JP5728677B2 - Game machine - Google Patents

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JP5728677B2
JP5728677B2 JP2011003945A JP2011003945A JP5728677B2 JP 5728677 B2 JP5728677 B2 JP 5728677B2 JP 2011003945 A JP2011003945 A JP 2011003945A JP 2011003945 A JP2011003945 A JP 2011003945A JP 5728677 B2 JP5728677 B2 JP 5728677B2
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random
game
determination
probability
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JP2012143386A (en
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博夫 中山
博夫 中山
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株式会社高尾
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  The present invention relates to a gaming machine that performs a fixed display after changing a symbol with a variation pattern selected from a plurality of variation patterns.
  A conventional gaming machine (pachinko gaming machine) extracts a random number when a launched game ball enters the start port, and confirms whether or not the extracted random number matches a predetermined value (lottery). When they match (also referred to as “winning the lottery”), many are configured to generate a big hit gaming state advantageous to the player. The lottery result as to whether or not the big hit game is generated is notified to the player by a fixed display after the special symbol is changed. In addition, when a game ball enters the starting port further during the special symbol variation, the random number extracted along with this is stored (holding storage), and after the current variation is over, the stored random number is stored. A lottery is performed for the numerical value, and after the special symbol is changed, it is confirmed and displayed. Note that the number of reserved memories is limited, and is generally limited to 4 per starter. In addition, after the big hit game is over, there is a case where the winning probability is shifted to a high probability state (also referred to as a probability variation state) where the probability of winning is higher than usual. Whether or not to shift to the high probability state is also drawn by a random value extracted when the game ball enters the start opening.
  A gaming machine that produces effects using the above-described reserved memory has been proposed and implemented. For example, in the gaming machine described in Patent Document 1, the display mode for informing the player of the number of reserved memories in a high probability state and a non-high probability state (referred to as a normal state or a low probability state) is changed. If there is something in the hold memory that shifts the gaming state from the normal state to the high probability state, the display mode of the hold memory is changed to the mode for the high probability state without waiting for the transition to the high probability state. Techniques for changing are disclosed. In this way, referring to the random number before the lottery with the stored random number is referred to as prefetching, and an effect using this prefetching is also referred to as a prefetching effect.
  In addition, in the gaming machine described in Patent Document 2, the pending random number is determined based on the gaming state of both the low probability state and the high probability state, and the current game among the obtained two determination results. A determination result based on the state is determined as a prior determination result. A technique is disclosed in which when the gaming state is changed, the acquired determination result is determined again based on the changed gaming state.
JP 2006000417 A JP 2010-046431 A
  By the way, in addition to the above-mentioned pre-reading effects, various effects are performed in the gaming machine. Among these effects, changes in symbols such as special symbols are important in attracting the progress of the game and the player's interest. In many gaming machines, a liquid crystal display device is provided in the approximate center of the game area where game balls are ejected and rolled, and on the screen of the liquid crystal display device, in synchronization with the fluctuation of special symbols, When a design for multiple productions (production design, also called a pseudo design) is changed and the production design is stopped and displayed almost in synchronization with the special design stop display, and this is a specific design array (for example, a doublet) A big hit game is generated. In particular, when only one of a plurality of symbols is fluctuating, and the stopped symbol matches a specific symbol arrangement, the jackpot game depends on which symbol the fluctuating symbol is stopped and displayed. In the case of passing through a state (so-called reach state) in which it is determined whether or not the occurrence of the occurrence of the game, it is possible to make the player have a greater sense of expectation as compared to the symbol variation that results in normal losing without going through the reach state. The special symbol is provided with a simple display device (seven-segment display device, a plurality of LEDs, etc.) different from the liquid crystal display device in an inconspicuous place such as a corner of the game area. Many are configured to display change and stop.
Such a change in the design may not only be in the reach state but also in the reach state, and the presentation on the video may be elaborated, and accordingly, the change time becomes long, for example, about 2 minutes. However, in most cases, such effects and symbol variation patterns (variation effects, variation time) are determined according to a random number or a gaming state when starting symbol variation.
The present invention has been made in view of such problems, and an object thereof is to propose a new variation pattern determination method.
In order to solve the above-mentioned problems, the present invention according to claim 1 is characterized in that a start opening provided in a game area and a disturbance for determining at least a pattern variation pattern when a game ball enters the start opening. Random value extraction means for extracting a numerical value, random number hold storage means capable of storing a plurality of random values, and based on the random value stored in the random value hold storage means, corresponding to the random value In the gaming machine provided with the variation pattern determining means for determining the variation pattern of the symbol, the gaming state of the gaming machine when the random number extraction means extracts the random number value is stored in the random value hold storage means. Extraction time gaming state storage means for storing corresponding to each stored random number value, gaming state when the variation pattern determining means determines a variation pattern based on the random number value, and correspondence to the random value A game state comparison unit that compares two game states stored in the extraction time game state storage unit with each other, and the variation pattern determination unit determines whether the game pattern is compared with the game state comparison unit. It is characterized in that a pattern variation pattern corresponding to the random number value to be compared is determined.
  Here, the “random number value” does not necessarily indicate one random number. For example, in addition to a random number for determining a variation pattern, a random number for determining whether or not it is correct (see claim 2), a random number for determining a symbol (see an example), or a random number for determining a fall (see an example) ) Or random numbers for reach determination. If the “random number value” includes all of them, the random value extraction means extracts them all together, and the random value hold storage means can store a plurality of sets. In addition, as the case where the random number value storage means stores a plurality of random number values, the case where the variation of the symbol has already been started and the variation of the symbol cannot be newly started, The case where the big hit game is started and the change of the symbol cannot be started is considered. Further, examples of the “game state” include a state where a game is being performed, a state where a game is not being performed (demo state, waiting state for customers), a state where symbols are changing, a big hit state, etc. The high probability state / normal probability state described in the above, the open extension state described in the examples, and the like are also conceivable. The “gaming state at the time of determining the variation pattern” refers to the time when the process (program) for determining the variation pattern is executed, and is often the gaming state immediately before the determination of the variation pattern. The variation pattern refers to the variation time of the symbol, how to vary (the direction of variation, the variation speed, etc.), and the production accompanying the variation.
According to a second aspect of the present invention, in the gaming machine according to the first aspect, when a game ball enters the start port, a random number value for determining whether or not the game is successful is also extracted and stored in the random number value storage unit. and spruce judging means for those determination-out based on the random number value for the spruce determination was, the probability of advisability judgment performed by the appropriate determination means, is a high probability than or the normal probability is usually from probability The probability determining means for determining whether to perform with a high probability and the extraction time gaming state storage means are, as the gaming state, a normal probability state in which the probability determining means makes a determination of success / failure with a normal probability, or the probability determining means The game state comparison means stores the comparison based on whether the two states are the normal probability state or the high probability state. Features To.
  In other words, the gaming state comparison means compares the gaming state when the random value is extracted and the gaming state when determining the variation pattern based on whether the gaming state is the normal probability state or the high probability state. . Of course, it may be reconfigured so that the comparison is performed in consideration of a further gaming state in addition to the normal probability state or the high probability state. In addition, since the variation pattern is determined immediately after the determination of success / failure, “the gaming state when determining the variation pattern” may be rephrased as “when the determination of success / failure is performed”. To be exact, it is difficult to refer to and store the game state at the same time as the determination of success / failure, and therefore, the configuration may be such that the game state immediately before or after the determination of success / failure is referred to.
  According to a third aspect of the present invention, in the gaming machine according to the second aspect, when the gaming state comparing means determines that the probability of the success / failure determination does not match as a result of the comparison of the two states. The determination result in the case where the success / failure determination unit makes a determination of success / failure in the gaming state stored in the extraction time gaming state storage unit corresponding to the variation of the symbol stored in the extraction timing gaming state storage unit Is provided with means for suggesting a temporary lottery result.
  Here, the suggestion performed by the provisional lottery result suggesting means includes a mode of clearly indicating the lottery result. In addition, since this suggestion is made after the comparison by the gaming state comparison means, it is inevitably performed after the comparison for determining the variation pattern. In addition, “when the success / failure determination unit makes a determination of success / failure in the gaming state stored in the extraction time gaming state storage unit” means “originally, the determination unit determines whether or not the random number value is extracted. (If no random number value is stored in the random number hold storage means and a game ball enters the starting port, the determination is made at a timing close to the time of random number extraction. Is a special case), but it means that the determination is made based on the gaming state (probability determination probability) at this time. Therefore, this success / failure determination is called a temporary lottery. This provisional lottery may be performed when a random number value is extracted, but based on the gaming state stored in the extraction time gaming state storage unit, a later time point (for example, immediately before the gaming state comparison unit compares). You may do it. Also, “if it is determined that they do not match ...... Suggest” does not mean that “if there is a match, no suggestion”. Of course, a configuration that does not suggest anything may be used, but if they do not match, an effect operation (including suggestions) different from the suggestion performed by the provisional lottery result suggesting means may be performed.
According to a fourth aspect of the present invention, in the gaming machine according to the second or third aspect, a special symbol display device that performs a change and final display of a special symbol indicating a determination result of the success / failure determination unit, and the special symbol An effect symbol display device that displays an effect symbol for performing the effect, and an effect symbol selection means that determines an arrangement of the effect symbols to be displayed on the effect symbol display device based on a determination result by the determination unit. The effect symbol array determined by the effect symbol selecting means is determined to be a big hit by the success / failure determination means, and when the game state is shifted to the high probability state after the big hit game ends, and the success / failure determination is determined Koatari by means it contains common symbol sequences selected commonly in a case that does not change the game state after the Koatari game end, the large In the big hit game when the gaming state is shifted to the high probability state after the winning game is finished, the opening time and the opening number of the big winning opening are the same as the opening time and the opening number of the small winning game. The jackpot game is provided .
  Here, the symbol may be a special symbol or an effect symbol. In addition to the big hit game, the “judgment result by the success / failure judging means” includes a small hit or a simple loss. In addition, “selected when transitioning to either the normal probability state or the high probability state” means that “the arrangement of effect symbols selected when transitioning to the normal probability state and the high probability state. In addition to the meaning of “there may be the same arrangement of effect symbols selected at the time of transition”, “when the winning probability is maintained before the effect symbol arrangement is displayed (for example, small hit. If it occurs, the winning probability before the occurrence will be maintained, so it is difficult for a player who does not know that a small hit has occurred, whether the state after the small hit is a high probability state or a normal probability state) It also includes the meaning that “a common effect design may be selected”. In other words, in this gaming machine, as long as you look at the effect symbol display device, if the common effect symbol is confirmed and displayed, it may not be known whether it is in the normal probability state or the high probability state become. Since the effect symbol is an effect of the special symbol, it is generally easier to attract the player's interest than the special symbol. Therefore, for many players, when the common performance symbol is confirmed and displayed, it is not known which state is the normal probability state or the high probability state. Note that the “arrangement of effect symbols” includes those that consist of only one effect symbol.
  According to a fifth aspect of the present invention, in the gaming machine according to any one of the first to fourth aspects, when the gaming state comparing means determines that the comparison results of the two states are different. Further, the present invention is characterized by comprising extraction time game state suggesting means for performing display indicating the game state stored in the extraction time game state storage means.
  Here, if the gaming state is limited to the normal probability state / high probability state, the gaming machine is similar to the configuration according to claim 3. However, in claim 5, instead of determining whether or not it is true, the normal probability state / It indicates which of the high probability states. Note that the “suggestion” includes an aspect in which either the normal probability state or the high probability state is clearly indicated.
  According to a sixth aspect of the present invention, in the gaming machine according to any one of the first to fifth aspects, the variation pattern determining means varies from a variation pattern table including a plurality of variation patterns. The change pattern is determined by selecting a pattern and is different depending on whether the two states are determined to be the same gaming state or a different gaming state by the gaming state comparison means. A variation pattern is selected from a table.
  According to the gaming machine of claim 1, the gaming state comparison unit compares the gaming state at the time when the random number extraction unit extracts the random value and the gaming state when the variation pattern determination unit determines the variation pattern. Then, according to the comparison result, the fluctuation pattern determining means determines the fluctuation pattern. In other words, the variation pattern is determined not only by the game state at the time of determining the variation pattern, but also by an unprecedented method of determining the variation pattern according to the comparison result between this gaming state and the gaming state at the time of extracting the random number value. Can be determined.
  According to the gaming machine of the second aspect, since the gaming state is compared based on whether the state is the high probability state or the normal probability state, it is possible to determine the variation pattern based on the difference in the winning probability. In addition, since the game state at the time of extracting the random number value is compared with the game state at the time of determining the fluctuation pattern, the extraction time has a high probability, the fluctuation pattern determination has a normal probability, and the extraction time has a high probability. There are four types: a high probability when determining a pattern, a normal probability when extracting, a high probability when determining a variation pattern, a normal probability when extracting, and a normal probability when determining a variation pattern. This alone makes it possible to determine four variations.
  According to the gaming machine of the third aspect, if the winning probabilities in the two states are different, the temporary lottery result suggesting means suggests the determination result when the winning / non-winning determining means determines at the time of random number extraction. By making this suggestion, the player can have various feelings through the game. Specifically, for example, when random numbers are extracted, if it is lost at the time of actual lottery, I think "If the gaming state at the time of extraction continues a little" etc., conversely, at the time of random number extraction If you win a lottery at the actual lottery, you can think that “the game state has changed and you are lucky”.
  According to the gaming machine of the fourth aspect, when the common effect symbol is displayed on the effect symbol display device, it becomes a state (hidden state) in which it is difficult for the player to determine whether the high probability state or the normal probability state is present. . However, if the high probability state or the normal probability state changes between the time of random number extraction and the determination of the variation pattern, this is suggested, so if the latent state changes from a latent state to a gaming state with a different probability, the latent state The player can know whether the probability state is high or low.
  According to the gaming machine of claim 5, since this is suggested if the gaming state changes between when the random number is extracted and when the variation pattern is determined, the player suggests that if the gaming state changes Can receive. In particular, when applied to the gaming machine according to claim 4, if the probability of success / failure determination changes between when the random number is extracted and when the variation pattern is determined, this is suggested. If the game state is changed, the player can know whether the latent state is a high or low probability state.
  In the gaming machine according to claim 6, the variation pattern determining means determines by selecting a variation pattern from a variation pattern table including a plurality of variation patterns, and the gaming state comparison means determines two states. When the game state is determined to be the same game state and when the game state is determined to be different, the variation pattern is selected from different variation pattern tables. Since the variation pattern is selected using the variation pattern table in this way, the processing can be simplified.
Front view of the pachinko machine 50 according to the first embodiment of the present invention. Front view of game board 1 of pachinko machine 50 Rear view of pachinko machine 50 Electrical configuration diagram of pachinko machine 50 The flowchart which shows the outline | summary of the main routine performed with the main control apparatus 80 of the pachinko machine 50. Flow chart of start winning process executed by main controller 80 Flowchart 1 of the success / failure determination process executed by main controller 80 Flowchart 2 of the success / failure determination process executed by main controller 80 Flowchart 3 of the success / failure determination process executed by main controller 80 Flowchart 4 of the success / failure determination process executed by main controller 80 Flowchart 5 of the success / failure determination process executed by main controller 80 Flowchart 6 of the success / failure determination process executed by main controller 80 Flowchart 1 of special game processing executed by main controller 80 Flowchart 2 of special game processing executed by main controller 80 Flowchart 3 of special game processing executed by main controller 80 Flowchart 1 of the small hit game process executed by the main controller 80 Flowchart 2 of the small hit game process executed by the main controller 80 Flowchart 3 of the small hit game process executed by the main controller 80 Flowchart of variation pattern determination process executed by main controller 80 Table showing basic specifications of pachinko machine 50 Table showing the winning symbols and the contents of the big prize opening game Table showing gaming state and contents defined in pachinko machine 50 A table showing a selection table when the gaming state when the random number is extracted is a normal probability state A table showing a selection table when the gaming state when the random number is extracted is a high probability state Explanatory drawing which shows the process in which a fluctuation table is selected from a selection table when special symbol 1 is fluctuated. Explanatory drawing which shows the process in which a fluctuation | variation table is selected from a selection table when special symbol 2 is fluctuate | varied. Explanatory drawing which shows a mode that a fluctuation | variation table is selected according to each result of a temporary lottery and this lottery. (A) is a latent state, (b) is a short-time state, (c) is an explanatory view illustrating images displayed on the effect symbol display device 6 in a high probability state. (A) is a low-probability state, (b) is an explanatory view illustrating images displayed on the effect symbol display device 6 in the demo state. Explanatory diagram illustrating an image output to the production symbol display device 6 in a normal probability state when a random number is extracted and in a high probability state when the random number is drawn. Explanatory diagram illustrating an image output to the production symbol display device 6 when the random number is extracted in a high probability state and when the random number is drawn in the normal probability state (A) is an image displayed on the effect symbol display device 6 in the latent state, (b) is a high-probability state at the time of extracting a random number, becomes a time-short state due to a big hit that occurs thereafter, and a lottery determination based on the random number is performed. An image displayed on the effect symbol display device 6 when it is performed, (c) is in a normal probability state when the random number is extracted, and becomes a time-short state due to a big hit that occurs thereafter, and the effect is generated when the random number is changed. Explanatory drawing which illustrated each image displayed on symbol display device 6 Explanatory drawing which showed the production | presentation screen displayed on the production | presentation symbol display apparatus 6 when the start winnings generate | occur | produces in a demo state and it is determined that the extracted random number is winning. The flowchart which shows the outline | summary of the effect pattern determination process performed with the sub integrated control apparatus 83 of 2nd Example.
Hereinafter, preferred embodiments of the present invention will be described. The embodiments of the present invention are not limited to the following examples, and can take various forms belonging to the technical scope of the present invention, and the contents described in the respective examples are appropriately combined. It goes without saying that it is possible.
[Example 1]
  As shown in FIG. 1, a pachinko machine 50, which is a type of gaming machine, has a structure in which each part of the configuration is held by an outer frame 51 that forms a vertically long fixed outer frame. A hinge 53 is provided on the left and upper sides of the outer frame 51, and an inner frame 70 shown in FIG. 3 is attached to the other side of the hinge 53. The inner frame 70 opens and closes with respect to the outer frame 51. It has a possible configuration. A plate glass 61 is detachably provided on the front frame 52, and the game board 1 shown in FIG. 2 is attached to the inner frame 70 at the back of the plate glass 61.
  Speakers 66 are provided on the upper left and right sides of the front frame 52, and the game sound generated from the pachinko machine 50 is output to improve the player's preference. In addition, in order to improve the player's preference, a plurality of frame side decorative lamps 65 that emit light according to the gaming state are provided in the front frame 52. An upper plate 55 and a lower plate 63 are integrally formed below the front frame 52. A launch handle 64 is attached to the right side of the lower plate 63, and the launch device (not shown) is moved by rotating the launch handle 64 in the clockwise direction, so that a game ball supplied from the upper plate 55 is provided. Is fired toward the game board 1.
  In the upper center of the upper plate 55, an effect button 67 that can be operated by the player is provided. When the player operates the effect button 67 during a predetermined period, the content displayed on the effect symbol display device 6 described later changes, or the game sound output from the speaker 66 changes. The pachinko machine 50 is a so-called CR machine and includes a prepaid card unit (CR unit) 56 for reading and writing a prepaid card. The pachinko machine 50 includes a lending button 57 and a checkout button 58. And a CR settlement display device having a balance display 59.
  FIG. 2 is a front view of the game board 1 of the pachinko machine according to the present embodiment. In addition, since the whole structure of this pachinko machine is based on a well-known technique, illustration and description are abbreviate | omitted. As shown in FIG. 2, the game board 1 is provided with a substantially circular game area 3 surrounded by known guide rails 2a and 2b. A large number of game nails 4 are nailed in the game area 3.
  A center case 5 is disposed at a substantially central portion of the game area 3. The center case 5 is provided with a warp entrance, a warp passage, a stage, and a window or the like on which the screen of the effect symbol display device 6 (which is a liquid crystal display device and displays an effect symbol) can be faced. A first start port 11 and a second start port 12 are disposed below the center case 5, and a gate 17 is disposed on the left side of the center case 5. The second starting port 12 includes a normal electric accessory provided with a wing piece that can be opened and closed. The game ball cannot enter the second starting port 12 unless the wing piece is opened. In order to open the wing piece, it is necessary to hit a normal symbol, and the hit probability of the normal symbol is 1/300 in the normal state and 1 / 1.101 in the short time state. Further, the opening time of the blade piece is 0.2 times in the normal state and 3 seconds in the short time state, and the opening time is 1 second (see also FIG. 20).
  In the lower right part of the game area, a normal symbol display device 7 composed of a plurality of LEDs, a normal symbol hold number display device 8, a first special symbol hold number display device 18, and a second special symbol hold number display device 19 are provided. And a first special symbol display device 9 and a second special symbol display device 10 composed of a 7-segment display device.
  An attacker type big winning opening 14 is arranged below the second start opening 12. Further, on the left side of the first start port 11, a first left winning port 31, a second left winning port 32, a third left winning port 33, and a fourth left winning port 34 are provided. Note that the first left winning port 31, the second left winning port 32, the third left winning port 33, and the fourth left winning port 34 are normal winning ports in which the winning rate does not always change.
  As shown in FIG. 3, the inner frame 70 on which the above-described game board 1 is detachably attached is housed in the aforementioned outer frame 51 on the back surface of the pachinko machine 50. The inner frame 70 is provided with a ball tank 71, a tank rail 72, and a dispensing device 73 from above. With this configuration, if there is a winning game ball at the winning slot on the game board 1, a predetermined number of gaming balls can be discharged from the ball tank 71 via the tank rail 72 to the above-described upper plate 55 by the payout device 73. . Also, on the back side of the pachinko machine 50 (see also FIG. 4), a main control device 80, a payout control device 81, a production symbol control device 82, a sub integrated control device 83, a launch control device 84, and a power supply board 85 are provided. It has been. The production symbol control device 82 and the sub integrated control device 83 correspond to the sub control device.
  The main control device 80, the production symbol control device 82, and the sub integrated control device 83 are provided on the game board 1, and the payout control device 81, the launch control device 84, and the power supply board 85 are provided on the inner frame 70. In FIG. 3, the launch control device 84 is not drawn, but the launch control device 84 is provided below the payout control device 81. Further, an external connection terminal 78 is provided on the right side of the ball tank 71, and a signal indicating a game state and a game result is sent from the external connection terminal 78 to a hall computer (not shown). Conventionally, the external connection terminal 78 for transmitting a signal to the hall computer includes a board (a terminal for outputting a signal output from the game board side to the hall computer) and a frame (the frame side (front frame). 52, a terminal for outputting a signal output from the inner frame 70 and the outer frame 51) to the hall computer). In this embodiment, the hall computer is connected via one external connection terminal 78. A signal indicating a game state and a game result is transmitted to.
  As shown in the block diagram of FIG. 4, the electrical configuration of the pachinko machine 50 is configured with a main controller 80 as a center. In this block diagram, a so-called relay board and power supply circuit for merely relaying signals are not described. Although not shown in detail, all of the main control device 80, the payout control device 81, the production symbol control device 82, and the sub integrated control device 83 include a CPU, a ROM, a RAM, an input port, an output port, and the like. However, in this embodiment, the launch controller 84 is not provided with a CPU, ROM, or RAM. However, the present invention is not limited to this, and the launch control device 84 may be provided with a CPU, ROM, RAM, and the like.
  The main controller 80 includes a first start port switch 11a that detects a game ball that has entered the first start port 11, a second start port switch 12a that detects a game ball that has entered the second start port 12, and a normal A normal symbol operation switch 17a for detecting a game ball that has entered the gate 17 that activates the symbol, a count switch 14a for counting the game balls that have entered the big winning port 14, a first left winning port 31, a second left winning game Detection signals such as a left winning port switch 31a for detecting a game ball that has entered the mouth 32, the third left winning port 33, and the fourth left winning port 34 are input. In this figure, the right winning opening switch 33a is also shown, but it is not used in the pachinko machine 50.
  The main control device 80 operates in accordance with the installed program, generates various commands related to the progress of the game based on the above-described detection signals and outputs them to the payout control device 81 and the sub integrated control device 83. The main controller 80 also displays the first special symbol display device 9, the second special symbol display device 10, and the normal symbol display device 7 connected via the symbol display device relay terminal board 90, and the first special symbol hold. The lighting of the number display device 18, the second special symbol hold number display device 19, and the normal symbol hold number display device 8 is controlled.
  Further, the main controller 80 controls the opening / closing of the special winning opening 14 by controlling the special winning opening solenoid 14b, and controls the ordinary electric accessory solenoid (denoted as a general electric accessory solenoid in FIG. 4) 12b. Thus, the opening and closing of the second start port 12 is controlled. In addition to being output to the test signal terminal, an output signal from the main controller 80 is also output to an external connection terminal 78 for management such as symbol variation and jackpot (also called special game) and sent to the hall main computer. . The main control device 80 and the payout control device 81 can perform bidirectional communication.
  The payout control device 81 operates the payout motor 20 in accordance with a command sent from the main control device 80 and pays out a prize ball. In this embodiment, the detection signal of the payout switch 21 for counting game balls to be paid out as prize balls is input to the payout control device 81, and the payout control device 81 counts the prize balls. In addition, it is also conceivable to use a configuration in which the detection signal of the payout switch 21 is input to the main control device 80 and the payout control device 81 and both the main control device 80 and the payout control device 81 count the prize balls.
  The payout control device 81 receives signals from the glass frame opening switch 35, the inner frame opening switch 36, the full switch 22, and the ball break switch 23, and a signal indicating that the lower plate 63 is full by the full switch 22. And when a signal indicating that there are few or no game balls in the ball tank is input by the ball break switch 23, the payout motor 20 is stopped and the payout operation of the prize ball is stopped. Note that the full switch 22 and the ball break switch 23 are also configured to continue outputting signals until the state is cleared, and the payout control device 81 causes the payout motor 20 to stop being output. Restart the drive.
  Also, the payout control device 81 operates the payout motor 20 by communicating with the prepaid card unit via the CR unit terminal plate 24, and discharges the rental balls. The paid-out lending ball is detected by the payout switch 21, and the detection signal is input to the payout control device 81. The CR unit terminal board 24 is also connected to the checkout display board 25 so as to be capable of two-way communication. The checkout display board 25 has a ball rental button for requesting rental of game balls and a return for requesting checkout. Button and balance indicator are connected.
Also, the payout control device 81 transmits information relating to the winning ball, information indicating the open / closed state of the frame (inner frame, front frame), etc. to the hall computer via the external connection terminal 78, and also to the launch control device 84. Send a fire stop signal.
In this embodiment, the game balls are paid out. However, the game balls generated in accordance with winnings or the like may be stored without being paid out.
  The launch control device 84 controls the launch motor 30 to launch the game ball into the game area 3. In addition to the payout control device 81, the launch control device 84 receives a rotation amount signal from the launch handle, a touch signal from the touch switch 28, and a launch stop signal from the launch stop switch 29. The rotation amount signal is output when the player operates the launch handle, the touch signal is output when the player touches the launch handle, and the launch stop switch signal is generated when the player presses the launch stop switch 29. Is output. If the touch signal is not input to the launch control device 84, the game ball cannot be launched, and if the launch stop switch signal is input, the game ball cannot be launched even if the player touches the launch handle. It has become.
  The sub-integrated control device 83 corresponds to the sub-control device, receives data and commands transmitted from the main control device 80, distributes them to data for effect display control, sound control and lamp control, The display control command and the like are transmitted to the effect design control device 82, and the sound control and lamp control are distributed to each control part (function unit as a sound control device and a lamp control device) included in the display control command 82. Then, the function unit as the sound control device controls the sound output from the speaker by operating the sound LSI based on the data for sound control, and the function unit as the lamp control device is based on the data for lamp control. The various LED and lamp 26 are controlled by operating the lamp driver. In addition, an effect button 67 is connected to the sub integrated control device 83, and when the player operates the effect button 67, a signal is input to the sub integrated control device 83.
  Bi-directional communication is possible between the sub integrated control device 83 and the production symbol control device 82. The effect symbol control device 82 displays the effect symbol display based on the data and commands received from the sub integrated control device 83 (both those transmitted from the main control device 80 and those generated by the sub integrated control device 83). The device 6 is controlled to display effect images such as effect symbols on the screen 6 a of the effect symbol display device 6.
  The main routine will be described with reference to FIG. The main routine is periodically executed by a hardware interrupt about every 2 ms. In the present embodiment, the process that is executed only once from S10 to S70 is referred to as “main process”, and the process of S75 that is repeatedly executed as long as time is allowed within the remaining time after executing the main process. This is referred to as “residual processing”. The “main process” is periodically executed by the interrupt.
  When a hardware interrupt is executed by the microcomputer, it is first determined whether or not the interrupt is a normal interrupt (S10). This determination process is performed by determining whether or not the value of a predetermined area of the RAM as a memory is a predetermined value. When the process executed by the microcomputer shifts to this process, the normal process is executed. It is for judging whether it is okay. If the interrupt is not normal, microcomputer runaway due to noise or the like may be considered when power is turned on. However, microcomputer runaway may be considered to be almost impossible due to recent technological improvements, and is usually when power is turned on. When the power is turned on, the value of the predetermined area of the RAM is different from the predetermined value.
  If it is determined that the interrupt is not normal (S10: no), initial settings (for example, writing a predetermined value to the predetermined area of the memory and setting a special symbol and a normal symbol as an initial symbol to each initial to the work area of the memory) Value is written (S15), and the process proceeds to the remaining process (S75).
  If a positive determination is made that the interrupt is normal (S10: yes), an initial value random number update process is executed (S20). This process is an increment process that increments the initial random number value by 1 each time this process is executed. The initial random number value before this process is incremented by +1, but the random number value before this process is executed is the maximum. When the value is “3966”, it returns to the initial value “0” in the next processing, and 3967 integers from “0” to “3966” are repeatedly generated in ascending order.
  The big hit determination random number update process (S25) following S20 is an increment process that is incremented by 1 every time the process is executed, similar to the initial value random number update process. When the maximum value is "2999", the next process starts with the next process. Is returned to “0”, and 3000 integers from “0” to “2999” are repeatedly generated in ascending order. Note that the initial value of the jackpot determination random number is the value set in the initial value random number setting process. If this value is 250, the big hit determination random number is updated as “250” “251” “252”... “2999” “0” “1”.
  When the big hit determination random number is made a round (to be updated 3000 times), the initial value random number at that time is set as the initial value of the big hit determination random number, and the big hit determination random number is incremented by 1 from the initial value. Increment processing is performed. Then, when the big hit determination random number makes a round again, the initial value random number value at that time is changed to the initial value of the big hit determination random number. That is, this series of operations is repeated. In the above-described example, when the big hit determination random number reaches “249”, one round is taken. Therefore, the value next to “249” is the value of the initial value random number. If the value of the initial random number is “87”, it changes to “249” “87” “88”... “2999” “0” “1”. Next to is a new initial random number value. The number of values determined to be a big hit in the normal probability state is 10, and the values are “775” to “777”, “1775” to “1777”, “2774” to “2777”. The number of values determined as 100 is “758” to “777” “1314” to “1333” “1758” to “1777” “2758” to “2797”. The jackpot symbol determination random number update process (S30) is configured as a counter that repeatedly creates 100 integers from “0” to “99”. Each time this process is incremented by 1 and exceeds the maximum value, the initial value is “0”. Return to.
  The hit determination random number update process (S35) following S30 is configured as a counter that repeatedly creates 300 integers from “0” to “299”, and is incremented by 1 every time this process is exceeded. Return to a certain “0”. The value to be won is 3 in the normal probability state and 3 to 299 in the high probability state. This winning determination random number update process is used for lottery of normal symbols, and other initial value random numbers, big hit determination random numbers, big hit symbol determination random numbers, reach determination random numbers, and fluctuation pattern determination random numbers are drawn special symbols. Used for.
  The reach determination random number update process (S40) is configured as a counter that repeatedly generates 229 integers from “0” to “228”, and is incremented by +1 for each process and the initial value is “0”. Return to. A method of using the reach determination random number update process will be described in detail in the description of FIG.
  The variation pattern determination random number update process (S45) is configured as a counter that repeatedly creates 1021 integers from “0” to “1020”, and is incremented by 1 for each process and is the first value when the maximum value is exceeded. Return to "0". The fall determination random number update process (S50) is configured as a counter that repeatedly creates 100 integers from “0” to “99”, and is incremented by 1 every time this process exceeds the maximum value. Return to. The number of values to fall is “0”, and the fall probability is 1/100. When falling, the high probability state becomes the normal probability state. The falling lottery is not performed in the normal probability state. In addition, if it falls in a high-probability state and a time-short state, it will only become a normal probability state and a time-short state will continue.
  In the subsequent winning confirmation process (S55), confirmation of winning in the first starting port 11 and the second starting port 12 and input processing of each switch provided in the pachinko machine 50 and connected to the main controller 80 are executed. In this embodiment, when a game ball wins the first start port 11 and the second start port 12, a big hit determination random number, a big hit symbol determination random number, a variation pattern determination random number, a reach determination random number, a fall determination random number, etc. The first starting port 11 and the second starting port 12 can store up to 4 random numbers, and when the reserved memory is full, the first game ball is the first. Even if a winning is made at the start port 11 or the second start port 12, only a prize ball is paid out, and the plurality of random numbers are not stored on hold.
  Subsequently, a success / failure determination process (S60) is performed as condition establishment determination means for determining whether or not a big hit. When this success / failure determination process (S60) ends, each output process (S65) such as an image output process is subsequently executed. In each output process, as the game progresses, the main control device 80 performs an output process on the production symbol control device 82, the payout control device 81, the launch control device 84, the sub-integrated control device 83, the big prize opening solenoid 14b, etc. Execute. That is, when it is detected by the winning confirmation processing (S55) that there is a winning game ball at each winning port on the game board 1, the winning ball data is output to the payout control device 81 so as to pay out the gaming ball as a winning ball. In the process of outputting sound data corresponding to the gaming state to the sub-integrated control device 83, an error signal is output to the production symbol control device 82 to notify that there is an error when the pachinko machine 50 is abnormal. Each process is executed.
  The subsequent fraud monitoring process (S70) monitors whether or not fraud is being made to the normal winning award (first left winning port 31, second left winning port 32, third left winning port 33, fourth left winning port 34). It is a process to determine whether or not the number of game balls entering the winning opening within a predetermined time is greater than a predetermined number. It is processing to do. That is, the fraud determination means is provided in the main controller 80.
  The above-described remaining process subsequent to this process is composed of the initial value random number update process (S75), but is the same process as S20 described above. This process forms an infinite loop and is repeated as long as time is allowed until the next interrupt is executed. The time required to execute this processing from S10 to S70 described above differs for each interrupt depending on whether or not to execute the jackpot processing, the difference in the display mode of special symbols, and the like. As a result, the number of times the remaining process is executed is different for each interrupt, and the value updated to the initial random number is not uniform when the interrupt process shown in FIG. 5 is executed once. Thereby, the possibility that the initial value random number is synchronized with the big hit determination random number becomes extremely small. If the value of the initial random number (3000 values from 0 to 2999) when the big hit determination random number makes a round, the probability of synchronization is only 1/3000. The hit determination random number update process (S35) described above may also be executed in the remaining process.
  The winning confirmation process in S55 is as shown in FIG. 6, and the main controller 80 determines whether or not a game ball has entered the first starting port 11 based on the detection signal of the first starting port switch 11a. Judgment is made (S100). If the determination is affirmative (S100: yes), the jackpot determination random number, the jackpot symbol determination random number, the reach determination random number, the fluctuation pattern determination random number, the fall determination random number, etc. are read from the corresponding counters, and the first reserved memory is stored. It is determined whether or not it is full (four in this embodiment) (S105).
  If the first reserved memory is not full (S105: no), each random number is stored as the first reserved memory, and the lighting number of the first special symbol reserved number display device 18 is increased by 1 (S110). Then, in the subsequent extraction state storage process (S115), the current gaming state (high probability state or low probability state, whether or not a short time has occurred, etc., which will be described in detail later) is stored in association with the pending storage. In S118, the first hold number command is transmitted to the sub integrated control device 83. The first number-of-holds command includes not only the current number of first on-hold memories but also the gaming state stored corresponding to each of the on-hold memories. Thereby, the sub integrated control device 83 that has received the first pending number command can know the gaming state when each random number is extracted. When the first pending number command is transmitted in this way, the process proceeds to S120. If it is determined in S105 that there are already four first reserved memories, the process goes straight to S120.
  When it is determined that the game ball is not in the first start port 11 (S100: no), the process also proceeds to S120, and the game ball is input to the second start port 12 based on the detection signal of the second start port switch 12a. It is determined whether or not a ball has entered. If the determination is affirmative (S120: yes), the jackpot determination random number, the jackpot symbol determination random number, the reach determination random number, the variation pattern determination random number, etc. are read from the corresponding counters, and the second reserved memory is full (this embodiment) In step S125, it is determined whether the number is four.
  If the second reserved memory is not full (S125: no), each random number is stored as the second reserved memory, and the number of lighting of the second special symbol reserved number display device 19 is increased by 1 (S130). Then, in the subsequent extraction state storage process (S135), the current gaming state is stored in association with the hold storage, and in S140, the second hold number command is transmitted to the sub-integrated control device 83, and this process ends. (Return). The second pending number command includes not only the current number of second pending memories but also the gaming state stored corresponding to each pending memory, and the sub integrated control device 83 that has received the second pending number command. Can know the gaming state when each random number is extracted. If there are already four second reserved memories (S125: yes), this process is terminated. Moreover, this process is complete | finished also when the game ball has not entered into the 2nd starting port 12 (S120: no).
  The determination process of S60 is as shown in FIGS. 7 to 12, and the main controller 80 determines whether or not the special electric accessory is operating based on the big hit flag (S200). If the determination in S200 is negative, the special symbol is not changing (S205: no), and the confirmed symbol is not being displayed (S210: no), the process proceeds to S250 in FIG. 8 and the second reserved memory (according to S130 above). It is determined whether or not there is (holding storage) (S250).
  If there is this reserved memory (S250: yes), the second reserved memory number is decremented (S251), and the process proceeds to S254. If there is no second reserved memory (S250: no), it is determined whether there is a first reserved memory (the above-described reserved memory in S110) (S252). If there is the first reserved memory (S252: yes), the first reserved memory number is decremented (S253), and the process proceeds to S254. That is, when there are both the first reserved memory and the second reserved memory, the second reserved memory number is decremented first (selected). This is called priority digestion of the second reserved memory. By doing in this way, the 2nd special symbol in which the jackpot game generated as described later is more advantageous than the 1st special symbol is changed preferentially. The state where both the first reserved memory and the second reserved memory are present mainly occurs when the opening time of the second start port 12 is extended. That is, in the short-time state, the opening time of the second start port 12 is extended, so that not only the second start port 12 can easily enter the ball and the ball holding time is improved, but a big hit game advantageous to the player is generated. There is a high possibility of doing. On the other hand, in the non-time-short state, the opening time of the second start port 12 is returned to the normal time (reduced), so that the second start port 12 hardly enters the ball, the ball holding becomes worse, and it is advantageous for the player. The game has a very sharp gaming ability, such that a large hit game is unlikely to occur. In addition, by preferentially digesting the second reserved memory in this way, for the first reserved memory, whether or not to actually generate a big hit game using the random number after the random number stored in the reserved memory is extracted. There is a high possibility that a long time (for example, the time when the gaming machine is in a short time state) will elapse before the lottery is performed, and the number of cases where the gaming state at the time of random number extraction and the gaming state at the lottery does not match increases. This also reduces the possibility that the player stores the gaming state when the random number is extracted.
  In S254, the oldest one of the second reserved memories (the first reserved memory in the case of shifting from S253) is read (the reserved memory is erased), and whether or not the probability change flag is set (that is, 1). Determine. Here, the probability variation flag of 1 means that the current pachinko machine 50 is in a high probability gaming state. If it is affirmation determination (S254: yes), a fall lottery process (S255) will be performed. In the falling lottery process, the falling determination random number generated in S50 and stored on hold in S110 or S130 is taken out, and in S256, it is determined whether or not the falling determination random number is “0”. If the determination is affirmative (S256: yes), the probability variation flag is returned to 0 (falls) in S257, and the hit determination random number is checked against the hit value recorded in the normal table in S258. Here, the number of hit values is 10, which is 775 to 777, 1775 to 1777, and 2774 to 2777. That is, the hit probability is 1/300. If the determination is negative (S256: no), the read big hit determination random number is collated with the hit value recorded in the probability variation table (S259). Here, the number of hit values is 100, which are 753 to 777, 1309 to 1333, 1753 to 1777, and 2753 to 2777. That is, the hit probability is 1/30. If it is determined in S254 that the probability variation flag is not 1, the process goes straight to S258.
  If it is determined in S252 that there is no first reserved memory, the process proceeds to S262, and it is determined whether the demo flag is 0 or not. The demo flag is 1 when the gaming machine is currently in the demo state. In the demo state, a unique image as shown in FIG. 29B is output to the effect symbol display device 6, and the specifications of the gaming machine, the characters displayed on the effect symbol display device 6, and the like are introduced. Returning to FIG. If the determination is affirmative (S262: yes), the demo counter is incremented by 1 in S261, and it is determined in S262 whether the demo counter has reached 10000 or not. This is because it is determined whether or not 20 seconds have elapsed since the validity determination process is started at intervals of 2 ms. If the determination is affirmative (S262: yes), the demo flag is set to 1 (S263), the demo counter is cleared (S264), and a demo display command is transmitted to the sub integrated control device 83 (S265). The sub integrated control device 83 that has received the demonstration display command outputs an image as shown in FIG. 29B to the effect symbol display device 6. That is, the process of S260 to S265 is a process of starting the demo state when the game is not performed for 20 seconds (S262: yes) when it is not in the demo state (S260: yes). When the demo display command is transmitted in this way, the process shifts to a special game process.
  When the determination of S258 or S259 is made, it is determined whether or not a big hit is made (S270: yes) in S270 of FIG. 9, and if the determination is affirmative (S270: yes), the winning symbol is determined by a big hit symbol determining random number. (S275). When the jackpot symbol is determined in this manner, the variation pattern is determined by the random number for determining the variation pattern (S280), and the jackpot setting process is performed (S285). In the variation pattern determination process in S280, as will be described later in the description of FIG. 19, the current gaming state is acquired. However, the gaming state changes from the determination in S270 to the determination of the variation pattern in S280. Therefore, it can be said that the time point of the gaming state serving as a reference for determining the variation pattern is substantially the same whether it is “when the variation pattern is determined” or “the gaming state at the time of determination of success / failure”. This is the same when the variation pattern is determined in S300 or S305.
  If it is determined in S270 that the player has come off, it is determined whether or not a small hit is made (S290). Here, when the big hit determination random number is 301 to 315, the big hit is determined. That is, the small hit probability is 1/200. If the determination is affirmative (S290: yes), a small hit symbol is determined (S295). In this gaming machine, there is only one kind of small hit symbol, and in S295, the small hit symbol is determined as a specific symbol. Subsequently, the variation pattern is determined by the variation pattern determination random number (S300), and the loss setting process (S310) is performed. In the lose setting process, the decrement of the number of times of probability change (when the probability change flag is 1), the decrement of the number of time reductions (when the time reduction flag is 1), and the decrement of the number of latent times (when the latency flag is 1) are performed.
  When the small hit is off (S290: no), the variation pattern is determined based on the reach determination random number and the variation pattern determination random number (S305), and the loss setting process is performed (S310).
  Subsequent to S285 or S310, data indicating the above-mentioned lottery result, specifically, any one of normal big hit, probable big hit, out of reach (with out reach but with reach display), out of reach with small hit or no reach display And a change start command (display control command) including change pattern data for specifying change time is output to the sub-integrated control device 83 (S315), and it is determined whether the demo flag is 1 (S320). If the determination is affirmative, the demo flag is set to 0 (S325), and special game processing is performed. If the determination is negative (S320: no), the game goes straight to the special game. In step S315, the effect symbol display device 6 sets an effect symbol (corresponding to the effect symbol selection means of the present invention) and starts its variable display, but the main controller 80 also starts to change the special symbol almost simultaneously. Is done.
  If it is determined in S205 of FIG. 7 that the special symbol is changing (S205: yes), the process proceeds to S350 of FIG. 10, and the symbol change time (based on the change pattern of S280, S300, or S305) has passed. It is determined whether or not. If the determination is negative (S350: no), the special game process is performed. If the determination is affirmative, the determined symbol display process (S355) is performed, and then it is determined whether the combination is a big hit (S360). If the determination is affirmative, it is determined whether or not the probability change flag is 1 (S365). If the determination is affirmative (S365: yes), the probability change flag is set to 0 (S370), and the process proceeds to S375. If a negative determination is made (S365: no), the process proceeds to S375.
  In S375, it is determined whether or not the time reduction flag is 1. If the hour / hour flag is 1 (S375: yes), the hour / hour flag is set to 0 in S380, and the process proceeds to S395. If the time flag is not 1 (S375: no), it is determined whether the latent flag is 1 (S385). If the latent flag is 1 (S385: yes), the latent flag is set to 0 in S390, and the process proceeds to S395. If the latent flag is not 1 (S385: no), the process proceeds to S395 as it is.
  In S395, a state designation command indicating whether the current gaming state is in probabilistic change, whether the time is short, or the like is transmitted to the sub-integrated control device 83, and in subsequent S400, the conditional device operation start processing is performed. Set the jackpot flag. In step S405, the accessory continuous operation device is operated, and in step S410, a big hit start effect process is performed. In the jackpot start effect process, a command for starting the jackpot game and information related to the jackpot game (such as the jackpot opening time, release pattern, jackpot ending time, number of rounds, etc.) are transmitted to the sub integrated control device 83. When the big hit start effect process ends, a special game process is performed.
  If it is determined in S360 that the special symbol that has been confirmed and displayed is not a big win, the process proceeds to S415 in FIG. 11 to determine whether or not the probability variation flag is 1. If the determination is affirmative (S415: yes), it is determined whether or not the number of probability changes is 0 (S420). If the probability variation number is 0 (S420: yes), the probability variation flag is set to 0 in S425, and the process proceeds to S430. When the probability variation flag is not 1 (S415: no) or when the probability variation number is not 0 (S420: no), the processing proceeds to S430 as it is. In S430, it is determined whether or not the time reduction flag is 1, and if it is 1 (S430: yes), it is determined whether or not the number of time reductions is 0 (S435). If the number of time reductions is 0 (S435: yes), the time reduction flag is set to 0 in S440 and the process proceeds to S460. When the number of time reductions is not 0 (S435: no), the process proceeds to S460 as it is. When the time reduction flag is not 1 (S430: no), it is determined whether or not the latent flag is 1 (S445). If the latent flag is 1 (S445: yes), it is determined whether or not the number of latent times is 0 (S450). If the number of latent times is 0 (S450: yes), the latent flag is set to 0 in S455, and the process proceeds to S460. When the latent flag is not 1 (S445: no) or when the number of latent times is not 0 (S450: no), the process proceeds to S460 as it is.
  In S460, a state designation command is transmitted to the sub integrated control device 83 as in S395. Note that the state designation command is transmitted to the sub integrated control device 83 at this timing even in the case of a big hit. In subsequent S465, it is determined whether or not the special symbol that has been confirmed and displayed is a symbol that is a small hit. If the symbol is a small hit (S465: yes), a special electric accessory start process (S470) is performed, and a small hit start effect process is performed in S475. In the small hitting start effect process, a command for starting a small hitting game (also referred to as a small hitting) and information relating to the small hitting game (such as a small hitting opening time and a small hitting ending time) are transmitted to the sub integrated control device 83. . When the small hit start effect process ends, the special game process is executed. If it is determined in S465 that the symbol is not a small winning symbol (S465: no), the special game process is executed as it is.
  If it is determined in S210 in FIG. 7 that the confirmed symbol is being displayed, the process proceeds to S490 in FIG. 12, and it is determined whether or not the display time of the confirmed symbol has ended. In the case of negative determination (S490: no), special game processing is performed. If the determination is affirmative (S490: yes), the display of the confirmed symbol is terminated (S495), and the special game process is performed.
  In the special game process shown in FIG. 13, the main control device 80 determines whether or not the accessory continuous operation device is operating based on the big hit flag (S500). If the accessory continuous operation device is operating (S500: yes), it is determined whether or not the special winning opening 14 is open (S505). If the big prize opening 14 is not being opened (S505: no), it is determined whether the big prize opening 14 is closed during the interval between rounds (S510). If it is not during the interval (S510: no), it is determined whether the big hit end effect is being performed (S515). If this is also a negative determination (S515: no), it is determined whether or not the time required for the production to start the big hit game has passed (S520). When the big hit start effect time has elapsed (S520: yes), the big winning opening opening process (S525) is performed and this process is ended (return).
  If it is determined in S505 that the big prize opening 14 is open, the process proceeds to S550 in FIG. 14 and it is determined whether or not ten big prize openings 14 have been won. In the present embodiment, the number is 10, but it may be 9 or 8, and is not particularly limited. When ten winning prize openings 14 are won (S550: yes), the process proceeds to S560, and the closing prize closing process is performed. Then, a big hit interval process (S565) is performed, and the special game process is terminated. If ten winning prize openings 14 have not been won (S550: no), the process proceeds to S555, and it is determined whether or not the opening time of the special winning opening 14 has ended. In this embodiment, in the case of a big hit in 15 rounds, the maximum opening time of each round is set to 30 seconds. In addition, the maximum open time of each round in the case of two rounds of big hit is set to 0.9 seconds. Of course, it is not limited to these seconds. When the opening time is over (S555: yes), the process merges with S560, and when it is not over (S555: no), the special game process is finished.
  FIG. 21 shows the relationship between the winning symbol and the special prize opening game generated by the winning symbol. FIG. 21A shows the first special symbol, and FIG. 21B shows the second special symbol. In addition, this figure also shows whether each of the probability changing function and the time-shortening function is activated after the end of the big hit, and the small hit symbol and the big prize opening game (small hit game) generated thereby.
  First, when the first special symbol is a short-time special symbol 1, in the big prize opening game (big hit game), the round in which the maximum opening time of the big prize opening 14 is 30 seconds is activated 15 times. When the big prize opening game is finished, the probability changing function is activated, and the time-shortening function is activated regardless of whether the state before the big hit game is high probability or whether the time-shortening is activated. This short time function continues until the special symbol is changed 100 times. In addition, the probability variation function has a specification that continues until the special symbol is changed 10,000 times, so that a high probability state continues substantially until the next big hit. The high probability state ends when the special symbol is changed 10,000 times (which cannot occur in reality), when the symbol is won by a normal short-lived symbol (described later), and when the symbol is won by a falling lottery. When winning by the falling lottery, the special symbol is changed even if the number of changes is less than 10,000.
  Before and after, but if the first special symbol is a normal short-lived symbol, in the big prize opening game (big hit game), the round with a maximum opening time of 30 seconds is activated 15 times, When finished, the probability changing function does not operate (that is, a low probability state), and the time shortening function operates regardless of whether the state before the big hit game has a high probability or whether the time shortening has been activated. This short time function continues until the special symbol is changed 100 times. That is, the only difference from the case where the short time symbol 1 is given is that the probability variation function does not operate.
  Next, when the first special symbol is a short-time special symbol 2, the big prize opening game (big hit game) is operated twice in a round with a maximum opening time of 0.9 seconds. When the big prize opening game is finished, the probability changing function is activated, and the time-saving function is activated only when the time-saving is activated, regardless of whether or not the state before the big hit game is high probability. The short function at this time also continues until the special symbol is changed 100 times. This means that if the time reduction function is activated before the occurrence of the big hit game, it will be activated, and if the time reduction function is not activated, it will not be activated, which is distinguished from the small hit game that does not change the game state before and after the occurrence of the big hit game. It is difficult to do. Furthermore, as shown in FIG. 21 (a), the small winning is to open the grand prize opening 14 twice for a maximum of 0.9 seconds. It is indistinguishable from hitting 2. Further, when the specific short-time symbol 2 is displayed on the special symbol display device 9, the effect symbol displayed on the effect symbol display device 6 and the effect symbol display when the small hit symbol is displayed on the special symbol display device 9. The device 6 is configured to display the same effect symbol array (corresponding to the common symbol array of the present invention), and for a player who plays while watching the effect symbol display device 6 exclusively, a specific short-time symbol pattern is displayed. It is difficult to tell whether it was a hit or a small hit. Note that the probability variation function is activated when the probability of displaying these in the specific time short symbol 1 and the specific time short symbol 2 is 50% and 20% in the winning symbol, respectively, so that a big hit game occurs. After that, the probability variation function is activated with a probability of 70% (see also “probability variation entry rate” in FIG. 20).
  When the second special symbol is hit with a special short-lived symbol, the big prize opening game (big hit game) is the same as when the first special symbol is hit with a special short-time symbol 1 (probability change after the big bonus game ends) Including operation and non-operational conditions of function and short-time function).
  When the second special symbol is hit with a normal short-lived symbol, the winning game opening game (big hit game) is the same as the case of hitting with the normal special short-lived symbol 1 of the first special symbol (the probability change after the end of the big hit game) Including operation and non-operational conditions of function and short-time function). The allocation of the special short-term symbol of the second special symbol and the normal short-term symbol is 70:30, and there is no symbol corresponding to the special short-term symbol 2 of the first special symbol. That is, even when a big hit game is generated by the second special symbol, the probability changing function is activated with a probability of 70% after the end.
  If it is determined in S510 in FIG. 13 that the interval is in progress, the process proceeds to S570 in FIG. 14 to determine whether or not the big hit interval time has elapsed. When the interval time has elapsed (S570: yes), it is determined whether or not the last round was the last winning opening 14 opened (S575). If it is the final round (S575: yes), a big hit end effect process (S580) is performed, and the special game process is ended. If it is not the final round (S575: no), the process of opening the special winning opening 14 is performed again (S585), and the special game process is terminated. When it is determined that the big hit interval time has not elapsed (S570: no), the special game process is terminated as it is. In the process of opening / closing the special winning opening 14, a signal is also transmitted to the sub integrated control device 83. Based on the signal, the sub integrated control device 83 grasps the current round and performs an effect corresponding to the round.
  If it is determined in S515 in FIG. 13 that the big hit end effect is being performed, the process proceeds to S600 in FIG. 15 to determine whether or not the big hit end effect time has elapsed. When the big hit end effect time has elapsed (S600: yes), the operation of the accessory continuous operation device is stopped (S605), and the operation of the condition device is stopped (S610). Then, it is determined whether or not to shift to probabilistic after the big hit (S615). When shifting to probability variation, the probability variation flag is set to 1 (S620), and the procedure proceeds to S625. When the process does not shift to the probability change (S615: no), the process proceeds to S625 as it is.
  In S625, it is determined whether or not to shift to a short time after the big hit. In the case of an affirmative determination (S625: yes), the number of time reductions (100) is set (S630), the time reduction flag is set to 1 (S635), and the process proceeds to S650. When the hour / short flag is set to 1, in this embodiment, the special symbol average fluctuation time reduction, the normal symbol average fluctuation time reduction, the normal electric accessory release extension function are set, and the hour / times counter value is set. When the time does not shift (S625: no), the number of times of incubation is set (S640), the latent flag is set to 1 (S645), and the process proceeds to S650. The latent flag is a flag indicating that the current gaming state is a latent state where it is unclear whether the current gaming state is a high probability state or a normal probability state. In S645, the latent flag is set to 1 because This is a case where the image is displayed on one special symbol display device 9. As will be described later, the latent flag is also set when a small hit game occurs (S815). Note that the number of incubations set in S640 is 100. In S650, a jackpot end command is transmitted to the sub-integrated control device 83 (S650), and a state designation command indicating a status such as whether or not the current gaming state is changing to a certain time or whether or not the time is short is sub-integrated control. A process (S655) to be transmitted to the device 83 is performed and the special game process is terminated. The above is the special game process.
  If it is determined in FIG. 13 that the accessory continuous operation device is not operating (S500: no), the small hit game process shown in FIG. 16 is executed. When this process is activated, it is determined in S700 whether or not the special electric accessory is in operation. If it is in operation (S700: yes), it is determined whether or not the special winning opening 14 is open (S705). In the case of negative determination (S705: no), it is determined whether it is during the interval between the small hit games (S710). If it is not the interval between the small hit games (S710: no) and is not in the end effect of the small hit game (S715: no), it waits for the time required for the start effect of the small hit game to elapse (S720: yes). Then, the special winning opening 14 is opened (S725), and this process is terminated. If it is determined that the special electric accessory is not operating (S700: no) or that the time required for the small hit start effect has not elapsed (S720: no), the present process is terminated. .
  If it is determined in S705 in FIG. 16 that the big prize opening 14 is open, the process proceeds to S750 in FIG. 17, and it is determined whether or not ten big prize openings 14 have been won. When it is determined that ten winning prize openings 14 have not been won (S750: no), the process proceeds to S755, and it is determined whether or not the opening time of the big winning opening 14 has ended. In the present embodiment, in the case of a small hit, the maximum time for each opening is set to 0.9 seconds. Of course, it is not limited to this number of seconds. When the opening time is over (S755: yes), a special winning opening closing process is performed in S760. Then, a small hit interval process (S765) is performed, and the small hit game process is terminated. If ten winning prizes 14 are won (S750: yes), the process goes directly to S760, and if the opening time of the big winning opening 14 has not ended (S755: no), the small hit game processing is ended.
  If it is determined in S710 in FIG. 16 that the small hit interval is in progress, the process proceeds to S770 in FIG. 17 to determine whether or not the small hit interval time has elapsed. If the small hit interval time has elapsed (S770: yes), it is determined in S775 whether the big winning opening 14 has been opened twice or whether ten winning prizes have been won. If the determination is affirmative (S775: yes), a small hit end effect process (S780) is performed to end the small hit game process. In the case of a negative determination (S775: no), the big prize opening 14 is opened once for 0.9 seconds by the big prize opening process (S785), and the small hit game process is ended. In other words, in the small win, the big winning opening 14 is basically opened twice for 0.9 seconds, but if there are 10 or more winnings in one opening, the small winning ends only by one opening. To do. Actually, it is rare that 10 or more winnings are generated in one opening.
  If it is determined in S715 in FIG. 16 that the small hit end effect is being performed, the process proceeds to S790 in FIG. 18 to determine whether or not the small hit end effect time has elapsed. When it is determined that the small hit end effect time has passed (S790: yes), it is determined whether or not the time reduction flag is 0 (S795). The flag is set to 1 and the process proceeds to S820. Note that the number of incubations set in S800 is 100. If it is determined that the time reduction flag is not 0 (S795: no), the process goes straight to S820. In S820, the operation of the special electric accessory is stopped, and in S825, a small hit end command is transmitted to the sub integrated control device 83, and the small hit game processing is ended. If it is determined that the small hit end effect time has not elapsed (S790: no), the small hit game processing is ended as it is.
  FIG. 19 shows an outline of the variation pattern determination process executed in S280, S300, and S305 in FIG. When this process is activated, the current gaming state is determined (S850), and the state when the random number is acquired is determined (S855). Then, a table to be set is determined (S860), a variation pattern selection process is executed (S865), and the process is terminated.
  A gaming state in the pachinko machine 50 will be described with reference to FIG. Although the game state itself can be considered innumerable, here, 10 game states classified as judgment criteria when setting a variation pattern will be described. First, the state is divided into a high probability state (probability variation state) and a normal probability state where the special symbol is displayed with a high probability and a normal symbol is displayed. The high probability state is divided into four states of high probability states 1 to 4.
  Before and after, the normal probability state 4 will be described. The normal probability state 4 is a state in which the jackpot of the jackpot game generated in the normal probability state is being hit. The normal probability state 5 is a state in which the jackpot of the jackpot game generated in a high probability state is being hit. The normal probability state 6 is a demo state, and is in a demo state when waiting for a customer who is not playing a game or when the first hold memory and the second hold memory are lost and a predetermined time has elapsed.
  The normal probability state 3 is an open extended state. However, during demonstration (normal probability state 6) is excluded. The normal probability state 1 is a normal notification state, and is a state in which the player is notified that it is not a high probability state. However, open extended state, big hit state and demo state are excluded. The normal probability state 2 is a normal non-notification state, and is a state in which the player is not notified that it is not a high probability state (eg, latent). However, open extended state, big hit state and demo state are excluded.
  The high probability states 1, 2, 3, and 4 correspond to the normal probability states 1, 2, 3, and 6, respectively. In addition, since it is a normal probability during a big hit, there is no high probability state corresponding to the normal probability states 4 and 5.
  The setting table determination performed in S860 will be described with reference to FIGS. First, a table selected when the gaming state when the random number is extracted is the normal probability state will be described with reference to FIG. These tables are for selecting a variation pattern. The game state when a random number is extracted (stored in S115 and S135) and the game state when a determination of whether or not the game is actually performed (a big win lottery) is performed. The table is selected by (transmitted in S395 and S460).
  If the game state when the random number is extracted is the normal probability state 1, and the game state when the big hit lottery is performed with the random number is the normal probability state 1, the table 1 is selected. If the gaming state when the big win lottery is performed is the normal probability state 2, the table 2 is selected, and if the gaming state is the normal probability state 3, the table 3 is selected. Here, there is no case where the normal probability states 4 and 5 exist, because the normal probability states 4 and 5 are big hit states, and the big hit lottery is not performed in this state. The reason why the normal probability state 6 is not present is that the normal probability state 6 is a demo state, and in this state, when the big hit lottery is performed, the demo state (normal probability state 6) ends.
  If the gaming state at the time of the big hit lottery is the high probability state 1, the table 4 is selected. If the gaming state is the high probability state 2, the table 5 is selected. If the gaming state is the high probability state 3, Table 6 is selected. Hereinafter, when the state when the random number is extracted is the normal probability state 2 to 6, similarly, the table is selected according to the gaming state at the time of the big hit lottery, and as a result, the variation pattern is selected from the tables 1 to 36. The table used for setting is selected.
  A table selected when the gaming state when the random number is extracted is a high probability state will be described with reference to FIG. If the gaming state when the random number is extracted is the high probability state 1 and the gaming state when the big hit lottery is performed with the random number is the normal probability state 1, the table 37 is selected. If the gaming state when the big hit lottery is performed is the normal probability state 2, the table 38 is selected, and if the gaming state is the normal probability state 3, the table 39 is selected.
  If the gaming state at the time of the big hit lottery is the high probability state 1, the table 40 is selected. If the gaming state is the high probability state 2, the table 41 is selected. If the gaming state is the high probability state 3, A table 42 is selected. Hereinafter, when the random number is extracted in the normal probability states 2 to 4, a table is selected according to the game state at the time of the big hit lottery. As a result, the variation pattern is selected from the tables 37 to 60. The table used for setting is selected.
  FIGS. 25 to 26 show the process of selecting the variation pattern in S865 based on the table selected in this way. First, FIG. 25 shows the first special symbol. When the table 1 is selected based on the gaming state when the random number is extracted and the gaming state when the big winning lottery is performed, Based on the result of the determination (S270, S290), it is roughly divided into big hit, small hit and lost. If it is determined to be a big hit, the big win symbol is designated as a special short-time symbol 1 (in this figure, “time short” is omitted. The same applies to other symbols), a special short-term symbol 2, normal short-time symbol It is determined as one of the symbols. When the big hit symbol is determined to be the specific short time symbol 1, the variation table 1A is selected, and the variation pattern is determined in S280 based on the variation table 1A. When the big hit symbol is determined to be the specific short time symbol 2, the fluctuation table 1B is selected, and when the big hit symbol is determined to be the normal time short symbol, the fluctuation table 1C is selected.
  When the result of the big hit determination is lost, the result is classified based on the value of the reach determination random number. If the value of the reach determination random number is 0 to 4, the variation table 1E is selected, and the value of the reach determination random number is selected. Is 5, the variation table 1F is selected. If the reach determination random number is between 6 and 228, it is further classified according to the number of first reserved memories. If the number of first reserved memories is 0 or 1, the fluctuation table 1G is selected. If the number of first reserved memories is 2, the fluctuation table 1H is selected, and the number of first reserved memories is three. Alternatively, if there are four, the variation table 1I is selected. In this way, the process of selecting the variation tables 1E to 1I and specifically determining the variation pattern is performed in S305. When the reach determination random number is 5, a reach action (so-called super reach) with a relatively long variation time of the special symbol is performed, and when it is 0 to 4, other reach actions are performed. In the case of 228, the symbol variation is lost without reaching reach. Further, the variation time of the selected variation pattern becomes shorter in the order of the variation table 1H than the variation table 1G and the variation table 1I than the variation table 1H. That is, the table is selected so that the variation time becomes shorter as the first reserved storage number increases. The same applies when the table 60 illustrated in the figure is selected. However, when the reach determination random number is 6 to 228, the number of the first reserved storage is 0 or 1 If the number is 1, the fluctuation table 60G is selected, and if the number of the first reserved storage is 2 to 4, the fluctuation table 60H is selected. That is, the fluctuation table is switched in two stages according to the number of the first reserved memories (in Table 1, the fluctuation tables 1G to 1I are three stages). Similar to the variation tables 1G to 1I, the variation table 60H selected when the first number of reserved memories is large has a shorter variation time than the variation table 60G.
  FIG. 26 shows the second special symbol. The variation table is selected in substantially the same manner as the first special symbol shown in FIG. However, when the second special symbol fluctuates, there is a possibility that the first reserved memory may exist, and therefore the variation table is selected in consideration of not only the second reserved memory number but also the first reserved memory number. Specifically, if the table 1 is selected, it is determined that the jackpot determination is lost, and it is determined that the reach is not reached (the reach determination random number is 6 to 228), the number of the second pending storage is 0. When the number of second reserved memories is 3 or 4, the change table 1I is selected and a change pattern with a relatively short change time is set. So that If the number of second reserved memories is 0 to 2, the number of first reserved memories is further referred to. If this is 0 to 2, a variation pattern having a variation time longer than that of the variation table 1I is set. The variation table 1G is selected, and the variation table 1I is selected if the number of the first reserved storage is 3 or 4.
  When the table 60 is selected, the change table 60E, the change table 60F, and the change table 60G are determined based on the value of the reach determination random number regardless of the number of the first hold memory and the second hold memory. It is selected from the inside.
  Based on the game state stored in S115 or S135, the result of the determination of success / failure (that is, the temporary lottery. The temporary lottery is performed in the variation pattern determination process (S280, S300, S305)) and the actual There is also a table for performing effects in the effect symbol display device 6 in accordance with the determination of whether or not the lottery is successful (also referred to as the main lottery). In FIG. 27, when the tables 4 and 37 are selected, the variation table selected in the variation pattern selection process (S865) according to the result of the temporary lottery and the result of the main lottery and the occurrence / non-occurrence of the big hit game Is shown.
  First, when the table 4 is set, as shown in FIG. 23, the state when the random number is extracted is the normal probability state 1, and the state when the lottery is performed is the high probability state 1. In this case, if both the result of the temporary lottery and the result of the final lottery are lost, the big hit game does not naturally occur and the table 4A is selected and the effect as shown in FIG. At the time of production fluctuation.
  Here, the characters displayed on the effect symbol display device 6 will be described with reference to FIGS. FIG. 28A illustrates an image displayed on the effect symbol display device 6 in the latent state. In the latent state, the character A is displayed on the upper right of the screen of the effect symbol display device 6. If the terms in FIG. 22 are used, the normal probability state 2 or the high probability state 2 is obtained. FIG. 28B illustrates an image displayed on the effect symbol display device 6 in the short time state. In the short time state, the character B is displayed on the upper right of the screen of the effect symbol display device 6. If the terms in FIG. 22 are used, the normal probability state 3 or the high probability state 3 is obtained. FIG. 28C illustrates an image displayed on the effect symbol display device 6 in the probability variation state. In the certain change state, the character C is displayed on the upper right of the screen of the effect symbol display device 6. If the terms in FIG. 22 are used, the high probability state 1 is obtained.
  FIG. 29A illustrates an image displayed on the effect symbol display device 6 in a normal state. In the normal state, the character D is displayed on the upper right of the screen of the effect symbol display device 6. If the terms in FIG. 22 are used, the normal probability state 1 is obtained. As shown in FIG. 28 and FIG. 29 (a), the mode in which the character is displayed only on the upper right of the screen of the effect symbol display device 6 does not change the game state when the random number is extracted and the game state when the lottery is performed. Displayed when FIG. 29 (b) shows a demonstration screen displayed on the effect symbol display device 6, in which all characters A to D are displayed. If the terms in FIG. 22 are used, the normal probability state 6 or the high probability state 4 is obtained.
  Returning to FIG. In this effect, the character D that is normally displayed is displayed on the upper left of the screen of the effect symbol display device 6, and the character C that is displayed in a high probability state is displayed on the upper right of the screen. This indicates that the random number is extracted in the normal state, and the state at the time of the main lottery (that is, the current state in which the effect design is fluctuating) is a high probability state. Further, the fact that neither of the characters D and C laughs indicates that the result of the main lottery and the result of the temporary lottery were all lost. The process of notifying the player of the gaming state when the random number is extracted by the character displayed on the upper left corresponds to the extraction time gaming state suggestion means of the present invention. Further, the process of notifying the player whether or not the result of the temporary lottery has been won by the character (not necessarily D) corresponds to the temporary lottery result suggesting means of the present invention. Note that “2” displayed below the character D is an effect symbol E, and a plurality of vertical bars shown to the right of the character D indicate that the effect symbol E is changing. In addition, the symbol “F” below the effect symbol E indicates the number of reserved memories.
  Returning to FIG. Similarly, when the table 4 is set, if the result of the temporary lottery is lost and the result of the main lottery is successful, the table 4B is selected and an effect image as shown in FIG. It is displayed on the effect symbol display device 6 and a big hit game is generated. In this effect, the character D is displayed at the upper left of the screen of the effect symbol display device 6 and the character C is displayed at the upper right of the screen, and only the character C becomes a smile. This indicates that the result of the temporary lottery was lost, but the result of the main lottery was a win.
  Returning again to FIG. Similarly, when the table 4 is set and the result of the temporary lottery and the result of the final lottery are both successful, the table 4C is selected and the effect image as shown in FIG. It is displayed on the symbol display device 6 and a big hit game is generated. Even if the result of the temporary lottery and the result of the main lottery are both winning in this way, the content of the big hit (number of rounds, etc.) is the same as the case where only the result of the main lottery is winning. Note that the big win effect was different only when the result of the main lottery was a win and when the result of the temporary lottery and the result of the main lottery were both wins, and the temporary lottery was a win for the player. Informed. In the effect of FIG. 30 (c), the character D is displayed at the upper left of the screen of the effect symbol display device 6, and the character C is displayed at the upper right of the screen, and both the characters C and D are smiling. This indicates that the result of the temporary lottery and the result of the final lottery were both winning. A player who sees this is expected to have impressions such as “unusual”, “it was a hit even if the game state did not change”, “is a waste”.
  In FIG. 27, the table 4 is selected, the result of the temporary lottery wins, and the fluctuation table when the result of the main lottery is lost is not described. However, in the pachinko machine 50, this is determined to be a hit in the normal probability state. This is because it is always a hit even in a high probability state. That is, the result of the temporary lottery (normal probability state) is hit and the result of the main lottery (high probability state) cannot be lost.
  Next, when the table 37 is set, as shown in FIG. 24, the state when the random number is extracted is the high probability state 1, and the state when the lottery is performed is the normal probability state 1. In this case, if both the result of the temporary lottery and the result of the final lottery are lost, the table 37A is selected and an effect as shown in FIG. 31A is performed in the effect symbol display device 6 while the effect is changing. No jackpot game will occur. In this effect, the character C displayed in the high probability state is displayed on the upper left of the screen of the effect symbol display device 6, and the character D displayed in the normal probability state is displayed on the upper right of the screen. This indicates that the random number is extracted at a high probability state and the main lottery state is a normal state. Also, the fact that neither of the characters C and D laughs indicates that, as in FIG. 30, the result of the main lottery and the result of the temporary lottery were all lost.
  Returning to FIG. Similarly, when the table 37 is set, if the result of the temporary lottery wins and the result of the final lottery is lost, the table 37B is selected and the effect image as shown in FIG. It is displayed on the effect symbol display device 6, and the big hit game does not occur. In this effect, the character C is displayed at the upper left of the screen of the effect symbol display device 6 and the character D is displayed at the upper right of the screen, and only the character C becomes a smile. This indicates that the result of the temporary lottery was a win, but the result of the final lottery was a loss. The player who sees this image is thought to have an impression that “if the probability state continues for a while,” “if this random number has been drawn in advance”.
  Returning again to FIG. Similarly, when the table 37 is set and the result of the temporary lottery and the result of the main lottery are both successful, the table 37C is selected and the effect image as shown in FIG. It is displayed on the symbol display device 6 and a big hit game is generated. In this effect, the character C is displayed on the upper left of the screen of the effect symbol display device 6 and the character D is displayed on the upper right of the screen, and both the characters C and D are smiling. This indicates that the result of the temporary lottery and the result of the final lottery were both winning. The player who sees this is expected to have impressions such as "It's rare" or "It was ok to be in a normal probability state".
  In FIG. 27, the table 37 is selected, and the fluctuation table when the result of the temporary lottery is lost and the result of the main lottery is winning is not described. This is the case when the table 37 is selected as described above. This is because the result of the high probability state (temporary lottery) may be lost and the result of the normal probability state (main lottery) may not be a hit. As described above, in the pachinko machine 50, the gaming state at the time of random number extraction and the suggestion of the result of the temporary lottery are performed by the character displayed on the upper left of the screen of the effect symbol display device 6.
  If the gaming state when the random number is extracted is a latent state, and the gaming state changes as a result of the lottery using the random number, a special effect screen as shown in FIG. 32 is displayed. If it is a general latent state, an image as illustrated in FIG. 32A is displayed on the effect symbol display device 6 (normal probability state 2 or high probability state 3 if the terms in FIG. 22 are used). If a start win occurs in this state and this is lost, the screen as shown in FIG. 32A remains. On the other hand, if a short time symbol 1 or a normal time short symbol is hit from the latent state, the game state will change to the normal probability state 3 or the high probability state 3 because the short time will occur after the big hit occurs, and the big hit will be When the start winning has occurred before the occurrence (the game state is a latent state) and the random numbers extracted by the starting winning are selected, as illustrated in FIG. 32B or FIG. 32C. A simple image is displayed on the effect symbol display device 6. Which image is displayed depends on whether the latent state is a high probability state or a normal probability. That is, when the latent state is a high probability state, the character A indicating the latent state is displayed on the upper left of the screen in a state of wearing a hat (FIG. 32 (b)). When the latent state is the normal probability state, the character A indicating the latent state is displayed in the skin head state on the upper left of the screen (FIG. 32 (c)). That is, by looking at this screen, the player can know whether the completed latent state has a high probability or a normal probability.
  Note that, in the demo state, when the start winning is generated and the extracted random number is determined to be a win, a special effect screen as shown in FIG. 33 is displayed. In this screen, the facial expressions of the characters A to D displayed on the effect symbol display device 6 in the demonstration state are all smiles, and the effect symbols are displayed in a hit state. Such an effect is performed only when a big hit game is generated by winning in the demo state. Note that FIG. 33 shows a state in which the full rotation is one of the reach actions.
  According to the gaming machine configured as described above, the gaming state is divided into 10 types, and when the gaming state at the time of extracting a random value such as a jackpot determination random number and the actual variation pattern are determined (whether the special symbol is appropriate or not) A table for selecting a variation pattern depending on which of the above ten game states (at the time of determination) is one of the ten game states (however, it is not 10 × 10 = 100 because an unreasonable combination is excluded) It is possible to determine the variation pattern by an unprecedented method of changing.
  Further, when the gaming state at the time of random number extraction is different from the gaming state at the time of actually determining the variation pattern, characters A to D are used to obtain a high probability state, a normal probability state, a short time state, and a latent state. Since the player is notified of which of the states, it is possible to know which state (if any) is the gaming state at the time of extracting the random number value and the gaming state when actually determining the variation pattern Can do. In addition, since the variation pattern is changed by switching the variation pattern table according to the gaming state at the time of random number extraction and the gaming state at the time of actually determining the variation pattern, the variation of the gaming state can be changed from the variation pattern. Can be inferred by the player.
  In addition, the pachinko machine 50 has a specification in which the second reserved memory is prioritized and digested over the first reserved memory. In such a model, when the random number value stored in the first reserved memory is extracted and the disturbance There is a case where the time when the main lottery based on the numerical value is performed is largely separated (for example, one hour). Therefore, regarding the first hold storage, it is not uncommon that the gaming state at the time of the temporary lottery is different from the gaming state at the time of the final lottery, and it is highly likely that the player has forgotten the gaming state at the time of the temporary lottery. In that regard, in the pachinko machine 50, when the game state at the time of the temporary lottery and the game state at the time of the final lottery are different, the character corresponding to the game state is notified by displaying on the effect symbol display device 6, The player can know that the game state is different at both time points, and the game state (high probability state or normal probability state) at each time point.
  In particular, if the gaming state at the time of extracting the random number value is a latent state (normal probability state 2 or high probability state 2), when a transition is made to a state other than the latent state, character A wears a hat on the probability in the latent state. Or the skin head, and this notification is made when the latent state changes to another state (that is, the end of the latent state). It is a gaming machine that has the feature of being able to notify the player of the high probability state or the normal probability state at the end of the latent state while maintaining the gaming interest of `` I do not know which is '' . In addition, since the variation pattern is selected from a variation pattern table including a plurality of variation patterns, the variation pattern selection process can be simplified.
Here, the correspondence relationship between the configuration / state of the present embodiment and the configuration requirements of the present invention is shown. The processing of S110 and S130 corresponds to the “random number extraction means” and the “random number hold storage means” of the present invention, and the variation pattern determination processing of FIG. 19 corresponds to the “variation pattern determination means” of the present invention. The processing of S115 and S135 corresponds to the “extraction time gaming state storage means” of the present invention, the processing of S860 corresponds to the “gaming state comparison means” of the present invention, and the processing of S270 corresponds to the “correction determination” of the present invention. The processing of S615 to S620 corresponds to the “probability determination means” of the present invention.
[Example 2]
  Processing performed in the second embodiment of the present invention will be described with reference to FIG. FIG. 34 is a flowchart showing an outline of the effect pattern determination process executed by the sub-integrated control device 83 provided in the pachinko machine 50 according to the second embodiment of the present invention. This processing is moved when the sub integrated control device 83 receives a change start command (see S315 in FIG. 9) from the main control device 80. That is, when a change start command is received from the main controller 80 (S900: yes), the current gaming state is determined (S905). The current gaming state can be grasped from the state designation command. Subsequently, the gaming state when the random number is acquired is determined (S910). The gaming state when the random number is acquired is transmitted from the main control device 80 to the sub integrated control device 83 in the processes of S118 and S140. Then, a table to be set is determined (S915), a variation pattern selection process is executed (S925), and the process is terminated. Since the sub integrated control device 83 can know whether it is a big hit or a small hit from the information included in the change start command, it can also be determined whether or not it is a latent state.
That is, even by the effect pattern determination process executed in the sub-integrated control device 83, it is possible to produce a pseudo symbol effect based on the gaming state such as whether it is a big hit or a latent state. As a result, the main controller 80 eliminates the need to set a variation table according to the gaming state at the time of random number extraction and the gaming state at the time of the final lottery, thereby reducing the processing burden on the main controller 80. be able to. In the second embodiment, the process of S915 corresponds to the “gaming state comparison unit” of the present invention, and the process of S920 corresponds to the “variation pattern determination unit” of the present invention. Since each of these means is realized as part of the processing of the main controller 80 in the first embodiment, there is an advantage that the variation time can be changed according to the comparison result of the gaming state. On the other hand, by selecting the production pattern in the sub integrated control device 83 as in the second embodiment, the setting of the variation time is still left to the main control device 80, but the control related to the production can be simplified. effective.
[Other embodiments]
  When setting the variation pattern, not only the gaming state and the number of reserved memories at the time of lottery, but also the number of reserved memories when a random number is extracted may be considered. In the gaming state classification, the normal probability state 1 is treated as one gaming state, but it may be further classified. For example, it is conceivable to distinguish between a normal probability state 1 from when the RAM is cleared until a jackpot game is generated, and a normal probability state 1 that is shifted after the jackpot game is generated. Conversely, the gaming state may be less than 10 types. For example, the latent state may be reconfigured so that it is no longer handled as a gaming state and the notification operation as shown in FIG. 32 is not performed. Also, as shown in FIGS. 32 (b) and 32 (c), it is configured to stop reporting whether the latent state is a high probability state or a normal probability state, and simply notify that it was a latent state. May be. In addition, the results of the game state at the time of the final lottery and the game state of the temporary lottery are not shown during the change of symbols as shown in FIGS. 30 and 31 (or in addition to the results shown during the change of symbols). ) It may be shown as an effect during a big hit game.
6: Production symbol display device 7: Normal symbol display device 8: Normal symbol hold number display device 9: First special symbol display device 10: Second special symbol display device 11: First start port 12: Second start port 14: Grand prize opening 17: Gate 18: First special symbol hold number display device 19: Second special symbol hold number display device 25: Settlement display board 50: Pachinko machine 67: Production button 80: Main control device 82: Production symbol control device 83: Sub integrated control device

Claims (6)

  1. A start opening provided in the game area;
    When a game ball enters the start opening, random number extraction means for extracting a random value for determining at least a pattern variation pattern;
    A random value hold storage means capable of storing a plurality of random values;
    Based on the random number value stored in the random value hold storage means, a variation pattern determining means for determining a variation pattern of the symbol performed corresponding to the random number value;
    In a gaming machine equipped with
    An extraction time gaming state storage means for storing the gaming state of the gaming machine when the random number extraction means extracts the random number value in correspondence with each random number value stored in the random value hold storage means;
    A game in which two states of a gaming state when the variation pattern determining unit determines a variation pattern based on the random number value and a gaming state stored in the extraction time gaming state storage unit corresponding to the random value are mutually compared State comparison means;
    With
    The variation pattern determining means determines a symbol variation pattern corresponding to the random value subjected to the comparison in accordance with a result of the comparison by the gaming state comparison means. Machine.
  2. When a game ball enters the start opening, a random value for determination of success / failure is also extracted,
    And spruce judging means for those determination-out based on the random number value for the spruce determination stored in the random number value holding memory means,
    Probability determination means for determining whether the probability of success / failure determination performed by the appropriateness determination means is performed with a normal probability or a high probability that is higher than the normal probability;
    The extraction time gaming state storage means stores, as the gaming state, whether the probability determination means is a normal probability state in which a determination is made with a normal probability, or whether the probability determination means has a high probability state in which a determination is made with a high probability. Is what
    The gaming machine according to claim 1, wherein the gaming state comparison unit performs the comparison based on whether the two states are the normal probability state or the high probability state.
  3. Corresponding to the variation of the symbol stored in the extraction time gaming state storage means when the gaming state comparison means determines that the probability of the success / failure determination does not match as a result of the comparison of the two states The provisional lottery result suggesting means for suggesting a determination result in the case where the success / failure determination means determines whether or not the game state is stored in the extraction time gaming state storage means. The gaming machine described.
  4. A special symbol display device for performing a variation and final display of the special symbol indicating the determination result of the determination unit,
    An effect symbol display device for displaying an effect symbol for effecting the special symbol;
    Production symbol selection means for determining the arrangement of the production symbols to be confirmed and displayed on the production symbol display device based on the determination result by the success / failure determination unit;
    With
    The arrangement of the effect symbols determined by the effect symbol selection means is determined to be a big hit by the success / failure determination means, and when the gaming state is shifted to the high probability state after the big hit game ends, and by the success / failure determination means It includes a common symbol array that is selected in common when it is determined as a small hit and the game state is not changed after the small hit game ends ,
    In the jackpot game when the gaming state is shifted to the high probability state after the jackpot game is finished, the opening time and the number of times of opening of the big winning opening are the opening time and the number of times of opening of the big winning mouth of the small hit game. The gaming machine according to claim 2 or 3, wherein the same jackpot game is provided .
  5. Extraction time gaming state suggestion means for performing display indicating the gaming state stored in the extraction time gaming state storage means when the gaming state comparison means determines that the comparison result of the two states is different. The gaming machine according to any one of claims 1 to 4, wherein the gaming machine is provided.
  6. The variation pattern determination means performs the determination by selecting a variation pattern from a variation pattern table including a plurality of variation patterns, and the gaming state comparison means determines that the two states are the same. The variation pattern is selected from the variation pattern table that is different depending on whether the game state is determined to be different from the case where the game state is determined. Game machines.
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