JP5739929B2 - Game machine - Google Patents

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Publication number
JP5739929B2
JP5739929B2 JP2013059697A JP2013059697A JP5739929B2 JP 5739929 B2 JP5739929 B2 JP 5739929B2 JP 2013059697 A JP2013059697 A JP 2013059697A JP 2013059697 A JP2013059697 A JP 2013059697A JP 5739929 B2 JP5739929 B2 JP 5739929B2
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effect
drum
notification
control board
game
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JP2014183907A (en
Inventor
崇洋 末松
崇洋 末松
剛 宮▲崎▼
剛 宮▲崎▼
小五郎 蟹江
小五郎 蟹江
勇也 中村
勇也 中村
卓矢 昆野
卓矢 昆野
圭介 大角
圭介 大角
拓也 由井
拓也 由井
孝 和智
孝 和智
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京楽産業.株式会社
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Description

  The present invention relates to a gaming machine that performs a notification effect that prompts a player to input an input means such as an effect button.

  A gaming machine such as a pachinko gaming machine has an effect button operated by a player. For example, in the gaming machine described in Patent Document 1, a notification effect is displayed in which an image for prompting the player to operate the effect button is displayed on the image display device, and when the player presses the effect button according to the notification effect, for example, An effect display in which one enemy is defeated each time the button is pressed is performed on the image display device.

JP 2011-139803 A

  By the way, during the notification period in which the notification effect that prompts the player to operate is performed as described above, the notification effect execution means such as the image display device is used for the notification effect. Cannot be used for other unrelated productions. For this reason, there is a problem that execution of other effects is restricted by the notification effect.

  Such a problem can also occur when the notification effect is started in a state where the notification effect execution means is used for another effect.

  Therefore, an object of the present invention is to reduce the degree of freedom of other effects by the notification effect while allowing the player to recognize that the input can be performed during the notification period of performing the notification effect that prompts the player to input. It is providing the game machine which can be suppressed.

  The present invention employs the following configuration in order to solve the above problems. Note that the reference numerals in parentheses and supplementary explanations in this column show the correspondence with the embodiments described later in order to help understanding of the present invention, and do not limit the present invention at all. .

The gaming machine according to the present invention is a gaming machine (1) that determines whether or not to execute a special game and executes the special game according to the result of the determination, and is an input means that can be input by a player (26), a first notification effect executing means (50) for executing a first notification effect (for example, FIG. 5) for prompting the player to input to the input means, and a second for prompting the player to input to the input means. Second notification effect execution means (261) different from the first notification effect execution means for executing the notification effect (for example, FIG. 5), notification for controlling the first notification effect execution means and the second notification effect execution means. Production control means (131, 140) and , when there is an input from the input means for the notification production, the production means for executing the production according to the input, the notification production control means, Input to the input means During broadcasting period prompting the technique's notification effect from the first notification controller to execute the notification effect on both of the first notification effect execution means and said second notification effect execution unit, before Symbol second notification effect performed manually stage was run middle switches the notification control of the notification period to the second notification control to execute (FIG 7 (B)), the notification effect control means, there is an input from said input means to said notification effect In the case of the event, the notification effect being executed is terminated .

The notification effect control unit, when priority than the first notification effect in the first broadcast control becomes execution start timing of the predetermined high effect, the first notification control whether we before Symbol second notification control You may switch to.

  The notification effect control means may switch between the first notification control and the second notification control during the same notification period in the same notification effect.

  According to the present invention, it is possible to prevent the player from recognizing that the input can be performed during the notification period in which the notification effect for prompting the player to input is performed, and to suppress a reduction in the degree of freedom of other effects due to the notification effect. Can do.

Schematic front view of pachinko machine 1 Schematic plan view showing a part of the pachinko gaming machine 1 Enlarged view of the display 4 in FIG. The perspective view which shows schematic structure of the display unit 5 Explanatory diagram for explaining the long press effect Explanatory drawing for explaining the drum step-up effect Time chart for explaining the flow of various productions Explanatory drawing for demonstrating the priority regarding the liquid crystal display screen 50 Explanatory drawing for demonstrating the notification effect image displayed on the liquid crystal display screen 50, and the visibility of the button lamp 261. The block diagram which shows the structural example of the control apparatus with which the pachinko gaming machine 1 is provided. The flowchart which shows an example of the timer interruption process performed in the game control board 100 Detailed flow chart of switch processing in step S2 of FIG. Detailed flowchart of the first start port switch process in step S21 of FIG. Detailed flowchart of the second start port switch process in step S22 of FIG. Detailed flowchart of special symbol processing in step S3 of FIG. Detailed flowchart of jackpot determination processing in step S309 of FIG. Detailed flowchart of variation pattern selection processing in step S310 of FIG. The flowchart which shows an example of the timer interruption process performed in the production control board 130 Detailed flowchart of command reception processing in step S10 of FIG. Detailed flowchart of the variation effect pattern setting process in step S105 of FIG. Detailed flowchart of the notice effect pattern setting process in step S106 of FIG. The flowchart which shows an example of the image sound control process performed in the image sound control board 140 Flowchart showing an example of lamp control processing executed in the lamp control board 150 The flowchart which shows an example of the drum control process performed in the drum control board 160

  Hereinafter, a pachinko gaming machine 1 according to an embodiment of the gaming machine of the present invention will be described with reference to the drawings as appropriate.

[Example of schematic configuration of pachinko gaming machine 1]
First, a schematic configuration of the pachinko gaming machine 1 will be described with reference to FIGS. 1 and 2. Here, FIG. 1 is a schematic front view of the pachinko gaming machine 1. FIG. 2 is a schematic plan view showing a part of the pachinko gaming machine 1. As illustrated in FIG. 1, the pachinko gaming machine 1 is provided with a game board 2 provided with an accessory related to winning or determination and a frame member 3 surrounding the game board 2. The frame member 3 supports a transparent glass plate arranged in parallel with the game board 2 at a predetermined interval. The glass board and the game board 2 form a game area 10 in which a game ball can flow down. Has been.

  When the player grasps the handle 20 and rotates the lever 21 in the clockwise direction, the game balls stored on the upper plate 28 (see FIG. 2) are guided to the launching device (not shown), and the rotation angle of the handle 20 is increased. The game is fired into the game area 10 with a corresponding hitting force. This game area 10 is provided with game nails, windmills, etc. (not shown), and the launched game balls are guided to the upper position in the game area 10 and contacted with the game nails, windmills, etc. It falls along the game board 2 while changing the moving direction. Note that the game ball is temporarily stopped when the player operates the stop button 22.

  The upper plate 28 (see FIG. 2) stores game balls and prize balls supplied to the launching device. Below the upper plate 28, a lower plate 29 for collecting prize balls is provided. When the player operates the take-out button 23 arranged close to the lower plate 29, a part of the lower surface of the lower plate 29 is opened, and the game balls accumulated in the lower plate 29 are arranged below the lower plate 29. Drop into a box not shown. In addition, the upper plate 28 and the lower plate 29 may be configured by a single plate.

  When the player performs a so-called “left strike” in which the handle 20 is rotated at a small rotation angle, the game ball is launched with a relatively weak hitting force. In this case, the game ball flows down the left area in the game area 10 as exemplified by the arrow 31. On the other hand, when the player performs a so-called “right strike” in which the handle 20 is rotated at a large rotation angle, the game ball is launched with a relatively strong hitting force. In this case, the game ball flows down the right region in the game region 10 as illustrated by the arrow 32.

  A first starting port 11, a second starting port 12, three normal winning ports 14, and an electric tulip 17 are provided in the passing path of the left-handed game ball as a prize and a winning combination. In addition, on the passage path of the game ball that has been hit to the right, the second starting port 12, the first large winning port 13, the one normal winning port 14, the gate 16, and the electric tulip 17 are used as the winning and judging roles. , And a second grand prize opening 19 is provided.

  The game balls launched into the game area 10 flow down along the game board 2 in the process of flowing down along the game board 2, the first start port 11, the second start port 12, the first large winning port 13, the normal winning port 14, and the second large winning port. Enter any of the winning openings 19 and win. As a result, a predetermined number of prize balls corresponding to the winning location are paid out to the upper plate 28 or the lower plate 29. The game balls that have not won a prize are discharged from the game area 10 through the discharge port 18.

  The first start port 11 as the first start region is a start port that is always open, and the second start port 12 as the second start region is operating the electric tulip 17 as a normal electric accessory. It is a starting port that is opened only when it is open. In the pachinko gaming machine 1, when a game ball wins through the first start port 11, or when a game ball wins through the second start port 12, a jackpot game (special game) advantageous to the player Is determined, and the determination result is displayed on the display 4 described later.

  In the following description, the determination executed on condition that a game ball wins the first start port 11 is referred to as “first special symbol determination”, and the game ball wins on the second start port 12 is a condition. The determination to be executed is referred to as “second special symbol determination”, and these determinations are collectively referred to as “special symbol determination”.

  Moreover, although this embodiment demonstrates the case where the 2nd starting port 12 is provided as a starting port which starts a 2nd special symbol determination, a normal electric accessory is used as a starting port which starts a 2nd special symbol determination. You may provide the start port which a game ball can win regardless of whether it act | operated. In another embodiment, a configuration may be adopted in which game balls that have passed through a specific region are alternately awarded to the first start port 11 and the second start port 12.

  The first big prize opening 13 is opened according to the result of the special symbol determination. A plate for opening and closing the first big prize opening 13 is provided at the opening of the first big prize opening 13. The first big winning opening 13 is normally closed by this plate. On the other hand, when the predetermined jackpot symbol indicating that the determination result of the special symbol determination is “big jackpot” is stopped and displayed on the display 4, the plate is operated to open the first big winning opening 13. A jackpot game is executed. During the jackpot game, a predetermined condition is satisfied (in this embodiment, nine game balls are won in the first big prize opening 13 or 29.5 seconds have passed since the first big prize opening 13 was opened). Until the first big prize opening 13 is maintained in the open state, the round game that is closed is executed a predetermined number of times. For this reason, the player can obtain more prize balls by making a right hit during the jackpot game compared to when the jackpot game is not being played.

  The second big prize opening 19 is opened according to the result of the special symbol determination. As illustrated in FIG. 1, a plate that opens and closes the second grand prize opening 19 is provided at the opening portion of the second big prize opening 19. The second big prize opening 19 is normally closed by this plate. During the jackpot game, in addition to the above-described round game in which the first grand prize opening 13 is opened, a predetermined condition (in this embodiment, 0.1 second has elapsed since the second big prize opening 19 was opened, or After the second grand prize opening 19 is maintained in an open state until 9 game balls have been won in the second big prize opening 19 or 29.5 seconds have passed since the second big prize opening 19 was opened. The closed round game is executed a predetermined number of times (in this embodiment, once).

  The electric tulip 17 is disposed close to the second starting port 12 and has a pair of blade members. The electric tulip 17 is configured to change its posture between a closed posture (see FIG. 1) in which the pair of blade members closes the second starting port 12 and an open posture (not shown) in which the second starting port 12 is opened. ing.

  As illustrated in FIG. 1, the second start port 12 is normally closed by an electric tulip 17. On the other hand, when the game ball passes through the gate 16, it is determined whether or not the second start port 12 is to be opened, although no prize ball is paid out. Here, when it is determined that the second start port 12 is to be opened, the operation of returning to the closed posture after the pair of blade members of the electric tulip 17 has maintained the open posture for the specified time is performed a predetermined number of times. As described above, the second start port 12 is in a state in which it is difficult for the game ball to pass when the electric tulip 17 is not operated, whereas the game ball is easily passed by the operation of the electric tulip 17. Become. In the following description, the determination executed on condition that the game ball passes through the gate 16 is referred to as “ordinary symbol determination”.

  The normal winning opening 14 is always open like the first start opening 11 and is a winning opening through which a predetermined number of winning balls are paid out by winning a game ball. Unlike the first starting port 11 and the like, even if a game ball wins the normal winning port 14, no determination is made.

  In the pachinko gaming machine 1 according to the present embodiment, two types of jackpot types, “probable jackpot” and “normal jackpot” are prepared. When the determination result of the special symbol determination is “probable big jackpot”, a long open round game is performed in which the second big winning opening 19 is opened for a long time during the jackpot game, and the second big winning opening is played during this long open round game. When the game ball passes through the V region in 19, the game is controlled in the “probability game state” after the big hit game is finished.

  On the other hand, when the determination result of the special symbol determination is “ordinary jackpot”, a short open round game in which the second big winning opening 19 is opened shortly during the jackpot game is performed. When this short open round game is performed, basically, the game ball will not win the second big prize opening 19 and pass through the V area. Therefore, after the big hit game is over, The game will be controlled.

  Here, the gaming state in the pachinko gaming machine 1 will be described. In the pachinko gaming machine 1 according to the present embodiment, the game is controlled in any of the three game states of “normal game state”, “probability game state”, and “time-short game state”.

  The “normal game state” is a normal game state in which a special symbol determination (big hit determination) is performed in a low probability state where the probability of being determined to be a big hit is relatively low, and a so-called electric chew support function is not provided. . That is, in the normal game state, the probability that the jackpot game is determined to be executed by the special symbol determination is set to a relatively low probability. Also, the probability that the second start port 12 is determined to be opened by the normal symbol determination is set to a relatively low probability (for example, 1/12), and the normal symbol variation time is relatively long (for example, 25 seconds). And the opening time of the second starting port 12 when it is determined to open the second starting port 12 is set to a relatively short time (for example, 0.1 second × 1 time).

  The “probability changing gaming state” is a gaming state in which special symbol determination is performed in a high probability state where the probability of being determined to be a jackpot is relatively high and an electric chew support function is provided. In other words, in the probability variation gaming state, the probability that the jackpot game is determined to be executed by the special symbol determination is set to a relatively high probability. In addition, the probability that the second start port 12 is determined to be opened by the normal symbol determination is set to a relatively high probability (for example, 12/12), and the variation time of the normal symbol is relatively short (for example, 2 seconds). And the opening time of the second starting port 12 when it is determined to open the second starting port 12 is set to a relatively long time (for example, 1.6 seconds × 3 times).

  In the pachinko gaming machine 1 according to the present embodiment, as described above, when the game ball wins V in the V area during the big hit game after winning the “probable big hit”, the special symbol determination 115 is made after the big hit game ends. The game is controlled in the probability variation game state until it is played once. If the big win is not made before the 115th special symbol determination is made, the game state is returned from the probability variation gaming state to the normal gaming state after the 115th special symbol determination is made.

  The “time-short game state” is a game state in which special symbol determination is performed in the low probability state and an electric chew support function is provided.

  In the pachinko gaming machine 1 according to the present embodiment, when the above-mentioned “ordinary jackpot” is won, the game is controlled in the short-time gaming state until the special symbol determination is performed 100 times after the jackpot game ends. Then, if the big win is not made before the 100 special symbol determinations are made, after the 100th special symbol determination is made, the gaming state is returned from the short-time gaming state to the normal gaming state.

[Configuration Example of Display 4]
FIG. 3 is an enlarged view of the display 4 in FIG. The display 4 mainly displays information related to special symbol determination and normal symbol determination. As illustrated in FIG. 3, the first special symbol display 41, the second special symbol display 42, the first A special symbol hold indicator 43, a second special symbol hold indicator 44, a normal symbol indicator 45, a normal symbol hold indicator 46, a game state indicator 47, a round indicator 48 and the like are configured.

  When the first special symbol determination is performed, the first special symbol display 41 displays the determination symbol indicating the determination result of the first special symbol determination after variably displaying the symbol, thereby displaying the first special symbol determination. The determination result is notified. When the second special symbol determination is performed, the second special symbol display 42 displays the determination symbol indicating the determination result of the second special symbol determination after variably displaying the symbol, thereby displaying the second special symbol determination. The determination result is notified. In the first special symbol display 41 and the second special symbol display 42, as a determination symbol, the determination result of the special symbol determination is “big hit” (in this embodiment, “probable big hit” or “normal big hit”). A jackpot symbol that indicates or a loss symbol that indicates that the determination result of the special symbol determination is “losing” is stopped.

  The first special symbol hold indicator 43 displays the number of holds for the first special symbol determination. The second special symbol hold indicator 44 displays the number of holds for the second special symbol determination.

  When the normal symbol determination is performed, the normal symbol display 45 notifies the determination result of the normal symbol determination by suspending and displaying the determination symbol indicating the determination result of the normal symbol determination after variably displaying the symbol. The normal symbol hold display 46 displays the number of holds for normal symbol determination. The game state display 47 displays the game state at the time when the power of the pachinko gaming machine 1 is turned on. When the jackpot symbol is stopped and displayed on the first special symbol indicator 41 or the second special symbol indicator 42, the round indicator 48 opens the first big prize port 13 and the second big prize port 19 during the big hit game. Display the pattern.

  In the following description, the symbol displayed on the first special symbol display 41 or the second special symbol display 42 is called “special symbol”, and the symbol displayed on the normal symbol display 45 is “normal symbol”. Shall be called.

[Configuration example of operation means of the pachinko gaming machine 1]
As illustrated in FIG. 2, the frame member 3 is provided with an effect button 26 and a cross key 27 as operation means operated by the player. The effect button 26 is a push button for inputting operation information when pressed by the player. The cross key 27 is a so-called cross key for the player to perform a selection operation. In the pachinko gaming machine 1, there is a case where an effect corresponding to the operation of the effect button 26 or the cross key 27 is performed.

[Configuration example of presentation means of pachinko gaming machine 1]
As illustrated in FIG. 1, the game board 2 or the frame member 3 is provided with a display unit 5, a speaker 24, a movable accessory 7, a board lamp 25 and the like for performing various effects. The frame member 3 incorporates a frame lamp 37 (see FIG. 10) not shown in FIG.

  The speaker 24 produces a sound effect by outputting effect sounds such as music, sound, and sound effects so as to be synchronized with the effect performed by the display unit 5 described later.

  The movable accessory 7 is configured to be movable with respect to the game board 2 and performs various effects by both or one of the movement and light of the movable accessory 7 itself.

  The panel lamp 25 and the frame lamp 37 perform various effects by light, such as changing a lighting or blinking pattern and changing a light emission color.

[Configuration Example of Display Unit 5]
FIG. 4 is a perspective view showing a schematic configuration of the display unit 5. The display unit 5 is used to display a decorative symbol for notifying the determination result of the special symbol determination or to perform various notice effects prior to notifying the determination result of the special symbol determination. As illustrated in FIG. 4, the display unit 5 is roughly configured to include a liquid crystal display screen 50, an irradiation frame 60, and a drum unit 70.

  The drum unit 70 includes a total of nine rotating drums 711 to 713, 721 to 723, 731 to 733 in which three rotating drums are arranged in the vertical direction 34 and the width direction 35 of the pachinko gaming machine 1, respectively.

  The rotating drums 711 to 713, 721 to 723, 731 to 733 are each formed in a cylindrical shape, and are configured to be rotatable about the width direction 35 as an axial direction. A specific effect image is written on the outer peripheral surface of each rotating drum. Specifically, each of the outer peripheral surfaces of the rotating drums 711 to 713 and 721 to 723 includes an area where an eye image (see FIG. 1) is written, an area where an eye image is written, and a blank area. Are arranged in the circumferential direction. Further, on each outer peripheral surface of the rotating drums 731 to 733, an area where the image of the eye is written, an area where the characters “CHANCE” are written (see FIG. 1), and a blank area are arranged in the circumferential direction. It is a thing.

  Each of these nine rotating drums is provided with a stepping motor (not shown) in the internal space, and is connected to the stepping motor so as to be able to transmit drive. For this reason, each rotating drum can be rotated individually by receiving the driving force of the stepping motor. Although not shown in the figure, each rotating drum is provided with a projecting piece that protrudes from a predetermined position on the outer peripheral surface in the axial direction of the rotating drum. A photo interrupter is provided at a position close to the rotating drum so that the protruding piece passes between the light emitting unit and the light receiving unit each time the rotating drum rotates once. Although detailed description is omitted, in the pachinko machine 1, the rotation and posture of the rotating drum are controlled based on the detection result of the projecting piece by the photo interrupter and the number of steps of the stepping motor that is the driving source of the rotating drum. The

  An irradiation frame 60 is provided on the front side of the drum unit 70. The irradiation frame has a rectangular frame shape surrounding a part of the front surface side of the nine rotating drums from four directions (upper, lower, left side, right side). On the four sides of the irradiation frame 60, openings 601 that open toward the center of the irradiation frame 60 are formed. Further, although not shown in FIG. 4, a fluorescent tube 602 (see FIG. 10) is built in each side of the irradiation frame 60. For this reason, when the fluorescent tube 602 emits light, the irradiation frame 60 irradiates the front side of the nine rotating drums and the back side of the liquid crystal display screen 50 through the openings 601 on the four sides.

  A liquid crystal display screen 50 is provided on the front side of the irradiation frame 60. The liquid crystal display screen 50 is a so-called transmissive liquid crystal, and includes a liquid crystal display panel 501 for displaying various effect images, and a liquid crystal shutter 502 disposed on the back side of the liquid crystal display panel 501.

  On the liquid crystal display panel 501, for example, various displays such as a decorative symbol for notifying the determination result of the special symbol determination, a character or item for performing a notice effect, a hold display image displayed as many as the number of special symbol determinations being held, etc. An effect image including the object is displayed.

  The liquid crystal shutter 502 controls the operation of transmitting light from the irradiation frame 60 to the front side of the pachinko gaming machine 1 through the liquid crystal display screen 50 or blocking light from the irradiation frame 60 by controlling the applied voltage. Perform the action.

  In a state where the liquid crystal shutter 502 transmits light from the irradiation frame 60, the player can visually recognize the rotating drum of the drum unit 70 through the liquid crystal display screen 50. Conversely, in a state where the liquid crystal shutter 502 blocks light from the irradiation frame 60 or a state where a predetermined image (for example, a black image) is displayed on the liquid crystal display panel 501, the player can display the liquid crystal display screen 50. The rotating drum of the drum unit 70 cannot be visually recognized through.

  For this reason, by controlling the operation of the liquid crystal shutter 502 and the image displayed on the liquid crystal display panel 501, it is possible to switch between a state where the rotating drum of the drum unit 70 is visible and a state where it is not visible.

  In addition, by performing the switching as described above for each of the nine display areas divided according to the nine rotating drums on the display screen of the liquid crystal display screen 50, each rotating drum can be individually viewed and invisible. It is possible to control to a different state.

[Outline of long press production]
Next, a long press effect using the effect button 26 will be described with reference to FIG. Here, FIG. 5 is an explanatory diagram for explaining the long press effect. For example, when the game is controlled in the normal gaming state, the following long-press effect is given as a notice effect that suggests the degree of reliability for the jackpot in the early stage of the change effect that displays the decorative symbols on the liquid crystal display screen 50 in a variable manner. May be performed.

  In other words, the first notification effect and the second notification effect that prompt the player to operate the effect button 26 (here, long press) are performed when the operation of the effect button 26 by the player becomes effective with respect to the long press effect. Is called. Specifically, as the first notification effect, for example, a button image imitating the effect button 26, a word prompting the long press of the effect button 26, and a gauge image for notifying the remaining time during which the operation of the effect button 26 is effective Is displayed on the liquid crystal display screen 50 (liquid crystal display panel 501) (see FIG. 5A). In the notification effect image, the display mode of the gauge image changes as the end of the effective period of the effect button 26 approaches (see FIGS. 5A and 5B).

  And with this 1st alerting | reporting effect, the light emission control which light-emits the button lamp 261 (refer FIG. 10) incorporated in the effect button 26 is performed as a 2nd alerting | reporting effect (FIG. 5 (A) and (B)). reference).

  As described above, when the player's button operation for the long press effect is in an effective period, both the first notification effect and the second notification effect are performed. Therefore, when the player operates the effect button 26, It can be clearly recognized that the operation is effective.

  Then, during the effective period, the player performs a long pressing operation for long pressing the effect button 26, and when it is determined that the long pressing operation is effective, the reliability for the jackpot is increased after the effective period ends. Suggested items and characters are displayed on the liquid crystal display screen 50 (see FIG. 5C).

  On the other hand, if the player does not press and hold the effect button 26 during the effective period, or if the player presses the effect button 26 but it is determined that the long press operation is not effective, the effect button 26 is held down. It is determined that the item has not been displayed, and no items or characters are displayed on the liquid crystal display screen 50.

  Note that the criteria for determining whether or not the long press operation is valid is not particularly limited. For example, if the valid period is 5 seconds, the player totals the effect buttons 26 during the valid period. As an example, a criterion for determining that it is valid if the button is continuously pressed for 3 seconds or more.

  In the present embodiment, the notification period for performing the notification effect that prompts the player to operate the effect button 26 is completely the same as the effective period during which the operation of the effect button 26 by the player is valid. As will be described, regarding the notification period and the effective period, at least one of the start timing, the end timing, and the time length may be different from each other. For example, the start timing of the notification period is set earlier than the start timing of the effective period, and it is notified in advance that the operation of the effect button 26 can be performed before the operation of the effect button 26 by the player becomes effective. You may do it.

[Outline of drum step-up production]
Next, the drum step-up effect will be described with reference to FIG. Here, FIG. 6 is an explanatory diagram for explaining the drum step-up effect. For example, when a game is controlled in a normal gaming state, a notice effect that suggests the reliability to the jackpot or suggests the development to a specific reach effect at the beginning of the change effect is as follows: In some cases, a drum step-up effect is performed.

  The drum step-up effect is a step-up effect that can be developed step by step up to a predetermined number of steps up to a predetermined number of steps (fourth step in the present embodiment) set in advance. In the present embodiment, this is performed using both the liquid crystal display screen 50 and the drum unit 70.

  When the special symbol determination is performed, the decorative symbol variation display on the liquid crystal display screen 50 is started as the special symbol variation display is started. When a predetermined time elapses from the start of the decorative symbol variation display and the start timing of the drum step-up effect is reached, first, the following first step effect is performed. That is, both the rotary drum 711 and the rotary drum 733 shown in FIG. 4 are controlled to be in a posture in which the image of the eyes is directed to the front side of the pachinko gaming machine 1 (see FIG. 6A). The liquid crystal shutter 502 is controlled so that the light from the irradiation frame 60 is transmitted through a part of the display area of the liquid crystal display screen 50 corresponding to the rotary drum 711 and the rotary drum 733, and The liquid crystal display panel 501 is controlled so that a black image on which a star image is superimposed is displayed in the display area. For this reason, in the production of the first step, the player can visually recognize two rotating drums 711 and 733 among the nine rotating drums.

  On the other hand, when the process ends in the first step without developing to the second step, the display mode of the effect image displayed on the liquid crystal display screen 50 is not shown in FIG. The display mode is returned to the same display mode as before the presentation starts. After the drum step-up effect is completed, the determination result of the special symbol determination after the reach effect that gives the player the expectation that three identical decorative symbols will be arranged on the active line is shown. In this manner, the decorative symbols are stopped and displayed, or the three decorative symbols are stopped and displayed in a manner of notifying that the determination result of the special symbol determination is “losing” without performing the reach effect. On the other hand, in the present embodiment, the lower the reliability for the jackpot, the easier it is to set the final step number of the drum step-up effect to a lower value. The number of steps is easily set to a high value. For this reason, after the drum step-up effect is finished in the first step, the reliability of the jackpot is extremely low, so that the decorative symbol is stopped and displayed in a manner of notifying the “losing” without developing into the reach effect. Become.

  On the other hand, in the case of developing to the second step, after the display mode of the effect image displayed on the liquid crystal display screen 50 is once restored, the following control is performed. That is, the four rotating drums of the rotating drum 711, the rotating drum 721, the rotating drum 723, and the rotating drum 733 are all controlled so that the image of the eye faces the front side of the pachinko gaming machine 1 (FIG. 6B )reference). Then, the liquid crystal shutter 502 is controlled so that light from the irradiation frame 60 is transmitted through a part of the display area of the liquid crystal display screen 50 corresponding to the four rotating drums, and other display areas in the liquid crystal display screen 50 are also displayed. The liquid crystal display panel 501 is controlled so that a black image on which a star image is superimposed is displayed. For this reason, in the production of the second step, the player can visually recognize four of the nine rotating drums 711, 721, 723, and 733.

  On the other hand, when the process ends in the second step without developing to the third step, the same effect control as that in the case where the process ends in the first step is performed. That is, in this case as well, since the reliability with respect to the jackpot is extremely low, the decorative symbol is stopped and displayed in a manner of notifying the “losing” without developing into a reach effect.

  On the other hand, in the case of developing to the third step, after the display mode of the effect image displayed on the liquid crystal display screen 50 is once restored, the following control is performed. That is, the six rotating drums of the rotating drum 711, the rotating drum 713, the rotating drum 721, the rotating drum 723, the rotating drum 731, and the rotating drum 733 are all in a posture in which the eye image is directed to the front side of the pachinko gaming machine 1. It is controlled (see FIG. 6C). The liquid crystal shutter 502 is controlled so that light from the irradiation frame 60 is transmitted through a part of the display area of the liquid crystal display screen 50 corresponding to the six rotating drums, and other display areas in the liquid crystal display screen 50 are also displayed. The liquid crystal display panel 501 is controlled so that a black image on which a star image is superimposed is displayed. For this reason, in the production of the third step, the player can visually recognize six of the nine rotating drums 711, 713, 721, 723, 731, 733.

  On the other hand, when the process ends in the third step without developing to the fourth step, the same effect control as in the case of ending in the first step or the second step is performed. In this case, since the reliability for the jackpot is slightly higher than when the drum step-up effect ends in the first step or the second step, the reach effect is performed. However, when the drum step-up effect ends in the third step, since the reliability for the big hit is low, the rate of development to a high-reliability SP reach effect after the drum step-up effect ends is very low. In this case, after the low-reliability long reach effect is performed, the decorative symbol is stopped and displayed in such a manner that “losing” is notified.

  On the other hand, in the case of developing to the fourth step, after the display mode of the effect image displayed on the liquid crystal display screen 50 is once restored, the following control is performed. That is, the rotating drum 711, the rotating drum 712, the rotating drum 713, the rotating drum 721, the rotating drum 723, the rotating drum 731, the rotating drum 732, and the rotating drum 733 all display the image of the eye. The posture is controlled to face the front side (see FIG. 6D). The liquid crystal shutter 502 is controlled so that the light from the irradiation frame 60 is transmitted through a part of the display area of the liquid crystal display screen 50 corresponding to the eight rotating drums, and other display areas in the liquid crystal display screen 50 are also displayed. The liquid crystal display panel 501 is controlled so that a black image on which a star image is superimposed is displayed. For this reason, in the production of the fourth step, the player can visually recognize the eight rotating drums 711, 712, 713, 721, 723, 731, 732, 733 out of the nine rotating drums.

  As described above, when the drum step-up effect has been developed up to the final fourth step, the reliability for the jackpot is high, and therefore, for example, the SP reach effect is always performed after the drum step-up effect is finished, and thereafter Then, the decorative symbol is stopped and displayed in a manner indicating that the determination result of the special symbol determination is “big hit” or “losing”.

  The player can recognize to some extent the reliability for the jackpot based on how many steps the step-up notice effect develops.

  Here, the pattern in which the drum step-up effect is stepped up step by step from the first step has been described. For example, the second step is skipped and the step is directly stepped up from the first step to the third step. A pattern, a pattern in which the second step and the third step are skipped to directly step up from the first step to the fourth step, or a pattern in which the first step is skipped and the step up from the second step may be prepared. In another embodiment, the drum step-up effect may be configured as a step-down effect in which the number of visible rotating drums decreases as the step proceeds.

[Switching notification control]
With reference to FIG. 7, switching of notification control related to the long press effect will be described. Here, FIG. 7 is a time chart for explaining the flow of various effects.

  When the long press effect is performed during the variation display of the decorative pattern, but the drum step-up effect is not performed within the same variation, the effective period of the effect button 26 related to the long press effect is illustrated in FIG. During the middle (= during the notification period), both the first notification effect by the liquid crystal display screen 50 and the second notification effect by the button lamp 261 are performed, and the long press operation by the player is determined according to a predetermined criterion (in this embodiment). If the long press time is equal to or longer than a predetermined time), an item or character suggesting reliability for the jackpot is displayed on the liquid crystal display screen 50 (see FIG. 5).

  Such control of the notification effect is similarly performed even when the drum step-up effect is performed, when the effect execution period does not overlap with the effective period (= notification period) of the long press effect.

  By the way, the long press effect and the drum step-up effect are both notice effects that are performed in the early stage of the change effect using the decorative design. For this reason, for example, while the notification effect related to the long press effect is being performed, it may be the execution start timing of the drum step-up effect. In such a case, if the first notification effect is continued as it is on the liquid crystal display screen 50, a drum step-up effect using the drum unit 70 is performed even though the drum unit 70 is provided to perform the notice effect. The problem of being unable to do so will arise.

  On the other hand, in order to solve such a problem, if the notification effect relating to the long press effect is simply stopped, the player is notified that the effective period of the effect button 26 continues. There is a risk that the player will not be able to recognize, and the player will not be able to properly perform the operation using the effect button 26. Specifically, although the player has performed a long press operation in accordance with the notification effect, the long press operation does not exceed a predetermined time, and therefore it may be determined that the long press operation is invalid. In such a situation, it becomes impossible to display items and characters related to the long press effect, and instead of performing the drum step-up effect, the long press effect may not be appropriately performed. .

  Therefore, in the pachinko gaming machine 1 in the present embodiment, when the drum step-up effect is started during the effective period of the effect button 26 related to the long press effect, the first notification effect on the liquid crystal display screen 50 is the drum step-up effect. And the second notification effect by the button lamp 261 is continued even after the first notification effect is no longer performed, and the player confirms that the effective period of the effect button 26 relating to the long press effect continues. Can be recognized (see FIG. 7B).

[Control data priority]
FIG. 8 is an explanatory diagram for explaining priorities regarding the liquid crystal display screen 50. A control RAM included in an image sound control board 140 (see FIG. 10) described later is provided with a storage area for storing control data for controlling the liquid crystal display screen 50. As illustrated in FIG. 8, this storage area is composed of three layers of an upper layer, a middle layer, and a lower layer in this embodiment. Here, the lower layer is a storage area in which control data relating to an effect having the lowest priority is stored. The middle layer is a storage area in which control data related to an effect having higher priority than an effect in which control data is stored in a lower layer is stored. The upper layer is a storage area in which control data related to the effect with the highest priority is stored.

  Although not shown in the figure, the control RAM of the image sound control board 140 stores priority information that predefines the priority of effects using the liquid crystal display screen 50. On the other hand, when the overall CPU of the image sound control board 140 receives a command from the effect control board 130, the priority of the effect instructed by the command is specified based on the priority information. Control data related to the effect is stored in a layer corresponding to the result. Specifically, the following control data is stored in each layer.

  In the lower layer, as illustrated in FIG. 8, the control data of the liquid crystal display panel 501 for displaying the notification effect image regarding the long press effect on the liquid crystal display screen 50, the item image and the character image at the end of the long press effect Is stored in the liquid crystal display panel 501 and the like.

  When the drum step-up effect is started during the effective period of the effect button 26 related to the long press effect, control data related to the long press effect is stored in the lower layer. For this reason, the control data regarding the drum step-up effect is stored in the middle layer and the upper layer.

  That is, in the middle layer, control data of the liquid crystal display panel 501 for displaying a black image relating to the drum step-up effect on the liquid crystal display screen 50 and displaying a star image at the center of the screen is stored.

  In the upper layer, control data of the liquid crystal shutter 502 for transmitting the light from the irradiation frame 60 to the front side of the liquid crystal display screen 50 so that the rotary drum can be visually recognized is stored.

  Thus, in the pachinko gaming machine 1 according to the present embodiment, the priority of the drum step-up effect is set higher than the priority of the long press effect. For this reason, the following effects are performed on the liquid crystal display screen 50.

  That is, when execution of only the long press effect of the long press effect and the drum step-up effect is instructed by the effect control board 130, the control data is stored only in the lower layer. During the period, both the first notification effect by the liquid crystal display screen 50 and the second notification effect by the button lamp 261 are performed, and the item or character is displayed after the effective period ends in response to the long press operation.

  On the other hand, when it is the execution start timing of the drum step-up effect during the effective period of the effect button 26 in the long press effect, control data is not stored in the middle layer and the upper layer until the drum step-up effect is started. Therefore, the lower layer is the highest. Therefore, the first notification effect is performed on the liquid crystal display screen 50 (see FIG. 7B).

  On the other hand, when the execution start timing of the drum step-up effect is reached, first, control data related to the drum step-up effect is stored in the middle layer. At this time, although control data related to the long press effect is stored in the lower layer, the control data for displaying the black image on the liquid crystal display screen 50 in the full screen is stored in the middle layer. Then, the black image is preferentially displayed over the notification effect image. That is, the notification effect image is not displayed on the liquid crystal display screen 50 at the stage when the execution start timing of the drum step-up effect is reached.

  Next, in the production of the first step of the drum step-up production, the control data for displaying the black image and the star image on the liquid crystal display screen 50 in order to make the player visually recognize the rotary drum 711 and the rotary drum 733 is medium. When a predetermined time (for example, 0.5 seconds) elapses after being stored in the layer, the control data of the liquid crystal shutter 502 is stored in the upper layer. Thereby, the control data stored in the upper layer becomes the highest control data. For this reason, when the liquid crystal display screen 50 is viewed from the front in a state where the black image is displayed on the liquid crystal display screen 50, the display area that overlaps the rotating drum 711 and the display area that overlaps the rotating drum 733 on the liquid crystal display screen 50. Through, the light from the irradiation frame 60 is transmitted to the front side of the liquid crystal display screen 50. Thereby, the player can visually recognize the rotating drum 711 and the rotating drum 733 through the liquid crystal display screen 50 (see FIG. 6A).

  In addition, although detailed description here is abbreviate | omitted, control of the liquid crystal display screen 50 regarding the production | presentation of the 1st step as mentioned above is performed similarly about the production after the 2nd step.

  When the first step effect ends, the control data relating to the drum step-up effect is not stored in either the middle layer or the upper layer until the first step effect is started. For this reason, when the control data relating to the long press effect stored in the lower layer is the highest-level control data, and this control data is for displaying the image of the item or character on the liquid crystal screen 50, FIG. As illustrated in FIG. 7B, the item image or the character image related to the long press effect is displayed on the liquid crystal display screen 50 between the effect of the first step and the effect of the second step.

  Further, here, the case where the drum step-up effect is started during the effective period of the effect button 26 related to the long press effect has been described, but when the drum step-up effect is performed when the long press effect is not performed. The control data relating to the drum step-up effect is stored in the lower layer and the upper layer.

[Visibility of notification effects]
Next, the visibility of the first notification effect and the second notification effect will be described with reference to FIG. Here, FIG. 9 is an explanatory diagram for explaining the notification effect image displayed on the liquid crystal display screen 50 and the visibility of the button lamp 261.

  During the notification period regarding the long press effect, before the drum step-up effect is started, the control data regarding the drum step-up effect is not stored in either the middle layer or the upper layer. An effect image is displayed. For this reason, the player can visually recognize the notification effect image.

  Next, after the start of the drum step-up effect, since the control data of the middle layer or the upper layer becomes the highest-level control data except between steps, the notification effect image is not displayed on the liquid crystal display screen 50. For this reason, the player cannot visually recognize the notification effect image.

  Thus, in the pachinko gaming machine 1 according to the present embodiment, since the drum step-up effect is performed using the same liquid crystal display screen 50 on which the notification effect image is displayed, when the drum step-up effect is started, The notification effect image is not displayed except during the steps.

  On the other hand, the button lamp 261 used for the second notification effect is not used at all for the drum step-up effect. For this reason, the button lamp 261 continues to emit light from the start to the end of the effective period related to the long press effect, and the player can visually recognize the second notification effect at any time during the effective period of the long press effect. it can.

  Hereinafter, an example of the internal configuration of the pachinko gaming machine 1 and the processing performed in the pachinko gaming machine 1 for realizing the various effects control described above based on FIGS. 5 to 9 will be described in detail.

[Configuration of control device of pachinko gaming machine 1]
On the back side of the game board 2, a control device for controlling the operation of the pachinko gaming machine 1 is provided in addition to a ball tank for storing game balls sent to the upper plate 28 or the lower plate 29. As illustrated in FIG. 10, the control device of the pachinko gaming machine 1 controls the game control board 100 that controls the progress of the game, such as various determinations and command transmission, and the effects based on the commands received from the game control board 100 Effect control board 130 for controlling the effect, image sound control board 140 for controlling the effect by image and sound, lamp control board 150 for controlling the effect by various lamps and movable accessories 7, and drum control for controlling the effect by the drum unit 70 It consists of a substrate 160 and the like. The configuration of the control device is not limited to this, and for example, the effect control board 130, the image sound control board 140, the lamp control board 150, and the drum control board 160 may be configured as one board.

[Configuration Example of Game Control Board 100]
The game control board 100 includes a main CPU 101, a main ROM 102, and a main RAM 103. The main CPU 101 performs various arithmetic processes related to determination and the number of payout balls based on a program stored in the main ROM 102. The main RAM 103 is used as a storage area for temporarily storing various data used when the main CPU 101 executes the program, or a work area for data processing.

  The game control board 100 includes a first start port switch 111, a second start port switch 112, an electric tulip control unit 113, a gate switch 114, a first large winning port switch 115, a second large winning port switch 116, and a V winning port. The switch 117, the first big prize opening control unit 118, the second big prize opening control unit 119, the normal prize opening switch 120, and the respective indicators 41 to 48 constituting the display 4 are connected.

  The first start port switch 111 detects that a game ball has won the first start port 11 and outputs a detection signal to the game control board 100. The second start port switch 112 detects that a game ball has won the second start port 12 and outputs a detection signal to the game control board 100. In response to a control signal from the game control board 100, the electric tulip control unit 113 opens and closes the second start port 12 by operating an electric solenoid coupled to the pair of blade members of the electric tulip 17 so as to be able to transmit driving. To do. The gate switch 114 detects that the game ball has passed through the gate 16 and outputs the detection signal to the game control board 100.

  The first grand prize opening switch 115 detects that a game ball has won the first big prize opening 13 and outputs a detection signal to the game control board 100. The second grand prize opening switch 116 detects that a game ball has won the second big prize opening 19 and outputs a detection signal to the game control board 100. The V winning opening switch 117 detects a game ball entering the V area in the second large winning opening 19 and outputs a detection signal to the game control board 100.

  Based on the control signal from the game control board 100, the first grand prize winning port control unit 118 operates the electric solenoid coupled to the plate that closes the first big prize winning hole 13 so as to be able to transmit the drive. Open / close the grand prize winning opening 13. Based on the control signal from the game control board 100, the second grand prize opening control unit 119 operates the electric solenoid coupled to the plate that closes the second big prize opening 19 so as to be able to transmit the driving force. Open and close the grand prize opening 19. The normal winning opening switch 120 detects that the game ball has won the normal winning opening 14 and outputs the detection signal to the game control board 100. Note that the pachinko gaming machine 1 according to the present embodiment has four normal winning port 14 because it has four normal winning ports 14, but in FIG. 10, one normal winning port switch 120 is provided. Only the notation.

  The main CPU 101 of the game control board 100 receives a detection signal from the first start port switch 111, the second start port switch 112, the first big prize port switch 115, the second big prize port switch 116, or the normal prize port switch 120. When input, the payout control board (not shown) is instructed to pay out a predetermined number of prize balls according to the place where the game ball has won, and the number of prize balls to be paid out is determined based on information from the payout control board. to manage. Although a detailed description is omitted, the payout control board supplies the game ball to the upper plate 28 or the lower plate 29 by controlling a drive motor that sends out the game ball from the ball tank.

  The main CPU 101 acquires various random numbers as acquisition information at the timing when the detection signal from the first start port switch 111 is input, and executes the first special symbol determination using the acquired random numbers. Also, various random numbers are acquired as acquisition information at the timing when the detection signal from the second start port switch 112 is input, and the second special symbol determination is executed using the acquired random numbers. If it is determined that the game is a big win, the first big prize opening 13 and the second big prize opening 19 are opened and closed via the first big prize opening control unit 118 and the second big prize opening control unit 119, and the big hit is made. Run a game. When the detection signal from the V winning opening switch 117 is input, the gaming state after the jackpot game is set to the probability changing gaming state, and when the detection signal from the V winning opening switch 117 is not input. Sets the gaming state after the big hit game to the short-time gaming state.

  Further, the main CPU 101 acquires a random number at the timing when the detection signal from the gate switch 114 is input, and executes normal symbol determination using the acquired random number. And when it determines with opening the 2nd starting port 12, the 2nd starting port 12 is temporarily open | released by operating the electric tulip 17 via the electric tulip control part 113. FIG.

  Further, the main CPU 101 causes each of the display devices 41 to 48 constituting the display device 4 to execute the processing described above with reference to FIG.

[Configuration Example of Production Control Board 130]
The effect control board 130 includes a sub CPU 131, a sub ROM 132, a sub RAM 133, and an RTC (real time clock) 134. The sub CPU 131 performs a calculation process when controlling the presentation based on the program stored in the sub ROM 132. The sub RAM 133 is used as a storage area for temporarily storing various data used when the sub CPU 131 executes the program, or a work area for data processing. The RTC 134 measures the current date and time (date and time).

  The sub CPU 131 sets the production contents based on game information related to special symbol determination, normal symbol determination, jackpot game, and the like transmitted from the game control board 100. In that case, the input of the operation information from the production | presentation button 26 or the cross key 27 may be received, and the production | generation content according to the operation information may be set. The sub CPU 131 transmits a command for instructing execution of the effect of the set effect content to the image sound control board 140, the lamp control board 150, and the drum control board 160.

[Configuration Example of Image Sound Control Board 140]
The image sound control board 140 is not shown in the figure, but the overall CPU, control ROM, control RAM, VDP (Video Display Processor), sound DSP (Digital Signal)
Processor) and the like. Based on the program stored in the control ROM, the general CPU performs arithmetic processing when controlling an image or sound representing the effect whose effect content is set on the effect control board 130. The control RAM is used as a storage area for temporarily storing various data used when the general CPU executes the program or a work area for data processing.

  The overall CPU controls the operation of the VDP and the sound DSP by generating a control signal based on the command from the effect control board 130 and the program stored in the control ROM and outputting the control signal to the VDP and the sound DSP.

  Although not shown in the figure, the VDP displays an image ROM that stores material data necessary for generating the effect image, a drawing engine that executes the rendering process of the effect image, and an effect image drawn by the drawing engine. An output circuit for outputting to the display panel 501 is included. The drawing engine draws the effect image in the frame buffer using the material data stored in the image ROM based on the control signal from the general CPU. The output circuit outputs the effect image drawn in the frame buffer to the liquid crystal display panel 501 at a predetermined timing.

  Although not shown in the figure, the acoustic DSP is connected to an acoustic ROM for storing various acoustic data related to music, voice, sound effects, etc., and an SDRAM used as a work area for data processing by the acoustic DSP. ing. The acoustic DSP reads the acoustic data corresponding to the control signal from the general CPU from the acoustic ROM to the SDRAM, executes data processing, and outputs the acoustic data after the data processing to the speaker 24.

  Further, the overall CPU controls the voltage applied to the liquid crystal shutter 502 to cause the liquid crystal shutter 502 to perform an operation of transmitting light from the irradiation frame 60 or an operation of blocking light from the irradiation frame 60.

[Configuration Example of Lamp Control Board 150]
Although not shown in the figure, the lamp control board 150 includes a lamp CPU, a lamp ROM, and a lamp RAM. The lamp CPU is based on the program stored in the lamp ROM, the movable accessory 7, the board lamp 25 provided in the game board 2, the frame lamp 37 built in the frame member 3, and the button built in the effect button 26. An arithmetic process for controlling the operation of the lamp 261 is performed. The lamp RAM is used as a storage area for temporarily storing various data used when the lamp CPU executes the program, or a work area for data processing.

  The lamp ROM stores light emission pattern data and operation pattern data. Here, the light emission pattern data is data indicating each light emission pattern of the light emitting elements included in the movable accessory 7, the panel lamp 25, the frame lamp 37, and the button lamp 261. The motion pattern data is data indicating the motion pattern of the movable accessory 7.

  The lamp CPU reads the light emission pattern data corresponding to the command received from the effect control board 130 from the light emission pattern data stored in the lamp ROM to the lamp RAM, and the light emitting element of the movable accessory 7, the panel lamp 25, The light emitting elements of the frame lamp 37 and the light emitting elements of the button lamp 261 are controlled.

  The lamp CPU reads out the operation pattern data corresponding to the command received from the effect control board 130 from the operation pattern data stored in the lamp ROM to the lamp RAM and operates the stepping motor for operating the movable accessory 7. Control the drive.

[Configuration Example of Drum Control Board 160]
Although not shown in the figure, the drum control board 160 includes a drum CPU, a drum ROM, and a drum RAM. The drum CPU performs arithmetic processing when controlling the operation of the drum unit 70 based on a program stored in the drum ROM. The drum RAM is used as a storage area for temporarily storing various data used when the drum CPU executes the program or a work area for data processing.

  The drum ROM stores light emission pattern data and operation pattern data. Here, the light emission pattern data is data indicating a light emission pattern of the fluorescent tube 602 built in the irradiation frame 60. The operation pattern data is data indicating the operation patterns of the nine rotating drums included in the drum unit 70. In the present embodiment, the operation pattern data for executing the drum step-up effect consisting of only the first step, the operation pattern data for executing the drum step-up effect consisting of the first step and the second step, and the first Operation pattern data for executing a drum step-up effect consisting of steps to third steps and operation pattern data for executing a drum step-up effect consisting of first to fourth steps are prepared. The same applies to the light emission pattern data.

  The drum CPU reads the light emission pattern data corresponding to the command received from the effect control board 130 from the light emission pattern data stored in the drum ROM, and controls the light emission of the fluorescent tube 602.

  In addition, the drum CPU reads the operation pattern data corresponding to the command received from the effect control board 130 from the operation pattern data stored in the drum ROM, and operates the nine rotating drums of the drum unit 70. The drive of each stepping motor to be controlled is controlled.

[Timer interrupt processing by game control board 100]
Next, timer interrupt processing executed in the game control board 100 will be described with reference to FIG. Here, FIG. 11 is a flowchart showing an example of timer interrupt processing executed in the game control board 100. The game control board 100 repeatedly executes a series of processes illustrated in FIG. 11 at regular time intervals (for example, 4 milliseconds) during normal operation except for special cases such as when the power is turned on and when the power is turned off. . Note that the processing of the game control board 100 described based on the flowcharts of FIG. 11 and subsequent figures is performed in accordance with a command issued by the main CPU 101 based on a program stored in the main ROM 102.

  First, the main CPU 101 executes a random number update process for updating various random numbers such as a jackpot random number, a design random number, a reach random number, a variation pattern random number, and a normal design random number (step S1).

  Here, the jackpot random number is a random number for determining jackpot or loss. The design random number is a random number for determining the type of jackpot when it is determined that the jackpot is a jackpot. The reach random number is a random number for determining whether to perform an effect with reach or an effect without reach when it is determined that the reach is lost. The variation pattern random number is a random number for determining a variation pattern when a special symbol is displayed in a variable manner. The normal symbol random number is a random number for determining whether or not to open the second start port 12. The jackpot random number, the design random number, the reach random number, the variation pattern random number, and the ordinary design random number are incremented by “1” every time the process of step S1 is performed. Note that a loop counter is used as a counter for performing the processing of step S1, and each random number returns to “0” after reaching a preset maximum value.

  Subsequent to the process of step S1, the main CPU 101 executes a switch process when a detection signal is input from each switch (step S2). This switch processing will be described in detail later with reference to FIGS.

  Subsequent to the processing of step S2, the main CPU 101 executes special symbol determination, displays the special symbol on the first special symbol display 41 or the second special symbol display 42, and displays the determination result of the special symbol determination. A special symbol process including a process of stopping and displaying the determination symbol to be displayed is executed (step S3). This special symbol process will be described later in detail with reference to FIG.

  Subsequent to the process of step S3, the main CPU 101 includes a process of executing normal symbol determination, causing the normal symbol display unit 45 to display the normal symbol in a variable manner, and then stopping and displaying the normal symbol indicating the result of the normal symbol determination. Normal symbol processing is executed (step S4).

  Following the process of step S4, the main CPU 101 performs the electric tulip process for operating the electric tulip 17 via the electric tulip control unit 113 when it is determined that the second start port 12 is opened as a result of the normal symbol determination. Is executed (step S5).

  Subsequent to the process of step S5, when the main CPU 101 determines that it is a big win in the process of step S3, the main CPU 101 controls the first big prize port control unit 118 and the second big prize port control part 119 to control the first big prize. A large winning opening opening control process for opening the winning opening 13 and the second large winning opening 19 is executed (step S6).

  Subsequent to the process of step S6, the main CPU 101 executes a prize ball process for controlling the payout of the prize ball according to the winning of the game ball (step S7).

  Subsequent to step S7, the main CPU 101 transmits to the effect control board 130 information necessary for determining various commands and effect contents set (stored) in the main RAM 103 in the process step before step S7. Processing is executed (step S8).

[Switch processing by game control board 100]
FIG. 12 is a detailed flowchart of the switch process in step S2 of FIG. Subsequent to the process of step S1, the main CPU 101 monitors the presence or absence of a detection signal input from the first start port switch 111 as illustrated in FIG. 12, and is appropriately updated by the process of step S1. For the random number (big hit random number, symbol random number, reach random number, and variation pattern random number), the first start port switch process including the process of acquiring the value at the time when the detection signal from the first start port switch 111 is input is executed. (Step S21). The first start port switch process will be described in detail later based on FIG.

  Next, the main CPU 101 monitors the presence or absence of a detection signal input from the second start port switch 112, and the detection signal from the second start port switch 112 is received for various random numbers that are appropriately updated by the process of step S1. A second start port switch process including a process of acquiring a value at the time of input is executed (step S22). The second start port switch process will be described in detail later based on FIG.

  Then, the main CPU 101 monitors whether or not a detection signal is input from the gate switch 114, and the value at the time when the detection signal from the gate switch 114 is input with respect to the normal symbol random number that is appropriately updated by the process of step S1. The gate switch process for acquiring the above is executed (step S23).

[First Start Port Switch Processing by Game Control Board 100]
FIG. 13 is a detailed flowchart of the first start port switch process in step S21 of FIG. As illustrated in FIG. 13, following the random number update process in step S <b> 1, the main CPU 101 detects a detection signal from the first start port switch 111 (specifically, the first start port switch 111 is turned “ON”). On the basis of whether or not an ON signal indicating that the first start port switch 111 has been turned ON is determined (step S210). Here, when it is determined that the first start port switch 111 is “ON” (step S <b> 210: YES), the hold number U <b> 1 of the first special symbol determination stored in the main RAM 103 is stored in the main ROM 102. It is determined whether it is less than the maximum reserved number Umax1 (“4” in the present embodiment) of the first special symbol determination (step S211).

  When the main CPU 101 determines that the hold number U1 is less than the maximum hold number Umax1 (step S211: YES), the main CPU 101 updates the value of the hold number U1 to a value obtained by adding “1” (step S212), and the first special symbol. As the acquisition information used for the determination, a jackpot random number, a design random number, a reach random number, and a variation pattern random number are acquired, and these random numbers are associated with each other and stored in the main RAM 103 (steps S213 to S216).

[Second Start Port Switch Processing by Game Control Board 100]
FIG. 14 is a detailed flowchart of the second start port switch process in step S22 of FIG. As illustrated in FIG. 14, the main CPU 101 detects the detection signal from the second start port switch 112 (specifically, the second start port switch 112 is “ON” following the first start port switch process in step S <b> 21. It is determined whether or not the second start port switch 112 has been turned “ON” based on whether or not an “ON signal indicating that it has turned“ ”has been input (step S220).

  When the main CPU 101 determines that the second start port switch 112 has been turned “ON” (step S220: YES), the second special symbol determination hold number U2 stored in the main RAM 103 is stored in the main ROM 102. It is determined whether it is less than the maximum reserved number Umax2 (in this embodiment, “4”) of the second special symbol determination (step S221).

  When the main CPU 101 determines that the hold number U2 is less than the maximum hold number Umax2 (step S221: YES), the main CPU 101 updates the value of the hold number U2 to a value obtained by adding “1” (step S222), and the second special symbol. As the acquisition information used for the determination, a jackpot random number, a design random number, a reach random number, and a fluctuation pattern random number are acquired, and these random numbers are associated with each other and stored in the main RAM 103 (steps S223 to S226).

[Special symbol processing by game control board 100]
Next, the details of the special symbol process executed by the game control board 100 will be described with reference to FIG. Here, FIG. 15 is a detailed flowchart of the special symbol process in step S3 of FIG. As illustrated in FIG. 15, the main CPU 101 determines whether or not the jackpot game is in progress based on whether or not the jackpot game flag stored in the main RAM 103 is set to “ON” ( Step S301). This jackpot game flag is a flag indicating whether or not the jackpot game is being executed, and is set to “ON” at the start of the jackpot game, and is set to “OFF” at the end of the jackpot game. Here, when it is determined that the game is a big hit game (step S301: YES), the process proceeds to the normal symbol process of step S4.

  When the main CPU 101 determines that the jackpot game is not being played (step S301: NO), the main CPU 101 determines whether or not the special symbol is being displayed in a variable manner (step S302). If it is determined that the special symbol variation display is not being performed (step S302: NO), it is determined whether or not the second special symbol determination hold number U2 stored in the main RAM 103 is equal to or greater than “1”. (Step S303). Here, when it is determined that the holding number U2 is “1” or more (step S303: YES), the holding number U2 is updated to a value obtained by subtracting “1” (step S304).

  If the main CPU 101 determines that the holding number U2 is not “1” or more (step S303: NO), whether or not the holding number U1 of the first special symbol determination stored in the main RAM 103 is “1” or more. Is determined (step S305). Here, when it is determined that the holding number U1 is not “1” or more (step S305: NO), the process proceeds to the normal symbol process of step S4. On the other hand, when it is determined that the hold number U1 is “1” or more (step S305: YES), the main CPU 101 updates the hold number U1 to a value obtained by subtracting “1” (step S306).

  Following the process of step S304 or the process of step S306, the main CPU 101 executes a shift process for the reserved storage area of the main RAM 103 (step S308). The main RAM 103 stores a determination storage area for storing acquired information used for the special symbol determination when the special symbol determination is actually executed, and a hold for storing the acquired information regarding the special symbol determination that is held. And a storage area. When the main CPU 101 executes the shift process following the process of step S304, the main CPU 101 moves the oldest acquired information stored in the reserved storage area for second special symbol determination to the determination storage area, and The remaining acquired information is shifted to the determination storage area side. When the shift process is executed following the process of step S306, the oldest acquired information stored in the first special symbol determination holding storage area is moved to the determination storage area, and the remaining The acquired information is shifted to the determination storage area side.

  Subsequent to step S308, the main CPU 101 executes jackpot determination processing based on the random number stored in the determination storage area (step S309). By executing this jackpot determination process, it is determined whether or not it is a jackpot, and if it is determined that it is a jackpot, the type of jackpot is determined. Then, determination symbol setting information indicating the results of these processes is set in the main RAM 103. The jackpot determination process will be described in detail later based on FIG.

  Subsequent to the process of step S309, the main CPU 101 executes a variation pattern selection process for selecting a variation pattern of a special symbol (step S310). This variation pattern selection process will be described in detail later based on FIG.

  Subsequent to step S310, the main CPU 101 determines whether the symbol setting information set in step S309, the symbol setting information relates to the first special symbol determination, or the second special symbol determination. Is set in the main RAM 103 including information indicating whether or not, setting information of the variation pattern set in the process of step S310, information on the gaming state of the pachinko gaming machine 1, and the like (step S311). This variation start command is a command for instructing the start of the variation effect accompanying the variation display of the special symbol, and is transmitted to the effect control board 130 by the transmission process in step S8.

  Subsequent to the process of step S311, the main CPU 101 starts the special symbol variation display based on the variation pattern setting information included in the variation start command set in step S311 (step S312). At that time, when the processing of step S309 to step S311 is performed in a state where the acquired information (random number) related to the first special symbol determination is stored in the determination storage area, the special symbol is displayed in the first special symbol display 41. When the process of steps S309 to S311 is performed in a state where the acquired information (random number) related to the second special symbol determination is stored, the second special symbol display 42 displays the special symbol. Fluctuation display is started.

  Subsequent to the processing in step S312, the main CPU 101 starts measurement of a variation time that is an elapsed time since the start of the variation display in step S312 (step S313).

  When the main CPU 101 executes the process of step S313 or determines that the special symbol is changing (step S302: YES), the main CPU 101 is selected by the process of step S310 from the start of the measurement of the changing time in step S313. It is determined whether or not the variation time corresponding to the variation pattern has elapsed (step S315). Here, when it is determined that the variation time has not elapsed (step S315: NO), the process proceeds to the normal symbol process of step S4.

  When the main CPU 101 determines that the variation time has elapsed (step S315: YES), the determination symbol indicating the determination result of the special symbol determination is stopped and displayed on the first special symbol display 41 or the second special symbol display 42. Is set in the main RAM 103 (step S316). This symbol confirmation command is transmitted to the effect control board 130 by the transmission process in step S8. Thereby, the process etc. which stop-display the decoration symbol which was variably displayed on the liquid crystal display device 5 in the aspect which shows the determination result of special symbol determination, etc. are performed.

  Subsequent to the process in step S316, the main CPU 101 ends the special symbol variation display started in the process in step S312 (step S317). Specifically, the determination symbol set in the process of step S309 (a jackpot symbol or a lost symbol) is stopped and displayed on the special symbol display on which the special symbol is variably displayed. The stop display of the determination symbol is continued until at least a predetermined symbol determination time (for example, 1 second) elapses.

  Thus, the main CPU 101 displays the determination symbol indicating the determination result of the jackpot determination process after the special symbol is variably displayed on the first special symbol display 41 or the second special symbol display 42 as the first special symbol display 41. Alternatively, the second special symbol display 42 is stopped and displayed.

  Subsequent to the process of step S317, the main CPU 101 resets the variation time when the measurement is started in the process of step S313 (step S318), and performs a process during stop including a process of starting the jackpot game when the jackpot is won. It executes (step S319).

[Big hit judgment processing by game control board 100]
FIG. 16 is a detailed flowchart of the jackpot determination process in step S309 of FIG. The main CPU 101 executes jackpot determination based on the jackpot random number stored in the determination storage area (step S3091). Specifically, it is determined whether or not the jackpot random number stored in the determination storage area is a jackpot based on whether or not it matches a preset winning value.

  The winning value here is a jackpot winning value defined in the high probability jackpot random number table or the low probability jackpot random number table. When the jackpot determination is executed in the high probability state (probability variable gaming state), the winning value stored in the high probability hourly jackpot random number table is used, and the low probability state (normal gaming state or short-time gaming state) When the jackpot determination is executed at this time, the winning value stored in the low probability jackpot random number table is used.

  As described above, the main CPU 101 has a start condition in which acquisition information such as a jackpot random number acquired when a game ball is won at the first start port 11 or the second start port 12 is stored in the determination storage area. If is established, it is determined whether or not to execute a jackpot game advantageous to the player based on the jackpot random number.

  Following the processing of step S3091, the main CPU 101 determines whether or not the determination result of the jackpot determination is a jackpot (step S3092). Here, when it is determined that the game is a jackpot (step S3092: YES), the type of jackpot is determined with reference to the symbol determination table for the jackpot stored in the main ROM 102 (step S3093).

  Specifically, when the symbol random number stored in the determination storage area together with the jackpot random number used for the jackpot determination in step S3091 is related to the first special symbol determination, the symbol random number is The jackpot type is determined based on which random number value specified in the symbol determination table for the first start opening winning match. On the other hand, if it is related to the second special symbol determination, the type of jackpot is determined based on which random number value specified in the symbol determination table for the second start opening winning matches the symbol random number To decide.

  In this way, the main CPU 101 determines the type of jackpot, and as a jackpot game, the jackpot game including the short open round game that opens the second jackpot 19 short or the second jackpot 19 is opened long. The jackpot game including the long open round game to be selected is selected.

  Then, the main CPU 101 sets jackpot symbol setting information corresponding to the determined jackpot type in the main RAM 103 (step S3094). As a result, the jackpot symbol set here at the time of the processing of step S317 is stopped and displayed as a determination symbol on the first special symbol display 41 or the second special symbol display 42, and the jackpot game corresponding to the symbol is displayed. Will be done.

  On the other hand, when the main CPU 101 determines that it is not a big hit (step S3092: NO), the main CPU 101 sets the lost symbol setting information in the main RAM 103 (step S3095). As a result, the lost symbol set here in the process of step S317 is stopped and displayed as a determination symbol on the first special symbol display 41 or the second special symbol display 42. In this case, the jackpot game is not performed.

[Change pattern selection processing by game control board 100]
FIG. 17 is a detailed flowchart of the variation pattern selection process in step S310 of FIG. After executing the jackpot determination process in step S309 in FIG. 15, the main CPU 101 determines whether or not the determination result in step S3091 is a jackpot (step S3101). If it is determined that the game is a big hit (step S3101: YES), the big hit variation pattern table is read from the main ROM 102 and set in the main RAM 103 (step S3102).

  On the other hand, if the main CPU 101 determines that it is not a big hit (step S3101: NO), whether or not the reach random number stored in the determination storage area matches the winning value of the reach random number stored in the main ROM 102. Based on the above, it is determined whether or not to perform a reach effect that makes the player expect a big hit (step S3103). If it is determined that a reach effect is to be performed (step S3103: YES), the reach variation pattern table is read from the main ROM 102 and set in the main RAM 103 (step S3104). Conversely, when it is determined that the reach effect is not performed (step S3103: NO), the variation pattern table for loss is read from the main ROM 102 and set in the main RAM 103 (step S3105).

  Subsequently, the main CPU 101 executes a variation pattern random number determination process with reference to the variation pattern table set in the main RAM 103 by the process of step S3102, the process of step S3104, or the process of step S3105 (step S3106). Specifically, when the big hit variation pattern table or the reach variation pattern table is set in the main RAM 103, the variation pattern corresponding to the variation pattern random number stored in the determination storage area is set as the variation pattern that is set. The variation pattern is selected by reading from the table.

  If the variation pattern table for losing is set in the main RAM 103, the number of reserved special symbol determination is specified based on the number of reserved storage areas in which various types of information are stored immediately before the shift process of step S308 is performed. Then, the variation pattern corresponding to the specified number of holdings and the presence / absence of the current time is read out from the variation pattern table for loss to select the variation pattern.

  By selecting the variation pattern of the special symbol in this way, the variation time of the special symbol is inevitably determined.

  When the main CPU 101 selects the variation pattern, the main CPU 101 sets the selected variation pattern setting information in the main RAM 103 (step S3107). The variation pattern setting information is included in the variation start command and transmitted to the effect control board 130 together with the symbol setting information set in the main RAM 103 by the jackpot determination process in step S309 described above.

[Timer interrupt processing by production control board 130]
When the power of the pachinko gaming machine 1 is turned on, the sub CPU 131 of the effect control board 130 sets a CTC cycle, which is a cycle for performing timer interrupt processing to be described later. And sub CPU131 repeats the random number update process which updates the production random number etc. which are used in order to determine the content of production with the predetermined period shorter than a CTC period. That is, the sub CPU 131 repeats the timer interrupt process at the CTC cycle while repeating the random number update process at a predetermined cycle while the pachinko gaming machine 1 is activated.

  Hereinafter, the timer interrupt process executed in the effect control board 130 will be described with reference to FIG. Here, FIG. 18 is a flowchart illustrating an example of a timer interrupt process executed in the effect control board 130. Similar to the timer interrupt process performed on the game control board 100, the sub CPU 131 repeatedly executes a series of processes illustrated in FIG. 18 every predetermined time (for example, 4 milliseconds). Note that the processing performed on the effect control board 130 described based on the flowcharts in FIG. 18 and the subsequent steps is performed according to a command issued by the sub CPU 131 based on a program stored in the sub ROM 132.

  First, the sub CPU 131 executes a command reception process for performing a process according to a command from the game control board 100 (step S10). This command reception process will be described in detail later based on FIG.

  Subsequent to the process of step S10, the sub CPU 131 determines whether or not the effect button 26 or the cross key 27 has been operated based on whether or not the operation information is input from the effect button 26 or the cross key 27 (step S11). ). If it is determined that the effect button 26 or the cross key 27 has been operated (step S11: YES), an operation command for notifying the fact is set in the sub RAM 133 (step S12). By transmitting this operation command to the image sound control board 140, the lamp control board 150, and the drum control board 160, a process for realizing the effect on the effect according to the operation of the effect button 26 or the cross key 27 is performed. Done.

  If the sub CPU 131 determines that neither the effect button 26 nor the cross key 27 is operated (step S11: NO), or executes the process of step S12, the sub CPU 131 executes a transmission process (step S13). Specifically, the command set in the sub-RAM 133 by the processing in step S10 or step S12 is transmitted to the image sound control board 140, the lamp control board 150, and the drum control board 160. By performing this command transmission process, the image acoustic control board 140 is instructed to execute an effect by image display, audio output, etc., and the execution of the effect by the lighting of various lamps or the operation of the movable accessory 7 is performed by the lamp. The control board 150 is instructed, and the drum control board 160 is instructed to emit light from the fluorescent tube 602 and to perform an effect by the operation of the nine rotating drums.

  Subsequent to the process of step S13, the sub CPU 131 executes a data transfer process (step S14). Specifically, since the data relating to the image sound control is transmitted from the image sound control board 140, the data is transferred to the lamp control board 150 and the drum control board 160. Thereby, the lamp control board 150 controls the effects by the effect medium such as the movable accessory 7 and the panel lamp 25 so as to synchronize with the effects performed by the liquid crystal display device 5 and the speaker 24. Further, the operation of the nine rotating drums is controlled by the drum control board 160 so as to synchronize with the effects performed by the liquid crystal display device 5 and the speaker 24.

[Command reception processing by effect control board 130]
FIG. 19 is a detailed flowchart of the command reception process in step S10 of FIG. As illustrated in FIG. 19, the sub CPU 131 first determines whether or not a variation effect accompanying the variation display of the special symbol is being executed (step S <b> 101). Specifically, for example, the variation time of the special symbol is specified based on the information indicating the variation pattern of the special symbol included in the variation start command transmitted from the game control board 100, and the variation start command is received. Based on whether or not the variation time has elapsed, it is determined whether or not the variation effect accompanying the variation display of the special symbol is being executed.

  If the sub CPU 131 determines that the variation effect is not being executed (step S101: NO), whether or not the variation start command transmitted from the game control board 100 in response to the process of step S311 (see FIG. 15) has been received. Is determined (step S102). Here, when it is determined that the change start command has been received (step S102: YES), the value at the time when the change start command is received from the game control board 100 is acquired for the effect random number that is appropriately updated by the random number update process. And stored in the sub RAM 133 (step S103). Then, the received variation start command is analyzed (step S104).

  In this variation start command, as described above, the symbol setting information indicating the determination result of the jackpot determination process, whether the symbol setting information relates to the first special symbol determination, or relates to the second special symbol determination It includes winning start information indicating whether it is a thing, setting information of a special symbol variation pattern, information indicating a gaming state of the pachinko gaming machine 1, and the like. Therefore, the type and result of the special symbol determination can be specified by analyzing the variation start command. That is, it is possible to identify the type of jackpot if the jackpot is a jackpot, a loss, or a jackpot. Further, by specifying whether or not the variation pattern is a variation pattern for loss based on the variation pattern setting information, it is possible to determine whether it is necessary to perform an effect with reach or an effect without reach. . Similarly, the variation time of the special symbol can be specified based on the variation pattern setting information. Further, the current gaming state of the pachinko gaming machine 1 can be specified based on the information indicating the gaming state.

  When the change start command is analyzed, the sub CPU 131 executes a change effect pattern setting process for setting a change effect pattern of the decorative design based on the analysis result (step S105). This variation effect pattern setting process will be described in detail later with reference to FIG.

  Next, the sub CPU 131 executes a notice effect pattern setting process for setting the contents of various notice effects to be executed during the decorative symbol variation display (step S106). The notice effect pattern setting process will be described in detail later based on FIG.

  When the process of step S106 is executed, the sub CPU 131 instructs the start of the change effect of the change effect pattern set in the process of step S105 and the execution of the notice effect of the notice effect pattern set in the process of step S106. A start command is set in the sub RAM 133 (step S107). This variation effect start command is transmitted to the image sound control board 140, the lamp control board 150, and the drum control board 160 by the transmission process of step S13. As a result, the decorative design variation effect and various notice effects for which the effect pattern is determined on the effect control board 130 are realized by the image sound control board 140, the lamp control board 150, and the drum control board 160.

  The variation effect corresponding to the process of step S107 is a determination symbol indicating the determination result of the special symbol determination after the variation display of the special symbol is started on the second special symbol display 42 (or the first special symbol display 41). This is done until is stopped.

  On the other hand, if the sub CPU 131 determines that the variation effect is being executed (step S101: YES), the sub CPU 131 is long during the current variation effect based on the setting information of the notice effect set in the sub RAM 133 in the process of step S106. It is determined whether or not the push effect is executed (step S109). If it is determined that the long press effect is not to be executed during the current variation effect (step S109: NO), the process proceeds to step S115 described later.

  When the sub CPU 131 determines that the long press effect is to be executed (step S109: YES), for example, based on the setting information of the notice effect and the elapsed time since the process of step S107 is executed, the long press effect is performed. It is determined whether the player is in an effective period during which the long press operation of the effect button 26 by the player is valid (step S110). If it is determined that the period is not valid (step S110: NO), the process proceeds to step S115.

  When the sub CPU 131 determines that it is during the effective period (step S110: YES), it measures the long press time (step S111). Specifically, since the press of the effect button 26 is detected by, for example, a photo interrupter, the total time during which the press of the effect button 26 is continuously detected by the photo interrupter during the effective period is measured. The long press time measured by the process of step S111 is stored in the sub RAM 133.

  Subsequent to the process of step S111, the sub CPU 131 determines whether or not it is the end timing of the effective period related to the long press effect based on the setting information of the notice effect and the elapsed time after executing the process of step S107. Is determined (step S112). If it is determined that it is not the end timing of the valid period (step S112: NO), the process proceeds to step S115.

  When the sub CPU 131 determines that it is the end timing of the valid period (step S112: YES), it is determined whether or not the long press time finally stored in the sub RAM 133 is equal to or longer than a predetermined time (for example, 3 seconds). Determination is made (step S113). If it is determined that the long press time is not longer than the predetermined time (step S113: NO), it is determined that the long press has not been performed, and the process proceeds to step S115.

  When the sub CPU 131 determines that the long press time is equal to or longer than the predetermined time (step S113: YES), the sub CPU 131 determines that the long press operation is valid, and executes the process of displaying the item or character on the liquid crystal display screen 50. Is set in the sub RAM 133 (step S114).

  The item display command includes information indicating the type of item or character to be displayed on the liquid crystal display screen 50, and this item display command is transmitted to at least the image acoustic control board 140 by the transmission processing in step S13. Thereby, the effect image as illustrated in FIG. 5C is displayed on the liquid crystal display screen 50.

  When the sub CPU 131 executes the process of step S114, determines that the long press effect is not executed during the current variable effect (step S109: NO), and determines that it is not during the effective period related to the long press effect. (Step S110: NO), when it is determined that it is not the end timing of the effective period (Step S112: NO), or when it is determined that the long press time is not longer than the predetermined time (Step S113: NO), Step S316 (FIG. 15), it is determined whether or not the symbol confirmation command transmitted from the game control board 100 has been received (step S115). If it is determined that the symbol confirmation command has been received (step S115: YES), for example, a variation effect end command for instructing the end of the variation effect accompanying the variation display of the special symbol is set in the sub RAM 133 (step S116). This variation effect end command is transmitted to the image sound control board 140, the lamp control board 150, and the drum control board 160 by the transmission process of step S13. As a result, the fluctuating effect and the notice effect that are started in accordance with the process of step S107 are ended.

[Variation effect pattern setting process by effect control board 130]
FIG. 20 is a detailed flowchart of the variable effect pattern setting process in step S105 of FIG. Subsequent to the processing of step S104, the sub CPU 131, as illustrated in FIG. 20, is based on the setting information relating to the reach effect included in the change start command received from the game control board 100, and this special symbol. It is determined whether or not it is necessary to perform an effect with reach in accordance with the fluctuation display (step S1051).

  When the sub CPU 131 determines that it is not necessary to perform the effect with reach (step S1051: NO), the sub CPU 131 sets the variable effect pattern of the effect without reach from the start to the end of the decorative symbol change display (step S1052). ).

  The sub ROM 132 stores a no-reach effect table with respect to variable effects that do not involve reach effects. This lost-reach production table includes production tables corresponding to variation patterns (variation times) determined in the game control board 100, such as for 3 seconds, for 8 seconds, for 18 seconds, and for 36 seconds. A plurality are provided. In step S1052, the sub CPU 131 selects one effect table from the plurality of effect tables based on the setting information included in the change start command. For example, when the setting information includes the setting information of the variation pattern indicating that the variation time of the special symbol is 3 seconds, the effect table for 3 seconds is selected.

  In each effect table, an effect random number and an effect pattern are associated with each other. The sub CPU 131 selects one effect pattern by reading out the effect pattern corresponding to the effect random number acquired in the process of step S103 described above from a number of effect patterns stored in the selected effect table. Thereby, the variation effect pattern of the variation effect not including the reach effect is set.

  When the sub CPU 131 performs the process of step S1052 in this way, the first special symbol display 41 or the second special symbol display 42 determines based on the symbol setting information included in the change start command. As the symbol is stopped and displayed, a decorative symbol to be stopped and displayed on the liquid crystal display screen 50 is set (step S1053).

  On the other hand, if the sub CPU 131 determines that it is necessary to perform an effect with reach (step S1051: YES), similar to the process of step S1052, the reach table is used for reaching or using the effect table for reach. Is set (step S1055).

  Subsequent to the processing in step S1055, the sub CPU 131 performs pseudo-stop in the left column and the right column on the active line when reach is established based on various setting information included in the change start command received from the game control board 100, for example. Reach symbols to be displayed are set (step S1056). The reach symbol may be determined randomly by performing a lottery process using a production random number regardless of the setting information.

  Subsequent to the processing of step S1056, the sub CPU 131 sets a variation effect pattern after reach establishment (step S1057). Specifically, based on various setting information included in the change start command, which one of the long reach effect and the SP reach effect is to be performed, or when the long reach effect is performed, the long reach is performed at the end of the SP. Set whether or not to develop to reach production.

  When the process of step S1057 is performed, the process proceeds to the above-described step S1053 as in the case where the process of step S1052 is performed.

[Notification effect pattern setting processing by effect control board 130]
FIG. 21 is a detailed flowchart of the notice effect pattern setting process in step S106 of FIG. Subsequent to the process of step S105, the sub CPU 131 performs an effect lottery using the effect random number acquired in the process of step S103 (see FIG. 19), for example, as illustrated in FIG. It is determined whether or not to execute (step S1061).

  Next, the sub CPU 131 determines whether or not to execute the drum step-up effect based on the determination result of step S1061 (step S1062). If it is determined not to execute the drum step-up effect (step S1062: NO), the process proceeds to step S1065 described later.

  When the sub CPU 131 determines to execute the drum step-up effect (step S1062: YES), the sub CPU 131 sets the execution start timing of the drum step-up effect (step S1063). Specifically, the variation time of the special symbol specified based on the variation start command received from the game control board 100, whether or not to perform the effect with reach, and when performing the effect with reach, start the variation of the special symbol The execution start timing of the drum step-up effect is set based on, for example, how many seconds have passed since the start of reaching the reach.

  Next, the sub CPU 131 sets the final step number to any one of “1” to “4” based on, for example, symbol setting information included in the variation start command (step S1064). Specifically, it is determined whether the determination result of the special symbol determination is a big hit based on the symbol setting information included in the change start command. Here, when it is determined that it is a big hit, a winning final step number determination table is read from the sub ROM 132 and set in the sub RAM 133, and when it is determined that it is a loss, the final step number determination table when it is lost is sub ROM 132. Is read out and set in the sub RAM 133. In the final step number determination table set in the sub RAM 133 in this way, the production random number and the final step number are associated with each other, and the sub CPU 131 performs the final step corresponding to the production random number acquired in the process of step S103. The final step number is determined by reading the number from the final step number determination table.

  In this embodiment, the final step number is easily determined to be “4” when referring to the winning final step number determination table, and the final step number is “ Each final step number determination table is defined in advance so as to be easily determined as any one of “1” to “3”. For this reason, the higher the reliability with respect to the jackpot, the easier the drum step-up effect is to step up to a higher step (for example, the fourth step). It is difficult to step up to higher steps.

  However, the determination method of the final step number is not limited to the above method, and the following determination method may be adopted. That is, for example, the final step number is determined such that the higher the reliability for the jackpot, the smaller the final step number, and conversely, the lower the reliability for the jackpot, the larger the final step number. May be. When the reliability for the big hit is relatively high, the final step number is easily determined to be “2” or “3”. Conversely, when the reliability for the big hit is relatively low, the final step number is “1”. The final number of steps may be determined so that it is easy to determine “4” or “4”.

  When the sub CPU 131 executes the process of step S1064 or determines that the drum step-up effect is not executed (step S1062: NO), for example, the effect random number acquired in the process of step S103 (see FIG. 19) is used. An effect lottery is performed to determine whether or not to execute the long press effect (step S1065).

  Next, the sub CPU 131 determines whether or not to execute the long press effect based on the determination result of step S1065 (step S1066). If it is determined that the long press effect is not to be executed (step S1066: NO), the process proceeds to step S1069 described later.

  When the sub CPU 131 determines to execute the long press effect (step S1066: YES), for example, based on the symbol setting information included in the change start command received from the game control board 100, the effect button 26 by the player The item or character type to be displayed on the liquid crystal display screen 50 after the long pressing operation is performed is set.

  Next, the sub CPU 131 sets a valid period during which the operation of the effect button 26 by the player is valid (step S1068). This valid period is represented by, for example, an elapsed time since the start of the changing effect. By performing the process of step S1068, a notification period for performing a notification effect that prompts the player to perform a long press operation is determined, and a timing at which the item or character is displayed after the effective period ends is determined. .

  When the sub CPU 131 executes the process of step S1068 or determines that the long press effect is not executed (step S1066: NO), the sub CPU 131 executes a setting process related to another notice effect (step S1069). Specifically, it is determined whether or not to execute other notice effects other than the drum step-up effect and the long press effect, and if it is determined to execute another notice effect, what kind of notice effect is to be performed Decide what to do with.

  Up to this point, the setting process mainly related to the drum step-up effect and the long press effect has been described. However, the setting information generated by these setting processes is stored in the sub RAM 133. Then, by transmitting a variation effect start command including these setting information from the effect control board 130, a drum step-up effect or a long press effect is performed.

[Image Sound Control Processing by Image Sound Control Board 140]
FIG. 22 is a flowchart illustrating an example of the image sound control process. The image acoustic control board 140 repeatedly executes a series of processes illustrated in FIG. 22 at regular intervals (for example, 33 milliseconds) during normal operation except for special cases such as when the power is turned on and when the power is turned off. To do.

  As illustrated in FIG. 22, the overall CPU of the image sound control board 140 first determines whether or not a change effect start command transmitted from the effect control board 130 has been received (step S501). Here, if it is determined that the change effect start command has not been received (step S501: NO), the process proceeds to step S504 described later.

  When determining that the variation effect start command has been received (step S501: YES), the overall CPU stores setting information related to the variation effect included in the variation effect start command in the control RAM of the image sound control board 140 ( Step S502). Then, a control signal is generated based on the setting information and a program stored in the control ROM of the image sound control board 140, and the generated control signal is output to the VDP and the sound DSP. The fluctuating effect is started (step S503). As a result, the liquid crystal display screen 50 displays the decorative design in a variable manner, and the speaker 24 produces a changing effect in which an effect sound synchronized with the effect is output.

  When the general CPU executes the process of step S503 or determines that the variable effect start command has not been received (step S501: NO), the overall CPU is based on the setting information stored in the control RAM in the process of step S502. Then, it is determined whether or not the long press effect is set during the current variation effect (step S504). Specifically, it is determined whether or not the setting information generated in accordance with the processing in steps S1067 and S1068 in FIG. 21 is included in the setting information stored in the control RAM. If it is determined that the long press effect is not set (step S504: NO), the process proceeds to step S507 described later.

  If it is determined that the general CPU is set to perform the long press effect during the current variation effect (step S504: YES), the general CPU determines the effective period included in the setting information stored in the control RAM. It is determined whether or not it is a notification start timing (in this embodiment, a timing at which the effective period of the effect button 26 starts) based on the information shown and the elapsed time since the start of the current variable effect (step in this embodiment). S505). If it is determined that it is not the notification start timing (step S505: NO), the process proceeds to step S507.

  If the overall CPU determines that it is the notification start timing (step S505: YES), the control data of the first notification effect is used for control in order to start the first notification effect (see FIG. 5) on the liquid crystal display screen 50. Store in the lower layer of the RAM (step S506). Although a detailed description is omitted, the first notification effect by the liquid crystal display screen 50 is started by outputting a control signal based on the control data to the VDP.

  When the overall CPU executes the process of step S506, it determines that it is not set to perform the long press effect during the current variation effect (step S504: NO), or determines that it is not the notification start timing. In the case (step S505: NO), it is determined whether or not the item display command transmitted from the effect control board 130 is received according to the process of step S114 (see FIG. 19) (step S507). If it is determined that the item display command has not been received (step S507: NO), the process proceeds to step S510 described later.

  When determining that the item display command has been received (step S507: YES), the overall CPU specifies which item or character needs to be displayed based on the information included in the received item display command, Control data corresponding to the specified result is stored in the lower layer of the control RAM (step S508). By outputting a control signal based on this control data to the VDP, an item or a character is displayed on the liquid crystal display screen 50 (see, for example, FIG. 5C).

  When the general CPU executes the process of step S508 or determines that the item display command has not been received (step S507: NO), based on the setting information stored in the control RAM in the process of step S502, It is determined whether or not the drum step-up effect is set during the current variation effect (step S510). It is determined whether or not the setting information generated in accordance with the processing in steps S1063 and S1064 in FIG. 21 is included in the setting information stored in the control RAM. If it is determined that the drum step-up effect is not set (step S510: NO), the process proceeds to step S516 described later.

  If the overall CPU determines that the drum step-up effect is set to be performed during the current variation effect (step S510: YES), for example, control data related to the first notification effect is stored in the lower layer of the control RAM. Whether or not it is during the notification period of the long press effect is determined based on whether or not it is performed (step S512).

  If the overall CPU determines that it is not during the notification period (step S512: NO), it stores the drum step-up effect control data in the lower and middle layers of the control RAM (step S513). By outputting a control signal based on these control data to the VDP, as described above with reference to FIG. 8, an effect (see FIG. 6) on the liquid crystal display screen 50 for the drum step-up effect is started. become.

  On the other hand, when determining that it is during the notification period (step S512: YES), the general CPU stores the control data of the drum step-up effect in the middle layer and the upper layer of the control RAM (step S514). In this case, since the control data of the first notification effect is stored in the lower layer, the notification effect image is displayed at the timing when the effect on the liquid crystal display screen 50 for the drum step-up effect is started in accordance with the process of step S514. It is no longer displayed on the liquid crystal display screen 50.

  Thus, in the present embodiment, both the first notification effect and the second notification effect are performed by storing the control data of the drum step-up effect in a higher layer than the control data of the long press effect. In the middle of the notification period, the state is switched to a state in which only the second notification effect is performed.

  In addition, although this embodiment demonstrated the case where two layers which store the control data regarding a drum step-up effect were switched based on the presence or absence of the control data regarding the 1st alerting | reporting effect in a lower layer, in other embodiment, Regardless of the presence or absence of control data relating to the first notification effect in the lower layer, control data relating to the drum step-up effect may be stored in the middle layer and the upper layer.

  In this embodiment, the control data of the drum step-up effect is stored in the middle layer and the upper layer to realize the switching from the first notification effect to the drum step-up effect, but in other embodiments, For example, in the production control board 130, it is determined whether or not the start timing of the drum step-up effect is reached during the notification period of the long press effect. By transmitting a command instructing the end of the notification effect to the image sound control board 140, switching from the first notification effect to the drum step-up effect may be realized.

  When the overall CPU executes the process of step S513, executes the process of step S514, or determines that the drum step-up effect is not set during the current variation effect (step S510: NO). Or, when it is determined that it is not the execution start timing of the drum step-up effect (step S511: NO), the variable effect end command transmitted from the effect control board 130 is received according to the process of step S116 (see FIG. 19). It is determined whether or not (step S516). Here, when it is determined that the variation effect end command has not been received (step S516: NO), the process proceeds to step S518 described later.

  If the overall CPU determines that the variation effect end command has been received (step S516: YES), the overall CPU ends the variation effect being executed by the VDP and the sound DSP (step S517). As a result, the decorative symbols that are variably displayed on the liquid crystal display screen 50 are stopped and displayed in a manner indicating the determination result of the special symbol determination.

  When the overall CPU executes the process of step S517 or determines that the variable effect end command has not been received (step S516: NO), the overall CPU executes a data transmission control process (step S518). Specifically, data related to image sound control performed on the image sound control board 140 is transmitted to the effect control board 130.

  On the other hand, the effect control board 130 transfers data related to the image sound control received from the image sound control board 140 to the lamp control board 150 and the drum control board 160. As a result, various rendering operations and the like are controlled by the lamp control board 150 and the drum control board 160 so as to be synchronized with the rendering performed by the liquid crystal display screen 50 and the speaker 24.

[Ramp control processing by the lamp control board 150]
Next, a lamp control process executed in the lamp control board 150 will be described with reference to FIG. Here, FIG. 23 is a flowchart showing an example of a lamp control process executed in the lamp control board 150. The lamp control board 150 is transmitted from the image sound control board 140 via the command from the effect control board 130 and the effect control board 130 in a normal operation except for special cases such as when the power is turned on and when the power is turned off. The series of processes illustrated in FIG. 23 is repeatedly executed at regular time intervals based on data relating to image sound control.

  First, the lamp CPU of the lamp control board 150 executes a data reception process for receiving data relating to the image sound control transmitted from the image sound control board 140 via the effect control board 130 (step S601). The lamp CPU performs various rendering means (such as the movable accessory 7 and the panel lamp 25) so as to synchronize with the rendering by the liquid crystal display screen 50 and the speaker 24 based on the data relating to the image sound control received by the process of step S601. To control.

  Subsequent to the process of step S601, the lamp CPU determines whether or not the variable effect start command transmitted from the effect control board 130 is received according to the process of step S107 (see FIG. 19) (step S602). Here, when it is determined that the variable effect start command has not been received (step S602: NO), the process proceeds to step S608 described later.

  When the lamp CPU determines that it has received the variation effect start command (step S602: YES), the lamp CPU reads out the light emission pattern data corresponding to the received variation effect start command from the lamp ROM, and sets it in the lamp RAM. 25 and the light emission pattern of the frame lamp 37 are set (step S603). Based on the set light emission pattern data, light emission control of the panel lamp 25 and the frame lamp 37 is started (step S604).

  Following the process of step S604, the lamp CPU determines whether or not the operation of the movable accessory 7 has been instructed based on the received variable effect start command (step S605). When it is determined that the operation of the movable accessory 7 has been instructed (step S605: YES), the operation pattern data corresponding to the received variable effect start command is read from the lamp ROM and set in the lamp RAM, whereby the movable accessory 7 Is set (step S606).

  The lamp CPU executes the process of step S606, determines that it has not received the change effect start command (step S602: NO), or determines that the operation of the movable accessory 7 has not been instructed (step). (S605: NO), it is determined whether or not the operation pattern of the movable accessory 7 is set based on whether or not the operation pattern data is set in the lamp RAM (step S608). If it is determined that the operation pattern is not set (step S608: NO), the process proceeds to step S611 described later.

  If the lamp CPU determines that the operation pattern of the movable accessory 7 has been set (step 608: YES), the lamp CPU is movable based on the data relating to the image sound control acquired from the image sound control board 140 by the process of step S601. It is determined whether or not it is the operation start timing of the accessory 7 (step S609).

  When it is determined that it is the operation start timing of the movable accessory 7 (step S609: YES), the lamp CPU starts the operation control of the movable accessory 7 based on the operation pattern data set in the lamp RAM ( Step S610).

  When the lamp CPU executes the process of step S610, determines that the operation pattern of the movable accessory 7 is not set (step S608: NO), and determines that it is not the operation start timing of the movable accessory 7 (Step S609: NO), it is determined whether it is the start timing of the effective period of the effect button 26 related to the long press effect (Step S611). Specifically, for example, it is determined whether or not the first notification effect is started based on the data regarding the image sound control acquired from the image sound control board 140 by the process of step S601, and based on the determination result, It is determined whether it is the start timing of the valid period.

  If the lamp CPU determines that it is the start timing of the notification period (step S611: YES), it starts the light emission control of the button lamp 261 (step S612). Specifically, the light emission pattern data corresponding to the variable effect start command received from the effect control board 130 (for example, the light emission pattern data for keeping the button lamp 261 to emit light over the effective period, or for blinking continuously) (Light emission pattern data) is read from the lamp ROM to the lamp RAM, and the button lamp 261 starts to emit light with a light emission pattern corresponding to the read light emission pattern data.

  When the lamp CPU executes the process of step S612 or determines that it is not the start timing of the effective period (step S611: NO), the lamp CPU determines whether it is the end timing of the effective period related to the long press effect ( Step S613). Specifically, for example, the elapsed time after performing the process of step S612 is measured, and based on whether the measured elapsed time coincides with a predetermined time (for example, 5 seconds), at the end timing of the effective period. It is determined whether or not there is.

  When the lamp CPU determines that it is the end timing of the valid period (step S613: YES), the lamp CPU ends the light emission control of the button lamp 261 started by the process of step S612 (step S614).

  As described above, the second notification effect related to the long press effect is continued from the start to the end of the effective period of the effect button 26 related to the long press effect regardless of the execution state of the drum step-up effect.

  When the lamp CPU executes the process of step S614 or determines that it is not the end timing of the effective period (step S613: NO), the lamp CPU transmits from the effect control board 130 according to the process of step S116 (see FIG. 19). It is determined whether or not the changed production end command has been received (step S615). Here, when it is determined that the change effect end command has been received (step S615: YES), the light emission control of the panel lamp 25 and the frame lamp 37 started in the process of step S604 is ended (step S616).

[Drum control processing by drum control board 160]
Next, a drum control process executed on the drum control board 160 will be described with reference to FIG. Here, FIG. 24 is a flowchart showing an example of drum control processing executed on the drum control board 160. The drum control board 160 is transmitted from the image sound control board 140 via the command from the effect control board 130 and the effect control board 130 in a normal operation except for special cases such as when the power is turned on or when the power is turned off. The series of processes illustrated in FIG. 24 is repeatedly executed at regular time intervals based on data relating to image sound control.

  First, the drum CPU of the drum control board 160 executes a data reception process for receiving data relating to image sound control transmitted from the image sound control board 140 via the effect control board 130 (step S701). The drum CPU is configured to synchronize with the effects of the steps for the drum step-up effect on the liquid crystal display screen 50 based on the data relating to the image sound control received by the process of step S701. Control rotation and attitude.

  Subsequent to the process of step S701, the drum CPU determines whether or not the variable effect start command transmitted from the effect control board 130 is received according to the process of step S107 (see FIG. 19) (step S702). Here, when it is determined that the variable effect start command has not been received (step S702: NO), the process proceeds to step S706 described below.

  If the drum CPU determines that it has received the variation effect start command (step S702: YES), is the drum CPU set to perform a drum step-up effect during the current variation effect based on the received variation effect start command? It is determined whether or not (step S703). Specifically, the drum step-up effect is performed based on whether or not the change effect start command received from the effect control board 130 includes the setting information generated by the processes in steps S1063 and S1064 in FIG. It is determined whether or not it is set to be performed. If it is determined that the drum step-up effect is not set (step S703: NO), the series of drum control processes ends.

  When it is determined that the drum CPU is set to perform a drum step-up effect (step S703: YES), the drum CPU sets an operation pattern of each rotating drum of the drum unit 70 (step S704). Specifically, when the drum step-up effect develops and ends up to the first step, the operation pattern data indicating the operation pattern of nine rotating drums, and when the drum step-up effect develops and ends up to the second step The operation pattern data indicating the operation pattern of the nine rotating drums, the operation pattern data indicating the operation pattern of the nine rotating drums when the drum step-up effect ends up to the third step, and the drum step-up effect The drum ROM stores operation pattern data indicating the operation patterns of the nine rotating drums when the process reaches the upper limit of the fourth step and ends. On the other hand, the drum CPU specifies the final step number based on the information indicating the final step number of the drum step-up effect included in the variable effect start command, and the operation pattern data corresponding to the specified final step number. Is set in the drum RAM to set the operation patterns of nine rotating drums.

  Subsequently, the drum CPU sets a light emission pattern of the fluorescent tube 602 during the drum step-up effect (step S705). Specifically, the light emission pattern data indicating the light emission pattern of the fluorescent tube 602 when the drum step-up effect is developed and ended up to the first step, and the case where the drum step-up effect is developed and finished up to the second step. The light emission pattern data indicating the light emission pattern of the fluorescent tube 602, the light emission pattern data indicating the light emission pattern of the fluorescent tube 602 when the drum step-up effect develops and ends up to the third step, and the drum step-up effect is the upper limit of the first step. The light emission pattern data indicating the light emission pattern of the fluorescent tube 602 in the case where the development is completed up to 4 steps and the process is finished is stored in the drum ROM. On the other hand, the drum CPU sets the light emission pattern of the fluorescent tube 602 by setting the light emission pattern data corresponding to the final step number specified in the process of step S704 in the drum RAM.

  When the drum CPU executes the process of step S705 or determines that the variable effect start command has not been received (step S702: NO), the operation pattern data indicating the operation patterns of the nine rotating drums in the drum RAM, Based on whether or not the light emission pattern data indicating the light emission pattern of the fluorescent tube 602 is stored, the presence / absence of setting information relating to the drum step-up effect in the drum RAM is determined (step S706). Here, when it is determined that there is no setting information related to the drum step-up effect (step S706: NO), a series of drum control processes ends.

  If the drum CPU determines that there is setting information related to the drum step-up effect (step S706: YES), the drum CPU determines whether it is the execution start timing of the drum step-up effect (step S707). Specifically, it is determined whether or not an effect for drum step-up effect on the liquid crystal display screen 50 has been started based on the data relating to the image sound control acquired from the image sound control board 140 by the process of step S701. Based on the determination result, it is determined whether it is the execution start timing of the drum step-up effect.

  When the drum CPU determines that it is the execution start timing of the drum step-up effect (step S707: YES), the operation of each rotating drum of the drum unit 70 is based on the operation pattern data set in the drum RAM by the process of step S704. Control is started (step S708). Then, light emission control of the fluorescent tube 602 is started based on the light emission pattern data set in the drum RAM by the process of step S705 (step S709).

[Operational effects of this embodiment]
As described above, according to the present embodiment, during the effective period of the effect button 26 relating to the long press effect, for example, even if the drum step-up effect using the liquid crystal display screen 50 is started during the effective period, notification is made. The second notification effect of the first notification effect by the liquid crystal display screen 50 and the second notification effect by the button lamp 261 is performed regardless of whether or not the drum step-up effect is executed. Continue until the validity period ends. For this reason, it can suppress that a player cannot recognize that operation with respect to the production button 26 can be performed.

  Further, during the second notification control in which the second notification effect is performed without performing the first notification effect, the liquid crystal display screen 50 used for the first notification effect is displayed on another effect (drum step-up in this embodiment). Can be used for production). For this reason, it can suppress that the freedom degree of another effect falls by alerting | reporting effect.

  Further, in the present embodiment, during the effective period of the effect button 26 in the long press effect, the effect button is displayed to the player by both the first notification effect and the second notification effect until the execution start timing of the drum step-up effect is reached. Therefore, the player can be prompted to perform the operation effectively. The liquid crystal display screen 50 performs the drum step-up effect instead of the first notification effect until the effective period ends after the execution start timing of the drum step-up effect. 2 Since the notification effect is continued, the drum step-up effect can be started without being restricted by the notification effect while allowing the player to recognize that the state where the operation of the effect button 26 can be continued. .

[Modification]
In addition, this invention is not limited to the said embodiment, For example, the following forms may be sufficient. That is, in the above embodiment, the case where the predetermined effect in the present invention is the drum step-up effect has been described. However, the predetermined effect may be an effect different from the drum step-up effect, or the liquid crystal display screen 50 is used. An effect that is not performed (for example, a drum effect that uses only the drum unit 70 by transmitting light from the irradiation frame 60 from the front surface of the liquid crystal display screen 50).

  Moreover, although the said embodiment demonstrated the case where notification control switching was performed when it became the execution start timing of an effect with higher priority than a notification effect during the effective period of the effect button 26, it has priority over a notification effect. Regardless of whether the degree is high or not, for example, when the liquid crystal display screen 50 needs to be used for an effect other than the first notification effect, the notification control may be switched.

  Moreover, in the said embodiment, the case where the 1st alerting | reporting control which performs both a 1st alerting | reporting effect and a 2nd alerting | reporting effect is switched to the 2nd alerting | reporting control which performs only a 2nd alerting | reporting effect in the middle of an alerting | reporting period is demonstrated. did. Instead, in another embodiment, switching to the second notification control for executing only the first notification effect instead of the second notification effect may be performed. In contrast to these switching operations, the second notification control may be switched to the first notification control in the middle of the notification period. For example, it is preferable to adopt such a configuration when entering the effective period of the effect button 26 in the long press effect during the execution of the drum step-up effect.

  Further, in the above embodiment, a case has been described in which notification control is switched on the condition that the execution start timing of another effect (in the above embodiment, a drum step-up effect) is reached. Instead of this, in another embodiment, for example, when the start of the long press operation of the effect button 26 by the player can be confirmed regardless of whether or not the execution start timing of another effect has come, the first Switching from the notification control to the second notification control with only the second notification effect may be performed.

  In the above embodiment, the case where the first notification effect prompts the player to press and hold the effect button 26 has been described. However, the first notification effect is not limited to this. For example, the player It is also possible to prompt the player to hit the production button 26 repeatedly.

  Moreover, although the case where the input means of the present invention is the effect button 26 has been described in the above embodiment, the input means is not limited to this, and the cross key 27, a touch panel capable of detecting a player's touch operation. For example, other input means such as an optical sensor or a joystick that can detect a player's hand held over the game board 2 may be used.

  Moreover, although the said embodiment demonstrated the case where notification control switching was performed when it became the execution start timing of the production | presentation in which the priority was higher than a notification production | presentation during the effective period of the production | presentation button 26, it alert | reported during a notification period. When it becomes the execution start timing of the production having a lower priority than the production, the notification control may not be switched.

  Moreover, although the said embodiment demonstrated the case where the liquid crystal display screen 50 which functions as a 1st alert | report effect execution means was a transmissive | pervious liquid crystal, a 1st alert | report effect execution means is a general liquid crystal display device which is not a transmissive | pervious type. Or other image display devices such as an EL display device may be used. Also, the second notification effect execution means may be notification effect execution means other than the button lamp 261.

  In other embodiments, the first notification effect executing means and the second notification effect executing means may be the liquid crystal display screen 50. In this case, for example, from the state in which the first notification effect is performed in the left region of the liquid crystal display screen 50 and the second notification effect is performed in the right region, the second notification effect in the right region is stopped and the first notification effect in the left region is performed. An example of the notification control is to continue only.

  In addition, the configuration of the pachinko gaming machine 1 and the operation mode of each member described in the above embodiment are merely examples, and it goes without saying that the present invention can be realized with other configurations and operation modes. Further, the order of processing, the set value, the threshold value used for determination, etc. in the flowcharts described above are merely examples, and the present invention can be realized with other orders and values without departing from the scope of the present invention. Needless to say. The same applies to the screen diagrams exemplified in the present embodiment.

1 Pachinko machine (an example of a game machine)
2 gaming board 5 display unit 10 gaming area 11 first starting port 12 second starting port 13 first big winning port 19 second big winning port 24 speaker 26 effect button (an example of input means)
27 cross key 50 liquid crystal display screen (an example of first notification effect executing means)
60 Irradiation frame 70 Drum unit 100 Game control board 101 Main CPU
102 Main ROM
103 Main RAM
111 1st start opening switch 112 2nd start opening switch 115 1st grand prize opening switch 116 2nd big prize opening switch 117 V prize opening switch 118 1st big prize opening control section 119 2nd big prize opening control section 130 production control Substrate 131 Sub CPU
132 Sub ROM
133 Sub RAM
134 RTC
140 image sound control board 150 lamp control board 160 drum control board 261 button lamp (an example of second notification effect executing means)
501 Liquid Crystal Display Panel 502 Liquid Crystal Shutter 601 Opening 711-713, 721-723, 731-733 Rotating Drum

Claims (2)

  1. A game machine that determines whether or not to execute a special game and executes the special game according to a result of the determination,
    Input means that can be input by the player;
    First notification effect executing means for executing a first notification effect for prompting the player to input to the input means;
    A second notification effect executing means different from the first notification effect executing means for executing a second notification effect for encouraging the player to input to the input means;
    A notification effect control means for controlling the first notification effect execution means and the second notification effect execution means ;
    When there is an input from the input means for the notification effect, the effect means for executing the effect according to the input ,
    The notification effect control means includes:
    During broadcasting period for prompting an input to the input means to the player, the first notification control to execute the notification effect on both of the first notification effect execution means and said second notification effect execution unit, before Symbol second notification effect by switching the middle notification control of the notification period to the second notification control to execute the notification effect to perform hands-stage run,
    The notification effect control means includes:
    If there is an input from said input means to said notification effect, the gaming machine characterized by Rukoto to terminate the notification effect running.
  2. The notification effect control means includes:
    If the priority than the first notification effect in the first broadcast control becomes execution start timing of the predetermined high effect, and switches to the first broadcast control whether we before Symbol second notification control The gaming machine according to claim 1.
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