 2 times, “warrior” if 3 times, “sage” if 4 times, “sage” if 5 times “Hero”… 9 times, “HK Ultimate Warrior” ... etc., character types are added step by step, so that the range of reach production type options (character selection) on the production selection screen Range) will be expanded. The selection screen display counting means has a counting function in a period until the big hit occurs, and the count contents are cleared when the big hit occurs. However, the conditions for clearing the above-mentioned counted contents can be determined as appropriate, for example, a period until a big hit occurs, a period until a certain number of fluctuations, a period until a certain time elapses, or a preset period. From the plural types of periods until the period determined by lottery elapses, the number of activations is added for any counting period, and the count value is reset (cleared) to the initial value when the counting period ends. be able to.

  Further, the upper limit number is determined for the added character, and the character is not added when the upper limit number is reached. That is, when the upper limit is reached, the range of character options related to the previous character selection effect is displayed even if the current character selection effect is activated. Specifically, even if the condition for activating the selection effect is established, the configuration has a function unit (activation suppression means) for suppressing the activation of the selection effect accompanied by the expansion of options. In this case, for example, on the condition that a predetermined upper limit number of characters (reach effect types) has been added, even if the character selection effect is activated, the range of options can be limited. In the period until the big hit occurs, the activation suppressing means operates so that the restriction is released when the big hit occurs. However, the conditions for canceling the suppression by the activation suppression means can be determined as appropriate. For example, a period until a big hit occurs, a period until a certain number of fluctuations, a period until a certain time elapses, or in advance It can be set as the structure which cancels | releases suppression by the activation suppression means with the completion | finish of any period until the period defined by lottery passes from the set multiple types of period.

  Further, in the present embodiment, characters (reach effect types) determined according to the number of times of character selection effect activation are added as described above. , There is a possibility that a character (reach effect type) to be added to the next character selection effect can be predicted. Therefore, a character (reach effect type) determined according to the number of times of character selection effect activation may not be added, but a character (reach effect type) to be added by lottery may be determined. In this configuration, since the added character (reach effect type) is random, it is possible to enhance the game entertainment by providing unexpectedness when the character selection effect is activated.

  In this embodiment, the player can know the character (reach effect type) to be added when the character selection effect starts to be activated. Here, in the present embodiment, since the character selection effect is activated in the symbol variation display game based on the variation pattern commands P4 and P5 serving as the super reach effect, for example, what kind of character is the added character? May be informed as a character acquisition effect during a normal reach effect, and a character selection effect may be activated during a super reach effect as a later stage. In this way, the player can know the newly added character before the character selection effect is activated, and the pleasure of thinking which character to select in advance can be given.

  When the character selection effect is activated and the effect selection screen is displayed, first, options (characters) for the additional reach effect type added to the effect selection screen by the presetting means (effect control CPU 241). Is preset as an initial selection state. However, if the player manually selects his / her favorite character option within the time of the character selection effect and sets the corresponding reach effect type manually, the cursor is initially set for the next character selection effect. The position is matched with the reach production type of the same character as the reach production type of the character selected last time. For example, in the case where the character selection effect is activated for the third time (the selectable characters are the wizard, the monk, and the warrior), if the wizard has been selected last time, the same wizard options are preset. Then, when the production time of the selected production elapses without doing anything as it is, the additional reach production type relating to the option (magician) currently selected at that time is finally obtained by the production confirmation means (production control CPU 241). Confirm as selected.

  In this embodiment, when the effect selection screen is displayed, the selection history for the same effect type as that effect type is selected when the same selection type is selected at least twice with reference to the selection history of the previous multiple times. Can be set in advance as an initial selection state.

  In the above character selection effects, the player chooses the character (mage) that he likes each time, and the player who wants to enjoy the battle effects corresponding to this character does not need to perform any effect selection operations, but he wishes. You can enjoy the battle production (reach production type) with the wizard character. If the initial selection position is always constant, when the character selection effect is activated, the effect selection operation must be performed to reselect the desired character. The

  Of course, when it is desired to select a character other than the above characters, one character desired by himself / herself from the range of options displayed on the effect selection screen is operated by operating the frame effect button 13 as the effect operating means. (Reach production type) can be selected, and a battle production between the selected character and the monster can be enjoyed.

  The selection mode of this character selection effect is the same as that already described with reference to FIG. 13, and the selection (character) of the selected reach effect type is switched by the operation of the frame effect button 13. The choice of the production type that is brightly displayed on the forefront of the liquid crystal display device 36 is the currently selected production type. This position is a selection position (virtual cursor position). These effect types are displayed, for example, in a cyclic manner so that the display position is changed one by one every time the frame effect button 13 is operated once. Then, at the end of the character selection effect (when the effect time (selection period) of the selection effect elapses), the effect type displayed at the selected position is finally determined as the effect type selected by the selection effect. .

  In the above description, the loss reach variation pattern command is described as an example of the specific type variation pattern command. However, it is possible to appropriately determine which variation pattern command is the specific type variation pattern command. For example, the reach fluctuation command including fluctuation cases and big hits (fluctuation patterns P2 to P5 in FIG. 21), and the loss fluctuation pattern command including fluctuation cases including no reach (variation patterns P1, P2, FIG. A reach character selection effect may be activated based on P4).

[Fifth Embodiment]
Next, a fifth embodiment will be described. In the above-described fourth embodiment, a configuration that causes a specific effect control command to directly activate a selected effect among the effect control commands sent from the main control unit (main control board 20), that is, a specific effect A configuration has been described in which activation of the selected effect is permitted based on the number of times of receiving the effect control command. However, in the fifth embodiment, the specific production control command is not directly but indirectly causes the selected production to be activated, that is, the number of occurrences of the production scenario determined based on the specific production control command. Based on this, the configuration is such that the selection effect is permitted to be activated. In the following, detailed descriptions of the same components as those described in the fourth embodiment will be omitted as appropriate in order to avoid redundant description.

  Also in the present embodiment, similar to the fourth embodiment, during the symbol variation display game, the player operates the frame effect button 13 to produce the type of effect related to the display effect or the sound effect performed in association with the symbol variation display game. This is a configuration in which a selection effect for selecting (type of effect) is executed.

  Here, as in the case of the fourth embodiment, a battle effect in which a character fights against a monster will be described as an example of a reach effect with a selection effect.

  When the production control unit (production control board 24) receives the specific type fluctuation pattern command (here, it is assumed that the fluctuation pattern command P4 that is the lose reach production shown in FIG. 21) sent from the main control board 20, A lot of production scenario based on A “character acquisition effect” is provided as an effect scenario that can be selected by an effect scenario lottery based on the variation pattern command P4. In the “character acquisition effect”, the fact that an option (character) of the reach effect type has been added is notified, and the player can know that fact. For example, when only the character “Mage” can be selected in the initial state, the “character acquisition effect” is notified that the character “monk” has been added. The added character may be determined by lottery as described in the fourth embodiment. Further, the upper limit number is determined for the added character, and the character is not added when the upper limit number is reached. This is the same as the configuration having the activation suppressing means described in the fourth embodiment.

  The effect control CPU 241 determines the specific effect by means of the specific effect determination confirming means and the specific effect determination confirming means for confirming whether or not a specific effect (here, “character acquisition effect”) is determined as the activation monitoring means. Triggering means capable of allowing the selection effect to be activated on the condition that the selection effect has been made, and the selection screen display means is permitted to activate the selection effect by the triggering permission means. On the condition, an additional effect type is added to the options, and an effect selection screen in which the range of options of the effect types that can be selected in the selected effect is clarified is displayed on the liquid crystal display device 36.

    The specific effect determination confirming means has specific effect counting means for counting the number of times the character acquisition effect is determined, and adds the number of times each time the “character acquisition effect” is selected. What should not be confused here is that, in this example, the number of character acquisition effects selected and the number of reach effect types added are not proportional. In the present embodiment, even if the character acquisition effect is selected a plurality of times, no effect type is added until a “character selection effect” described later is selected. When the next character selection effect is activated under such a relationship, a range of options obtained by expanding one type of reach effect type options (characters) to be selected for the character selection effect is displayed in the effect selection screen. The Therefore, for example, when only the character “magician” can be selected in the initial state, if the next character selection effect is activated, even if the number of times of the character acquisition effect that has triggered the activation is selected multiple times An effect selection screen in which only the character “monk” is added is displayed. However, the reach effect type added according to the number of selections of the character acquisition effect is not particularly limited, and the relationship can be determined as appropriate.

  The specific effect counting means has its counting function in a period until the big hit occurs, and the count contents are cleared when the big hit occurs. However, the conditions for clearing the above-mentioned counted contents can be determined as appropriate, for example, a period until a big hit occurs, a period until a certain number of fluctuations, a period until a certain time elapses, or a preset period. From the plural types of periods until the period determined by lottery elapses, the number of activations is added for any counting period, and the count value is reset (cleared) to the initial value when the counting period ends. be able to.

  When the “character acquisition effect” is selected, the activation permission means permits the selection effect to be activated. Therefore, in the present embodiment, the monitoring target by the activation monitoring means is not a specific effect control command itself but a specific effect scenario that can be selected based on the command.

  When the effect control unit receives a predetermined change pattern command (here, change pattern commands P4 and P5 that are super reach effects shown in FIG. 21) from the main control board 20, in the symbol change display game based on this, The character selection effect is activated when the activation of the selection effect (character selection effect) is permitted by the activation permission means. That is, during the symbol variation display game, an effect selection screen appears on the liquid crystal display device 36 by the selection screen display means (effect control CPU 241), and the reach effect type that is a selection target of the character selection effect is displayed in the effect selection screen. The range of options (characters) is clearly displayed. At the same time, an additional reach effect type option (character) is added to this option range according to the count value obtained by the specific effect counting means, and the range of the effect type option is expanded. For example, if the character acquisition effect is selected when the number of times of selection of the character acquisition effect is 1 (the count value by the specific effect counting means is 1), the number of times of selection of the character acquisition effect is Is one time, in addition to the character “Mage” in the initial state, it is possible to select a total of two types of characters, the “priest”, that is, two types of reach production types. This is the same as the fourth embodiment in which a reach effect type is newly added as the number of times of character selection effect is activated, and a reach effect type that is a new effect type can be selected.

  When the character selection effect is activated and the effect selection screen is displayed, first, options (characters) for the additional reach effect type added to the effect selection screen by the presetting means (effect control CPU 241). Is preset as an initial selection state. However, if the player manually selects his / her favorite character option within the time of the character selection effect and sets the corresponding reach effect type manually, the cursor is initially set for the next character selection effect. The position is matched to the reach production type of the character selected last time. For example, if the wizard has been selected in the previous time at the third character selection effect activation number (the selectable characters are the wizard, the monk, and the warrior), the same wizard is preset. Then, when the production time of the selected production elapses without doing anything as it is, the additional reach production type relating to the option (magician) currently selected at that time is finally obtained by the production confirmation means (production control CPU 241). Confirm as selected.

  In this embodiment, when the effect selection screen is displayed, if the same selection type (reach effect type by the same character) is selected at least twice with reference to the selection history of a plurality of immediately preceding times, the effect is displayed. It can also be set as the structure which presets the choice about the same production | presentation type as a seed | species as an initial selection state.

  For this reason, the character (magician) that he likes is selected every time in the character selection effect, and the player who wants to enjoy the battle effect corresponding to this character desires himself without having to perform any effect selection operation. You can enjoy the battle production (reach production type) with the wizard character. If the initial selection position is always constant, when the character selection effect is activated, the effect selection operation must be performed to reselect the desired character. The

  Of course, when it is desired to select a character other than the above characters, one character desired by himself / herself from the range of options displayed on the effect selection screen is operated by operating the frame effect button 13 as the effect operating means. (Reach production type) can be selected, and a battle production between the selected character and the monster can be enjoyed.

[Sixth Embodiment]
Next, as a sixth embodiment, a mode selection effect (effect mode) that allows a player to select an effect type (effect mode) related to a display effect or a sound effect that is developed after the small hit is won during the symbol variation game. The configuration in which the selection effect) appears during the game will be described. The choice of the production type (production mode) in this selection production increases on the condition that a small win is won during the symbol variation game, and the player arbitrarily selects from the production modes A, B, C. It becomes possible.

  The main control unit (main control board 20) creates a variation pattern command including at least jackpot type information as an effect control command, and instructs the effect control unit (effect control board 24). This command includes specific hit information indicating winning of a specific hit (small hit) among a plurality of types of big hits.

  In the present embodiment, when the command confirmation unit as the activation monitoring unit confirms that the production control command includes the specific hit information, the activation permission unit permits the mode selection production to be activated.

  Here, the mode selection effect is activated by confirming the operation of the frame effect button 13 during a predetermined game period in a state where the mode selection effect is permitted to be activated. The predetermined game period is, for example, a non-graphic game period in which a symbol variation display game is not performed (including a part of the symbol variation display game (for example, a predetermined time has elapsed after the symbol variation display game is started). Until you do)). By configuring so that it is possible to select the effect mode that is the effect type during the non-symbol game period, in the next symbol variation display game, the game is performed under the effect effect mode developed after the effect mode selection effect. Can enjoy.

  When the player confirms the operation of the frame effect button 13 during the non-pattern game period, an effect selection screen in which the range of options for the effect type (effect mode) is clarified on the liquid crystal display device 36 by the selection screen display means. indicate. This selection screen display means expands the range of options by adding the above-described effect type (effect mode) on condition that the mode selection effect is permitted to be activated. For this reason, the production control unit (production control CPU 241) of the present embodiment has a function unit (winning number counting means) that counts the number of small wins based on a production control command including specific hit information, and a selection screen. The display means adds a production type (production mode type) based on the counted value to expand the range of options.

  The winning number counting means has a counting function during a period until a big hit occurs, and the contents of the counting are cleared when the big hit occurs. However, the conditions for clearing the above-mentioned counted contents can be determined as appropriate, for example, a period until a big hit occurs, a period until a certain number of fluctuations, a period until a certain time elapses, or a preset period. The number of wins is counted for any counting period until a period determined by lottery elapses from a plurality of types of periods, and the count value is returned to an initial value (cleared) at the end of the counting period. be able to.

  When this effect selection screen is displayed, options for an additional effect type (effect mode) added to the effect selection screen are preset by the presetting means (effect control CPU 241) as an initial selection state. .

  Further, it has an effect determining means (effect control CPU 241), and when the effect time of the mode selection effect has elapsed, the effect type (effect mode) of the option currently selected by the presetting means or the manual operation selecting means. ) As the final selection. To be precise, initially, options for the additional effect mode added to the effect selection screen are preset as an initial selection state by the presetting means (effect control CPU 241). However, when the player manually selects his / her favorite production mode option within the time of the mode selection production and sets the corresponding production mode manually, the initial cursor position in the next selection production However, it is matched with the choice of the production mode selected last time. Therefore, in this mode selection effect, if left unattended, the options for the effect type (effect mode) preferred by the player set in advance as the initial selection state by the manual operation setting means are automatically set. It is set as a production type (production mode) that has been determined in an automatic manner.

  Therefore, the player who wants to enjoy the display effect or the sound effect that is developed after the small hit by selecting the effect mode that he / she prefers automatically without having to perform any effect selection operation. Can be selected. For this reason, the selection operation of switching to the desired effect mode every time the mode selection effect is activated by winning a small hit during the symbol variation game is freed from the troublesomeness of manually performing the selection operation.

  Also in this embodiment, when the effect selection screen is displayed, if the same selection type (effect mode) is selected at least twice with reference to the selection history of the immediately preceding multiple times, it is the same as the effect type. It can also be set as the structure which presets the choice about production type as an initial selection state.

  In the above, the example in which the production type (production mode) is added on the condition that the small win is won has been described. However, the production type (production mode) is added on the condition that the symbol variation display game has been performed a predetermined number of times. It is good also as a structure. The number of times the symbol variation display game is played is based on a variation pattern command, a decorative symbol designation command, or an effect stop command sent from the main control unit (main control board 20) at the start or end of the symbol variation display game. The production control unit (production control board 24) side can grasp.

  In addition, as an example during the non-symbol game period, the mode selection that can switch the effect mode after the selection effect during the so-called demo state in which the symbol change operation and the stop operation of the symbol change display game are not performed for a certain period or more. You may comprise so that a production | presentation may be made.

  In other words, when the production type of the production mode is increasing, when the state transitions to the demo state (during demonstration screen display), the number of small hits or the number of fluctuations reaches a predetermined value, and the trigger condition for the mode selection production is achieved. When this is done, the mode selection effect is activated on the condition that the mode is switched during the demo state. The appearance of the effect selection screen in the demo state is a demo state instead of causing the effect selection screen to appear during the symbol variation display game period as in the first to fifth embodiments, or when the symbol variation display game ends. It can also be configured so as to occur in parallel with the appearance selection screen appearing during the period until it is switched to.

  The present invention can be applied to a gaming machine in which effects such as BGM playback performance and story images executed during a big hit can be selected according to the player's preference.

1 Pachinko machine,
2 Front frame,
3 Game board,
3a gaming area,
4 outer frame,
5 ball guide rail,
6 Glass door frame,
7 Front operation panel
8 Upper tray unit,
9 Top saucer,
11 Ball rental button,
12 Prepaid card eject button (card return button),
13 Frame production button,
131 Four-way controller,
14 Ball release button,
15 Launch control handle,
20 main control board,
201 main control CPU,
202 ROM,
203 RAM,
24 production control board,
241 Production control CPU,
242 Production control ROM,
243 effect control RAM,
244 jackpot production control program,
245 production data during the big hit,
25 LCD control board,
34 Upper start port (first special symbol start port),
35 Lower starting port (second special symbol starting port),
34a, 35a Special design start sensor,
36 liquid crystal display devices,
361 Production selection screen,
362 BGM options,
363 cursor,
37 Normal design start (gate),
37a Normal symbol start opening sensor 38 Special symbol display device,
39 Normal symbol display device,
40 Grand Prize Winners,
41 Ordinary variable winning device,
42 Special variable winning device,
42b open door,
43 General prize opening,
44 Windmill,
45 Decorative lamp,
45a optical display device,
46 Speaker,
46a sound generator,
47 Movable wing pieces,
48 Center decoration,
49 Out mouth,
52 liquid crystal control CPU,
53 LCD control ROM,
54 liquid crystal control RAM,
55 Image data ROM,
56 VRAM,
60 VDP.

Claims (1)

  1. A main control unit that comprehensively controls the operation of the game, a display device for producing an effect associated with the game, an effect control unit that controls the effect control in the display device, and at least one operable by the player A game machine configured to execute a selection effect that enables selection of a display effect or an effect type of a sound effect on the display device by operation of the effect operation means during a predetermined period. ,
    The main control unit
    A winning lottery means for performing a lottery determination regarding winning based on the establishment of the starting condition;
    A hit generating means for generating the hit on condition that the winning lottery is won by the winning lottery means,
    The production control unit
    Trigger monitoring means for monitoring whether the trigger condition of the selection effect is achieved;
    Based on the fact that the trigger condition of the selection effect is achieved in the trigger monitoring means, during the hit, an additional effect type that can be selected in the selection effect is added to the option, and any one of the effect types is operated for the effect Selection screen display means for displaying on the display device an effect selection screen that can be selected by operation of the means;
    When displaying the effect selection screen, a preset that refers to a selection history in which an effect type has been selected by operating the effect operation means, and presets a predetermined effect type as an initial selection state based on the referred information. Means,
    Manual operation setting means for setting, as a selected state, an effect type selected by the operation of the effect operation means from the range of the options displayed on the effect selection screen;
    Based on the passage of the production time of the selected production or the operation of the production operation unit, the production type of the option currently selected by the pre-setting unit or the manual operation setting unit is confirmed as finally selected. And an effect determination means for storing information related to the determined effect type,
    The presetting means includes
    When the condition for activating the selection effect is achieved and the additional effect type is added to the option, if there is no selection history in which the effect type is selected by the operation of the effect operation means, the option is added to the option Including additional production type pre-setting means for presetting options for the additional production type as an initial selection state;
    A gaming machine characterized by that.
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