JP5784554B2 - Game machine - Google Patents

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Publication number
JP5784554B2
JP5784554B2 JP2012155029A JP2012155029A JP5784554B2 JP 5784554 B2 JP5784554 B2 JP 5784554B2 JP 2012155029 A JP2012155029 A JP 2012155029A JP 2012155029 A JP2012155029 A JP 2012155029A JP 5784554 B2 JP5784554 B2 JP 5784554B2
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effect
game
new song
time
determination
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JP2014014570A (en
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合 伊藤
合 伊藤
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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 provided with effect means.

  A conventional pachinko gaming machine includes a game control unit that controls a game using a game ball and an effect control unit that controls an effect (see, for example, Patent Document 1). In the game control unit, when a game ball wins at a predetermined starting point, a special symbol indicating the result of the big win lottery stops on the special symbol display after the special symbol variation display by the big bonus lottery and the special symbol display is performed Is displayed. When a special symbol indicating that the result of the jackpot lottery is a jackpot is stopped and displayed on the special symbol display, a special game for opening the big prize opening is executed.

  In addition, when the jackpot lottery is executed in the game control unit, the special symbol indicating the result of the jackpot lottery stopped and displayed on the special symbol display, the current gaming state of the pachinko gaming machine, the special symbol displayed by the special symbol display A command for notifying the variation pattern is transmitted to the effect control unit. In contrast, in the effect control unit, an effect pattern is set based on the command received from the game control unit, and the effect of the effect pattern is executed. As a result, after the decorative symbol is variably displayed on the liquid crystal display device in accordance with the variation display of the special symbol by the special symbol indicator, an effect of stopping and displaying the decorative symbol for notifying the result of the jackpot lottery is performed. .

JP 2011-152268 A

  By the way, in the conventional gaming machine described above, an effect that prompts the operation of the operation button is displayed on the liquid crystal screen, and the result is displayed on the same liquid crystal screen according to the operation performed by the player during the effect. It is conceivable to prompt the player to perform a long press operation using such operation buttons. However, if the player requests a long-press operation for a long time, or if the operation is strictly determined based on the time during which the long-press operation is performed, the processing load for the determination may increase. It is done.

  Therefore, an object of the present invention is to provide a gaming machine capable of reducing the processing burden when determining an operation when the input means is used to prompt an operation for continuous input for a predetermined time or more. That is.

  In order to achieve the above object, the present invention may employ the following configuration, for example. When interpreting the description of the claims, it is understood that the scope should be interpreted only by the description of the claims, and the description of the claims and the description in this column are contradictory. In that case, priority is given to the claims.

One configuration example of the gaming machine according to the present invention provides an effect based on the determination as to whether or not a special game advantageous to the player is executed. The gaming machine includes input means, input effect execution means, input result effect execution means, and input determination means. The player can input the input means. The input effect executing means performs an input effect that prompts the player to perform a specific input for a predetermined time or more on the input means. The input result effect executing means performs the first effect when it is determined that a specific input is made to the input means when an input is made to the input means during the input effect by the input effect executing means. If it is determined that no specific input has been made to the means, a second effect is performed. The input determining unit determines whether or not an input to the input unit is performed at at least one predetermined time during the input effect by the input effect executing unit. Input result presentation execution means have a first row the effect of determining that the input is input as a specific determined to have been made by the input determination means has been performed, has not been performed input by the input determination unit intends rows second effect to determine the specific type is determined is not performed with.

The predetermined time point may be a time point when the input effect ends.

  The gaming machine may further include special game determination means. The special game determination means determines whether or not to perform a special game when the start condition is satisfied. In this case, the first effect may be an effect based on the determination result in the special game determination means. The second effect may be a predetermined effect.

  According to the present invention, it is possible to reduce a processing burden when determining an operation for continuously performing input to the input unit for a predetermined time or more.

Schematic front view showing an example of a pachinko gaming machine 1 An enlarged view showing an example of the display 4 in FIG. Schematic perspective view showing an example of the internal structure of the specific region 9 Explanatory diagram for explaining an example of jackpot and gaming state The perspective view which shows an example of the upper surface side of the button unit 50 in the state where the production button 51 does not protrude. The perspective view which shows an example of the upper surface side of the button unit 50 in the state which the production | presentation button 51 protruded. A longitudinal sectional view showing an example of the internal configuration of the button unit 50 in a state where the effect button 51 does not protrude. The perspective view which shows an example of the lower surface side of the production button 51 A longitudinal sectional view showing an example of the internal configuration of the button unit 50 in a state in which the effect button 51 that has not popped out is pressed. The elements on larger scale which show an example of a structure around the electrical decoration board 96 in the state where the production button 51 protruded The elements on larger scale which show an example of the structure around the electrical decoration board | substrate 96 in the state in which the production | presentation button 51 which protruded was pressed. The perspective view which shows an example of the upper surface side of the unit main body 80 The perspective view which shows an example of the drive transmission mechanism 90 of the button unit 50. The perspective view of the cylindrical cam 83 which shows an example of the position of the roller 59 in the state where the production button 51 does not protrude. The perspective view of the cylindrical cam 83 which shows an example of the position of the roller 59 in the state which the production | presentation button 51 protruded. Schematic diagram showing an example of a gaming system in which a plurality of pachinko gaming machines 1 are installed A screen diagram for explaining an example of a flow of effects performed using the main liquid crystal display device 5 Explanatory drawing for demonstrating an example of the flow of the new song announcement production performed with the pachinko machine 1 Explanatory drawing explaining the example of the flow of the new song announcement production performed in the pachinko machine 1 after all new songs are announced The figure which shows the example of a screen display in the mini game performed in the pachinko gaming machine 1, and the operation example The figure which shows the example of a screen display in the mini game performed in the pachinko gaming machine 1, and the operation example The figure which shows the example of a screen display in the mini game performed in the pachinko gaming machine 1, and the operation example The figure which shows the example of a screen display in the mini game performed in the pachinko gaming machine 1, and the operation example The figure which shows the example of a screen display in the mini game performed in the pachinko gaming machine 1, and the operation example The figure which shows the example of a screen display in the mini game performed in the pachinko gaming machine 1, and the operation example The figure showing an example of the flow of a process in the mini game performed in the pachinko machine 1 The block diagram which shows the structural example of the control apparatus with which the pachinko gaming machine 1 is provided. The block diagram which shows the structural example of the image sound control board 140 The flowchart which shows an example of the timer interruption process performed in the game control board 100 Detailed flowchart showing an example of the switch processing in step 2 of FIG. 19 is a detailed flowchart showing an example of the first start port switch process in step 21 of FIG. 19 is a detailed flowchart showing an example of the second start port switch process in step 22 of FIG. Detailed flowchart showing an example of the gate switch processing in step 23 of FIG. Detailed flowchart showing an example of special symbol processing in step 3 of FIG. Detailed flowchart showing an example of jackpot determination processing in step 307 of FIG. FIG. 23 is a detailed flowchart showing an example of the stop process in step 319 of FIG. Detailed flowchart showing an example of normal symbol processing in step 4 of FIG. Detailed flowchart showing an example of the electric tulip process in step 5 of FIG. Detailed flowchart showing an example of the specific area release control process in step 6 of FIG. Detailed flowchart showing an example of the specific area release control process in step 6 of FIG. FIG. 18 is a detailed flowchart showing an example of the special winning opening opening control process in step 7 of FIG. 30 is a detailed flowchart showing an example of the long hit game control process in step 72 of FIG. Detailed flowchart showing an example of the short hit game control process in step 76 of FIG. Detailed flowchart showing an example of the game state setting process in step 745 of FIG. 31 and step 780 of FIG. The flowchart which shows an example of the timer interruption process performed in the production control board 130 Detailed flowchart showing an example of command reception processing in step 10 of FIG. Detailed flowchart showing an example of command reception processing in step 10 of FIG. Detailed flowchart showing an example of command reception processing in step 10 of FIG. Block diagram showing a configuration example of the control ROM 144 Explanatory drawing for demonstrating an example of a public management table Explanatory drawing for demonstrating an example of a presentation order management table The flowchart which shows an example of the timer interruption process performed in the image sound control board 140 41 is a detailed flowchart showing an example of the measurement process in step 2100 of FIG. 41 is a detailed flowchart showing an example of a new song announcement effect start process in step 2500 of FIG. Detailed flowchart showing an example of the normal performance control process in step 2600 of FIG. Detailed flowchart showing an example of the normal performance control process in step 2600 of FIG. Detailed flowchart showing an example of the normal performance control process in step 2600 of FIG. Schematic showing an example of the new song B main table The figure which shows an example of main data and a program which are memorize | stored in the predetermined storage area in the image sound control board 140 when a mini game process is performed First half flowchart showing an example of a mini game process executed by the overall CPU 141 The latter half of the flowchart showing an example of the mini game process executed by the overall CPU 141 41 is a detailed flowchart showing an example of the new song announcement effect end process in step 2700 of FIG. 41 is a detailed flowchart showing an example of the image output control process in step 2800 of FIG. 41 is a detailed flowchart showing an example of the audio output control process in step 2900 of FIG.

  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 FIG. Here, FIG. 1 is a schematic front view showing an example of a pachinko gaming machine 1. In the present embodiment, the pachinko gaming machine 1 is a pachinko gaming machine called a type 1 / type 2 mixed type. As shown 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 in the tray 28 are guided to the launching device (not shown), and the game is performed with the hitting force according to the rotation angle of the handle 20. Fired into region 10. 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.

  In addition, when the player operates the take-out button 23 that is disposed close to the tray 28, a part of the lower surface of the tray 28 is opened, and the game balls accumulated on the tray 28 are disposed below the tray 28 (not shown). Fall into the box. The dish 28 may be constituted by two dishes, an upper dish for storing game balls and prize balls supplied to the launching device, and a lower dish for collecting prize balls.

  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, two normal winning ports 14, and an electric tulip 17 are provided in the passing path of the left-handed game ball as a winning and determining role. In addition, in the passing path of the right-handed game ball, the second starting port 12, the big winning port 13, the two normal winning ports 14, the gate 16, the electric tulip 17, and the specified character are used as the winning and determination-related items. A winning opening 19 and a blade member 900 are provided.

  The game balls launched into the game area 10 flow down along the game board 2 in the first start port 11, the second start port 12, the big winning port 13, the normal winning port 14, and the specific winning port 19. Enter a ball and win. As a result, a predetermined number of prize balls corresponding to the winning location are paid out to the tray 28. The game balls that have not won a prize are discharged from the game area 10 through the discharge port 18.

  The first start opening 11 as the first winning area is a start opening that is always open, and the second start opening 12 as the second winning area is operated by the electric tulip 17 as an ordinary electric accessory. It is a starting port that is opened only when 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, is a special game advantageous to the player executed? It is determined whether or not, 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”.

  The special winning opening 13 is opened according to the result of the special symbol determination. A plate for opening and closing the big prize opening 13 is provided at the opening of the big prize opening 13. The special winning opening 13 is normally closed by this plate. On the other hand, when a predetermined jackpot symbol indicating that the result of the special symbol determination is a jackpot is stopped and displayed on the display 4, that is, when one kind of jackpot has occurred, the plate is operated to win a big prize opening. A special game of opening 13 is executed. For this reason, the player can obtain more prize balls by making a right strike during the special game compared to when the special game is not being performed. Note that when a predetermined small winning symbol indicating that the result of the special symbol determination is a small bonus is stopped and displayed on the display 4, a V winning opening 920 (see FIG. 3) described later is temporarily opened, When a game ball wins the V winning opening 920, two types of jackpots are generated. The big winning opening 13 is also opened when two types of jackpots are generated.

  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 shown 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 starting port 12 is in a state where it is difficult for the game ball to win when the electric tulip 17 is not operated, whereas the game ball is easily won by operating the electric tulip 17. Become. In the following description, the determination executed on condition that a game ball wins 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.

  On the front side of the main liquid crystal display device 5 to be described later, a specific area 9 that is temporarily opened according to the result of the special symbol determination is provided. The specific area 9 will be described later in detail with reference to FIG.

[Configuration Example of Display 4]
FIG. 2 is an enlarged view showing an example of the display 4 in FIG. The display 4 mainly displays information related to special symbol determination and normal symbol determination. As shown in FIG. 2, the first special symbol display 41, the second special symbol display 42, and the first special symbol are displayed. It has a symbol hold display 43, a normal symbol display 45, a normal symbol hold display 46, and a game state display 47.

  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. The first special symbol display 41 has a jackpot symbol indicating that the result of the first special symbol determination is a big hit (1 type big hit), or a lost symbol indicating that the result of the first special symbol determination is a loss. Is stopped.

  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. The second special symbol display 42 has a jackpot symbol indicating that the result of the second special symbol determination is a jackpot (1 type jackpot), and a small hit indicating that the result of the second special symbol determination is a jackpot The losing symbol indicating that the symbol or the result of the second special symbol determination is losing is stopped and displayed.

  By the way, when a game ball is newly won at the first starting port 11 during the symbol variation display related to the special symbol determination or during the special game, the first special symbol determination and the symbol variation display are immediately triggered by this winning. Can not be executed. Therefore, the pachinko gaming machine 1 according to the present embodiment seems to hold the right of the first special symbol determination when the first special symbol determination cannot be immediately executed even if a game ball wins the first starting port 11. It is configured. The first special symbol hold indicator 43 displays the number of hold of the first special symbol determination held in this way.

  In the pachinko gaming machine 1, the second special symbol determination cannot be immediately executed even if a game ball wins at the second starting port 12, that is, during the symbol variation display or special game related to the special symbol determination. 2 When a game ball is newly won at the start port 12, the second special symbol determination is not executed, and the right of the second special symbol determination is not suspended. For this reason, the display device 4 is not provided with a display device that displays the number of reserved second symbol determinations.

  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. Note that the normal symbol determination and the symbol variation display related to the normal symbol determination cannot be immediately executed even when the game ball passes through the gate 16, such as during the symbol variation display on the normal symbol display 45, the normal symbol is displayed. Judgment rights are withheld. The normal symbol hold display 46 displays the number of hold for normal symbol determination held in this way. The game state display 47 displays the game state at the time when the power of the pachinko gaming machine 1 is turned on. The gaming state of the pachinko gaming machine 1 will be described in detail later based on FIG.

  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 Specific Area 9]
FIG. 3 is a schematic diagram illustrating an example of the internal structure of the specific region 9. The vertical direction 34 and the width direction 35 in FIG. 3 correspond to the vertical direction 34 and the width direction 35 in FIG. 1, and indicate the vertical direction and the width direction of the pachinko gaming machine 1, respectively. The specific area 9 is an area where a game ball is opened so as to be able to enter when a small hit occurs, and a blade member 900 that opens and closes the specific prize opening 19 is provided at the specific prize opening 19 that is the entrance. Yes.

  In the pachinko gaming machine 1 according to the present embodiment, a jackpot symbol indicating that the result of the special symbol determination is “big hit” is stopped and displayed as a determination symbol on the first special symbol display 41 or the second special symbol display 42. And, the first special game is executed with one kind of big hit.

  In the present embodiment, as the first special game, two types of special games, a long hit game and a short hit game, are provided. Here, the long winning game opens the grand prize opening 13 until a predetermined condition (for example, winning of nine game balls into the big prize opening 13 or 29 seconds have passed since the grand prize opening 13 is opened) is satisfied. The long open round game that closes the special winning opening 13 after the maintained state is maintained is executed a prescribed number of times. In the present embodiment, two types of long games, 4R long games where long open round games are executed four times and 7R long games where long open round games are executed seven times, are games per long for one kind of big hit. A winning game is provided. On the other hand, the short win game is a short opening which closes the big winning opening 13 after maintaining the opened state until the predetermined time (for example, 0.2 seconds) elapses after the big winning opening 13 is opened. This is a 15R short hit game in which a round game is executed a specified number of times (for example, 15 times).

  On the other hand, when the small special symbol indicating that the result of the second special symbol determination is “small hit” is stopped and displayed as the determination symbol on the second special symbol indicator 42, the blade member 900 is operated. A small hit game that opens the specific area 9 is executed. In this small hit game, the operation of the blade member 900 that closes the specific area 9 after maintaining the state in which the specific area 9 is opened until a predetermined time (for example, 3.2 seconds) elapses after the specific area 9 is opened. It is executed a prescribed number of times (for example, once). In this way, when the small hit occurs, the game ball can enter the specific area 9.

  As shown in FIG. 3, the specific region 9 is provided with a guide member 910, a V winning opening 920, a lose winning opening 930, and a slide member 940. The guide member 910 guides a game ball that has entered the specific area 9 from the specific winning opening 19 to the V winning opening 920 or the lost winning opening 930. When a game ball wins the V winning opening 920 or the lose winning opening 930, a predetermined number of winning balls are paid out. The lose prize winning opening 930 is always open, whereas the V winning opening 920 is normally closed by the slide member 940 and is opened only for a predetermined period after the specific winning opening 19 is opened. Specifically, in this embodiment, for example, 0.5 seconds after the specific winning opening 19 is opened, the slide member 940 slides to open the V winning opening 920, and 0.2 from the opening of the V winning opening 920. When the second elapses, the slide member 940 returns to the original position shown in FIG.

  Then, when a game ball wins the V winning opening 920 during the opening period of the V winning opening 920 (V winning), two kinds of big wins are generated, and the second special game including the already played small winning game is executed. Is done. That is, when two types of big hits occur, the long hit game is executed following the small hit game. Specifically, following the small hit game in which the specific area 9 is opened for 3.2 seconds, the long win game consisting of three long open round games in which the big winning opening 13 is opened long, or the big winning opening 13 is set. A long hit game consisting of 14 long open round games that are long open is executed. That is, a total of 4R special games including one small hit game and three long open round games, or a total of 15R special games including one small hit game and 14 long open round games are executed. Is done.

  As described above, in the special game based on the 1st type jackpot, the first special game composed of the round game in which only the winning prize opening 13 is opened, whereas in the special game based on the 2nd type jackpot, the specific area 9 is opened. A second special game composed of a small hit game and a round game that opens the big prize opening 13 is executed. Note that if the game ball does not win the V winning opening 920 during the opening period of the V winning opening 920, the big winning opening 13 is not released following the small hit game, so the second special game is small. It will end with 1R of only winning games.

  In this embodiment, the case where the V winning opening 920 is opened and closed by the slide member 940 will be described. However, the V winning opening 920 is opened and closed by a blade member that rotates about the depth direction of the pachinko gaming machine 1 as an axial direction. It may be. In addition, the operation pattern of the blade member 900 during one small hit game (time and number of times of opening the specific winning opening 19) and the like can be appropriately changed.

[Description of changes in gaming state]
Next, the gaming state of the pachinko gaming machine 1 will be described with reference to FIG. Here, FIG. 4 is an explanatory diagram for explaining an example of the jackpot and the gaming state. As shown in FIG. 4, in the pachinko gaming machine 1 according to the present embodiment, the game is controlled in the “normal game state” or the “time-saving game state”.

  The “normal game state” is a normal game state in which a so-called electric chew support function is not given. Specifically, in the “normal game state”, when the second start port 12 is opened, the ratio determined in the normal symbol determination is set to a predetermined ratio (for example, 12/12), and the variation time of the normal symbol is relative. Is set to a long time (for example, 25 seconds), and when it is determined that the second starting port 12 is to be opened, the opening time of the second starting port 12 is relatively short (for example, 0.1 second × 1 time). It is a gaming state set to.

  The “time saving gaming state” is a gaming state to which an electric chew support function is provided. Specifically, in the “short-time gaming state”, when the second start port 12 is opened, the ratio determined in the normal symbol determination is set to the same predetermined ratio (for example, 12/12) as in the normal gaming state. When the design variation time is set to a relatively short time (for example, 2.5 seconds) and the second start port 12 is determined to be opened, the open time of the second start port 12 is relatively long ( For example, the gaming state is set to 0.3 seconds × 5 times. In other words, the “short-time gaming state” is a gaming state in which the second start port 12 is more easily controlled to the open state than in the normal gaming state.

  Due to the board configuration of the game board 2, a game ball launched into the left area of the game area 10 can win the first starting port 11, whereas a game ball launched into the right area of the game area 10 There will never be a prize at the starting port 11. Further, in the “normal game state”, the second start port 12 is not easily opened. For this reason, there is no merit of making a right strike in the “normal game state”. In this way, the “normal game state” is a left-side advantageous state in which it is easier to hit a jackpot than hitting a game ball in the left area of the game area 10 than in the right area. 5 is left-handed according to the message displayed at 5 and the voice guidance output from the speaker 24.

  When the player makes a left strike in the “normal game state” and the game ball launched into the left area of the game area 10 wins the first start port 11, the first special symbol determination is performed and the first special symbol is determined. After the special symbol is variably displayed on the symbol display 41, the determination symbol indicating the result of the first special symbol determination is stopped and displayed. Here, when it is determined that the first special symbol is determined to be one type of big win, the first special symbol display 41 is stopped and the big special symbol indicating that is stopped and the first special game that opens the special winning opening 13 is performed. Executed. Then, the game state is set after the first special game is ended according to the type of jackpot symbol that is stopped and displayed on the first special symbol display 41 at the start of the first special game. In the present embodiment, as illustrated in FIG. 4, the “normal game state” is continued at a rate of 50% after the first special game is finished, while the remaining 50% is changed from “normal game state” to “ The gaming state changes to “short-time gaming state”.

  In the present embodiment, after the first special game is completed, the game is controlled in the normal gaming state, and as shown in FIG. 4, after the seven long open round games are performed as illustrated in FIG. There is a short per 7R when the normal gaming state is entered, and 50% of the one type large per 7R per short at this time. In addition, 15 times per 4R with time reduction that becomes short-time game state after four long open round games are performed as per time-short game where the game will be controlled in short-time game state after the end of the first special game. There are two types of short-acting short-term games that become short-time game states after the short-opening round game is completed, and 50% of the one-type game is one of these two types of short-timed games.

  When the gaming state shifts to the “time-saving gaming state”, the second start port 12 is more likely to be in the open state than in the “normal gaming state”. In addition, since most of the results of the second special symbol determination executed on condition that a game ball wins the second starting port 12 is a small hit, two types of big hits are likely to occur. As described above, the “short-time gaming state” is a right-side advantageous state in which a player hits a game ball in the right region of the game region 10 more easily than hitting the left region, so the player can play the main liquid crystal display device. 5 is performed in accordance with the message displayed on the screen 5 and the voice guidance output from the speaker 24.

  When the player makes a right strike in the “short-time gaming state” and the game ball launched into the right area of the game area 10 passes through the gate 16, normal symbol determination is performed. When it is determined that the second starting port 12 is opened when the normal symbol determination is performed in the “short-time gaming state”, the opening time of the second starting port 12 is longer than that in the “normal gaming state”. A game ball launched into the right area of the game area 10 easily wins the second starting port 12.

  In the “short time gaming state”, when the special symbol is not variably displayed and the game ball is won at the second starting port 12 when the special game is not being performed, the second special symbol determination is performed and the second special symbol display is performed. After the special symbol is variably displayed on the device 42, the determination symbol indicating the result of the second special symbol determination is stopped and displayed. Here, when it is determined that a small win is determined by the second special symbol determination, the small special symbol indicating that is stopped and displayed on the second special symbol display 42, and the specific area 9 and the V winning opening 920 are temporarily displayed. The small hit game to be opened is executed, and the game ball wins the V winning opening 920 during the small hit game, so that two kinds of big hits are made, and the second special game including the small hit game is executed. Then, the game state is set after the second special game is ended according to the type of the small hit symbol stopped and displayed on the second special symbol display 42 at the time of the small hit game. In the present embodiment, as illustrated in FIG. 4, the “short-time gaming state” is continued at a rate of 70% after the second special game is completed, while the remaining 30% is “from the short-time gaming state” to “ It will be returned to the “normal gaming state”.

  In the present embodiment, as a short hit per hour when the game is to be controlled in the normal game state after the end of the second special game, as shown in FIG. 4, one small hit game and three long open games There is a short time 4R per game that is in a normal gaming state after a round game is performed, and 30% of the two kinds of big time is per short 4R at this time. In addition, after the second special game, the game will be controlled in the short-time game state. As the short-time game, after one small hit game and 14 long open round games are performed, There are 2 types per 4R with a short time after a small hit game and 3 long open round games are performed per 15R with a short time, 70% per 2 types Is one of these two types of time savings.

  In addition, although detailed explanation is omitted, even if the second special symbol determination is performed 100 times in the “short-time gaming state” and the two types of big wins are not generated, the gaming state is changed from the “short-time gaming state”. It will be returned to the “normal game state”.

[Configuration example of presentation means of pachinko gaming machine 1]
As shown in FIG. 1, the game board 2 or the frame member 3 has various functions such as a main liquid crystal display device 5, a sub liquid crystal display device 6, a logo accessory 7, a speaker 24, and a frame lamp 25. Is provided.

  The main liquid crystal display device 5 is an image display device having a liquid crystal display screen for displaying effect images, and is fixedly installed at a position where it can be easily seen by the player. The display screen of the main liquid crystal display device 5 includes, for example, a decorative symbol for notifying the result of the special symbol determination, a character or item for performing a notice effect, a hold display image indicating that the first special symbol determination is held, and the like. The effect image including the various display objects is displayed.

  The sub liquid crystal display device 6 is an image display device having a liquid crystal display screen for displaying an effect image, and is provided movably above the main liquid crystal display device 5. The display screen of the sub liquid crystal display device 6 is smaller than the display screen of the main liquid crystal display device 5.

  In the present embodiment, a case where both the main liquid crystal display device 5 and the sub liquid crystal display device 6 are configured by a liquid crystal display device will be described. However, both or one of them is another type such as an EL display device. You may comprise by an image display apparatus.

  The logo accessory 7 is configured to be movable with respect to the sub liquid crystal display device 6, and a predetermined effect is displayed on the sub liquid crystal display device 6 for the purpose of guiding the player's line of sight to the sub liquid crystal display device 6. Operates to vibrate and rotate prior to being done.

  The speaker 24 produces a sound effect by outputting music, sound, sound effects, etc. in synchronism with the display effect performed in the main liquid crystal display device 5 and / or the sub liquid crystal display device 6. The frame lamp 25 produces an effect by light by changing a light emission color, a light emission pattern, and a light emission direction.

[Configuration example of operation means of the pachinko gaming machine 1]
The frame member 3 is provided with a button unit 50 as operation means operated by the player. The button unit 50 is a push button for inputting operation information when pressed by the player. In the pachinko gaming machine 1, there may be an effect according to the operation information input from the button unit 50.

[Configuration of Button Unit 50 and Operation of Effect Button 51]
Hereinafter, the configuration of the button unit 50 including the effect button 51 and the operation of the effect button 51 will be described in detail with reference to FIGS. Here, FIG. 5 is a perspective view showing an example of the upper surface side of the button unit 50 in a state where the effect button 51 does not protrude. FIG. 6 is a perspective view showing an example of the upper surface side of the button unit 50 in a state in which the effect button 51 has popped out. FIG. 7 is a longitudinal sectional view showing an example of the internal configuration of the button unit 50 in a state where the effect button 51 does not protrude. FIG. 8 is a perspective view showing an example of the lower surface side of the effect button 51. FIG. 9 is a longitudinal sectional view showing an example of the internal configuration of the button unit 50 in a state where the effect button 51 that has not popped out is pressed. FIG. 10 is a partially enlarged view showing an example of the configuration around the electric decoration board 96 in a state in which the effect button 51 is popped out. FIG. 11 is a partial enlarged view showing an example of the configuration around the electric decoration board 96 in a state where the effect button 51 popped out is pressed. FIG. 12 is a perspective view showing an example of the upper surface side of the unit main body 80. FIG. 13 is a perspective view illustrating an example of the drive transmission mechanism 90 of the button unit 50. FIG. 14 is a perspective view of the cylindrical cam 83 showing an example of the position of the roller 59 in a state where the effect button 51 does not protrude. FIG. 15 is a perspective view of the cylindrical cam 83 showing an example of the position of the roller 59 in a state where the effect button 51 pops out. In FIGS. 7 and 9, the mounting components of the electrical decoration board 96 are not shown.

  The button unit 50 is fixed to the upper surface side of the frame member 3 adjacent to the plate 28. As shown in FIGS. 5 to 7, the button unit 50 is roughly configured to include an effect button 51, a cover 70, a unit body 80, and a button motor 97.

  The effect button 51 functions as a push button that is pressed by the player. In the present embodiment, the effect button 51 is formed in a substantially cylindrical shape having an opening on the lower surface where three layers of resin members are stacked, as shown in FIG. An interior of the effect button 51 is provided with an electrical decoration board 96 on which a plurality of button lamps 98 (see FIG. 10) for decorating the effect button 51 are mounted (see FIG. 7). For this reason, the effect button 51 is made of a translucent resin so that the player can visually recognize the light of the button lamp 98 through the upper surface of the effect button 51. As shown in FIG. 7, a projection 53 is formed at the lower end of the effect button 51 so as to protrude radially outward with respect to the outer peripheral surface of the effect button main body 52. The protrusion 53 comes into contact with a stopper 72 (see FIG. 7) of the cover 70 described later when the effect button 51 moves upward. For this reason, the outer diameter dimension of the protrusion 53 is set larger than the inner diameter dimension of the stopper 72.

  As shown in FIG. 8, a substantially disc-shaped first movable body 54 constituting the lower surface of the effect button 51 is fixed to the protrusion 53 of the effect button 51. A light shielding plate 57 protruding downward from the first movable body 54 is provided on the back surface of the first movable body 54. The light shielding plate 57 is in a state where the effect button 51 does not protrude (the effect button 51 is in a normal operation position protruding from the frame member 3 by a first protrusion amount (for example, about 5 mm as shown in FIG. 5), hereinafter “ In the case of operating in the “normal state”), the first light sensor 81 (see FIG. 7) detects the effect button 51 in order to detect that the player has pressed the effect button 51. For example, the light shielding plate 57 is disposed at a position that is not detected by the first optical sensor 81 as shown in FIG. 7 when the effect button 51 is not pressed in the normal state. Then, when the effect button 51 is further pressed down from the normal state, the light shielding plate 57 moves to a position detected by the first optical sensor 81 as shown in FIG. Thereby, the first optical sensor 81 can detect that the player has pressed down the effect button 51 in the normal state.

  As shown in FIG. 10, the first movable body 54 is provided with a light shielding plate 63 at a position corresponding to the second photosensor 82 provided on the back surface of the electrical decoration board 96. The light-shielding plate 63 is in a state in which the effect button 51 protrudes (a state in which the effect button 51 protrudes from the frame member 3 by the longest second protrusion amount (for example, about 30 mm as shown in FIG. 6), This is detected by the second optical sensor 82 in order to detect the “maximum protruding state”. For example, the light shielding plate 63 is disposed at a position detected by the second optical sensor 82 as shown in FIG. 10 when the effect button 51 is not pressed down in the maximum projecting state. Then, the light shielding plate 63 moves to a position where it is not detected by the second optical sensor 82 as shown in FIG. Accordingly, the second optical sensor 82 can detect that the player has pressed down the effect button 51 in the maximum projecting state. As shown in FIG. 7, the first movable body 54 has an insertion hole 55 for inserting a cylindrical cam 83 to be described later, and two insertion holes 56 for inserting two struts 84. Is formed.

  A second movable body 58 is fixed to the back surface of the first movable body 54 (see FIGS. 7 and 8). As shown in FIG. 8, two rollers 59 are provided on the back surface of the second movable body 58. These rollers 59 are configured to be rotatable with the radial direction of the cylindrical cam 83 passing through the center of the cylindrical cam 83 as the axial direction. These rollers 59 are disposed in the recess 86 (see FIG. 14) of the cylindrical cam 83. The operation of the roller 59 will be described in detail later.

  As shown in FIG. 8, insertion holes 60 and 61 are formed at positions corresponding to the insertion holes 55 and 56 in the second movable body 58, respectively. The insertion hole 60 is for inserting the cylindrical cam 83 in the same manner as the insertion hole 55. The insertion hole 61 is for inserting the support column 84 in the same manner as the insertion hole 56. The second movable body 58 is provided with a notch 62 for projecting the above-described light shielding plate 57 below the second movable body 58.

  The cover 70 supports the effect button 51 so as to be movable up and down, and is formed in a substantially cylindrical shape having openings in the upper and lower sides (see FIG. 7). The cover main body 71 of the cover 70 supports the protrusion 53 of the effect button 51 so as to be slidable in the vertical direction. For this reason, the inner diameter dimension of the cover main body 71 is set slightly larger than the outer diameter dimension of the protrusion 53. A stopper 72 (see FIG. 7) having a substantially L-shaped cross section is formed at the upper end of the cover body 71. The stopper 72 supports the effect button main body 52 so as to be slidable in the vertical direction, and restricts further movement of the effect button 51 raised to a predetermined position. For this reason, the inner diameter dimension of the stopper 72 is set to be slightly larger than the outer diameter dimension of the effect button body 52 and smaller than the outer diameter dimension of the protrusion 53.

  As described above, the first movable body 54 and the second movable body 58 are fixed to the effect button 51, and the effect button 51 is supported by the cover body 71 and the stopper 72 so as to be slidable in the vertical direction. The button 51, the first movable body 54, and the second movable body 58 can move up and down integrally. Although not shown, the second movable body 58 is biased upward by a coil spring disposed so as to surround the support column 84. On the other hand, when the player depresses the effect button 51 against the elastic force of the coil spring, the effect button 51, the first movable body 54, and the second movable body 58 integrally move downward. When the second movable body 58 is lowered from the normal operation position to a predetermined lowest point position, the second movable body 58 comes into contact with the unit main body 80, and further movement of the effect button 51 downward is restricted. (See FIG. 9). In addition, since the cover 70 is provided with the stopper 72, when the effect button 51 largely jumps out of the cover 70 due to the elastic force of the coil spring and rises to the protruding operation position, the protrusion 53 contacts the stopper 72, Further upward movement of the effect button 51 is restricted.

  The lower end of the cover body 71 is fixed to the unit body 80 by, for example, screwing or the like. The unit main body 80 is provided with a first optical sensor 81 at a position corresponding to the light shielding plate 57. The first light sensor 81 is for detecting that the effect button 51 has been operated by the player in the normal state. In the present embodiment, a photo interrupter in which a light emitting unit and a light receiving unit are arranged to face each other with a predetermined interval is used as the first optical sensor 81. In the first optical sensor 81, a sensor signal (electric signal) having a signal level corresponding to the luminance received by the light receiving unit is generated, and the generated sensor signal is output to the effect control board 130 (see FIG. 26). Thus, the signal level of the sensor signal output to the effect control board 130 changes according to the luminance received by the light receiving unit of the first optical sensor 81. In a state in which the effect button 51 is not pressed down by the player at the normal operation position, the light path from the light emitting unit to the light receiving unit of the first optical sensor 81 is opened as shown in FIG. On the other hand, when the player depresses the effect button 51 from the normal operation position, the light shielding plate 57 provided in the first movable body 54 is formed in the insertion hole 79 formed in the unit main body 80 (see FIG. 7). The light enters between the light emitting part and the light receiving part of the first optical sensor 81 via. For this reason, in the normal state, the sensor from the first light sensor 81 before and after the operation of the effect button 51 by the player, that is, when the effect button 51 is not operated and when the effect button 51 is operated. The signal levels of the signals will be different. Therefore, the sub CPU 131 of the effect control board 130 can detect that the effect button 51 is operated in the normal state based on the change in the signal level of the sensor signal output from the first optical sensor 81.

  Two support columns 84 are provided upright on the unit main body 80, and a support plate 95 that supports the electric decoration board 96 is fixed to the upper ends of the two support columns 84 (see FIG. 10). . The illumination board 96 illuminates the effect buttons 51, and a plurality of button lamps 98 are mounted on the surface thereof as shown in FIG. The button lamp 98 is a light emitting element that illuminates the effect button 51, and a color LED is used in this embodiment. Since the illumination board 96 on which the button lamp 98 is mounted is disposed at substantially the same height as the stopper 72 of the cover 70 by the support 84 (see FIG. 7), the effect button 51 is in the maximum protruding state (shown in FIG. 6). The player can fully see the light of the button lamp 98 even in the state of

  A second optical sensor 82 is mounted on the back surface of the electrical decoration board 96 at a position corresponding to the light shielding plate 63. The second optical sensor 82 is for detecting that the player has pressed down the effect button 51 at the protruding operation position. In the present embodiment, a photo interrupter is used as the second optical sensor 82 similarly to the first optical sensor 81. The sensor signal generated by the second optical sensor 82 is output to the effect control board 130 in the same manner as the sensor signal generated by the first optical sensor 81. When the production button 51 is in the maximum projecting state (the projecting portion 53 is in contact with the stopper 72), the light shielding plate 63 is positioned between the light emitting unit and the light receiving unit of the second optical sensor 82 (see FIG. 10). . In contrast, when the player presses the effect button 51 from the protruding operation position, the light shielding plate 63 provided on the first movable body 54 moves downward and receives light from the light emitting portion of the second light sensor 82. The optical path to the part is opened. For this reason, before and after the operation of the effect button 51 in the maximum projecting state, that is, when the effect button 51 is in the projecting operation position and when the effect button 51 is in a position lowered from the projecting operation position, the second light is emitted. The signal level of the sensor signal output from the sensor 82 to the effect control board 130 is different. Therefore, the sub CPU 131 of the effect control board 130 detects that the effect button 51 has been pressed by the player from the protruding operation position based on the change in the signal level of the sensor signal output from the second optical sensor 82. Can do. The sensor from the second optical sensor 82 is also used when the effect button 51 pops out by the elastic force of the coil spring and when the effect button 51 at the protruding operation position descends by the driving force of a button motor 97 (see FIG. 7) described later. The signal level of the signal changes. Therefore, based on the detection result of the second optical sensor 82, not only the operation of the effect button 51 but also the operation of popping the effect button 51 by the elastic force and the operation of pushing down the effect button 51 by the button motor 97 can be detected. it can. In the present embodiment, a stepping motor is used as the button motor 97.

  A cylindrical cam 83 is provided at the center of the unit main body 80 and is rotatable with the moving direction (vertical direction) of the effect button 51 as the axial direction. The cylindrical cam 83 is for moving the effect button 51 up and down in response to control by the lamp control board 150, separately from moving the effect button 51 up and down in response to an operation pressed by the player. As shown in FIGS. 12 and 13, the outer peripheral surface 85 of the cylindrical cam 83 is formed with a recess 86 that is recessed inward in the radial direction of the cylindrical cam 83 with respect to the outer peripheral surface 85. At the step portion between the outer peripheral surface 85 and the recess 86, there are two vertical surfaces 87 extending in the axial direction (vertical direction) of the cylindrical cam 83 and two inclined surfaces extending in a direction inclined with respect to the axial direction of the cylindrical cam 83. 88 and two horizontal planes 89 extending in the horizontal direction with the lower end of the vertical surface 87 and the lower end of the inclined surface 88 as both ends are formed.

  A drive transmission mechanism 90 is provided below the cylindrical cam 83. The drive transmission mechanism 90 transmits the driving force of the button motor 97 provided below the unit main body 80 to the cylindrical cam 83. As shown in FIGS. 12 and 13, the drive transmission mechanism 90 includes a first gear 91, a second gear 92, a third gear 93, and a fourth gear 94. The first gear 91 is fixed to the rotating shaft of the button motor 97. The second gear 92 is rotatably supported by the unit body 80 while being engaged with the first gear 91. The third gear 93 is integrally configured so as to coincide with the second gear 92 in the axial direction, and meshes with a fourth gear 94 provided at the lower end portion of the cylindrical cam 83.

  When the button motor 97 is driven, the driving force is transmitted to the fourth gear 94 of the cylindrical cam 83 via the first gear 91, the second gear 92, and the third gear 93. Thereby, the cylindrical cam 83 rotates. Note that, by switching the rotation direction of the button motor 97, the rotation direction of the cylindrical cam 83 can be switched between the first direction 75 and the second direction 76 shown in FIG.

  As described above, the second movable body 58 fixed to the effect button 51 is provided with the two rollers 59. These rollers 59 are disposed in the recess 86 of the cylindrical cam 83. Since these rollers 59 are always urged upward by the elastic force of the coil spring received by the second movable body 58, when the cylindrical cam 83 rotates, the roller 59 receives the frictional force from the cylindrical cam 83, and the vertical surface. Rotate along 87, inclined surface 88, or horizontal plane 89.

  FIG. 14 shows the position of the roller 59 in the normal state (normal operation position) shown in FIG. In the normal state, the upward movement of the roller 59 biased upward is restricted by the horizontal plane 89 of the cylindrical cam 83. For this reason, when the player presses the effect button 51, the roller 59 moves downward, but the roller 59 does not move above the horizontal plane 89. 14, when the cylindrical cam 83 rotates in the first direction 75 by the driving force of the button motor 97 as shown in FIG. 14, the horizontal surface 89 rotates the roller 59 in the third direction 77 while the first relative to the roller 59. Move in direction 75. When the end of the horizontal plane 89 in contact with the vertical surface 87 moves to the first direction 75 side with respect to the roller 59, the restriction on the roller 59 is released, and the roller 59 rotates along the vertical surface 87 while rotating the coil spring. It moves upward by elastic force (see FIGS. 14 and 15). As a result, the effect button 51, the first movable body 54, and the second movable body 58 jump out vigorously to the maximum projecting state (position shown in FIG. 6) in which the projecting portion 53 contacts the stopper 72.

  It is also possible to move the roller 59 upward by rotating the cylindrical cam 83 in a second direction 76 opposite to the first direction 75. When the button motor 97 is driven so that the cylindrical cam 83 rotates in the second direction 76 from a state where the upward movement of the roller 59 is restricted by the horizontal plane 89 of the cylindrical cam 83 as shown in FIG. The horizontal plane 89 moves in the second direction 76 with respect to the roller 59 while rotating the roller 59 in the direction opposite to the third direction 77. When the end of the horizontal plane 89 that contacts the inclined surface 88 moves in the second direction 76 side of the roller 59, the position where the outer peripheral surface of the roller 59 contacts the cylindrical cam 83 is inclined as the cylindrical cam 83 rotates. Since it changes to a position above the surface 88, the roller 59 moves upward by the elastic force of the coil spring while rotating along the inclined surface 88. At that time, since the roller 59 is always subjected to the downward resistance from the inclined surface 88, the effect button 51, the first movable body 54, and the second are compared with the case where the roller 59 rises along the vertical surface 87. The movable body 58 jumps out at a slower speed.

  Thus, by switching the rotation direction of the cylindrical cam 83 (that is, the rotation direction of the button motor 97), the pop-out speed when the effect button 51 pops out can be changed. In addition, by stopping the rotation of the cylindrical cam 83 in a state where the roller 59 is in contact with the inclined surface 88, the effect button 51 is protruded to a protruding position between the normal operation position and the protruding operation position and stopped. You can also. In this case, the projection amount of the effect button 51 is controlled by the rotation angle of the cylindrical cam 83, that is, the rotation amount of the button motor 97 (when the button motor 97 is a stepping motor, the number of steps for controlling the rotation angle). be able to.

  It is also possible to push down the effect button 51 protruding from the cover 70 by the driving force of the button motor 97. When the button motor 97 is driven and the cylindrical cam 83 is rotated in the first direction 75 (see FIG. 14) from the state shown in FIG. 15, the outer peripheral surface of the roller 59 contacts the upper end portion of the inclined surface 88. When the cylindrical cam 83 is further rotated in the first direction 75 from this state, the roller 59 is pushed down by the downward pressing force received from the inclined surface 88 while rotating by the frictional force with the inclined surface 88. When the end portion of the inclined surface 88 in contact with the horizontal plane 89 moves to the first direction 75 side with respect to the roller 59, the roller 59 returns to the original state in contact with the horizontal plane 89. As a result, the effect button 51 at the protruding operation position is returned to the normal operation position by the driving force of the button motor 97.

  As described above, the button motor 97, the drive transmission mechanism 90, the cylindrical cam 83, and the coil spring are arranged so that the effect button 51 is in the normal operation position (the position where the effect button 51 is in the normal state) and the protrusion operation position (the effect button 51 is the maximum protrusion). The effect button 51 can be moved in both directions (in the present embodiment, in the up-down direction).

  Although not shown in FIGS. 5 to 15, the unit main body 80 is provided with an origin detection sensor 78 (see FIG. 13) for detecting a state in which the substantially central portion of the horizontal surface 89 is in contact with the roller 59. May be. The sub CPU 131 of the effect control board 130 can determine whether the effect button 51 is at the normal operation position based on the detection result of the origin detection sensor 78.

[Main features of production performed on pachinko machine 1]
Hereinafter, the main features of effects performed in the pachinko gaming machine 1 will be described with reference to FIGS.

  FIG. 16 is a schematic diagram showing an example of a gaming system in which a plurality of pachinko gaming machines 1 are installed. As illustrated in FIG. 16, in the so-called pachinko hall, one island is configured by arranging a plurality (for example, 20) of the above-described pachinko gaming machines 1 side by side. Each pachinko machine 1 installed on this island is electrically connected to the island power supply device 500 through a common island power supply line. Therefore, by turning on the power of the island power supply device 500 with the individual power switch of each pachinko gaming machine 1 set to “ON”, a plurality of pachinko gaming machines 1 installed on one island can be combined. Can be activated. The pachinko gaming machine 1 in the present embodiment has a configuration that makes it possible to start the same presentation at once in all the pachinko gaming machines 1 installed on the same island using such a startup method. .

  FIG. 17 is a screen diagram for explaining an example of the flow of effects performed using the main liquid crystal display device 5. For example, when the game ball is won at the first starting port 11 and the first special symbol determination is performed in the “normal gaming state”, the first special symbol display 41 is displayed on the display screen of the main liquid crystal display device 5. The decorative symbol indicating the result of the first special symbol determination is stopped at the timing when the determination symbol is stopped and displayed on the first special symbol display 41 after the decorative symbol is variably displayed as the special symbol is displayed. Is displayed (see FIG. 17A). In this way, when the decorative symbols are displayed in a variable manner, various effects are performed using the main liquid crystal display device 5 and / or the sub liquid crystal display device 6. Further, when the pachinko gaming machine 1 is in a predetermined gaming state, an effect indicating that the gaming state is in the gaming state is performed using the main liquid crystal display device 5 and / or the sub liquid crystal display device 6. In order to distinguish from other effects, such effects performed in the pachinko gaming machine 1 according to the game situation using the game ball are referred to as normal effects. When the normal performance is performed, the main liquid crystal display device 5 and / or the sub liquid crystal display device 6, the speaker 24, the frame lamp 25, the button unit 50, and the like are used in association with a game using a game ball as a game medium. Production is performed.

  On the other hand, in the pachinko gaming machine 1, a measurement process for measuring an elapsed time since the power is turned on is performed, and unpublished content is reached at a timing when a predetermined set time (about 60 minutes in the present embodiment) has elapsed. A new song announcement effect (in this embodiment, a movie playback of a new song) is started (see FIG. 17B). This new song announcement effect is forcibly started when a predetermined set time elapses after the power is turned on, regardless of the game situation using the game ball. For this reason, by using the island power supply device 500 to start a plurality of pachinko gaming machines 1 installed on one island at the same time, it is possible to simultaneously start a new song presentation effect on these pachinko gaming machines 1 It is.

  By the way, the new song announcement effect is an effect performed irrespective of the game using the game ball, and it is necessary to perform the normal effect for the game using the game ball while the new song announcement effect is being performed. For this reason, in the pachinko machine 1, the new song announcement effect is performed using the upper area of the display screen of the main liquid crystal display device 5 from the start to the end of the new song announcement effect, while the main liquid crystal display device. The normal effect is performed using the lower area of the display screen 5 (see FIG. 17B). In the present embodiment, in order to make the new song announcement effect stand out, a decoration pattern or the like of the normal effect is displayed in dots in the lower area.

  When the new song announcement effect ends, the normal effect is performed using the lower area of the display screen of the main liquid crystal display device 5 and the normal effect is returned using the entire area of the display screen (see FIG. 17 (C)). Then, in the normal performance after the new song announcement effect is performed, it is possible to perform an effect based on the new song announced in the new song announcement effect. In other words, the effect data related to the new song that was not used in the normal effect before the start of the new song announcement effect can be used when the new song announcement effect is executed.

  Note that the new song announcement effect is not executed only when 60 minutes have elapsed since the power of the pachinko gaming machine 1 is turned on. In this embodiment, the new song announcement effect 60 is provided after the power of the pachinko gaming machine 1 is turned on. Runs every minute. That is, when 60 minutes have passed since the power to the pachinko gaming machine 1 is turned on, for example, when a new song announcement effect for new song A is executed, a new song announcement effect for new song A is performed every 60 minutes. Further, the new song announcement effect for one new song is continued for one week after the first new song announcement effect of the new song is executed, and in the next week, new song announcements for other new songs are executed every 60 minutes. In the pachinko gaming machine 1 according to the present embodiment, by repeating such processing, new song announcement effects for all 12 new songs are executed over a period of about three months. It will increase.

  FIG. 18 is an explanatory diagram for explaining an example of the flow of a new song announcement effect performed in the pachinko gaming machine 1. In addition, in order to show the flow of the new song announcement effect in an easy-to-understand manner, FIG. 18 shows the time when the power of the pachinko gaming machine 1 is turned on at 9:00 am.

  As shown in FIG. 18 (A), when the pachinko gaming machine 1 is introduced into the pachinko hall on Saturday, 6/30, for example, a default normal performance is performed until one week has passed since the introduction. For example, the normal effect performed in the pachinko gaming machine 1 in a state where the new song announcement effect has never been performed is performed using default effect data.

  The first new song of the new song A when 3 hours have passed since the power of the pachinko gaming machine 1 was turned on on Saturday, July 7th, one week after the pachinko gaming machine 1 was introduced into the pachinko hall The presentation effect is executed (see FIG. 18B). In FIG. 18 (B), since the power of the pachinko machine 1 is turned on at just 9:00 am, the first new song announcement effect of the new song A is executed at exactly noon, and the new song A is announced every hour thereafter. An example in which an effect is executed is shown.

  When the first new song announcement effect of the new song A is executed, a normal effect using the effect data related to the new song A becomes possible. For example, whether or not a special game is to be played by variably displaying decorative symbols is notified by an effect related to the new song A, or a game state in the pachinko gaming machine 1 by an effect created based on the music video of the new song A Or the like, a normal production using the new song A becomes possible.

  Subsequently, on Saturday, July 14th, one week after the announcement of the first song of the new song A, when three hours have passed since the power to the pachinko machine 1 was turned on, the first song of the new song B The presentation effect is executed (see FIG. 18C). When the first new song announcement effect of the new song B is executed, a normal effect using the effect data related to the new song B becomes possible.

  In this way, every time the first new song announcement effect of each new song is executed, usable effect data increases, and a normal effect using the effect data becomes possible.

  Note that the new song announcement schedule illustrated in FIG. 18 is an example, and the first new song announcement effect of the new song A is performed on the first day of the introduction of the pachinko machine 1, or the time interval at which the new song announcement effect of the same new song is executed. Change to a time other than 60 minutes, a non-constant time, or a time when the first new song announcement effect is performed when a time other than three hours has passed since the power-on of the pachinko machine 1 on the first new song announcement date Needless to say.

  FIG. 19 is an explanatory diagram for explaining an example of a flow of a new song announcement effect performed in the pachinko gaming machine 1 after all new songs are announced. As shown in FIG. 18D, when the first new song announcement effect of the 12th song L is performed, the new song announcement effect is performed every hour from 9/29 Saturday after one week has passed since that day. The types of new songs to be announced change sequentially (see FIG. 19). And on Saturday, 9/29, when 1 hour has passed since the power was turned on, the new song A was announced. On Sunday, September 30, the new song was presented when 1 hour had passed since the power was turned on. B's new song announcement effect is performed, and on 1/10 Monday, when 1 hour has passed since the power is turned on, a new song C new song announcement effect is performed. The type of new song changes. In each time zone when a new song is announced, adjustments are made so that the normal performance using the production data related to the new song released during that time zone is easier to select than the normal production using the production data related to other new songs. It doesn't matter.

  In this way, after all the new songs have been announced, the new song A can be enjoyed without playing every week from the first new song announcement production of the new song A until the completion of the new song announcement production of the new song L for one week. It is possible to enjoy the normal production using the new song announcement production of all the songs that have not existed and production data related to all the songs in one day.

  Also, even if the player can play only during a certain time period, various types of new song announcement effects will be available, because the types of new performances that are announced by day and the type of normal performance using new songs will change even during the same time period. You can enjoy normal production.

[Main features of the mini game played on the pachinko machine 1]
Hereinafter, an example of a mini game executed in the pachinko gaming machine 1 will be described with reference to FIGS. For example, in the mini game, when an effect based on a lottery for determining whether or not a special game advantageous to the player is performed, the player is prompted to perform an operation using the button unit 50 or the like, The player is notified of the lottery result by performing an effect based on the operation. As an example, the mini-game informs whether or not a special game is executed by prompting the player for a long press operation during a period in which the decorative symbols are variably displayed and performing an effect corresponding to the long press operation. Is done. As another example, whether the mini-game is in a short-time gaming state after the jackpot game by prompting the player to perform a long-press operation during the jackpot game and performing an effect according to the long-press operation Whether or not is notified. The mini-game may be prepared as content related to each new song announced by the above-described new song announcement effect. When a first new song announcement effect of a new song is performed, the mini-game is a mini-game related to the new song. It may be in an executable state. In addition, the mini game may always be executable regardless of the above-described new song announcement effect.

  20 to 25 show a screen display example and an operation example in a mini game performed in the pachinko gaming machine 1. For example, the mini-game can be executed after the first new song announcement effect of the new song A is performed, and is likely to appear later in the time period after the new song announcement effect of the new song A is performed. is there. As an example, during the mini game of the first example, a new song A is played as BGM, a video playing the new song A is displayed as a background image of the mini game, or a character image closely related to the new song A is displayed. In addition, an image effect or an operation instruction in accordance with the rhythm or lyrics of the new song A to be played back is performed. In the mini game, an image that prompts an operation of long-pressing the button unit 50 is displayed on the display screen of the main liquid crystal display device 5, and a predetermined effect (for example, a button that is charged and displayed in response to the long-press operation) An effect in which an image is enlarged and displayed) is performed.

  For example, as shown in FIG. 20, on the display screen of the main liquid crystal display device 5, a display indicating that charging is performed by pressing and holding the button is performed, and a button image that prompts the player to press and hold the button unit 50 is performed. BI is displayed. In the mini game, a period in which the player presses the button unit 50 for a long time is set, and an operation period gauge TI for informing the player of the long press operation period is displayed on the main liquid crystal display device 5. It is displayed on the screen. For example, when the amount of time indicated by the operation period gauge TI is set to increase in accordance with the elapse of the period during which the button unit 50 is operated for a long time, and the amount reaches the maximum value indicated by the operation period gauge TI, It indicates that the push operation is finished. Note that the long press operation indicates an operation in which a press input to the effect button 51 is continuously performed for a predetermined time or more, and in the following description, such an operation is simply referred to as a long press operation.

  When the player performs a long press operation on the button unit 50 during the long press operation period, an effect corresponding to the long press operation is displayed on the display screen of the main liquid crystal display device 5. For example, in the example shown in FIG. 21, in response to the player pressing and holding the button unit 50, a display indicating that the player is charged by continuously pressing the button is displayed. Further, the button image BI is gradually enlarged or the effect of the background image is changed according to the time during which the long press operation is performed, and the amount indicated by the operation period gauge TI is determined according to the passage of the long press operation period. Are displayed on the display screen of the main liquid crystal display device 5 so as to increase. When the long press operation of the button unit 50 is continued until the long press operation period ends, the button image BI is further enlarged and the operation period gauge TI indicates that the long press operation period has expired. (See FIG. 22). If the player does not press and hold the button unit 50 during the long press operation period, the effect of enlarging the button image BI and the effect of changing the background effect according to the long press operation described above are not performed. An image prompting the user to press and hold the button is displayed, and an image in which only the amount indicated by the operation period gauge TI increases with the passage of time of the long press operation period is displayed on the display screen of the main liquid crystal display device 5. Is done.

  When the player has long-pressed the button unit 50 when the long-press operation period has expired, an effect that prompts the user to stop the long-press operation is displayed on the display screen of the main liquid crystal display device 5. For example, in the example shown in FIG. 23, a display that prompts the user to release the button after the charging is completed. In addition, the operation period gauge TI is displayed as a gauge indicating an effective period in which it is effective to stop the long press operation, and after the display amount is initialized once, the amount indicated by the operation period gauge TI is the elapsed time of the effective period. It is displayed on the display screen of the main liquid crystal display device 5 so as to increase in accordance with.

  The effect of prompting to stop the long press operation shown in FIG. 23 is performed when the long press operation of the button unit 50 is performed during the long press operation period, and when the long press operation is not performed. Is not performed. Here, the determination as to whether or not the long press operation of the button unit 50 has been performed during the long press operation period is affirmative when the button unit 50 has been pressed at a predetermined time within the long press operation period. Is done. For example, the determination is made when the button unit 50 is pressed when the long press operation period ends (when the long press operation period expires and when the effect screen as shown in FIG. 22 is displayed). If it has been operated, a positive determination is made. In this way, the determination is made not by determining whether or not the long press operation has been performed based on the actual long press operation time, but by determining the long press operation based on the presence or absence of the operation at a predetermined time point. Can reduce the processing load.

  When the player stops the long press operation of the button unit 50 in accordance with the effect urging to stop the long press operation, the determination result (reliability) on whether or not a special game advantageous to the player is executed is given. Based on this, an effect of changing the protruding mode of the button unit 50 is performed. As an example, when the above-mentioned mini game is performed during a period in which the decorative symbols are variably displayed, an effect of changing the protruding state of the button unit 50 is performed according to the result of the special symbol lottery notified during the period. Specifically, when the result of the special symbol lottery indicates a jackpot, the effect of changing the button unit 50 to the maximum protruding state is performed, while when the result of the special symbol lottery indicates other than the jackpot, the protruding mode of the button unit 50 Is maintained in the current state (ie, normal state). As another example, when the above-mentioned mini-game is played during the period when the jackpot game is being played, the effect of changing the protruding mode of the button unit 50 is performed according to whether or not the short-time game state is entered after the jackpot game. Is called. Specifically, the effect of changing the button unit 50 to the maximum projecting state is performed when the short-time gaming state is reached after the jackpot game, while the projecting mode of the button unit 50 is the current state when the non-time-short gaming state is achieved after the jackpot game. (I.e., the normal state). Thus, different effects are performed depending on whether or not the player performs a specific operation (for example, a long press operation) using the button unit 50. For example, when the player performs a specific operation using the button unit 50, it is possible to perform an effect in which the protruding aspect of the button unit 50 changes according to the reliability in the pachinko gaming machine 1, and the specific operation By performing the above, it is possible to know the reliability in the pachinko gaming machine 1.

  Based on the determination result (reliability) on whether or not a special game advantageous to the player is executed, after the effect of changing the protruding mode of the button unit 50 is performed, the operation using the button unit 50 is further performed. Prompt performance is performed. For example, as shown in FIG. 24, an effect is provided that prompts the user to further press the button unit 50 that is in the maximum protruding state. Specifically, in the example shown in FIG. 24, the button image BI indicating the button unit 50 in the maximum protruding state is displayed, and the pressing operation on the button unit 50 in the maximum protruding state is effective. The operation period gauge TI is displayed as a gauge indicating the period, and after the display amount is once again initialized, the main liquid crystal display device is configured so that the amount indicated by the operation period gauge TI increases with the passage of the effective period. 5 is displayed on the display screen. It should be noted that, when the button unit 50 remains in the normal state through the effect of changing the protruding aspect, the button image BI indicating the button unit 50 in the normal state is displayed and the operation is performed in the same manner. The amount indicated by the period gauge TI is displayed on the display screen of the main liquid crystal display device 5 so as to increase with the passage of the effective period.

  Next, when the button unit 50 in the maximum projecting state or the normal state is pressed down, the success or failure of the mini game is determined, and then an effect indicating the success or failure is performed, and the mini game ends. For example, as shown in FIG. 25, when the mini game is successful, an image indicating that the mini game is successful is displayed on the display screen of the main liquid crystal display device 5. Then, after the mini game is over, the effect in the pachinko gaming machine 1 is shifted to the effect corresponding to the next game state. As an example, after an effect indicating that the mini-game has been successful is performed, an effect suggesting that a special game will be performed (for example, an effect suggesting a transition to a jackpot game or a transition to a short-time game state) Directing). As another example, after an effect indicating that the mini-game has failed, an effect suggesting that a special game will not be performed (for example, an effect or non-short game indicating that a jackpot game is not performed) The production suggests that the state will be shifted to). Here, even when the mini game fails, such as when the button unit 50 in the maximum protruding state or the normal state is not pressed, an effect suggesting that a special game is performed may be performed. In this case, after a failure effect indicating that the mini game has failed once, an effect suggesting that a special game is to be revived is performed.

  An example of the processing flow in the mini game described above is shown in FIG. As shown in FIG. 26, when the player does not press and hold the button unit 50 during the long press operation period, the effect of prompting to stop the long press operation is not performed, and the button unit 50 is maintained in the normal state. The In other words, when a specific operation (long press operation) is not performed, the projecting aspect of the button unit 50 is not performed depending on the reliability in the pachinko gaming machine 1, and a predetermined projecting state (normal state) ) Will be maintained.

  In addition, as shown in FIG. 26, the effect (reliability determination processing) in which the protruding state of the button unit 50 changes according to the reliability in the pachinko gaming machine 1 is that a specific operation (long press operation) has been performed. This is performed when the specific operation is stopped within an effective period in which it is effective to stop the specific operation after the affirmative determination is made. On the other hand, if the specific operation is not stopped within the valid period, after the effect that prompts the user to stop the long press operation is continued, it is suggested that the special game is performed without the effect indicating the success or failure of the game. An effect suggesting that the effect or special game is not performed is performed. That is, a different effect is performed according to the timing at which a specific operation (long press operation) on the button unit 50 is stopped. Only when the long press operation is stopped within the effective period, the protruding state of the button unit 50 is pachinko. An effect that changes according to the reliability in the gaming machine 1 is performed, and an effect of pressing the button unit 50 again is performed.

  Here, the types of mini-games that are performed as normal effects during the period when the decorative symbols are displayed in a variable manner or during the period when the jackpot game is being performed depend on the status of the new song that is announced by the new song announcement effect. It may change. In this case, the new song announcement effect is performed according to the elapsed time from a predetermined time point (for example, when the power is turned on) or the current date and time. It will be switched according to the time and the current date and time.

  Hereinafter, the internal configuration of the pachinko gaming machine 1 and the processing performed in the pachinko gaming machine 1 for realizing the execution of the normal effect and the new song announcement effect as described above 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 to be paid out as prize balls. As illustrated in FIG. 27, the control device of the pachinko gaming machine 1 is based on a game control board 100 that controls execution of determination, command transmission processing to the effect control board 130, and the command received from the game control board 100. An effect control board 130 that controls the production in an integrated manner, an image sound control board 140 that controls the production of images and sounds, a lamp control board 150 that controls the production of various lamps and logo accessories 7, and the like. . In the present embodiment, the game control board 100 functions as a game control unit that controls the progress of the game, and the effect control board 130, the image sound control board 140, and the lamp control board 150 function as an effect control unit that controls the effect. .

[Configuration 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 opening / closing unit 113, a gate switch 114, a big winning port switch 115, a big winning port control unit 116, a normal winning port switch 117, The specific winning opening switch 118, the specific area opening / closing section 119, the V winning opening switch 120, the lose winning opening switch 121, the V winning opening opening / closing section 122, and the respective indicators 41 to 43, 45 to 47 constituting the display 4 are connected. Has been.

  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. The electric tulip opening / closing part 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 in response to a control signal from the game control board 100. 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 big prize opening switch 115 detects that a game ball has won the big prize opening 13 and outputs a detection signal to the game control board 100. In response to a control signal from the game control board 100, the special prize opening control unit 116 opens and closes the special prize opening 13 by operating an electric solenoid coupled to a plate that closes the special prize opening 13 so as to be able to transmit the drive. To do. The normal winning port switch 117 detects that the game ball has won the normal winning port 14, and outputs a detection signal to the game control board 100.

  The specific winning opening switch 118 detects that the game ball has won the specific winning opening 19 and outputs a detection signal to the game control board 100. The specific area opening / closing unit 119 opens and closes the specific prize opening 19 by operating an electric solenoid coupled to the blade member 900 so as to be able to transmit driving in response to a control signal from the game control board 100. The V winning opening switch 120 detects that a game ball has won the V winning opening 920 and outputs a detection signal to the game control board 100. The lose prize opening switch 121 detects that the game ball has won the lose prize opening 930 and outputs a detection signal to the game control board 100. In response to a control signal from the game control board 100, the V prize opening opening / closing unit 122 opens and closes the V prize opening 920 by operating an electric solenoid coupled to the slide member 940 so as to be able to transmit driving.

  The main CPU 101 of the game control board 100 detects from the first starting port switch 111, the second starting port switch 112, the big winning port switch 115, the normal winning port switch 117, the V winning port switch 120, or the lose prize port switch 121. When the signal is 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 based on the information from the payout control board, Manage the number.

  This payout control board is configured to have a drive motor or the like that sends out a prize ball from a ball tank provided on the back side of the game board 2 to the tray 28.

  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. Further, the main CPU 101 acquires various random numbers as acquisition information at the timing when the detection signal from the second start port switch 112 is input, and executes the second special symbol determination using the acquired random numbers. If it is determined that the winning game is a big win, the special winning opening 13 is opened and closed via the special winning opening control unit 116.

  When the main CPU 101 determines that the result of the second special symbol determination is a small hit, the main CPU 101 opens and closes the specific prize opening 19 by operating the blade member 900 via the specific area opening / closing unit 119, The V winning opening 920 is opened and closed by operating the slide member 940 via the V winning opening opening / closing part 122. Then, when a game ball wins the V winning opening 920 during the operation of the slide member 940, the big winning opening 13 is opened and closed via the big winning opening control section 116, similarly to the case where it is determined that it is a big win.

  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 opened temporarily by operating the electric tulip 17 via the electric tulip opening / closing part 113.

  Further, the main CPU 101 causes each of the displays 41 to 43 and 45 to 47 constituting the display 4 to execute the processing described above based on FIG.

[Configuration 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. The RTC 134 operates with this power when the power from the island power supply device 500 is supplied to the pachinko gaming machine 1, and when the power from the island power supply device 500 is not supplied to the pachinko gaming machine 1, the RTC 134 operates. 1 operates with electric power supplied from a backup power supply (not shown) built in the apparatus 1. For this reason, the RTC 134 can measure the current date and time even when the power of the pachinko gaming machine 1 is not turned on. Note that a battery may be provided on the game control board 100 and the RTC 134 may be operated by electric power supplied from the battery.

  As will be described in detail later, the overall CPU 141 (see FIG. 28) of the image sound control board 140 acquires information indicating the current date and time (hereinafter referred to as “RTC information”) from the RTC 134, and the above-described new song presentation effect. Etc.

  The sub CPU 131 of the effect control board 130 sets the effect contents of the normal effect based on the game information related to the special symbol determination, the normal symbol determination, the special game, etc. transmitted from the game control board 100. In that case, the input of the operation information from the button unit 50 may be received and the production content according to the operation information may be set. For example, the production control board 130 is connected to the first optical sensor 81, the second optical sensor 82, and the origin detection sensor 78 included in the button unit 50 described above. The sub CPU 131 detects that the effect button 51 in the normal state has been pressed based on the change in the signal level of the sensor signal from the first optical sensor 81. Further, the sub CPU 131 detects that the effect button 51 in the maximum projecting state has been pressed based on the change in the signal level of the sensor signal from the second optical sensor 82. Further, the sub CPU 131 determines whether or not the effect button 51 is in the normal state based on the change in the signal level of the sensor signal from the origin detection sensor 78. Further, 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 and the lamp control board 150.

[Configuration of Lamp Control Board 150]
Although not shown in the drawing, the lamp control board 150 includes a CPU, a ROM, and a RAM. The CPU of the lamp control board 150 performs arithmetic processing when controlling the operations of the frame lamp 25, the logo accessory 7, the button motor 97, and the button lamp 98 based on a program stored in the ROM. The RAM of the lamp control board 150 is used as a storage area for temporarily storing various data used when the CPU executes the program or a work area for data processing.

  The ROM of the lamp control board 150 stores light emission pattern data and operation pattern data. Here, the light emission pattern data is data indicating the light emission patterns of the light emitting elements included in the frame lamp 25, the logo accessory 7, and the button lamp 98. The operation pattern data is data indicating the operation pattern of the logo accessory 7 and the operation pattern of the button motor 97 (the rotation direction and the rotation speed of the button motor 97).

  The CPU of the lamp control board 150 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 ROM, and reads the frame lamp 25, the logo accessory 7, and The light emission of the light emitting element of the button lamp 98 is controlled. The CPU of the lamp control board 150 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 ROM, and operates the logo accessory 7. And the operation of the button motor 97 for moving the effect button 51 up and down.

[Configuration of Image Sound Control Board 140]
FIG. 28 is a block diagram illustrating a configuration example of the image sound control board 140. The image sound control board 140 performs image display control of the main liquid crystal display device 5 and the sub liquid crystal display device 6 and audio output control from the speaker 24. The image sound control board 140 includes an overall CPU 141, an image control unit (VDP: Video Display Processor) 142, an sound DSP (Digital Signal Processor) 143, a control ROM 144, a control RAM 145, a sound ROM 146, an SDRAM 147, a CGROM 148, and a VRAM 149. It has.

  The overall CPU 141 stores the image data stored in the CGROM 148 with respect to the VDP 142 based on the programs and various tables stored in the control ROM 144, the commands received from the effect control board 130, and the RTC information acquired from the RTC 134. An instruction to display on the main liquid crystal display device 5 or the sub liquid crystal display device 6 is given. This instruction is mainly performed by outputting a display list.

  Here, the display list is composed of commands for instructing execution of drawing in frame units. The type of image to be drawn, the position (coordinates) to draw the image, display priority, display magnification, and rotation. It includes various parameters such as angle and transmittance. The processing for creating this display list will be described in detail later.

  The overall CPU 141 instructs the sound DSP 143 to output the sound data stored in the sound ROM 146 from the speaker 24.

  The control ROM 144 is configured by a mask ROM, and stores a control program for the overall CPU 141, a display list generation program for generating a display list, various tables (see FIG. 49), and the like.

  The control RAM 145 is used as a storage area for temporarily storing various data used when the general CPU 141 executes the program, or a work area for data processing.

  The CGROM 148 includes a flash memory, an EEPROM, an EPROM, a mask ROM, and the like, and includes sprite data (one piece of image data) including a collection of pixel information in a predetermined range of pixels (for example, 32 × 32 pixels), and a plurality of pieces of image data. Stores compressed movie data and the like. The pixel information is composed of color number information for specifying a color number for each pixel and an α value indicating the transparency of the image. Further, the CGROM 148 stores, without compressing, palette data or the like in which color number information for specifying a color number and display color information for actually displaying colors are associated with each other.

  The VDP 142 identifies which new song new song announcement effect is to be performed based on the display list created by the overall CPU 141, reads out the specified new song from the new song announcement movie data CGROM 148, and performs the new song announcement effect. Perform drawing processing.

  Further, the CGROM 148 stores default effect data and special effect data as sprite data used for generating a normal effect image. The default effect data is data that can be used regardless of whether or not a new song announcement effect has been performed. On the other hand, the special effect data is sprite data that can be used only when the first new song announcement effect is performed, and is stored individually for each new song. For example, for special effect data, effect data generated in advance by editing the image data making up the movie data for new song announcement effects, and various mini-games that can be used when the first new song announcement effect is performed It includes production data and so on.

  In addition, in order to make the appearance rate of the normal effect using the newly available special effect data as high as possible, the appearance rate of the normal effect using only the default effect data is increased every time the usable special effect data increases. You may make it fall gradually. Typically, the appearance rate of the normal effect using only the default effect data may be set to finally become zero. In this case, a special selection for switching the display list creation table is performed each time the first new song announcement effect of the new song is performed. This special selection will be described in detail later.

  The VDP 142 reads out default effect data or special effect data from the CGROM 148 based on the display list created by the overall CPU 141, and executes a drawing process for performing a normal effect. When the first new song announcement effect has never been performed, the special effect data is not read, so that the rendering process using the default effect data is performed. For example, a default background image is displayed on the main liquid crystal display device 5. Is displayed. On the other hand, for example, when the first new song announcement effect of the new song A is performed, the special effect data for the new song A can be used, and when the drawing process using the special effect data is performed, for example, a background image related to the new song A is displayed. An effect displayed on the main liquid crystal display device 5 is performed. As described above, in the pachinko gaming machine 1 according to the present embodiment, the use restriction of the special effect data of the new song is released when the first new song announcement effect of the new song is triggered.

  Note that only a part of the image data stored in the CGROM 148 may be compressed. As a method for compressing movie data, various known compression methods such as MPEG4 can be used.

  The VRAM 149 is an SRAM that can write and read image data at high speed. The VRAM 149 includes a display list storage area 1491, a main liquid crystal frame buffer 1495, and a sub liquid crystal frame buffer 1496.

  The display list storage area 1491 temporarily stores the display list output from the overall CPU 141. The main liquid crystal frame buffer 1495 is a display frame buffer that temporarily stores image data displayed on the main liquid crystal display device 5. The sub liquid crystal frame buffer 1496 is a frame buffer used for both drawing and display for drawing and displaying the image data displayed on the sub liquid crystal display device 6.

  The VDP 142 performs drawing processing using the main liquid crystal frame buffer 1495 or the sub liquid crystal frame buffer 1496 based on the display list stored in the display list storage area 1491. The VDP 142 generates an RGB signal as a video signal indicating the color of the image from the image data stored in the display frame buffer (the main liquid crystal frame buffer 1495 or the sub liquid crystal frame buffer 1496) in the VRAM 149. The processed RGB signals are output to the main liquid crystal display device 5 or the sub liquid crystal display device 6.

  Connected to the acoustic DSP 143 are an acoustic ROM 146 for storing various acoustic data relating to music, voice, sound effects, etc., and an SDRAM 147 used as a work area for data processing by the acoustic DSP 143. The acoustic DSP 143 reads the acoustic data corresponding to the instruction from the overall CPU 141 from the acoustic ROM 146 to the SDRAM 147, executes data processing, and outputs the acoustic data after the data processing to the speaker 24.

[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. 29 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. 29 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. 29 and subsequent figures is performed according to a command issued by the main CPU 101 based on a program stored in the main ROM 102.

  First, the main CPU 101 executes random number update processing for updating various random numbers of the jackpot random number, the jackpot symbol random number, the jackpot symbol random number, the reach random number, the variation pattern random number, and the normal symbol random number (step 1).

  Here, the jackpot random number is a random number for determining the jackpot, the jackpot, or the loss. The jackpot design random number is a random number for determining the type of jackpot when it is determined that the jackpot is a jackpot. The small hitting design random number is a random number for determining the two types of big hits that are generated when a game ball wins the V winning opening 920 during the small hitting game. 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 jackpot symbol random number, the jackpot symbol random number, the reach random number, the variation pattern random number, and the normal symbol random number are incremented by “1” every time the process of step 1 is performed. Note that a loop counter is used as the counter for performing the processing of step 1, and each random number returns to “0” after reaching a preset maximum value.

  Subsequent to the process in step 1, the main CPU 101 executes a switch process when a detection signal is input from each switch (step 2). This switch process will be described in detail later with reference to FIGS.

  Subsequent to the processing of step 2, 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 shows the result of the special symbol determination. Special symbol processing including processing for stopping and displaying the determination symbol is executed (step 3). This special symbol process will be described in detail later based on FIG.

  Subsequent to the process of step 3, 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 4). This normal symbol processing will be described in detail later based on FIG.

  Following the process of step 4, the main CPU 101 performs the electric tulip process for operating the electric tulip 17 via the electric tulip opening / closing unit 113 when it is determined that the second start port 12 is opened as a result of performing the normal symbol determination. Is executed (step 5). This electric tulip process will be described in detail later based on FIG.

  Subsequent to the process of step 5, when the main CPU 101 determines that it is a small hit in the special symbol process of step 3, the main CPU 101 operates the blade member 900 via the specific area opening / closing unit 119, and the V prize opening opening / closing unit. A specific area opening control process for operating the slide member 940 via 122 is executed (step 6). The specific area release control process will be described in detail later with reference to FIGS. 39 and 40.

  Subsequent to the processing in step 6, the main CPU 101 controls the big winning opening control unit 116 when it is determined that the big winning is made in step 3, or when the game ball wins the V winning opening 920 during the small hit game. Then, a special winning opening opening control process for opening the special winning opening 13 is executed (step 7). The special winning opening opening control process will be described in detail later based on FIG.

  Subsequent to the process in step 7, 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 8).

  Subsequent to the process in step 8, 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 prior to step 8. The transmission process is executed (step 9). By executing the process of step 9, game information relating to special symbol determination and special games is transmitted to the effect control board 130. Specifically, the game information is information included in a change start command, a symbol determination command, an opening command, a round start command, an ending command, and the like, which will be described later.

[Switch processing by game control board 100]
FIG. 30 is a detailed flowchart showing an example of the switch process in step 2 of FIG. Following the processing in step 1, the main CPU 101 monitors the presence or absence of a detection signal input from the first start port switch 111, as shown in FIG. For the random numbers (big hit random number, big hit design random number, reach random number, and variation pattern random number), a first start port switch process is executed to obtain a value at the time when the detection signal from the first start port switch 111 is input ( Step 21). 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 various random numbers (big hit random number, big hit symbol random number, small bonus symbol updated as appropriate by the processing in step 1). For the random number, the reach random number, and the variation pattern random number), a second start port switch process is performed to acquire a value at the time when the detection signal from the second start port switch 112 is input (step 22). The second start port switch process will be described in detail later based on FIG.

  The main CPU 101 monitors the presence or absence of the detection signal 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 updated as appropriate in the process of step 1. The gate switch process for acquiring the above is executed (step 23). This gate switch processing will be described in detail later based on FIG.

[First Start Port Switch Processing by Game Control Board 100]
FIG. 31 is a detailed flowchart showing an example of the first start port switch process in step 21 of FIG. As illustrated in FIG. 31, following the random number update process in step 1, the main CPU 101 indicates a detection signal from the first start port switch 111 (indicating that the first start port switch 111 is “ON”). Based on whether or not an ON signal is input, it is determined whether or not the first start port switch 111 is turned “ON” (step 211). Then, when it is determined that the first start port switch 111 is “ON” (step 211: YES), the hold number U1 of the first special symbol determination stored in the main RAM 103 is stored in the main ROM 102 in advance. It is determined whether it is less than the maximum reserved number Umax1 (in the present embodiment, “4”) of the first special symbol determination (step 212).

  When the main CPU 101 determines that the hold number U1 is less than the maximum hold number Umax1 (step 212: YES), the main CPU 101 updates the value of the hold number U1 to a value obtained by adding “1” (step 213). Then, as the acquisition information used for the first special symbol determination, a jackpot random number, a jackpot symbol 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 a predetermined area of the main RAM 103 (step). 214-step 217).

  The pachinko gaming machine 1 in the present embodiment is configured such that the result of the first special symbol determination is either a big hit or a loss, and the first special symbol determination is not determined to be a small hit that generates a small hit game. Has been. For this reason, the first start port switch process does not include a step of acquiring a small hitting design random number for determining the type of the two big hits.

[Second Start Port Switch Processing by Game Control Board 100]
FIG. 32 is a detailed flowchart showing an example of the second start port switch process in step 22 of FIG. As shown in FIG. 32, following the first start port switch process of step 21, the main CPU 101 detects the detection signal from the second start port switch 112 (the second start port switch 112 is turned “ON”). On the basis of whether or not an ON signal indicating that the second start port switch 112 has been turned ON is determined (step 221).

  When the main CPU 101 determines that the second start port switch 112 is “ON” (step 221: YES), for example, a long hit game flag, a short hit game flag, or a small hit game stored in the main RAM 103. Based on whether the flag is set to “ON”, it is determined whether or not a special game is being played (step 222).

  Here, the long win game flag is a flag indicating whether or not a long win game consisting of a plurality of long open round games that open the big winning opening 13 is long, and is set to “ON” at the start of the long win game. Is set to “OFF” at the end of the long hit game. The short win game flag is a flag indicating whether or not a short win game consisting of a plurality of short open round games that open the big winning opening 13 is short, and is set to “ON” at the start of the short win game. And set to “OFF” at the end of the short hit game. The small hit game flag is a flag indicating whether or not a small hit game for opening the specific winning opening 19 is being executed, and is set to “ON” at the start of the small hit game, and “ OFF "is set.

  When the main CPU 101 determines that the special game is not being played (step 222: NO), the main CPU 101 determines whether or not the special symbol display on the first special symbol display 41 or the second special symbol display 42 is being displayed. (Step 223). Here, when it is determined that the special symbol variation display is not being performed (step 223: NO), as the acquisition information used for the second special symbol determination, the jackpot random number, the jackpot symbol random number, the jackpot symbol random number, the reach random number , And fluctuation pattern random numbers are acquired, and these random numbers are associated and stored in a predetermined area of the main RAM 103 (steps 224 to S228).

  As described above, when the game ball wins the second starting port 12 when the special game is not being displayed and the special symbol is not being displayed, the main CPU 101 stores various random numbers used for the second special symbol determination in the main game. The data is directly stored in the determination storage area of the RAM 103. This determination storage area is a storage area for storing various random numbers used for the special symbol determination when the special symbol determination is actually executed. When a game ball is won at the first starting port 11, the main CPU 101 stores various random numbers used for the first special symbol determination in the reserved storage area of the main RAM 103, and actually performs the first special symbol determination. When the change display of the special symbol is started, various random numbers stored in the reserved storage area are shifted to the determination storage area.

  As described above, in the present embodiment, since the game ball has won the second starting port 12 during the special symbol change display or during the special game, the special symbol change related to the second special symbol determination corresponding to the winning is made. When the display cannot be started immediately, the second special symbol determination based on the winning of the game ball to the second start port 12 is not performed. On the other hand, when a game ball wins at the first start port 11, even if the variable symbol display related to the first special symbol determination corresponding to the winning cannot be started immediately, the right of the first special symbol determination is 4 is the upper limit.

[Gate switch processing by game control board 100]
FIG. 33 is a detailed flowchart showing an example of the gate switch process in step 23 of FIG. As shown in FIG. 33, the main CPU 101 receives a detection signal from the gate switch 114 (ON signal indicating that the gate switch 114 is turned “ON”) following the second start-up port switch process in step 22. It is determined whether or not the gate switch 114 is turned “ON” based on whether or not it is input (step 231).

  When the main CPU 101 determines that the gate switch 114 is turned “ON” (step 231: YES), the normal symbol determination suspension number T stored in the main RAM 103 is stored in the main ROM 102 in advance. It is determined whether or not the determination is less than the maximum hold number Tmax (for example, “4”) (step 232).

  When the main CPU 101 determines that the hold number T is less than the maximum hold number Tmax (step 232: YES), the main CPU 101 updates the hold number T to a value obtained by adding “1” (step 233) and is held by this process. A normal symbol random number used for normal symbol determination is acquired and stored in the main RAM 103 (step 234).

[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. 34 is a detailed flowchart showing an example of the special symbol process in step 3 of FIG. As shown in FIG. 34, the main CPU 101 of the game control board 100 determines whether or not the long hit game flag, short hit game flag, or small hit game flag stored in the main RAM 103 is set to “ON”. Based on the above, it is determined whether or not a special game is in progress (step 301). Here, when it is determined that the special game is being played (step 301: YES), the process proceeds to the normal symbol process of step 4.

  When the main CPU 101 determines that the special game is not being played (step 301: NO), the main CPU 101 determines whether or not the special symbol is being changed (step 302). Here, when it is determined that the special symbol variation display is being performed (step 302: YES), the process proceeds to step 315 described later.

  If the main CPU 101 determines that the special symbol variation display is not in progress (step 302: NO), the main CPU 101 determines whether or not various random numbers related to the second start opening winning are stored in the determination storage area of the main RAM 103. (Step 303). Specifically, various random numbers acquired in response to the game ball winning the second start opening 12 are directly stored in the determination storage area, and various random numbers related to the second start opening winning are stored. Is stored in the determination storage area. Based on whether or not this flag is stored when various random numbers are stored in the determination storage area, various types of information stored in the determination storage area are stored. It is determined whether the random number is related to the second start opening winning or the first starting opening winning. Here, when it is determined that the random number related to the second start opening winning is stored (step 303: YES), the process proceeds to step 307 described later.

  When the main CPU 101 determines that the random number related to the second start opening winning is not stored in the determination storage area (step 303: NO), the main CPU 103 stores the first special symbol determination hold number U1. It is determined whether or not “1” or more (step 304). Here, when it is determined that the number of holds U1 is not equal to or greater than “1” (step 304: NO), that is, when the right of the first special symbol determination is not held, the process proceeds to step 321 described later.

  When the main CPU 101 determines that the hold number U1 is “1” or more (step 304: YES), the main CPU 101 updates the hold number U1 to a value obtained by subtracting “1” (step 305). Then, a shift process for the storage area of the main RAM 103 is executed (step 306). Specifically, the jackpot random number, jackpot symbol random number, reach random number, and variation pattern random number related to the first special symbol determination stored in the reserved storage area of the main RAM 103 are first stored in the reserved storage area. (The oldest) is shifted to the determination storage area, and the remaining one is shifted to the determination storage area.

  When the main CPU 101 executes the process of step 306 or determines that the random number related to the second start opening winning is stored in the determination storage area (step 303: YES), it is stored in the determination storage area. The jackpot determination process is executed on the basis of the random number (step 307). By executing the jackpot determination process, it is determined whether the jackpot, the small hit, or the loss, and setting information of a determination symbol indicating the determination result is set in the main RAM 103. When it is determined that the jackpot (one type big hit) is determined, the type of jackpot is determined, and when it is determined that the jackpot is won, a game ball is won in the V winning opening 920 during the small hit game. The kind of two types of jackpots that will be triggered by this is determined. The jackpot determination process will be described in detail later based on FIG.

  Following the processing in step 307, the main CPU 101 executes variation pattern selection processing (step 308). Specifically, referring to the variation pattern table stored in advance in the main ROM 102, the determination result of the jackpot determination in step 307, the type of determination symbol set in the main RAM 103, the current gaming state, the first special symbol A variation pattern of a special symbol is selected based on the reach random number U1 and the reach random number and variation pattern random number stored in the determination storage area together with the jackpot random number used in the processing of step 307. By performing the processing in step 308, it is also determined whether to perform an effect with reach or an effect without reach.

  Subsequent to step 308, the main CPU 101 determines whether the symbol setting information set in step 307, the symbol setting information relates to the first special symbol determination, or the second special symbol determination. Information indicating whether or not a variation pattern set in the process of step 308, information indicating whether to perform a presence effect or a non-reach effect, information relating to the gaming state of the pachinko gaming machine 1, and the like. A change start command is set in the main RAM 103 (step 309). This variation start command is a command for instructing the execution of the effect accompanying the variation display of the special symbol, and is transmitted to the effect control board 130 by the transmission process of step 9.

  On the other hand, the effect control board 130 needs to specify the result of the special symbol determination by analyzing the variation start command received from the game control board 100, and perform either the effect with reach or the effect without reach. To determine the game state of the pachinko gaming machine 1 by acquiring the variation time during which the special symbol is variably displayed. Then, accompanying the special symbol variation display on the first special symbol display 41 or the second special symbol display 42, what effect image is displayed on the main liquid crystal display device 5, what kind of sound is output from the speaker 24. Is output, the light emission pattern of the frame lamp 25 is determined, the logo accessory 7 is activated or the like, and the effects of the determined contents are displayed as the image sound control board 140 and the lamp control board 150. To run.

  Subsequent to the processing in step 309, the main CPU 101 starts the special symbol variation display based on the setting information included in the variation start command set in step 309 (step 310).

  Note that the special symbol variation display in step 310 is the first special symbol when the processing in step 307 and step 308 is performed in a state where the random number related to the first special symbol determination is stored in the determination storage area. When the processing of step 307 and step 308 is performed in a state where the random number related to the second special symbol determination is stored, it is performed using the second special symbol display 42. .

  Following step 310, the main CPU 101 determines whether or not the customer waiting flag stored in the main RAM 103 is set to “ON” (step 311). Here, the customer waiting flag is a flag indicating whether or not the pachinko gaming machine 1 is in a customer waiting state, the right of the first special symbol determination is not reserved, and the first special symbol determination or the second special symbol is not held. It is set to “ON” at the timing when the special symbol variation display related to symbol determination is not performed, and is set to “OFF” when the special symbol variation display is started again.

  When determining that the customer waiting flag is set to “ON” (step 311: YES), the main CPU 101 sets the customer waiting flag to “OFF” (step 312). On the other hand, if it is determined that the customer waiting flag is not set to “ON” (step 311: NO), the process proceeds to step 313.

  When the main CPU 101 executes the process of step 312 or determines that the customer waiting flag is not set to “ON” (step 311: NO), the main CPU 101 starts measuring the variation time (step 313).

  When the main CPU 101 executes the process of step 313 or determines that the special symbol is changing (step 302: YES), the main CPU 101 is selected by the process of step 308 from the start of the measurement of the changing time in step 313. It is determined whether or not the variation time corresponding to the variation pattern has elapsed (step 315). Here, when it is determined that the variation time has not elapsed (step 315: NO), a series of special symbol processing ends and the processing proceeds to the normal symbol of step 4.

  When the main CPU 101 determines that the variation time has elapsed (step 315: 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 316). This symbol confirmation command is transmitted to the effect control board 130 by the transmission process in step 9. Thereby, the process etc. which stop-display the decoration symbol which was variably displayed on the main 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 316, the main CPU 101 ends the special symbol variation display started in the process in step 310 (step 317). At this time, the determination symbol set in the process of step 307 (big hit symbol, small hit symbol, or lost symbol) is stopped and displayed on the special symbol display that has variably displayed the special symbol (step 314). That is, the first special symbol display unit 41 stops and displays the big hit symbol or the lost symbol, and the second special symbol display unit 42 stops and displays the big hit symbol, the small hit symbol, or the lost symbol.

  Subsequent to the process of step 318, the main CPU 101 resets the variation time that started the measurement in the process of step 313 (step 318), starts the first special game if it is a big win, and if it is a small win A process during stop including a process for starting a small hit game is executed (step 319). This stop process will be described later in detail with reference to FIG.

  On the other hand, if the main CPU 101 determines that the number U1 of the first special symbol determination is not “1” or more (step 304: NO), the main CPU 101 determines whether or not the customer waiting flag is set to “ON”. (Step 321). If it is determined that the customer waiting flag is set to “ON” (step 321: YES), the process proceeds to the normal symbol in step 4.

  When the main CPU 101 determines that the customer waiting flag is not set to “ON” (step 321: YES), the main CPU 101 sets a customer waiting command for notifying that the pachinko gaming machine 1 is in the customer waiting state in the main RAM 103. (Step 322), the customer waiting flag is set to "ON" (Step 323). This customer waiting command is transmitted to the effect control board 130 by the transmission process of step 9. As a result, when a predetermined time (in this embodiment, 30 seconds) has elapsed since the customer waiting command was transmitted, the customer waiting effect is started.

[Big hit judgment processing by game control board 100]
FIG. 35 is a detailed flowchart showing an example of the jackpot determination process in step 307 of FIG. When the main CPU 101 determines that the random number related to the second special symbol determination is stored in the determination storage area of the main RAM 103 (step 303: YES), or when the process of step 306 is executed, the process shown in FIG. The jackpot determination is executed as described above (step 3071). Here, when the main CPU 101 executes the jackpot determination related to the second starting port winning, the main CPU 101 refers to the second starting port winning jackpot determination table stored in advance in the main ROM 102 and relates to the first starting port winning. When the jackpot determination is executed, the first start opening winning jackpot determination table stored in the main ROM 102 is referred to.

  In the second start opening winning jackpot determination table, a determination result and a random value are stored in association with each other. Specifically, a random value for the big hit, a random value for the small hit, and a random value for the loss are stored. When the main CPU 101 executes the jackpot determination related to the second start opening winning a prize, the jackpot random number stored in the determination storage area matches any random value defined in the second starting opening winning jackpot determination table It is determined whether it is a big hit (one type big hit), a small hit or a loss based on whether or not.

  In the first start opening winning jackpot determination table, a determination result and a random value are stored in association with each other. Specifically, a random value for jackpot and a random value for loss are stored. When the main CPU 101 executes the jackpot determination related to the first start opening winning prize, the jackpot random number stored in the determination storage area matches any random number value defined in the first starting opening winning jackpot determination table It is determined whether it is a big hit (1 type big hit) or lost.

  In this way, the main CPU 101, based on the various random numbers stored in the determination area, establishes a start condition that various random numbers related to the first special symbol determination or the second special symbol determination are stored in the determination storage area. To determine whether or not to play the first special game.

  The main CPU 101 determines based on the determination result of step 3071 whether or not it is a one-type big hit (step 3072). Here, when it is determined that it is one kind of big hit (step 3072: YES), that is, the big hit random number stored in the storage area for determination is the second start opening winning jackpot determination table or the first starting opening winning big hit When it matches with the jackpot random number value stipulated in the determination table, the jackpot type is determined with reference to the jackpot symbol determination table stored in advance in the main ROM 102 (step 3073).

  In the symbol determination table at the time of jackpot, the hit type and the random number value are stored in association with each other. The main CPU 101 determines whether or not the jackpot symbol random number stored in the determination storage area together with the jackpot random number matches a random jackpot value specified in the symbol determination table at the jackpot time. Determine the type. Examples of the type 1 big hit are “per 7R without time reduction”, “per 4R with time reduction”, and “abrupt time reduction” (see FIG. 4).

  Then, the main CPU 101 sets a jackpot symbol corresponding to the jackpot type determined in step 3073 as setting information in the main RAM 103 (step 3074). As a result, the jackpot symbol set here in the process of step 317 is stopped and displayed as a determination symbol on the first special symbol display 41 or the second special symbol display 42, and the special game is executed. become.

  On the other hand, when the main CPU 101 determines that the result of the special symbol determination is not one type big hit (step 3072: NO), it is based on whether or not the flag related to the second special symbol determination is stored in the determination storage area. Then, it is determined whether or not this special symbol determination is the first special symbol determination related to the first start opening prize (step 3075). Here, if it is determined that the first special symbol determination is made (step 3075), if the determination result of the first special symbol determination is not a big hit, it is a loss, so the lost symbol is set in the main RAM 103 as setting information ( Step 3076). As a result, the lost symbol set here in the process of step 317 is stopped and displayed on the first special symbol display 41 as the determination symbol.

  By the way, when the determination result of the second special symbol determination is not a big hit, the determination result is a small hit or a loss. On the other hand, when the main CPU 101 determines that it is not the first special symbol determination (step 3075: NO), that is, when the current special symbol determination is the second special symbol determination, the result of the jackpot determination in step 3071 It is determined whether or not is a small hit (step 3077). Specifically, based on whether or not the jackpot random number stored in the determination storage area matches the random number value corresponding to the jackpot specified in the second start opening winning jackpot determination table. 2 It is determined whether the determination result of the special symbol determination is a small hit or a loss.

  When the main CPU 101 determines that the result of the second special symbol determination is not a small hit (step 3077: NO), the process proceeds to step 3076. In this case, the lost symbol set here in the process of step 317 is stopped and displayed as a determination symbol on the second special symbol display 42.

  On the other hand, when the main CPU 101 determines that the result of the second special symbol determination is a small hit (step 3077: YES), the main CPU 101 refers to the symbol determination table at the time of the small hit stored in the main ROM 102 in advance. Is determined (step 3078). Specifically, the type of the small hit is determined based on which random number value specified in the symbol determination table at the time of the small hit matches the random number for small hit stored in the determination storage area To do. Then, the determined small hit symbol is set in the main RAM 103 as setting information (step 3079). As a result, the small winning symbol set here in the process of step 317 is stopped and displayed on the second special symbol display 42 as a determination symbol.

  When the small hit symbol is stopped and displayed on the second special symbol display 42 in this way, the above-described small hit game is started. Then, when a game ball wins the V winning opening 920 during the small hit game, two types of big wins are made, and the second special game is performed with the small hit game as the first round. The type of big hit of two types is determined based on the small hit symbol that is stopped and displayed on the second special symbol display 42. For this reason, the process which determines the kind of small hits can be regarded as the process which determines the kind of two types big hit. Examples of the two types of big hits include “per 15R with time reduction”, “per 4R with time reduction”, and “per 4R without time reduction” (see FIG. 4).

[Processing during stop by game control board 100]
FIG. 36 is a detailed flowchart showing an example of the stop process in step 319 of FIG. Here, the “stopped process” means that each time a special symbol indicating the result of the special symbol determination is stopped and displayed on the first special symbol display 41 or the second special symbol display 42, the result of the special symbol determination is displayed. The corresponding processing is executed.

  After resetting the variation time by the processing of step 318, the main CPU 101 determines whether or not it is a type 1 big hit based on the result of the big hit determination of step 3071 as shown in FIG. 3191). Here, when it is determined that it is a type 1 big hit (step 3191: YES), it is determined whether the first special game executed for the type 1 big win is a long win game or a short win game ( Step 3192). Specifically, it is determined whether a long win game or a short win game is performed based on the setting information of the jackpot symbol set in the main RAM 103 in the process of step 3074. In the present embodiment, a short win game is played only when “suddenly a short win”, and a long win game is played for other types of big hits.

  When the main CPU 101 determines that the game is a long game (step 3092: YES), the main CPU 101 sets the long game flag stored in the main RAM 103 to “ON” (step 3193) and is not a long game. (Step 3192: NO), the short hit game flag stored in the main RAM 103 is set to “ON” (step 3194).

  Following the process of step 3193 or the process of step 3194, the main CPU 101 determines whether or not the short-time game flag stored in the main RAM 103 is set to “ON” (step 3195). The short-time game flag is a flag indicating whether or not the gaming state of the pachinko gaming machine 1 is the short-time game state, and is set to “ON” when the normal game state shifts to the short-time game state. It is set to “OFF” when returning to the normal gaming state from. If it is determined that the short-time game flag is set to “ON” (step 3195: YES), the short-time game flag is set to “OFF” (step 3196). Conversely, if it is determined that the short-time game flag is not set to “ON” (step 3195: NO), the process proceeds to step 3203 described later.

  On the other hand, if the main CPU 101 determines that it is not a one-type big hit (step 3191: NO), it determines whether or not the hourly game flag is set to “ON” (step 3197). Here, if it is determined that the time-saving game flag is not set to “ON” (step 3197: NO), the processing proceeds to step 3201 described later.

  When the main CPU 101 determines that the short-time game flag is set to “ON” (step 3198: YES), the main CPU 101 updates the time-short game remaining count W stored in the main RAM 103 to a value obtained by subtracting “1” ( Step 3198). The short game remaining number W indicates the remaining number of times that the second special symbol determination (or the first special symbol determination) is executed in the short time gaming state, and when the short time game remaining number W becomes “0”, the game The state is returned from the short-time gaming state to the normal gaming state.

  Subsequent to step 3198, the main CPU 101 determines whether or not the short time remaining game count W is “0” (step 3199). If it is determined that the time-saving game remaining count W is not “0” (step 3199: NO), the process proceeds to step 3201 described later.

  When the main CPU 101 determines that the short time remaining game count W is “0” (step 3199: YES), the main CPU 101 sets the short time game flag to “OFF” (step 3200). As a result, the gaming state is returned from the short-time gaming state to the normal gaming state.

  The main CPU 101 executes the process of step 3200, determines that the time-saving game flag is not “ON” (step 3197: NO), or determines that the time-saving game remaining count W is not “0” ( Step 3199: NO), as in the process of Step 3077, it is determined whether or not it is a small hit (Step 3201). Here, when it is determined that it is not a small hit (step 3201: NO), the process proceeds to the normal symbol process of step 4.

  If the main CPU 101 determines that it is a small hit (step 3201: YES), the main CPU 101 sets the small hit game flag stored in the main RAM 103 to “ON” (step 3202).

  When the main CPU 101 executes the process of step 3196, determines that the time-saving game flag is not set to “ON” (step 3195: NO), or executes the process of step 3202, the main CPU 101 opens to the main RAM 103. A command is set (step 3203). Here, the term “opening” refers to the period from the start of the long win game or the short win game until the first big winning opening 13 is opened, or the first special winning opening 19 is opened after the small winning game is started. It means the period until it starts. On the other hand, the opening command is a command for notifying that the opening is started, and is transmitted to the effect control board 130 by the transmission process of step 9.

[Normal design processing by game control board 100]
FIG. 37 is a detailed flowchart showing an example of the normal symbol process in Step 4 of FIG. Following the special symbol processing in step 3, the main CPU 101 determines whether or not the auxiliary game flag stored in the main RAM 103 is set to “ON” (step 401). This auxiliary game flag is a flag that indicates whether or not the electric tulip 17 is in an auxiliary game in which the operation of returning to the closed posture after maintaining the open posture for a predetermined time is being performed a predetermined number of times, and is set to “ON” during the auxiliary game. It is set and set to “OFF” when it is not in an auxiliary game.

  If it is determined in step 401 that the auxiliary game flag is set to “ON” (step 401: YES), the process proceeds to the electric tulip process in step 5.

  When determining that the auxiliary game flag is not set to “ON” (step 401: NO), the main CPU 101 determines whether or not the normal symbol display on the normal symbol display 45 is being displayed (step 402). ), When it is determined that the normal symbol variation display is not being performed (step 402: NO), it is determined whether or not the number T of the normal symbol determination stored in the main RAM 103 is “1” or more (step). 403). Here, when it is determined that the number of holds T is not “1” or more (step 403: NO), the process proceeds to the electric tulip process of step 5.

  When the main CPU 101 determines that the number of holdings T is “1” or more (step 403: YES), the main CPU 101 updates the holding number T to a value obtained by subtracting “1” (step 404), and determines the normal symbol display 45. The winning symbol to be stopped and displayed as a symbol is set in the main RAM 103 (step 405).

  In the pachinko gaming machine 1 according to the present embodiment, the ratio that is determined to open the second start port 12 by the normal symbol determination is set to 12/12 as an example regardless of the gaming state, so the normal symbol display In the device 45, the lost symbol is not stopped and displayed after the normal symbol is variably displayed, and the winning symbol is always stopped and displayed.

  Following the processing of step 405, the main CPU 101 determines that the current gaming state of the pachinko gaming machine 1 is the normal gaming state based on whether or not the short-time gaming flag stored in the main RAM 103 is set to “ON”. It is determined whether or not (step 406).

  When the main CPU 101 determines that the current gaming state is the normal gaming state (step 406: YES), the main CPU 101 sets a normal symbol variation time for displaying the normal symbol on the normal symbol display 45 in a variable manner, for example, 25 seconds (step). 407).

  On the other hand, when the main CPU 101 determines that the current gaming state is not the normal gaming state (step 406: NO), the main CPU 101 sets the normal symbol variation time to 2 seconds, for example (step 408).

  The normal symbol variation time set by the processing in step 407 or step 408 in this way is temporarily stored in the main RAM 103.

  Subsequent to the processing of step 407 or step 408, the main CPU 101 starts normal symbol variation display by the ordinary symbol display unit 45 (step 409), and starts measuring the elapsed time from the start of the variation display (step 410). ).

  On the other hand, when the main CPU 101 determines that the normal symbol change display is being performed by the normal symbol display 45 (step 402: YES), the main CPU 101 determines whether or not to end the normal symbol change display (step 412). Specifically, whether or not to end the normal symbol fluctuation display based on whether or not the elapsed time when the measurement was started by the processing of step 409 has reached the normal symbol fluctuation time stored in the main RAM 103. Determine. Here, when it is determined not to end the normal symbol variation display (step 412: NO), the process proceeds to the electric tulip process of step 5.

  When the main CPU 101 determines to end the normal symbol fluctuation display (step 412: YES), the main CPU 101 ends the normal symbol fluctuation display on the normal symbol display unit 45, and hits the main RAM 103 set in the processing of step 405. The symbol is stopped and displayed (step 413). Then, the elapsed time when the measurement is started in the process of step 410 is reset (step 414), and the auxiliary game flag stored in the main RAM 103 is set to “ON” (step 415). Thus, the auxiliary game flag is set to “ON”, whereby the auxiliary game for operating the electric tulip 17 is started.

[Electric tulip processing by game control board 100]
FIG. 38 is a detailed flowchart showing an example of the electric tulip process in step 5 of FIG. Following the normal symbol processing in step 4, the main CPU 101 determines whether or not the auxiliary game flag stored in the main RAM 103 is set to “ON” (step 501). If it is determined that the auxiliary game flag is not set to “ON” (step 501: NO), the process proceeds to the specific area release control process in step 6.

  When the main CPU 101 determines that the auxiliary game flag is set to “ON” (step 501: YES), the main CPU 101 determines whether or not the electric tulip 17 is operating (step 502). If it is determined that the electric tulip 17 is operating (step 502: YES), the process proceeds to step 507 described later.

  If the main CPU 101 determines that the electric tulip 17 is not in operation (step 502: NO), the main CPU 101 determines whether or not the short-time game flag stored in the main RAM 103 is set to “ON”. It is determined whether or not the gaming state is a normal gaming state (step 503). Here, when it is determined that the current gaming state is the normal gaming state (step 503: YES), as the operation pattern of the electric tulip 17, the operation of opening the second start port 12 for 0.1 second is performed once. The pattern is set in the main RAM 103 (step 504).

  On the other hand, if the main CPU 101 determines that the current gaming state is not the normal gaming state (step 503: NO), that is, if it is the short-time gaming state, the main CPU 101 sets the second start port 12 to 0 as the operation pattern of the electric tulip 17. (3) An operation pattern for performing the operation of releasing for 3 seconds 5 times is set in the main RAM 103 (step 505).

  After setting the operation pattern, the main CPU 101 causes the electric tulip opening / closing unit 113 to start the operation of the electric tulip 17 in the set operation pattern (step 506).

  When the main CPU 101 executes the process of step 506 or determines that the electric tulip 17 is operating (step 502: YES), has the operation of the electric tulip 17 started in the process of step 506 been completed? It is determined whether or not (step 507). If it is determined that the operation of the electric tulip 17 has been completed (step 507: YES), the auxiliary game flag stored in the main RAM 103 is set to “OFF” (step 508). Thereby, the auxiliary game is ended.

[Specific Area Open / Close Control Processing by Game Control Board 100]
When the result of the second special symbol determination is a small hit, the small hit game is executed by the specific area release control process of step 6. Hereinafter, the specific area release control process executed by the game control board 100 will be described with reference to FIGS. 39 and 40. Here, FIGS. 39 and 40 are detailed flowcharts showing an example of the specific area release control process in step 6 of FIG.

  Subsequent to the electric tulip process in step 5, the main CPU 101 determines whether or not the small hit game flag stored in the main RAM 103 is set to “ON” as illustrated in FIG. 39 and FIG. (Step 601). Here, when it is determined that the small hit game flag is not set to “ON” (step 601: NO), the processing proceeds to the big winning opening release control processing of step 7.

  When the main CPU 101 determines that the small hit game flag is set to “ON” (step 601: YES), for example, the elapsed time since the opening command related to the small hit game is set in the process of step 3199 described above. Based on whether or not has reached a preset opening time, it is determined whether or not a small hit game is being opened (step 602). If it is determined that the opening is in progress (step 602: YES), it is determined whether or not the opening time has elapsed (step 603). Here, when it is determined that the opening time has not elapsed (step 603: NO), the process proceeds to the big winning opening release control process of step 7.

  When the main CPU 101 determines that the opening time has elapsed (step 603: YES), the main CPU 101 resets the number X of winning game balls to the specific winning port 19 stored in the main RAM 103 (step 604), and opens / closes the specific area The opening control of the specific winning opening 19 by the unit 119 is started (step 605), and measurement of the elapsed time since the opening control is started is started (step 606).

  By performing the process of step 605, the blade member 900 performs the operation of closing the specific winning opening 19 after opening it for 3.2 seconds once.

  On the other hand, when the main CPU 101 determines that the opening in the small hit game is not in progress (step 602: NO), for example, information indicating at which point in the small hit game the current state stored in the main RAM 103 is displayed. Based on this, it is determined whether or not the small hit game is being ended (step 608). Here, if it is determined that ending is in progress (step 608: YES), the processing proceeds to step 625 (see FIG. 40) described later.

  If the main CPU 101 determines that the ending in the small hit game is not in progress (step 608: NO), the specific winning opening switch 118 is turned “ON” based on the presence / absence of the detection signal input from the specific winning opening switch 118. It is determined whether or not (step 609). Here, when it is determined that the specific winning opening switch 118 is “ON” (step 609: YES), it is determined that one game ball has been won in the specific winning opening 19, and is stored in the main RAM 103. The winning number X of the game balls is updated to a value obtained by adding “1” (step 610).

  When the process of step 610 is executed, the main CPU 101 determines that the specific prize opening switch 118 is not “ON” (step 609: NO), or if the process of step 606 is executed, the process of step 606 It is determined whether or not the elapsed time at which the measurement has started has reached a preset time (for example, 0.5 seconds) (step 611). Here, if it is determined that the set time has been reached (step 611: YES), the V winning opening opening / closing unit 122 is operated to operate the slide member 940 to open the V winning opening 920 (step 612). Thereby, the above-mentioned two types of big hits can be generated.

  When the main CPU 101 executes the process of step 612 or determines that the elapsed time does not coincide with the set time (step 611: NO), based on the presence / absence of the detection signal input from the V winning opening switch 120, It is determined whether or not the V prize opening switch 120 is turned “ON” (step 613). Here, when it is determined that the V prize opening switch 120 is turned “ON” (step 613: YES), the V prize flag stored in the main RAM 103 is set to “ON” (step 614). This V winning flag is a flag indicating whether or not a game ball is won at the V winning opening 920 during the small hit game and two kinds of big wins are generated, and no gaming ball is won at the V winning opening 920. Is set to “OFF”, and is set to “ON” when a game ball wins the V winning opening 920.

  When the main CPU 101 executes the process of step 614 or determines that the V winning a prize opening switch 120 is not “ON” (step 613: NO), whether or not it is the closing timing of the V winning a prize opening 920. Is determined (step 615). Specifically, it is determined whether or not a predetermined time (0.2 seconds in this embodiment) has elapsed since the V prize opening 920 was opened. If it is determined that the closing timing is reached (step 615: YES), the V winning opening 920 is closed by the V winning opening / closing unit 122 (step 616).

  When the main CPU 101 executes the process of step 616 or determines that it is not the closing timing of the V prize opening 920 (step 615: NO), the main CPU 101 determines the blade based on the elapsed time when the measurement is started by the process of step 606. It is determined whether or not the specified opening operation of the member 900 (in this embodiment, a single operation of opening the specific prize opening 19 for 3.2 seconds) is completed (step 618). Here, when it is determined that the specified release operation has been completed (step 618: YES), the processing proceeds to step 620 described later.

  When the main CPU 101 determines that the prescribed release operation has not ended (step 618: NO), the number X of game balls won in the specific winning opening 19 in the current small hit game is stored in the main ROM 102 in advance. It is determined whether or not the number of game balls Xmax (for example, “6”) that defines the closing timing of the specific winning opening 19 is matched (step 619). Here, if it is determined that the number X of winning prizes does not match the number of gaming balls Xmax (step 619: NO), the process proceeds to the big winning opening release control process of step 7.

  On the other hand, if the main CPU 101 determines that the winning number X is equal to the number of game balls Xmax (step 619: YES), or if it is determined that the prescribed release operation has ended (step 618: YES), the process of step 605 is performed. The opening control of the started specific winning opening 19 is ended (step 620), the elapsed time at which the measurement was started in the process of step 606 is reset (step 621), and the measurement of the ending time is started (step 622). When the process of step 622 is performed, the process proceeds to the special winning opening opening control process of step 7. Here, the ending refers to a period from the end of opening the specific winning opening 19 to the end of the small hit game.

  The ending effect using the main liquid crystal display device 5 or the like is performed until the ending time at which the measurement is started reaches a predetermined ending time.

  On the other hand, when the main CPU 101 determines that the ending is being performed in step 608 (step 608: YES), the ending time at which the measurement is started in step 622 is preset as shown in FIG. Whether or not the ending time has elapsed is determined based on whether or not the ending time has been reached (step 625). Here, when it is determined that the ending time has not elapsed (step 625: NO), the process proceeds to the big winning opening release control process of step 7.

  When the main CPU 101 determines that the preset ending time has elapsed (step 625: YES), the main CPU 101 sets the small hit game flag stored in the main RAM 103 to “OFF” in order to end the small hit game. (Step 626). Then, it is determined whether or not the V winning flag stored in the main RAM 103 is set to “ON” (step 627). If it is determined that the V winning flag is not set to “ON” (step 627: NO), it is determined that the game ball has not won the V winning opening 920 during the small hit game, and step 7 is performed. The process proceeds to the special prize opening opening control process. As a result, the special game ends only with the small hit game.

  On the other hand, if the main CPU 101 determines that the V winning flag is set to “ON” (step 627: YES), the main CPU 101 sets the V winning flag to “OFF” (step 628) and follows the small hit game. In order to start the long open round game, the long hit game flag stored in the main RAM 103 is set to “ON” (step 629). Then, the short game flag stored in the main RAM 103 is set to “OFF” (step 630).

[Large winning opening opening control processing by game control board 100]
When the main CPU 101 determines that it is a big hit by the special symbol processing described above and sets the long hit game flag (or short win game flag) to “ON”, or during the small hit game, the game ball is placed in the V winning opening 920. When the long winning game flag is set to “ON” in response to winning a prize, the big winning opening releasing control process of step 7 is executed. The special winning opening release control process is a process for executing the special game when it is determined that the special game is to be performed by the jackpot determination process. In the following, the special winning opening opening control process executed by the game control board 100 will be described with reference to FIG. Here, FIG. 41 is a detailed flowchart showing an example of the special winning opening opening control process in step 7 of FIG.

  Following the specific area release control processing in step 6, the main CPU 101 determines whether or not the long hit gaming flag stored in the main RAM 103 is set to “ON” as shown in FIG. Step 71). Here, when it is determined that the long hit game flag is set to “ON” (step 71: YES), long hit game control processing is executed (step 72). This long hit game control process will be described later in detail with reference to FIG.

  If the main CPU 101 determines that the long winning game flag is not set to “ON” (step 71: NO), whether or not the short winning game flag stored in the main RAM 103 is set to “ON”. Is determined (step 75). Here, when it is determined that the short hit game flag is “ON” (step 75: YES), a short hit game control process is executed (step 76). The short hit game control process will be described in detail later based on FIG.

  When the process of step 76 is executed, when the process of step 72 is executed, or when it is determined that the short hit game flag is not set to “ON” (step 75: NO), a series of large The winning opening opening control process is completed, and the process proceeds to a winning ball process in step 8.

[Game control processing per long by the game control board 100]
FIG. 42 is a detailed flowchart showing an example of the long hit game control process in step 72 of FIG. This long hit game control process is a process for realizing a long hit game consisting of a long open round game.

  When the main CPU 101 determines that the long winning game flag is set to “ON” (step 71: YES), as shown in FIG. 42, for example, after the opening command is set by the processing of step 3199, Based on whether or not the elapsed time has reached a predetermined opening time, it is determined whether or not a long hit game is being opened (step 721). Here, if it is determined that the opening is being performed (step 721: YES), it is determined whether the opening time has passed based on whether the elapsed time has reached the predetermined opening time (step 722). ). Here, when it is determined that the opening time has not elapsed (step 722: NO), the process proceeds to a prize ball process in step 8.

  When the main CPU 101 determines that the opening time has elapsed (step 722: YES), the main CPU 101 determines the number of special games rounds Rmax, the operation pattern of the special winning opening control unit 116, and the like, and stores these information in the main RAM 103. (Step 723). By executing the processing in step 723, various times related to the long game such as the interval time between rounds and the next round, and the ending time after the end of the final round are also set.

  Following the processing of step 723, the main CPU 101 resets the winning number Y of game balls to the big winning opening 13 stored in the main RAM 103 (step 724), and the long hit game also stored in the main RAM 103. The round number R in the middle is updated to a value obtained by adding “1” (step 725). The number of rounds R is set to “0” before the start of the game per long, and is incremented by “1” every time the process of step 725 is performed.

  Subsequent to the processing in step 725, the main CPU 101 starts the opening control of the special winning opening 13 by the special winning opening control unit 116 (step 726), and the opening time which is an elapsed time from the start of the release control. Measurement is started (step 727). Then, a round start command for notifying that the long open round game has been started is set in the main RAM 103 (step 728). When the process of step 728 is performed, the process proceeds to step 735 described later.

  When the main CPU 101 determines that the opening in the long hit game is not in progress (step 721: NO), for example, based on information indicating the time point in the long hit game in which the current state is stored in the main RAM 103, for example. Then, it is determined whether or not the ending immediately after the end of the final round is in progress (step 729). Here, if it is determined that ending is in progress (step 729: YES), the processing proceeds to step 744 described later.

  When the main CPU 101 determines that the ending in the long hit game is not in progress (step 729: NO), for example, based on the information indicating the current point in the long hit game stored in the main RAM 103. Then, it is determined whether or not it is during the interval (between the round and the next round) (step 730). Here, when it is determined that the interval is in progress (step 730: YES), it is determined whether or not the interval time set by the processing of step 723 has elapsed since the special winning opening 13 was closed at the end of the previous round. Determination is made (step 731). If it is determined that the interval time has elapsed (step 731: YES), the process proceeds to step 724 because the next round is started. On the other hand, if it is determined that the interval time has not elapsed (step 731: NO), the process proceeds to a prize ball process in step 8.

  On the other hand, if the main CPU 101 determines that it is not during the interval (step 730: NO), the main CPU 101 determines that it is in the round and determines whether or not the big prize opening based on the presence or absence of the detection signal input from the big prize port switch 115. It is determined whether or not the switch 115 is “ON” (step 733). Here, when it is determined that the big winning opening switch 115 is “ON” (step 733: YES), it is determined that one game ball has won the big winning opening 13 and is stored in the main RAM 103. The winning number Y of game balls is updated to a value obtained by adding “1” (step 734).

  When the main CPU 101 executes the process of step 728, executes the process of step 734, or determines that the big prize opening switch 115 is not “ON” (step 733: NO), the main CPU 101 It is determined whether or not the specified opening time has elapsed from the opening start (step 735). Specifically, it is determined whether or not the opening time at which the measurement is started by the process of step 727 has reached a specified opening time (29 seconds in this embodiment) stored in the main ROM 102 in advance.

  When the main CPU 101 determines that the specified release time has not elapsed (step 735: NO), the winning number Y of game balls in the current round stored in the main RAM 103 is stored in the main ROM 102 in advance. It is determined whether or not the number of game balls Ymax (for example, “9”) defining the closing timing of the special winning opening 13 coincides (step 736). If it is determined that the winning number Y does not match the gaming ball number Ymax (step 736: NO), the process proceeds to a winning ball process in step 8.

  On the other hand, when the main CPU 101 determines that the winning number Y matches the number of gaming balls Ymax (step 736: YES), or when it is determined that the specified opening time has elapsed (step 735: YES), the big winning opening control unit 116 terminates the opening control of the special winning opening 13 (step 737).

  Subsequent to the process of step 737, the main CPU 101 determines whether or not the current round number R of the game per long stored in the main RAM 103 matches the round number Rmax set by the process of step 723. (Step 738). Here, when it is determined that the number of rounds R does not match the number of rounds Rmax (step 738: NO), this is the elapsed time since the special winning opening 13 is closed in order to control the start timing of the next round. Measurement of the interval time is started (step 739). The interval time at which the measurement is started by the process at step 739 is used for the process at step 731. If the process of step 739 is executed, the process proceeds to a prize ball process of step 8.

  On the other hand, when the main CPU 101 determines that the round number R matches the round number Rmax (step 738: YES), the main CPU 101 starts measuring the ending time (step 740) and resets the round number R stored in the main RAM 103. Then, an ending command is set in the main RAM 103 (step 742). This ending command is a command for notifying that the final opening of the special winning opening 13 has been completed, and is transmitted to the effect control board 130 by the transmission process of step 9.

  When the main CPU 101 executes the process of step 742 or determines that ending is being performed in the process of step 729 (step 729: YES), the main CPU 101 determines whether the set ending time has elapsed (step 744). ). Specifically, it is determined whether or not the ending time at which measurement is started by the process of step 740 has reached the set ending time set by the process of step 723. Here, when it is determined that the ending time has not elapsed (step 744: NO), the process proceeds to a prize ball process in step 8.

  When the main CPU 101 determines that the set ending time has elapsed (step 744: YES), the main CPU 101 executes a game state setting process for setting the gaming state of the pachinko gaming machine 1 after the long hit game (step 745). Then, in order to end the long hit game, the long hit game flag is set to “OFF” (step 746). The gaming state setting process will be described in detail later based on FIG.

[Short hit game control processing by game control board 100]
FIG. 43 is a detailed flowchart showing an example of the short hit game control process in step 76 of FIG. This short hit game control process is a process for realizing a short hit game consisting of a short open round game.

  When the main CPU 101 determines that the short hit game flag is set to “ON” (step 75: YES), as shown in FIG. 43, for example, after the opening command is set by the processing of step 3199, Based on whether or not the elapsed time has reached a predetermined opening time, it is determined whether or not the short hit game is being opened (step 761). Here, when it is determined that the opening is being performed (step 761: YES), it is determined whether the opening time has passed based on whether the elapsed time has reached the predetermined opening time (step 762). ). Here, when it is determined that the opening time has not elapsed (step 762: NO), the process proceeds to a prize ball process in step 8.

  When the main CPU 101 determines that the opening time has elapsed (step 762: YES), the main CPU 101 determines the number Rmax of special games, the operation pattern of the big prize control unit 116, etc., and stores these information in the main RAM 103. (Step 763). By executing the processing of step 723, various times related to the short hit game such as the interval time between rounds and the next round, and the ending time after the end of the final round are also set.

  Subsequent to the processing in step 763, the main CPU 101 updates the round number R in the short hit game stored in the main RAM 103 to a value obtained by adding “1” (step 764). This round number R is set to “0” before the start of the short hit game, as in the case where the long hit game is performed, and is incremented by “1” every time the processing of step 764 is performed.

  Following the processing of step 764, the main CPU 101 starts opening control of the special winning opening 13 by the special winning opening control unit 116 (step 765), and the opening time that is an elapsed time from the start of the release control. Measurement is started (step 766). When the process of step 766 is performed, the process proceeds to step 771 described later.

  When the main CPU 101 determines that the opening in the short hit game is not in progress (step 761: NO), for example, based on information indicating the time point in the short hit game in which the current state is stored in the main RAM 103, for example. Then, it is determined whether or not the ending immediately after the end of the final round is in progress (step 767). If it is determined that ending is in progress (step 767: YES), the process proceeds to step 779 described later.

  When the main CPU 101 determines that the ending in the short hit game is not being executed (step 767: NO), for example, based on information indicating the time point in the short hit game in which the current state is stored in the main RAM 103, for example. Then, it is determined whether or not it is during the interval (step 768). Here, when it is determined that it is during the interval (step 768: YES), it is determined whether or not the interval time set by the processing of step 763 has elapsed since the big winning opening 13 was closed at the end of the previous round. Determination is made (step 769). If it is determined that the interval time has elapsed (step 769: YES), the process proceeds to step 764 because it is time to start the next round. On the other hand, when it is determined that the interval time has not elapsed (step 769: NO), the process proceeds to a prize ball process in step 8.

  On the other hand, if the main CPU 101 determines that it is not during the interval (step 768: NO), the main CPU 101 determines whether or not a specified opening time has elapsed since the opening of the special winning opening 13 (step 771). Specifically, it is determined whether or not the opening time at which the measurement is started by the processing of step 766 has reached a specified opening time (0.2 seconds in the present embodiment) stored in the main ROM 102 in advance. . Here, when it is determined that the specified release time has not elapsed (step 771: NO), the process proceeds to a prize ball process in step 8.

  When the main CPU 101 determines that the specified opening time has elapsed (step 771: YES), the main CPU 101 causes the special winning opening control unit 116 to finish the opening control of the special winning opening 13 (step 772).

  Following the processing of step 772, the main CPU 101 determines whether or not the current round number R of the short hit game stored in the main RAM 103 matches the round number Rmax set by the processing of step 763. (Step 773). Here, when it is determined that the number of rounds R does not match the number of rounds Rmax (step 773: NO), this is the elapsed time from the closing of the special winning opening 13 in order to control the start timing of the next round. The measurement of the interval time is started (step 774). The interval time at which the measurement is started by the process of step 774 is used for the process of step 769. If the process of step 774 is executed, the process proceeds to a prize ball process of step 8.

  On the other hand, if the main CPU 101 determines that the round number R matches the round number Rmax (step 773: YES), the main CPU 101 starts measuring the ending time (step 775) and resets the round number R stored in the main RAM 103. Then, the ending command is set in the main RAM 103 (step 777). This ending command is transmitted to the effect control board 130 by the transmission process of step 9 in the same manner as the ending command related to the long hit game.

  When the main CPU 101 executes the process of step 777 or determines that ending is being performed in the process of step 767 (step 767: YES), the main CPU 101 determines whether or not the set ending time has elapsed (step 779). ). Specifically, it is determined whether or not the ending time at which measurement is started by the process of step 775 has reached the set ending time set by the process of step 763. Here, when it is determined that the ending time has not elapsed (step 779: NO), the process proceeds to a prize ball process in step 8.

  When the main CPU 101 determines that the set ending time has elapsed (step 779: YES), the main CPU 101 executes a game state setting process for setting the gaming state of the pachinko gaming machine 1 after the short hit game (step 780). Then, in order to end the short hit game, the short hit game flag is set to “OFF” (step 781).

[Game state setting process by game control board 100]
FIG. 44 is a detailed flowchart showing an example of the game state setting process in step 745 of FIG. 42 and step 780 of FIG. This gaming state setting process is a process for setting the gaming state of the pachinko gaming machine 1 after the long winning game or the short winning game is ended to a normal gaming state or a short-time gaming state.

  First, the main CPU 101 determines whether or not the special game played this time is a long hit game based on, for example, which of the long hit game flag and the short hit game flag is set to “ON” ( Step 7451). If it is determined that the game is not a long hit game (step 7451: NO), and if the short hit game flag is set to “ON”, the process proceeds to step 7452.

  In the present embodiment, since the short hit game is played only when the result of the first special symbol determination is suddenly short hit, the short time is always given after the short hit game is played. For this reason, the main CPU 101 sets the time-saving game flag to “ON” in step 7452. Then, the short time remaining game count W stored in the main RAM 103 is set to “100” (step 7453).

  On the other hand, if the main CPU 101 determines that the game is a long winning game (step 7451: YES), the main CPU 101 determines whether or not the current long winning game is a long winning game following the small hit game (step 7454). In the present embodiment, when a long hit game is performed following the small hit game, that is, when two types of big hits are made, the long hit game flag is set to “ON” by the processing of step 629 (see FIG. 40). On the other hand, in the case where only the long hit game is played without playing the small hit game, that is, in the case of one type big hit, the long hit game flag is set to “ON” in step 3193 (see FIG. 36). Therefore, based on which processing step the long hit game flag is set to “ON”, it can be determined whether or not the current long hit game is a long hit game following the small hit game.

  When the main CPU 101 determines that the game is not a long winning game following the small winning game (step 7454: NO), the main CPU 101 is stopped and displayed on the first special symbol display 41 or the second special symbol display 42 at the start of the long winning game. Based on the jackpot symbol, it is determined whether or not there is a short time after the long hit game (step 7455). On the contrary, when it is determined that the game is a long hit game following the small hit game (step 7454: YES), the long hit is based on the small hit symbol stopped and displayed on the second special symbol display 42 at the start of the small hit game. It is determined whether or not there is a short time after the game is over (step 7456).

  Then, the main CPU 101 determines whether or not the determination result in step 7455 or step 7456 is a short time (step 7457). The processing of 7453 is executed. Thus, the game is controlled in the short game state when the second start port 12 is easily opened until the special symbol determination is executed 100 times after the long hit game is completed. On the other hand, when it is determined that there is no time saving (step 7457: NO), the processing of step 7453 and step 7453 is not performed, and therefore the second start port 12 is not easily opened after the long hit game is completed. The game is controlled in the normal game state.

  When this series of game state setting processes is completed, the process proceeds to step 746 (see FIG. 42) when the long hit game ends, and when the short hit game ends, step 781 (see FIG. 43). ) Will proceed.

[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 interruption process executed in the effect control board 130 will be described with reference to FIG. Here, FIG. 45 is a flowchart showing an example of timer interrupt processing 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. 45 every predetermined time (for example, 4 milliseconds). Note that the processing performed on the effect control board 130 described based on the flowcharts of FIG. 45 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, when receiving a command as game information from the game control board 100, the sub CPU 131 executes a command reception process (step 10). Details of the command reception process will be described later with reference to FIGS.

  Subsequent to the processing in step 10, the sub CPU 131 sets operation commands indicating operation information and state information of the button unit 50 in the sub RAM 133 based on the output from the button unit 50 (step 12). For example, the sub CPU 131 uses the detection signals respectively output from the first optical sensor 81, the second optical sensor 82, and the origin detection sensor 78 to display operation information and buttons indicating whether or not the button unit 50 has been pressed. State information indicating whether the unit 50 is in the normal state or the maximum protruding state is generated, and an operation command indicating the information is set. By transmitting this operation command to the image sound control board 140 and the lamp control board 150, the operation status and the protruding state of the button unit 50 are notified, and processing for realizing an effect on the rendering using the button unit 50 Is done.

  Next, the sub CPU 131 executes command transmission processing (step 13). Specifically, the command set in the sub-RAM 133 by the processing in step 10 or step 12 is transmitted to the image sound control board 140 and the lamp control board 150. By performing this command transmission process, the image acoustic control board 140 is instructed to execute an effect by image display, sound output, etc., and effects by lighting of various lamps and operations of the logo accessory 7 and the button unit 50 are performed. Execution is instructed to the lamp control board 150.

[Command reception processing by effect control board 130]
Hereinafter, the command reception process executed by the effect control board 130 will be described with reference to FIGS. 46 to 48. Here, FIGS. 46 to 48 are detailed flowcharts showing an example of the command receiving process in step 10 of FIG. The sub CPU 131 determines whether or not a hold command transmitted from the game control board 100 has been received (step 101). Here, if it is determined that the hold command has not been received (step 101: NO), the process proceeds to step 104 described later.

  If the sub CPU 131 determines that a hold command has been received (step 101: YES), the sub CPU 131 updates the number of holds for the first special symbol determination stored in the sub RAM 133 to a value obtained by adding “1” (step 102). Then, a hold display command for instructing to update the hold display image indicating that the first special symbol determination is put on hold and the number of the hold is set in the sub RAM 133 (step 103). This hold display command is transmitted to at least the image sound control board 140 by the command transmission process of step 13. On the other hand, the overall CPU 141 additionally displays the hold display image on the main liquid crystal display device 5 in response to receiving the hold display command.

  When the sub CPU 131 executes the process of step 103 or determines that the hold command has not been received (step 101: NO), the sub CPU 131 determines whether or not the effect accompanying the variation display of the special symbol is being executed. (Step 104). 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 since then, it is determined whether or not an effect accompanying the variation display of the special symbol is being executed.

  If the sub CPU 131 determines that the effect accompanying the variation display of the special symbol is not being executed (step 104: NO), the sub CPU 131 determines whether or not a variation start command has been received from the game control board 100 (step 105). If it is determined that the change start command has not been received (step 105: NO), the process proceeds to step 114 (see FIG. 47) described later.

  When the sub CPU 131 determines that the change start command has been received (step 105: YES), the sub CPU 131 analyzes the change start command (step 106).

  In this variation start command, as described above, the determination symbol setting information indicating the determination result of the jackpot determination processing, the setting information indicating whether to perform the effect with reach or the effect without reach, the setting information of the variation pattern , Information indicating the gaming state of the pachinko gaming machine 1 is included. Therefore, by analyzing the fluctuation start command, the result of special symbol determination is specified, it is determined whether the production with reach or the production without reach is necessary, and the fluctuation time when the special symbol is displayed in a variable manner is specified. In addition, the gaming state of the pachinko gaming machine 1 can be specified.

  When the variation start command is analyzed, the sub CPU 131 executes variation effect pattern selection processing based on the analysis result (step 107).

  Although not shown in the figure, the sub-ROM 132 has at least four effects, which are a jackpot effect table, an effect table with loss reach, an effect table without lose reach, and an effect table with respect to the effect accompanying the change display of the special symbol. The table is stored. Each of these effect tables is provided with a plurality of tables corresponding to the variation pattern (variation time) determined in the game control board 100. For example, tables for 4 seconds, 8 seconds, and 12 seconds are provided in the effect table without losing reach, and tables for 1 minute, 1 minute 30 seconds, and 2 minutes are provided in the jackpot effect table. ing. The sub CPU 131 selects one table from the plurality of tables based on the setting information included in the change start command. For example, when the setting information includes information indicating “losing”, information indicating that “reaching-free production” is performed, and information on a variation pattern indicating that the “variation time” of the special symbol is 4 seconds, The sub CPU 131 selects the lossless reach effect table for 4 seconds.

  In the effect table, effect random numbers and effect patterns are associated with each other. The sub CPU 131 obtains the value at the time when the change start command is received for the effect random number that is updated each time the above-described random number update process is performed, and stores a number of effect patterns stored in the selected effect table. One effect pattern is selected by reading an effect pattern corresponding to the effect random number acquired in advance.

  As a result, whether or not to activate the effect pattern (decorative pattern variation pattern or the like) of the normal effect performed using the main liquid crystal display device 5, the logo accessory 7, or when the logo accessory 7 is activated. Is the action pattern, the light emission pattern of the frame lamp 25, the action pattern when the effect button 51 is projected, and the contents of the effect by each effect means such as the sound output pattern output from the speaker 24 for the normal effect. The

  As described above, the effect content and the start / end timing are set on the effect control board 130 based on the game information (various commands) transmitted from the game control board 100 for the normal effect accompanying the change display of the special symbol. . On the other hand, the type of new song (music) to be played in the above-described new song announcement effect, the time at which the new song announcement effect is performed, whether or not effect data related to the new song is used in the normal effect, the type of new song used in the normal effect Is set on the image sound control board 140 regardless of the game information. The processing in the image sound control board 140 will be described in detail later.

  Subsequently, the sub CPU 131 sets, in the sub RAM 133, a variable effect start command for instructing start of the effect of the effect pattern selected in the process of step 107 (step 108).

  This variation effect start command is transmitted to the image sound control board 140 and the lamp control board 150 by the command transmission process of step 13. Thereby, the normal effect in which the effect pattern is determined on the effect control board 130 is realized by the image sound control board 140 and the lamp control board 150.

  Subsequent to step 108, the sub CPU 131 updates the number of suspensions of the first special symbol determination stored in the sub RAM 133 to a value obtained by subtracting “1” (step 109).

  On the other hand, if the sub CPU 131 determines that the effect accompanying the variation display of the special symbol is being executed (step 104: YES), the sub CPU 131 determines whether or not the symbol confirmation command transmitted from the game control board 100 has been received. (Step 111). If it is determined that the symbol confirmation command has not been received (step 111: NO), the process proceeds to step 11.

  When the sub CPU 131 determines that the symbol confirmation command has been received (step 111: YES), the sub CPU 131 sets a variation effect end command for instructing the end of the variation effect accompanying the variation display of the special symbol in the sub RAM 133 (step 112).

  This variation effect end command is transmitted to the image sound control board 140 and the lamp control board 150 by the command transmission process of step 13. Thereby, the fluctuating effect started in accordance with the processing of step 108 is finished, and the decorative symbol indicating the result of the special symbol determination is stopped and displayed on the main liquid crystal display device 5.

  When the sub CPU 131 executes the process of step 109 or determines that the change start command is not received (step 105: NO), the sub CPU 131 executes the following process related to the special game. That is, as shown in FIG. 47, the sub CPU 131 determines whether or not the opening command transmitted from the game control board 100 is received before the special winning opening 13 is opened (step 114). If it is determined that the opening command has not been received (step 114: NO), the process proceeds to step 122 described later.

  When the sub CPU 131 determines that the opening command has been received (step 114: YES), the sub CPU 131 analyzes the opening command (step 115). Specifically, based on information included in the opening command, a process of determining whether the opening performed this time is related to a long hit game or a short hit game is performed.

  Based on the analysis result of step 115, the sub CPU 131 determines whether or not the current opening is related to a long hit game (step 116). Here, when it is determined that the game pertains to a long game (step 116: YES), an effect pattern of the opening effect to be performed during the opening is selected (step 117), and an instruction to execute the opening effect of the selected effect pattern is given. An opening effect start command is set in the sub-RAM 133 (step 118).

  This opening effect start command is transmitted to the image sound control board 140 and the lamp control board 150 by the transmission process of step 13. As a result, an opening effect including an effect of notifying that the long hit game is started and an effect of prompting a right strike are performed.

  In the pachinko gaming machine 1 according to the present embodiment, an effect using the latest song announced in the new song announcement effect may be performed as the opening effect. Specifically, for example, when a new song announcement effect for the new song A has already been performed but a new song announcement effect for the new song B has not yet been performed, a part of the video of the new song A reproduced in the new song announcement effect is used. Opening performance may be performed. For example, if a new song announcement effect for new song D has already been performed but a new song announcement effect for new song E has not yet been performed, an opening effect using a part of the video of new song D reproduced in the new song announcement effect is performed. Sometimes done. In addition, when the opening effect is performed, a mini game related to the new song used may be started.

  In this way, the opening effect may be configured based on the video of the new song played in the new song announcement effect performed independently of the normal effect, or a mini game based on the new song may be performed. Can be enjoyed by changing the contents of the opening production and the type of mini-game every time the first new song is announced. The processing performed in the image sound control board 140 in order to realize such a change in the opening effect and a change in the mini game will be described in detail later.

  When the sub CPU 131 determines that the current opening does not relate to the long win game (step 116: NO), that is, relates to the short win game, the sub CPU 131 performs the short hit game from the opening to the end of the ending. An effect pattern of the short hit effect to be performed is selected (step 119), and a short hit effect start command for instructing execution of the short hit effect of the selected effect pattern is set in the sub-RAM 133 (step 120).

  This short hit effect start command is transmitted to the image sound control board 140 and the lamp control board 150 by the transmission process of step 13, and a short hit effect including an effect for prompting a right strike is performed.

  As for the short win effect, similar to the long hit game opening effect, the effect switching may be performed so that the video corresponding to the latest song is used every time the first new song announcement effect is performed. In addition, a mini-game related to a new song that has already been announced (for example, the latest song) may also be played in the normal effect accompanying the change display of the special symbol before the short hit effect is performed. The processing performed by the image sound control board 140 to realize these will also be described in detail later.

  When the sub CPU 131 executes the process of step 118, executes the process of step 120, or determines that the opening command is not received (step 114: NO), the game control is performed at the start of the long open round game. It is determined whether or not a round start command transmitted from the substrate 100 has been received (step 122). If it is determined that the round start command has not been received (step 122: NO), the process proceeds to step 131 described later.

  When determining that the round start command has been received (step 122: YES), the sub CPU 131 analyzes the received round start command (step 123). Next, based on the analysis result, the sub CPU 131 determines the number of continuations of the special game (number of consecutive changs) and the number of rounds corresponding to the currently received round start command, and selects an effect pattern during the round (step) 124). Then, the sub CPU 131 sets an in-round effect start command instructing the image sound control board 140 to execute the in-round effect of the selected effect pattern in the sub RAM 133 (step 125). When the image sound control board 140 acquires the in-round effect start command, an effect based on the current number of rounds becomes possible.

  When the sub CPU 131 executes the process of step 129 or determines that the round start command has not been received (step 122: NO), the ending transmitted from the game control board 100 as shown in FIG. It is determined whether a command has been received (step 131). If it is determined that the ending command has not been received (step 131: NO), the process proceeds to step 138 described later.

  When the sub CPU 131 determines that the ending command has been received (step 131: YES), the sub CPU 131 analyzes the received ending command (step 132), and determines whether the ending is related to the end of the long hit game. (Step 133). Here, when it is determined that the game pertains to a long hit game (step 133: YES), an effect pattern of the ending effect is selected (step 134), and an ending for instructing execution of the ending effect of the selected effect pattern An effect start command is set in the sub-RAM 133 (step 135). This ending effect start command is transmitted to the image sound control board 140 by the command transmission process of step 13.

  On the other hand, if the sub CPU 131 determines that the ending is not related to the game per long game (step 133: NO), that is, if the ending is related to the short game per game, the short CPU started in accordance with the processing of step 120 above. A short hit effect end command for instructing the end of the hit effect is set in the sub-RAM 133 (step 136). This short hit effect end command is transmitted to the image sound control board 140 by the command transmission process of step 13. As a result, the short win effect ends.

  When the sub CPU 131 executes the process of step 135, executes the process of step 136, or determines that the ending command has not been received (step 131: NO), the customer transmitted from the game control board 100 It is determined whether or not a wait command has been received (step 138). If it is determined that the customer waiting command has been received (step 138: YES), the measurement of the elapsed time since the customer waiting command was received is started (step 139), and the measurement flag stored in the sub RAM 133 is received. Is set to “ON” (step 140). This measurement flag is a flag indicating whether or not the elapsed time since reception of the customer waiting command is being measured. When the process of step 140 is performed, the process proceeds to step 142 described later.

  On the other hand, when determining that the customer waiting command has not been received (step 138: NO), the sub CPU 131 determines whether or not the measurement flag is set to “ON” (step 141). Here, when it is determined that the measurement flag is not set to “ON” (step 141: NO), a series of command reception processing ends, and the processing proceeds to step 11.

  When the sub CPU 131 determines that the measurement flag is set to “ON” (step 141: YES), or when the processing of step 140 is performed, the start timing of the customer waiting effect after receiving the customer waiting command is received. It is determined whether or not the customer waiting determination time that stipulates has elapsed (step 142). Specifically, it is determined whether or not the elapsed time when measurement is started in the process of step 139 has reached a customer waiting determination time (for example, 30 seconds) stored in the sub ROM 132. If it is determined that the customer waiting determination time has not elapsed (step 142: NO), the process proceeds to step 11.

  If the sub CPU 131 determines that the customer waiting determination time has elapsed (step 142: YES), the sub CPU 131 sets the measurement flag stored in the sub RAM 133 to “OFF” (step 143), and resets the elapsed time (step 143). 144) A customer waiting effect start command for instructing the start of the customer waiting effect is set in the sub-RAM 133 (step 145). This customer waiting effect start command is transmitted to the image sound control board 140 by the command transmission process of step 13. Thereby, a predetermined demonstration screen display waiting for the customer is started.

[Configuration Example of Control ROM 144]
FIG. 49 is a block diagram illustrating a configuration example of the control ROM 144. As shown in FIG. 49, the control ROM 144 stores a public management table, a presentation order management table, and a display list creation table in addition to programs executed by the overall CPU 141.

  The public management table is a table for managing the date and time when the first new song announcement of each new song is performed. As shown in FIG. 50, in the release management table, the new song type indicating the type of new song, the first announcement date that is the date of the first new song announcement effect, and the first new song announcement effect of the new song corresponding to the first announcement date. Is stored in association with each new song.

  For example, for the new song A, the internal state relating to the new song announcement effect is set to the announcement-permitted state at 12:00 (noon) on July 7, 2012, and then the first new song announcement effect of the new song A is performed. For example, for the new song B, the internal state relating to the new song announcement effect is set to the announcement permission state at 12:00 (noon) on July 14, 2012, and then the first new song announcement effect of the new song B is performed. In this embodiment, since the new song announcement flag is set to “ON” every hour based on the power-on time of the pachinko gaming machine 1, the new song A is allowed to be released at 12:00 on July 7, 2012. 1 week on July 14 of the same year until 12:00, the new song announcement effect of the new song A is repeated every hour based on the power-on time. Similarly, new song announcement effects are also performed for new song C to new song L, respectively.

  In addition, from September 9, one week after September 22, 2012, which is the first announcement date of the new song L, a new song announcement effect is performed while switching songs every hour based on the presentation order management table described later. It shifts to the state of opening all songs. The presentation order management table and the state of all songs released will be described in detail later. In addition, the pachinko gaming machine 1 according to the present embodiment has the contents of the effect of the normal effect performed using the main liquid crystal display device 5 and / or the sub liquid crystal display device 6 when the first new song announcement effect is performed. It has the feature of changing.

  For example, when the first new song announcement effect of the new song A is performed, the effect data related to the new song A can be used as an example, and a mini game associated with the new song A can be performed as a predetermined normal effect. As another example, as the background image displayed on the main liquid crystal display device 5, only the default background image appeared until the first new song announcement effect of the new song A was performed. After being performed, the new song A background image created using the image data relating to the new song A appears. Each time the first new song announcement effect for new songs after the new song B is performed, a mini game or a background image based on the new song newly appears.

  Specifically, at the opening of the long hit game, the default opening production was performed until the first new song announcement effect of the new song A, but the new song B after the initial announcement of the new song A was performed. Until the first new song announcement effect is performed, an opening effect using image data and sound data related to the new song A may be performed. The same applies to the ending effect of the long hit game. Also, the opening effect and the ending effect in the long hit game may be fixed to those based on the new song used in the current new song announcement effect until the first new song announcement effect of the next new song is performed. . That is, for example, after the first new song announcement effect of the new song C is performed until the first new song announcement effect of the new song D is performed, the opening effect and the ending effect of the new song C specification are fixed.

  In this embodiment, the case where the intervals from the first announcement date to the first announcement date of the next new song are all set to one week will be described, but this interval may be an interval other than one week, Multiple types of intervals may be set. In this embodiment, the case where the initial announcement permission time is unified at 12:00 for all new songs will be described, but a different initial announcement permission time may be set for each new song. Also, the order of announcement of new songs may be in the order of announcement other than the order of announcement illustrated in the disclosure management table.

  The presentation order management table is a table that is referred to in order to perform a new song announcement effect while switching songs every hour after completion of the new song announcement effect of all new songs performed weekly. In the following description, the state in which this presentation order management table is used is referred to as “all songs released state”. As shown in FIG. 51, the announcement order management table is a table for managing the type of new song used for the new song announcement effect in the state where all songs are released. In the announcement order management table, as shown in FIG. 51, the elapsed time from the power-on of the pachinko machine 1 and the new song announcement effect for each date after Saturday, September 29, which is the first day of the release of all songs. Is associated with the type of new song used.

  When all songs are released, the period during which new song announcement effects are performed for each song is shortened from one week to one hour. As a result, the new song announcement effects of the new songs A to L performed over 84 days (= 1 week × 12 songs) before all songs are released will be performed in one day.

  For example, if the power is turned on at about 8:00 am on Saturday, September 29, the new song A will be announced at about 10 am two hours later, and the new song B will be produced at about 11 am three hours later. New song announcement effect is performed, and a new song announcement effect for new song C is performed around 12:00 four hours later. Then, 11 hours later, around 19:00, the new song J will be announced. Around 12 hours later, the new song K will be announced. Around 13 hours later, the new song L will be announced around 21:00. Presentation presentation will be held.

  As illustrated in FIG. 51, the order of the new songs may be defined so that the order of the new songs used for the new song announcement effect is regularly shifted one day every day. Thereby, for example, the new song announcement effects of the new song A and the new song B that could only be enjoyed in the morning can be performed on the other days after the evening. For this reason, even a player who can play only in a specific time zone can enjoy various new song announcement effects. The control of the new song announcement effect in such a state where all songs are released will be described in detail later based on FIG.

  As shown in FIG. 49, the display list creation table is a table used to create a display list stored in the display list storage area 1491. As an example, the main liquid crystal display device 5 and / or the sub liquid crystal display device are used. Reference is made to control the normal performance performed using 6. For example, the display list creation table includes a default table, a new song A main table, a new song B main table, a new song C main table, a new song D main table, a new song E main table, a new song F main table, a new song G main table, and a new song H main table. , A new song I main table, a new song J main table, a new song K main table, and a new song L main table.

  The default table is a table used before the first new song announcement effect of the new song A is performed. The new song A main table is a table that is used after the first new song announcement effect of the new song A is performed until the first new song announcement of the new song B is performed. The new song B main table is a table that is used after the first new song announcement effect of the new song B is performed until the first new song announcement of the new song C is performed. The new song C main table is a table that is used after the first new song announcement effect of the new song C is performed until the first new song announcement of the new song D is performed. The new song E main table is a table that is used after the first new song announcement effect of the new song E is performed until the first new song announcement of the new song F is performed. The new song F main table is a table that is used after the first new song announcement effect of the new song F is performed until the first new song announcement of the new song G is performed. The new song G main table is a table that is used after the first new song announcement effect of the new song G is performed until the first new song announcement of the new song H is performed. The new song H main table is a table that is used after the first new song announcement effect of the new song H is performed until the first new song announcement of the new song I is performed. The new song I main table is a table that is used from when the first new song announcement effect of the new song I is performed until the first new song announcement of the new song J is performed. The new song J main table is a table used after the first new song announcement effect of the new song J is performed.

  The overall CPU 141 creates a display list using any of the 13 tables constituting the public management table and the display list creation table before all songs are released. In the state where all songs are released, a display list is created using either the presentation order management table or the 13 tables. A method for creating such a display list will be described in detail later.

[Timer interrupt processing by image sound control board 140]
Next, timer interrupt processing executed in the image sound control board 140 will be described with reference to FIG. Here, FIG. 52 is a flowchart showing an example of timer interrupt processing executed in the image sound control board 140. The image sound control board 140 repeatedly executes a series of processes illustrated in FIG. 52 every predetermined time (for example, 33 milliseconds).

  First, the overall CPU 141 acquires RTC information from the RTC 134 of the effect control board 130 and executes an RTC information acquisition process stored in the control RAM 145 (step 2000). The RTC information stored in the control RAM 145 is rewritten to newly acquired RTC information each time the process of step 2000 is performed.

  Subsequent to the process in step 2000, the overall CPU 141 executes a measurement process for measuring an elapsed time since the power of the pachinko gaming machine 1 is turned on (step 2100). The overall CPU 141 starts a new song presentation effect based on the measurement result of step 2100. This measurement process will be described in detail later based on FIG.

  Subsequent to the processing of step 2100, the overall CPU 141 executes a new song announcement effect start process for starting a new song announcement effect performed using the main liquid crystal display device 5 (step 2500). This new song announcement effect start processing is performed on the main liquid crystal display device 5 that is executing a normal effect (a special symbol variation display or an effect associated with a special game) on a control ROM 144 that is different from the game information from the game control board 100. This is a process for starting the above-described new song presentation effect based on information stored in advance. The new song announcement effect start process will be described in detail later based on FIG.

  Subsequent to the processing in step 2500, the overall CPU 141 executes a normal performance control process for controlling a normal performance performed using the main liquid crystal display device 5 (step 2600). This normal effect control process is a process for causing the main liquid crystal display device 5 to execute the normal effect in accordance with the game controlled by the game control board 100 based on the game information from the game control board 100. This normal effect control process will be described in detail later with reference to FIGS.

  Subsequent to the process of step 2600, the overall CPU 141 executes a new song announcement effect end process for ending the new song announcement effect started in response to the new song announcement effect start process of step 2500 (step 2700). The new song announcement effect end process will be described in detail later based on FIG.

  Subsequent to the processing in step 2700, the overall CPU 141 creates a main liquid crystal display list and / or a sub liquid crystal display list based on the results of the processing in steps 2500 to 2700, and sets them in the display list storage area 1491. An image output control process is executed (step 2800). The image output control process will be described later in detail based on FIG.

  Subsequent to the processing in step 2800, the overall CPU 141 performs audio output control for outputting music, audio, and the like from the speaker 24 so as to be synchronized with the display effect performed in the main liquid crystal display device 5 and / or the sub liquid crystal display device 6. Execute the process. The audio output control process will be described later in detail based on FIG.

  Subsequent to step 2900, the overall CPU 141 executes data transmission control processing (step 3000). 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 the data received from the image sound control board 140 to the lamp control board 150. Thereby, the frame lamp 25, the logo accessory 7, and the button unit 50 are controlled so as to be synchronized with the effects performed by the main liquid crystal display device 5, the sub liquid crystal display device 6, and the speaker 24. .

[Measurement process by image acoustic control board 140]
FIG. 53 is a detailed flowchart of the measurement process in Step 2100 of FIG. Subsequent to the RTC information acquisition process in step 2000, the overall CPU 141 updates the interrupt processing count N in the image acoustic control board 140 stored in the control RAM 145 to a value obtained by adding “1” as shown in FIG. (Step 2101). By performing the processing of step 2101 every time interrupt processing is performed on the image sound control board 140, the elapsed time since the power of the pachinko gaming machine 1 is turned on is measured.

  Subsequent to step 2101, the overall CPU 141 determines whether or not it is the start time of the new song presentation effect (step 2104). For example, the elapsed time is calculated by multiplying the interrupt processing time interval (for example, 33 milliseconds) by the interrupt processing count N, and whether or not the calculated elapsed time has reached a predetermined set time (for example, 60 minutes). Based on, it is determined whether it is the start time of the new song announcement effect. If it is not the start time of the new song announcement effect (step 2104: NO), the process proceeds to the new song announcement effect start process in step 2500.

  If it is the start time of the new song announcement effect (step 2104: YES), the overall CPU 141 sets the new song announcement flag stored in the control RAM 145 to “ON” (step 2105). Here, the new song announcement flag is a flag indicating whether or not the start timing of the new song announcement effect is reached, and is set to “ON” when the start timing of the new song announcement effect is reached. "Is set.

  In this way, the general CPU 141 has a predetermined set time (for example, 60 minutes) that defines the start timing of the new song presentation effect, regardless of the various commands transmitted from the game control board 100. The start timing of the new song announcement effect is determined based on whether or not the new song announcement effect is set, and the new song announcement flag is set to “ON” at the determined start timing, thereby causing the main liquid crystal display device 5 and the speaker 24 to start the new song announcement effect. The new song announcement effect start control process for starting this new song announcement effect will be described in detail later with reference to FIG.

  Following the processing of step 2105, the overall CPU 141 resets the interrupt processing count N stored in the control RAM 145 (step 2106). As described above, in the present embodiment, when the elapsed time measured by repeating the processing of step 2101 reaches 60 minutes, the elapsed time measurement starts again after the interrupt processing count N is returned to “0”. Is done. Thereby, the new song announcement effect is executed every 60 minutes.

[New song presentation effect start processing by image sound control board 140]
FIG. 54 is a detailed flowchart showing an example of the new song presentation effect start process in step 2500 of FIG. Subsequent to the measurement process in step 2100, the overall CPU 141 determines whether or not the new song announcement flag is set to “ON” as illustrated in FIG. 54 (step 2501). If it is determined that the new song announcement flag is not set to “ON” (step 2501: NO), the process proceeds to the normal performance control process of step 2600.

  If the new song announcement flag is set to “ON” (step 2501: YES), the overall CPU 141 identifies the current date and time based on the latest RTC information stored in the control RAM 145 ( Step 2503), based on the current date and time, it is determined whether or not the current state is the all songs open state (Step 2504).

  When the entire CPU 141 is not in an all-music release state (step 2504: NO), the general CPU 141 sets the public management table (see FIG. 50) stored in the control ROM 144 in the control RAM 145 (step 2505), and the processing in step 2506 is performed. To proceed.

  On the other hand, if the entire CPU 141 is in an all-music release state (step 2504: YES), the general CPU 141 sets the presentation order management table (see FIG. 51) stored in the control ROM 144 in the control RAM 145 (step 2514), and step The process proceeds to 2506.

  In step 2506, the overall CPU 141 selects a new song corresponding to the current date and time. For example, if the current date and time is 11:05 on July 9, 2012 when the public management table is set in the control RAM 145, this date and time is the first announcement date and time of the new song A, July 7, 2012 12 The new song A is selected because it is between 12:00 and 12:00 on July 14, 2012, which is the first announcement date of the new song B. If the current date and time is 11:05 on September 29, 2012 when the presentation order management table is set in the control RAM 145, this date and time is the date and time of announcement of the new song B, September 29, 2012 11 Since it is between 12:00 on September 29, 2012, which is the announcement date of the new song C, the new song B is selected.

  Next, the overall CPU 141 sets setting information for executing the new song announcement effect of the new song selected in the processing of step 2506 in the control RAM 145 (step 2510). When the setting information is set in the control RAM 145, a display list for the main liquid crystal is created based on the setting information and set in the display list storage area 1491. As a result, the new song presentation effect selected in step 2506 is started.

  Next, the overall CPU 141 sets the new song announcement flag to “OFF” (step 2518), and advances the processing to the normal performance control process of step 2600.

  As described above, the overall CPU 141 controls the start timing of the new song presentation effect and the type of the new song to be used based on the elapsed time measurement result, the RTC information, the disclosure management table, and the announcement order management table. Therefore, the general CPU 141, regardless of whether or not the special symbols are variably displayed by the special symbol indicators 41 and 42 or whether or not the special game is being played, the new songs A to L at the current date and time. The execution timing of the presentation effect can be set individually, and the new song announcement effect of each new song can be executed at the set execution timing.

  Instead of storing information that defines the execution timing such as the presentation order management table in advance, for example, a random selection using random numbers is performed in a state where all songs are released, and new songs to be used for new song announcement effects are randomly determined. You may do it. In this case, information indicating the type of the new song already used in the new song announcement effect is retained so that the new song announcement effect of the same song is not performed more than once a day, and the song is selected by the selection lottery. Then, a configuration of redoing the selection lottery may be added.

[Normal production control processing by image sound control board 140]
FIGS. 55 to 57 are detailed flowcharts showing an example of the normal effect control process in step 2600 of FIG. In this normal effect control process, setting information related to the normal effect is set in the control RAM 145. Then, the display of the main liquid crystal display device 5 is controlled based on the display list for the main liquid crystal created based on the setting information, and the sub display based on the display list for the sub liquid crystal created based on the setting information. A normal effect is realized by controlling the display of the liquid crystal display device 6.

  Subsequent to the new song announcement effect start process in step 2500, the overall CPU 141 determines whether or not a customer waiting effect start command is received from the effect control board 130 (step 2602). If the overall CPU 141 has not received a customer waiting command from the effect control board 130, the overall CPU 141 proceeds to step 2605. On the other hand, when the general CPU 141 receives a customer waiting effect start command from the effect control board 130, it sets setting information for starting display of a predetermined customer waiting effect image in the control RAM 145 (step 2603). , The process proceeds to Step 2605.

  In step 2605, the overall CPU 141 determines whether a hold display command has been received from the effect control board 130. If the overall CPU 141 has not received a hold display command from the effect control board 130, the overall CPU 141 proceeds to step 2612. On the other hand, when receiving the hold display command from the effect control board 130, the general CPU 141 sets setting information for additionally displaying the hold display image in the control RAM 145 (step 2608), and proceeds to step 2612. .

  In step 2612, the overall CPU 141 determines whether or not a variable effect start command has been received from the effect control board 130. If the overall CPU 141 has not received a hold display command from the effect control board 130, the overall CPU 141 proceeds to step 2626.

  On the other hand, when the general CPU 141 receives the variation effect start command from the effect control board 130 (step 2612: YES), the overall CPU 141 sets the display list creation table in the control RAM 145 based on the current date and time (step 2613). Proceed to the next step. For example, the overall CPU 141 determines whether or not the current date and time indicated by the RTC information acquired in step 2000 is a new song unpublished period (before the first announcement date and time of new song A) based on the disclosure management table (see FIG. 50). Determine. Then, when the current date and time is a new song unpublished period, the overall CPU 141 sets a default table in the control RAM 145 as a display list creation table. Further, if it is not the new song unreleased period, the general CPU 141 selects the new song main table used for the previous new song announcement effect as the display list creation table and sets it in the control RAM 145.

  Next, the overall CPU 141 acquires a random number for selection (step 2620), and proceeds to the next step. For example, in the image sound control board 140, a random number update process for updating a selection random number or the like is performed at a predetermined cycle shorter than the cycle in which the interrupt process is performed, and the overall CPU 141 performs an effect control board for the selection random number. The value at the time when the variable production start command from 130 is received is acquired.

  Based on the display list creation table set in step 2613, the overall CPU 141 extracts display contents in the normal effect corresponding to the selection random number acquired in step 2620 (step 2621), and proceeds to the next step. Proceed with the process. In the display list creation table, for each of a plurality of effect patterns of a normal effect, a material for generating an image of each effect (mini game effect, decorative pattern effect, background image effect, character effect, etc.) constituting the normal effect Are associated with a type of image data used as a random number for selection. First, the overall CPU 141 specifies an effect pattern for performing a change effect based on the received change effect start command. Then, the overall CPU 141 reads out the type of image data (that is, the type of effect display mode) corresponding to the random number for selection acquired in the process of step 2620 from the display list creation table related to the effect pattern, thereby changing to the variable effect. The type of image data to be used is determined. The types of image data include default, new song A, new song B, new song C, new song D, new song E, new song F, new song G, new song H, new song I, new song J, new song K, and new song L. For example, based on the received change effect start command, when an effect pattern for changing effect is selected by performing a mini game, and new song A is selected as the type of image data for the mini game effect according to the random number for selection, Various images (object images and background images) generated using the image data related to the new song A are displayed on the main liquid crystal display device 5 and / or the sub liquid crystal display device 6, and the mini game is executed.

  Next, the overall CPU 141 sets setting information for starting display of the normal effect image having the display content determined in the process of step 2621 in the control RAM 145 (step 2622), and proceeds to the next step. A display list generated based on the setting information is set in the display list storage area 1491, so that a normal effect using the main liquid crystal display device 5 and / or the sub liquid crystal display device 6 is started.

  Next, the overall CPU 141 determines whether or not a mini game is performed in the variation effect (step 2623). Then, when the mini game is performed in the variation effect, the general CPU 141 sets the mini game execution flag to “ON” (step 2624), and initializes a temporary variable GN used in the mini game processing described later to 0. (Step 2625), the process proceeds to Step 2626. On the other hand, if the mini game is not performed in the variation effect, the overall CPU 141 proceeds to step 2626 as it is.

  In this way, the overall CPU 141 causes the main liquid crystal display device 5 to perform a normal effect when the special symbols are variably displayed on the first special symbol display 41 or the second special symbol display 42. At that time, it is determined whether or not a new song announcement effect has been executed by the main liquid crystal display device 5, and a display list creation table is selected based on the determination result. As a result, when the mini game is played while the special symbol is variably displayed, the game based on the selected display list creation table is executed.

  Here, changes in mini-games triggered by each display list creation table and new song announcement effects will be described. When the type of the mini game changes, the character displayed on the display screen of the main liquid crystal display device 5 and / or the sub liquid crystal display device 6 or the game content of the mini game itself changes and is output from the speaker 24. BGM etc. will also change.

  FIG. 58 is a schematic diagram showing an example of the new song B main table. As illustrated in FIG. 58, in the new song B main table, as the type of mini game (image used for the mini game), the default mini game (default image), and the mini game using the new song A (image of the new song A). , And three types of mini games (images of new song B) using new song B are defined. For example, when the selection random number is 100, in the new song B main table, 15 selection random numbers are assigned to the default mini game, and for the mini game using the new song A. 35 selection random numbers are assigned, and 50 selection random numbers are assigned to the mini-game using the new song B. Therefore, in step 2621, a mini game (new song B image) using the new song B is selected at a rate of 50%, and a mini game (new song A image) using the new song A is sent at a rate of 35%. The default mini-game (default image) is selected at the rate of 15% remaining.

  This new song B main table is used for one week from the start of the first new song announcement effect of the new song B until the start of the first song announcement effect of the new song C before moving to the open state of all songs After that, the new song B is used for one hour from the start of the new song announcement production. Since the mini-game using the new song B is most likely to appear at 50% for one week after the first new song announcement directing of the new song B, the player will be able to play the new song after the new song B is announced. You can enjoy mini games using B.

  In step 2626, the overall CPU 141 determines whether or not the mini game execution flag is set to “ON”. Then, when the mini game execution flag is set to “ON”, the overall CPU 141 advances the processing to Step 2627. On the other hand, if the mini game execution flag is set to “OFF”, the overall CPU 141 advances the process to step 2633.

  In step 2627, the overall CPU 141 performs mini game processing, and advances the processing to step 2633. The detailed description of the mini game process performed in step 2627 will be described later.

  Proceeding to FIG. 56, in step 2633, the overall CPU 141 determines whether or not a variation effect end command has been received from the effect control board 130. Then, when the overall CPU 141 receives the change effect end command, the overall CPU 141 sets the mini game execution flag to “OFF” (step 2635). Next, the overall CPU 141 ends the fluctuating effects executed by the main liquid crystal display device 5 and / or the sub liquid crystal display device 6 and the speaker 24 (step 2636), and advances the processing to step 2640. On the other hand, if the central CPU 141 has not received the change effect end command, the overall CPU 141 proceeds to step 2640 as it is.

  In step 2640, the overall CPU 141 determines whether or not an opening effect start command related to the long hit game has been received from the effect control board 130. Then, when receiving the opening effect start command, the overall CPU 141 specifies the new song used for the final new song announcement effect (step 2643). Next, the overall CPU 141 sets setting information for starting display of the opening effect image related to the new song specified in step 2643 in the control RAM 145 (step 2646), and advances the process to step 2649. On the other hand, if the overall CPU 141 has not received the opening presentation start command, the overall CPU 141 proceeds to step 2649 as it is.

  In step 2649, the overall CPU 141 determines whether or not an in-round effect start command related to the long hit game has been received from the effect control board 130. Then, when the overall CPU 141 receives the in-round effect start command, setting information for displaying the in-round effect image corresponding to the number of rounds is set in the control RAM 145 (step 2650), and the process is performed in step 2658. Proceed. On the other hand, if the overall CPU 141 has not received an effect start command during the round, the overall CPU 141 proceeds to step 2658 as it is. Thus, the general CPU 141 switches the normal effect displayed on the main liquid crystal display device 5 and / or the sub liquid crystal display device 6 every time the long open round game is executed.

  Proceeding to FIG. 57, in step 2658, the overall CPU 141 determines whether or not an ending effect start command related to the long hit game has been received from the effect control board 130. When the overall CPU 141 receives the ending effect start command, it sets setting information for starting display of the ending effect image related to the same new song as the new song used for the opening effect in the control RAM 145 (step 2659). The process proceeds to step 2660. On the other hand, if the overall CPU 141 has not received the ending effect start command, the overall CPU 141 proceeds to step 2660 as it is.

  In step 2660, the overall CPU 141 determines whether or not a short hit effect start command is received from the effect control board 130. When the overall CPU 141 receives the short hit effect start command, the general CPU 141 specifies the new song used for the final new song announcement effect (step 2663). Next, the overall CPU 141 sets setting information for starting display of the short hit effect image relating to the new song specified in step 2663 in the control RAM 145 (step 2666), and advances the processing to step 2668. On the other hand, if the overall CPU 141 has not received the short hit effect start command, the overall CPU 141 proceeds to step 2668 as it is.

  In step 2668, the overall CPU 141 determines whether or not a short hit effect end command has been received from the effect control board 130. When the overall CPU 141 receives the short hit effect end command, the overall CPU 141 ends the short hit effect being executed (step 2669), and advances the process to the new song announcement effect end process in step 2700. On the other hand, if the overall CPU 141 has not received the short hit effect end command, the overall CPU 141 proceeds to the new song announcement effect end process in step 2700 as it is.

[Mini game processing by image acoustic control board 140]
Next, an example of the mini game process performed in step 2627 will be described. First, with reference to FIG. 59, main data used in the processing will be described. FIG. 59 is a diagram illustrating an example of main data and programs stored in a predetermined storage area (for example, the control RAM 145) in the image sound control board 140 when the mini game process is performed.

  As shown in FIG. 59, the operation instruction data Da, the operation data Db, the operation determination data Dc, and the operation valid flag data are stored in a predetermined data storage area (for example, the data storage area of the control RAM 145) in the image sound control board 140. Dd, game determination data De, button control command data Df, and the like are stored. The processing for displaying the effect image on the main liquid crystal display device 5 and / or the sub liquid crystal display device 6 is performed based on the display list created by the overall CPU 141 as described above, and image data used for display, etc. Is stored in the CGROM 148 or the like. In addition to the data shown in FIG. 59, the storage area may store data necessary for processing, such as data used in an application to be executed. Various program groups Pa constituting the mini game processing program are stored in a predetermined program storage area (for example, a program storage area of the control RAM 145) in the image sound control board 140.

  The operation instruction data Da is data indicating operation instruction contents that prompt the player to perform an operation in the mini game, and includes operation period data Da1 and the like. For example, the operation period data Da1 is an instruction for prompting the operation of the button unit 50 in the mini game, such as data regarding a period for prompting the player to perform each operation, data regarding a period for prompting to stop a specific operation (long press operation), or the like. It is data used to control the instruction timing for each.

  The operation data Db is data indicating the operation content for the pachinko gaming machine 1 and includes production button data Db1 and the like. The effect button data Db1 is data indicating an operation state and a protruding state with respect to the button unit 50. Based on an operation command periodically output from the effect control board 130, the effect button data Db1 is appropriately set to data indicating the latest operation state and the protruding state. Updated.

  The operation determination data Dc is data indicating a determination condition used to determine the success or failure of the operation in response to the operation instruction that prompted the player to perform an operation, or data that determines the success or failure of the operation using the determination condition. For example, the operation determination data Dc is data indicating a determination timing for determining whether or not the player has performed a specific operation (long press operation), and data indicating an effective period during which the specific operation is effective. , Including data indicating an operation validity period during which an operation performed by the player is effective.

  The operation valid flag data Dd is data indicating an operation valid flag that is set to “ON” when it is determined that the player has performed a specific operation (long press operation).

  The game determination data De is data indicating a determination condition for determining success or failure of a mini game based on success or failure of an operation or data indicating game clear / failure determined using the determination condition.

  The button control command data Df is data indicating contents instructed to the lamp control board 150 in order to change the protruding amount of the effect button 51 in the mini game. The button control command stored in the button control command data Df is transmitted to the lamp control board 150 via the effect control board 130 in the data transmission control process in step 3000.

  Next, with reference to FIG. 60 and FIG. 61, the details of the mini game process performed in step 2627 will be described. FIG. 60 is a flowchart of the first half showing an example of the mini game process in step 2627 executed by the overall CPU 141. FIG. 61 is a second half flowchart showing an example of the mini game process in step 2627 executed by the overall CPU 141. Here, in the flowchart shown in FIG. 60, in the mini game processing on the image sound control board 140, the effect image is displayed on the main liquid crystal display device 5 and / or the sub liquid crystal display device 6 in accordance with the player's operation. The process of changing the protruding state of the effect button 51 in accordance with the operation on the effect button 51 will be mainly described, and detailed description of other processes not directly related to these processes will be omitted.

  The overall CPU 141 reads the game program corresponding to the mini game selected in step 2621 from the control ROM 144 or the like into the program storage area such as the control RAM 145 or the like at the timing of executing step 2625 or the like. Then, the overall CPU 141 starts execution of the game program. The flowcharts shown in FIGS. 60 and 61 are flowcharts showing the mini game process performed after the above process is completed, and various data are set in the predetermined data storage area described above by executing the game program. .

  Note that the processing of each step in the flowcharts shown in FIGS. 60 and 61 is merely an example, and if the same result is obtained, the processing order of each step may be changed. In addition, another process may be executed. In the present embodiment, the overall CPU 141 executes the processing of each step in the flowchart, and various data are managed in the image sound control board 140. However, some or all of the steps in the flowchart are described. The processing may be executed by a processor other than the CPU or a dedicated circuit, or may be executed by a processor or a dedicated circuit on another control board to manage various data on the control board.

  In FIG. 60, the overall CPU 141 acquires an operation command from the effect control board 150 (step 261), and proceeds to the next step. For example, when the overall CPU 141 acquires an operation command that is periodically transmitted from the effect control board 150, the overall CPU 141 updates the operation data Db using the operation command.

  Next, the overall CPU 141 determines whether or not the temporary variable GN used in the mini game is 0 (step 262). Then, when the temporary variable GN is 0, the overall CPU 141 advances the processing to Step 263. On the other hand, if the temporary variable GN is not 0, the overall CPU 141 advances the processing to step 264.

  In step 263, the overall CPU 141 makes initial settings for executing the effect by the mini game selected in step 2621, and advances the process to step 273. For example, the overall CPU 141 constructs a virtual world to be displayed on the main liquid crystal display device 5 and / or the sub liquid crystal display device 6 based on the set display list creation table and the program being executed, and the mini game The game object, background, etc. appearing in are placed in the virtual world and the initial screen of the mini game is set. Then, the overall CPU 141 sets setting information for displaying the initial screen of the mini game in the control RAM 145, and creates a display list for the main liquid crystal and a display list for the sub liquid crystal based on the setting information. It is set in the display list storage area 1491.

  On the other hand, if the temporary variable GN is not 0, the overall CPU 141 determines whether or not to prompt the player to perform a long press operation based on the operation instruction data Da (step 264). For example, the overall CPU 141 determines whether or not the current time is a period for prompting the player to perform a long press operation using the set temporary variable GN or the like. Then, when the general CPU 141 prompts the player to perform a long press operation, the process proceeds to step 265. On the other hand, if the general CPU 141 does not prompt the player to perform a long press operation, the overall CPU 141 proceeds to step 274. Note that, after making an affirmative determination in step 264, the overall CPU 141 always makes an affirmative determination to prompt the player to perform a long press operation until step 268 described below is performed.

  In step 265, the overall CPU 141 determines whether or not there is an operation input corresponding to the prompted long press operation based on the operation data Db. For example, when the general CPU 141 prompts the user to press and hold the button unit 50, the overall CPU 141 determines whether or not the button unit 50 is pressed with reference to the effect button data Db1. Then, when the pressing input is performed, the overall CPU 141 advances the processing to Step 266. On the other hand, the overall CPU 141 advances the process to step 267 when no pressing input is performed.

  In step 266, the overall CPU 141 generates an effect image to be performed during the long press operation, and the process proceeds to step 268. For example, the overall CPU 141 generates an effect image during a long press operation to be displayed on the main liquid crystal display device 5 and / or the sub liquid crystal display device 6 based on the set display list creation table, and the image is displayed on the main liquid crystal display. Setting information to be displayed on the device 5 and / or the sub liquid crystal display device 6 is set in the control RAM 145. As an example, as the effect image displayed on the main liquid crystal display device 5, the button image BI that is charged and displayed in response to a long press operation is displayed in a stepwise enlarged manner, and the amount indicated by the operation period gauge TI increases gradually. And an effect image in which a character image “Charge by pressing and holding a button!” Is superimposed on the image is generated to prompt the player to perform a long press operation (see FIG. 21 and FIG. 21). (See FIG. 22).

  On the other hand, in step 267, the overall CPU 141 generates a long press operation instruction effect image that prompts the long press operation, and the process proceeds to step 268. For example, the overall CPU 141 generates a long press operation instruction effect image to be displayed on the main liquid crystal display device 5 and / or the sub liquid crystal display device 6 based on the set display list creation table, and displays the image on the main liquid crystal display. Setting information to be displayed on the device 5 and / or the sub liquid crystal display device 6 is set in the control RAM 145. As an example, a button image BI is fixedly displayed as an effect image displayed on the main liquid crystal display device 5, and an image in which the amount indicated by the operation period gauge TI is gradually increased is generated. An effect image is generated in which the character image “Charge by pressing and holding the button!” Is superimposed on the image for prompting the pressing operation (see FIG. 20).

  In step 268, the overall CPU 141 determines whether or not the period for prompting the player to perform a long press operation has ended based on the operation instruction data Da. For example, the overall CPU 141 determines whether or not the current time is the end of the period for prompting the player to perform a long press operation using the set temporary variable GN or the like. Then, the overall CPU 141 advances the processing to step 269 when the current time is the time when the period for prompting the long press operation ends. On the other hand, the overall CPU 141 advances the process to step 273 if the current time is not the time when the period for prompting the long press operation ends.

  In step 269, the overall CPU 141 determines whether or not there is an operation input based on the operation data Db when the prompted step 268 is affirmatively determined (that is, when the period for prompting the long press operation has ended). To do. For example, the overall CPU 141 determines the presence / absence of the operation input based on whether or not the button unit 50 is pressed with reference to the effect button data Db1. Then, when the pressing input is performed, the overall CPU 141 advances the processing to Step 270. On the other hand, the overall CPU 141 advances the processing to step 271 when no pressing input is performed.

  In step 270, the overall CPU 141 sets the operation valid flag to “ON” and proceeds to the next step. For example, the overall CPU 141 updates the operation effective flag indicated by the operation effective flag data Dd by setting it to “ON”. The operation valid flag is set to “ON” when it is determined that the player has performed a long press operation, and is used to determine whether or not the player has performed a long press operation in the transition process. Here, the process of step 270 is a process performed when there is an operation input at the time when the determination of step 268 is affirmative, and is performed at a predetermined time within the period for prompting the long press operation (here, the period is It is determined that the long press operation has been performed when the effect button 51 is pressed at the time of completion. That is, it is not determined whether or not the long press operation has been performed based on the actual long press operation time, but the determination of the long press operation is performed based on the presence or absence of the operation at a predetermined time. Can reduce the processing load.

  Next, the overall CPU 141 starts counting the end time V (step 272) and advances the process to step 273.

  On the other hand, in step 271, the overall CPU 141 sets the operation valid flag to “OFF” and advances the process to step 273. For example, the overall CPU 141 updates the operation valid flag indicated by the operation valid flag data Dd by setting it to “OFF”. Here, the process of step 271 is a process that is performed when there is no operation input at the time when the determination of step 268 is affirmative. If the presentation button 51 is not pressed down at the time of completion, it is determined that the long press operation is not performed.

  In step 273, the overall CPU 141 increments the temporary variable GN, and uses the incremented temporary variable GN to display the image of the virtual world currently displayed on the main liquid crystal display device 5 and / or the sub liquid crystal display device 6. Update and proceed to step 281 (see FIG. 61). Here, the overall CPU 141 updates the image of the virtual world based on the settings in the processing of steps 261 to 275 and steps 281 to 301 described later, and the image is displayed on the main liquid crystal display device 5 and / or the sub liquid crystal. Setting information to be displayed on the display device 6 is set in the control RAM 145.

  On the other hand, if it is determined in step 264 that the player is not prompted to perform a long press operation, the overall CPU 141 determines whether or not to prompt the player to perform a short press operation based on the operation instruction data Da. (Step 274). For example, the overall CPU 141 determines whether or not the current time is a period for prompting the player to perform a short press operation using the set temporary variable GN or the like. Then, when the general CPU 141 prompts the player to perform a short press operation, the process proceeds to step 267. On the other hand, if the general CPU 141 does not prompt the player to perform a short press operation, the overall CPU 141 proceeds to step 273. Note that, after making an affirmative determination in step 274, the overall CPU 141 always makes an affirmative determination to prompt the player to perform a short press operation until the period during which the short press operation is valid ends.

  Next, the overall CPU 141 generates a short press operation instruction effect image that prompts a short press operation (step 275). For example, the overall CPU 141 generates a short press operation instruction effect image to be displayed on the main liquid crystal display device 5 and / or the sub liquid crystal display device 6 based on the set display list creation table, and displays the image on the main liquid crystal display. Setting information to be displayed on the device 5 and / or the sub liquid crystal display device 6 is set in the control RAM 145. Then, the overall CPU 141 increments the temporary variable GN, and updates the image of the virtual world currently displayed on the main liquid crystal display device 5 and / or the sub liquid crystal display device 6 using the incremented temporary variable GN. (Step 276), the process proceeds to step 290 (see FIG. 61). As described above, steps 265 to 272 are processes performed in association with the long press operation. However, the mini game is not a prompt for the long press operation, but is simply another game for prompting the short press operation. In this case, the processing in steps 265 to 272 and the processing in steps 282 to 287 described later are not performed.

  61, in step 281, the overall CPU 141 determines whether or not the operation valid flag is set to “ON.” When the overall CPU 141 is set to the operation valid flag “ON”, The process proceeds to step 282. On the other hand, if the operation valid flag “OFF” is set, the overall CPU 141 advances the processing to step 288.

  In step 282, the overall CPU 141 generates a long press operation end effect image that prompts the user to stop the long press operation, and proceeds to the next step. For example, the overall CPU 141 generates a long press operation end effect image to be displayed on the main liquid crystal display device 5 and / or the sub liquid crystal display device 6 based on the set display list creation table, and displays the image on the main liquid crystal display. Setting information to be displayed on the device 5 and / or the sub liquid crystal display device 6 is set in the control RAM 145. As an example, as an effect image displayed on the main liquid crystal display device 5, an image that increases gradually after the amount indicated by the operation period gauge TI is once initialized is generated, and the long press operation is stopped by the player An effect image in which a character image “Charging complete! Release button!” Is superimposed on the image is generated (see FIG. 23).

  Next, the overall CPU 141 determines whether or not there is an operation input based on the operation data Db (step 283). For example, the overall CPU 141 determines the presence / absence of the operation input based on whether or not the button unit 50 is pressed with reference to the effect button data Db1. Then, if the pressing input is not performed, the overall CPU 141 advances the processing to step 284. On the other hand, the overall CPU 141 advances the processing to step 286 when the pressing input is performed.

  In step 284, the overall CPU 141 performs button state setting processing, and proceeds to the next step. For example, the general CPU 141 wins a special symbol lottery according to the variation display of the special symbol instructed by the variation start command acquired from the representation control board 130 when the current mini-game is performed (for example, the special symbol lottery by the variation display). The projection state of the button unit 50 is set based on whether or not this is notified and the reliability of winning the special symbol lottery. For example, when it is scheduled to win in the change display of the special symbol, the button unit 50 is set to the maximum protruding state. On the other hand, when it is scheduled to deviate in the special symbol variation display, the button unit 50 is set in a normal state (that is, as it is). When the overall CPU 141 changes the button unit 50 to the maximum protruding state, the overall CPU 141 sets a button control command instructing to change the button unit 50 to the maximum protruding state in the button control command data Df of the control RAM 145. This button control command is transferred to the lamp control board 150 via the effect control board 130 by the data transmission control process in step 3000. Thereby, the button unit 50 starts the operation | movement which changes from a normal state to the maximum protrusion state.

  Next, the overall CPU 141 sets the operation valid flag to “OFF” and advances the process to step 288. For example, the overall CPU 141 updates the operation valid flag indicated by the operation valid flag data Dd by setting it to “OFF”. As described above, when the operation valid flag is “ON” (that is, when the player performs a long press operation), an effect (based on the button state setting process) according to the expected degree of winning the special symbol lottery in the change. The effect that the button unit 50 protrudes) is performed. On the other hand, when the operation valid flag is “OFF” (that is, when the player does not perform a long press operation), the button unit 50 is always in the normal state (that is, the current state) without performing the performance according to the expectation. Remain set). In other words, when the player performs a long press operation, an effect that changes based on the special symbol lottery is performed, while when a long press operation is not performed, a predetermined effect is performed.

  On the other hand, if it is determined in step 283 that a pressing input has been performed, the overall CPU 141 determines whether or not the end time V has reached the long press end effective time Vmax (step 286). Then, when the end time V reaches the long press end effective time Vmax, the overall CPU 141 advances the processing to step 287. On the other hand, if the end time V has not reached the long press end effective time Vmax, the overall CPU 141 advances the processing to step 288. Here, the long press end effective time Vmax is a parameter indicating an effective period during which it is effective to stop the long press operation, and the count is counted from the time when it is determined that the player has performed the long press operation (step 272 above). The timing for stopping the long press operation is determined by comparison with the end time V to be started.

  In step 287, the overall CPU 141 sets the operation valid flag to “OFF” and proceeds to step 298. For example, the overall CPU 141 updates the operation valid flag indicated by the operation valid flag data Dd by setting it to “OFF”. Thus, when the player stops the long press operation within the effective period (long press end effective time Vmax) in which it is effective to stop the long press operation after performing the long press operation, the special symbol lottery is selected. An effect corresponding to the expected degree of winning (an effect in which the button unit 50 protrudes based on the button state setting process) is performed. On the other hand, if the long press operation is not stopped within the effective period in which it is effective to stop the long press operation after the player performs the long press operation, the long press operation end effect is continuously performed during the effective period. However, even if the validity period ends, the production according to the expectation and the processing in Steps 289 to 296 described later are not performed. That is, depending on the timing at which a specific operation (long press operation) is stopped, different effects are performed. In this embodiment, the specific operation is performed within the effective period during which it is effective to stop the specific operation. Different effects will be performed depending on whether or not it is stopped.

  In step 288, the overall CPU 141 determines whether or not to prompt the player for the final operation based on the operation instruction data Da. For example, the overall CPU 141 determines whether or not the current time is a period for urging the player to make a final operation using the set temporary variable GN or the like. Here, the final operation is an operation that is further performed by the player using the button unit 50 after the long press operation, and the player performs the protrusion set by the button state setting process in the step 284 in the final operation. The state effect button 51 is pressed. Then, when the general CPU 141 prompts the player to perform a final operation, the overall CPU 141 proceeds to step 289. On the other hand, if the overall CPU 141 does not prompt the player for the final operation, the overall CPU 141 proceeds to step 297. Note that, after making an affirmative determination in step 288, the overall CPU 141 always makes an affirmative determination to prompt the player to perform a final operation until step 292 described later is performed.

  In step 289, the overall CPU 141 generates a final operation instruction effect image that prompts the final operation, and proceeds to step 290. For example, the overall CPU 141 generates a final operation instruction effect image to be displayed on the main liquid crystal display device 5 and / or the sub liquid crystal display device 6 based on the set display list creation table, and the image is displayed on the main liquid crystal display device. 5 and / or setting information to be displayed on the sub liquid crystal display device 6 is set in the control RAM 145. As an example, as the effect image displayed on the main liquid crystal display device 5, an effect that prompts the user to further press the button unit 50 in the maximum protruding state or the normal state is performed (see FIG. 24).

  As described above, when the player performs a specific operation (long press operation) in the stage before the performance performed by encouraging the final operation using the button unit 50 (Yes in Step 269), Step 282 is performed. In step 289, the final operation using the button unit 50 after the projecting operation is further urged. On the other hand, if the player does not perform a specific operation in the stage prior to the presentation performed in response to the final operation, the button unit 50 is always in a normal state (that is, the current state) The final operation using the button unit 50 in the normal state is further prompted. That is, a specific operation is prompted in a stage before performing a predetermined effect, and when the specific operation is performed, the effect button 51 is changed to a protruding state that protrudes from the current state, and then the effect button 51 is used. Since the predetermined effect for further prompting the player to perform the operation is performed, the player can perform various operations using the button unit 50.

  In step 290, the overall CPU 141 determines whether or not there is an operation input based on the operation data Db. For example, the overall CPU 141 determines that there is an operation input when the button unit 50 is pressed with reference to the effect button data Db1. Then, if there is no operation input, the overall CPU 141 advances the processing to step 291. On the other hand, if there is an operation input, the overall CPU 141 advances the process to step 292.

  In step 291, the overall CPU 141 determines whether or not the operation valid period has expired. For example, the overall CPU 141 refers to the operation determination data Dc, acquires the operation effective period for the operation instructed at the current time, and uses the currently set temporary variable GN or the like, so that the current time is within the operation effective period. It is determined whether or not. If the overall CPU 141 is outside the operation valid period (that is, the operation valid period ends), the overall CPU 141 determines that the operation has failed and proceeds to step 292. On the other hand, the overall CPU 141 advances the processing to step 297 when it is within the operation valid period.

  In step 292, the overall CPU 141 performs a button state return process and proceeds to the next step. For example, the overall CPU 141 refers to the effect button data Db1 and returns the button unit 50 to the normal state when the effect button 51 is in the maximum protruding state. Then, when returning the button unit 50 to the normal state, the overall CPU 141 sets a button control command for instructing the button unit 50 to be in the normal state in the button control command data Df of the control RAM 145. This button control command is transferred to the lamp control board 150 via the effect control board 130 by the data transmission control process in step 3000. Thereby, the button unit 50 starts the operation | movement which changes from a maximum protrusion state to a normal state.

  Next, the overall CPU 141 performs mini-game success / failure determination processing, and proceeds to the next step. For example, the overall CPU 141 determines whether or not the mini game has been cleared based on the determination condition defined by the game determination data De. As an example, when the player presses down the effect button 51 in the maximum protruding state within the operation valid period, it is determined that the mini game has been cleared.

  Here, since the effect indicating the success or failure of the mini-game is performed when the variation effect is finished, the effect that informs the gaming state of the pachinko gaming machine 1 after the variation display is stopped is also provided. Can be. In this case, if the mini game is not in a special game that is advantageous to the player after the mini game has been performed, it is determined that the mini game has failed in step 293 even if the mini game itself satisfies the conditions for clearing. May be. In addition, even if it is in a state in which the player shifts to a special game that is advantageous after the mini game has been performed, it may be determined that the mini game has failed.

  Next, the overall CPU 141 determines whether or not the mini game has been cleared based on the mini game success / failure determination process (step 294). If the mini-game is cleared, the overall CPU 141 proceeds to step 295. On the other hand, if the mini-game fails, the overall CPU 141 proceeds to step 296.

  In step 295, the overall CPU 141 generates an effect image indicating that the mini game has been cleared, and the process proceeds to step 297. For example, the overall CPU 141 generates a mini game success effect image (for example, see FIG. 25) to be displayed on the main liquid crystal display device 5 and / or the sub liquid crystal display device 6 based on the set display list creation table. Setting information for displaying the image on the main liquid crystal display device 5 and / or the sub liquid crystal display device 6 is set in the control RAM 145.

  On the other hand, in step 296, the overall CPU 141 generates an effect image indicating that the mini game has failed, and the process proceeds to step 297. For example, the overall CPU 141 generates a mini game failure effect image to be displayed on the main liquid crystal display device 5 and / or the sub liquid crystal display device 6 based on the set display list creation table, and the image is displayed on the main liquid crystal display device. 5 and / or setting information to be displayed on the sub liquid crystal display device 6 is set in the control RAM 145.

  In step 297, the overall CPU 141 determines whether or not to end the variation effect and shift to the next effect. For example, the overall CPU 141 uses the currently set temporary variable GN or the like based on the variation time instructed by the variation start command acquired from the effect control board 130 when performing the current mini game. It is determined whether it is time to end and shift to the next effect. Then, the overall CPU 141 advances the process to step 298 when the variation effect is ended and the next effect is shifted to. On the other hand, if the overall CPU 141 does not shift to the next effect, the overall CPU 141 ends the process according to the flowchart and proceeds to step 2633 (see FIG. 56).

  In step 298, the overall CPU 141 performs a special game transition determination process, and proceeds to the next step. For example, the general CPU 141 wins a special symbol lottery according to the variation display of the special symbol instructed by the variation start command acquired from the representation control board 130 when the current mini-game is performed (for example, the special symbol lottery by the variation display). Whether or not to shift to the special game after the variation effect is determined.

  Next, the overall CPU 141 determines whether or not to shift to the special game based on the special game shift determination process (step 299). Then, the overall CPU 141 advances the process to step 300 when shifting to the special game. On the other hand, if the overall CPU 141 does not shift to the special game, the overall CPU 141 proceeds to step 301.

  In step 300, the overall CPU 141 generates an effect image (special game transition suggestion effect image) that suggests transition to a special game, ends the processing according to the flowchart, and advances the processing to step 2633 (see FIG. 56). . For example, the overall CPU 141 generates a special game transition suggestion effect image to be displayed on the main liquid crystal display device 5 and / or the sub liquid crystal display device 6 based on the set display list creation table, and displays the image on the main liquid crystal display. Setting information to be displayed on the device 5 and / or the sub liquid crystal display device 6 is set in the control RAM 145.

  On the other hand, in step 301, the overall CPU 141 generates an effect image (non-special game transition suggestion effect image) that suggests that the game will not shift to the special game, ends the processing according to the flowchart, and proceeds to step 2633 (see FIG. 56). Proceed with the process. For example, the overall CPU 141 generates a non-special game transition suggestion effect image to be displayed on the main liquid crystal display device 5 and / or the sub liquid crystal display device 6 based on the set display list creation table, and the image is displayed on the main liquid crystal display. Setting information to be displayed on the display device 5 and / or the sub liquid crystal display device 6 is set in the control RAM 145.

[New song presentation effect end processing by image sound control board 140]
FIG. 62 is a detailed flowchart showing an example of the new song presentation effect end process in step 2700 of FIG. In FIG. 62, the overall CPU 141 determines whether or not the new song announcement effect has ended, for example, based on whether or not the elapsed time since the start of the new song announcement effect has reached the time required for the new song announcement effect. (Step 2701). Then, when the new song announcement effect ends, the overall CPU 141 determines whether or not the new song announcement effect end process for returning to the state where the normal effect is performed is completed (step 2702), and the new song announcement effect end process is completed. If not completed, the process proceeds to step 2707. On the other hand, if the new song announcement effect has not ended, or if the new song announcement effect end process has been completed, the overall CPU 141 advances the process to the image output control process in step 2800.

  In step 2707, the overall CPU 141 sets setting information for returning to the state in which the normal performance is performed in the control RAM 145, and proceeds to the image output control process in step 2800. For example, in the new song presentation effect, when the effect image is displayed on the main liquid crystal display device 5 and / or the sub liquid crystal display device 6 in a special screen mode, the screen mode for immediately displaying an image used for the normal effect is displayed. Return.

[Image Output Control Processing by Image Acoustic Control Board 140]
FIG. 63 is a detailed flowchart showing an example of the image output control process in step 2800 of FIG. In FIG. 63, the overall CPU 141 determines whether or not setting information related to the display screen of the main liquid crystal display device 5 is stored in the control RAM 145 (step 2801). If the setting information regarding the display screen of the main liquid crystal display device 5 is stored in the control RAM 145, the overall CPU 141 advances the process to step 2802. On the other hand, if the setting information regarding the display screen of the main liquid crystal display device 5 is not stored in the control RAM 145, the overall CPU 141 advances the process to step 2804.

  In step 2802, the overall CPU 141 determines what kind of effect image should be constructed based on the setting information stored in the control RAM 145, and creates a display list for the main liquid crystal based on the determination result. . The created display list is set in the display list storage area 1491 (step 2803), and the process proceeds to step 2804.

  In step 2804, the overall CPU 141 determines whether or not setting information related to the display screen of the sub liquid crystal display device 6 is stored in the control RAM 145. If the setting information regarding the display screen of the sub liquid crystal display device 6 is stored in the control RAM 145, the overall CPU 141 advances the process to step 2805. On the other hand, if the setting information regarding the display screen of the sub liquid crystal display device 6 is not stored in the control RAM 145, the overall CPU 141 advances the processing to the audio output control process in step 2900.

  In step 2805, the overall CPU 141 creates a display list for the sub liquid crystal, sets the created display list in the display list storage area 1491 (step 2806), and advances the processing to the audio output control process in step 2900.

[Audio output control processing by the image acoustic control board 140]
FIG. 64 is a detailed flowchart showing an example of the audio output control process in step 2900 of FIG. In FIG. 64, the general CPU 141 performs normal processing based on whether or not a display list indicating that a new normal performance is to be started is set in the display list storage area 1491 in the processing of step 2803 and / or step 2806, for example. It is determined whether or not display of a normal effect image for effecting has been started (step 2901). Then, when the general CPU 141 starts displaying the normal effect image, the overall CPU 141 proceeds to step 2903. On the other hand, if the general CPU 141 has not started displaying the normal effect image, the overall CPU 141 advances the processing to step 2910.

  In step 2903, the overall CPU 141 causes the sound DSP 143 to start audio output related to the normal effect image in synchronization with the normal effect image display, and the process proceeds to step 2910.

  In step 2910, the overall CPU 141, for example, based on whether or not the display list indicating that the new song presentation effect is to be started in the processing of step 2803 and / or step 2806 is set in the display list storage area 1491, It is determined whether or not display of a new song announcement effect image for performing is started. Then, when the general CPU 141 starts displaying the new song announcement effect image, the overall CPU 141 proceeds to step 2911. On the other hand, the overall CPU 141 proceeds to the data transmission control process of step 3000 when the display of the new song announcement effect image has not started.

  In step 2911, the overall CPU 141 causes the audio DSP 143 to start audio output related to the new song announcement effect image (typically, voice output of the new song announced in the new song announcement effect) in synchronization with the new song announcement effect image display. The process proceeds to the data transmission control process in step 3000.

  In the description of the processing flow described above, a mini game that is performed during a period in which the decorative symbols are variably displayed is used as an example. However, as described above, the mini game executes a special game advantageous to the player. It can be performed when an effect based on a lottery for determining whether or not to be played is performed, and as another example, can be performed during a period in which a jackpot game is performed. In this case, in response to receiving the opening effect start command (YES in step 2640), when it is determined that the mini game is to be performed in the effect during the round, the mini game execution flag is set to “ON” temporarily. If the mini-game execution flag is set to “OFF” in response to receiving the ending effect start command (YES in step 2658) in response to initializing the variable GN to 0, the above-described operation is performed during the effect during the round. You can play mini games. Then, the mini-game played during the performance during the round informs whether or not the game will be in the short-time gaming state after the performance during the round (that is, after the jackpot game) by performing the performance according to the long press operation. By functioning as an effect to be performed, the mini-game can be performed in the same manner as during a change effect.

[Operational effects of this embodiment]
As described above, according to the present embodiment, it is determined that the long press operation has been performed when the effect button 51 is pressed down at the time when the period for prompting the long press operation ends. Therefore, instead of determining whether or not the long press operation has been performed based on the actual long press operation time, whether or not the long press operation has been successful is determined based on the presence or absence of the operation at the time point. Can reduce the processing load.

  In addition, according to the present embodiment, since the time point at which the period for prompting the long press operation ends is determined as the timing for determining the success or failure of the long press operation, it is compared with the determination at another time point within the period for prompting the long press operation. Then, accurate long press determination is possible.

  Furthermore, when the operation valid flag is “ON” (that is, when the player performs a long press operation), the effect corresponding to the degree of expectation of winning the special symbol lottery (the button unit 50 is based on the button state setting process). A projecting action) is performed. On the other hand, when the operation valid flag is “OFF” (that is, when the player does not perform a long press operation), the button unit 50 is always in the normal state (that is, the current state) without performing the performance according to the expectation. Remain set). In other words, when the player performs a long press operation, an effect that changes based on the special symbol lottery is performed, while when a long press operation is not performed, a predetermined effect is performed.

[Other variations]
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 time point at which the period for prompting the long press operation ends is set as the timing for determining whether or not the long press operation has been performed. It does not matter as the timing. For example, even if it is determined that the long press operation is performed when the effect button 51 is pressed at an arbitrary intermediate time point within the period for which the long press operation is urged, the long press operation is performed only depending on the presence or absence of the operation at a certain time. Therefore, the processing load for the determination can be reduced. Further, a plurality of time points within a period for prompting the long press operation may be determined as the timing for determining the long press operation. As an example, when the presentation button 51 is pressed at any point in time for the end point of the period for prompting the long press operation and any intermediate point in the period for prompting the long press operation, the long press operation Is determined to have been performed. As another example, when the presentation button 51 is pressed at any time for any of a plurality of intermediate time points (for example, two different time points) within the period for prompting the long press operation, the long press operation is performed. Is determined to have been performed. In any example, the long press operation is determined only by the presence / absence of the operation at a plurality of time points, so that the processing load for the determination can be reduced and the determination accuracy of the long press operation can be made more accurate. Is also possible.

  In the above embodiment, an example is used in which whether or not an effect corresponding to the degree of expectation for winning the special symbol lottery is performed is selected according to the determination result of the long press operation. Depending on the result, an effect that results in a different mini-game may be selected. For example, the operation in the above embodiment is applied to a mini game in which whether or not a predetermined virtual object performs a predetermined action or a predetermined change mode is selected depending on whether or not a long press operation is performed. Even if the determination is applied, the same effect can be obtained.

  Moreover, although the said embodiment demonstrated the determination at the time of long press operation of the production button 51, this invention is applicable also to another operation mode. For example, for an operation such as an operation of continuously performing an input to the effect button 51 a predetermined number of times within a predetermined time (continuous hitting operation) or an operation of continuously tilting a lever such as a joystick (tilting operation) for a predetermined time or more. Can also be applied. Specifically, when determining a continuous hitting operation or a tilting operation for a predetermined time or more, the effect button is pressed at a predetermined time (typically, when the period ends) during a period for prompting the continuous hitting operation or the tilting operation. Or the lever is tilted, it is determined that a continuous hitting operation or a tilting operation for a predetermined time or longer has been performed.

  Moreover, although the said embodiment demonstrated the determination at the time of long press operation of the production button 51, it is applicable also to the determination at the time of long press operation using another input means. For example, the effect button that prompts the player to perform a long press operation may not be configured to be able to move forward and backward between the normal operation position and the protruding operation position. As an example, by determining that a long press operation has been performed even when an effect button configured by a general push button is being pressed at the end of the period for prompting the long press operation, Similar effects can be obtained. Further, when the pachinko gaming machine 1 is provided with a touch panel or a touch pad that can be touch-operated by the player, it may be used for determination when the player performs a touch operation for a long time. Furthermore, when the pachinko gaming machine 1 is provided with a proximity switch (an electrostatic induction proximity switch, an ultrasonic proximity switch, a photoelectric proximity switch, an induction proximity switch) that detects the presence of an object in the detection space in a non-contact manner In addition, it may be used for determination when an operation (operation) for putting out a hand for a long time in the detection space of the proximity switch is performed. Any input means can obtain the same effect when determining the operation.

  In the above description, an example in which a mini game is performed during a variation effect or a jackpot effect is used. However, the state in which the mini game is executed is not limited to these effects. For example, a mini game may be performed during a new song announcement effect, or one mini game may be performed during a period in which a variation effect is performed a plurality of times in a normal gaming state or a short-time gaming state. Also, a special symbol determination result that is pre-determined separately from the special symbol determination in which the variation effect is performed at the time when the mini game is being performed and is notified by the subsequent variation effect (the result of the pre-read special symbol determination) ), The above-mentioned mini game may be played. In this case, it is possible to play a mini-game in which whether or not an effect according to the expected degree of pre-read special symbol determination is performed is selected according to the determination result of the long press operation. Further, in the above description, each mini game is defined as content related to a new song, and a mode in which the mini game selected when executing depends on the new song that has been announced immediately before by the new song announcement effect is used. However, a mini game executed according to another mode may be selected. For example, regardless of the immediately preceding new song announcement effect, the mini-game executed as time elapses may change. In this case, the mini game to be executed does not have to be content related to the new song to be announced, and an effect unrelated to the new song may be performed during the mini game execution.

  Further, the emission color of the button lamp 98 and / or the emission color of the lamp provided in the vicinity of the button unit 50 may be changed depending on whether the effect button 51 is in the normal state or the maximum protruding state. In the above-described mini game, the projecting state of the effect button 51 changes according to the degree of expectation for winning the special symbol lottery. As a result, the emission color of the lamp also changes according to the degree of expectation. Therefore, the player can know the degree of expectation for winning the special symbol lottery by the light emission color of the lamp. In addition, when the input means for performing the long press operation is not configured to move forward and backward between the normal operation position and the protruding operation position as described above, the expectation degree may be indicated only by the light emission color of the lamp. In many cases, the player obtains the right to perform an effect of notifying the degree of expectation by the lamp emission color by stopping the long press operation within the effective period.

  In the above embodiment, the case where the start timing of the new song presentation effect is controlled based on the elapsed time based on the power-on time of the pachinko gaming machine 1 has been described. The start timing of the new song announcement effect is controlled based on the elapsed time (the time the player is playing), or the game history such as the total number of times and the number of continuations of the special game The start timing of the new song announcement effect may be controlled based on the above.

  Further, in the above embodiment, the case where the special effect is a new song announcement effect that announces a new song as unpublished content has been described. It may be an effect using known content.

  In the above embodiment, the case where the present invention is applied to a one-type and two-type mixed type pachinko gaming machine has been described as an example. However, the present invention can be applied to, for example, a single-type pachinko gaming machine or a slot machine. It can be applied to other gaming machines.

  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. Further, the screen diagrams and the like exemplified in the above embodiment are merely examples, and may be screens of other display modes.

  As described above, the present invention may be a gaming machine having the following configuration.

  One configuration example of the gaming machine (pachinko gaming machine 1) according to the present invention performs an effect based on determination as to whether or not a special game advantageous to the player is executed. The gaming machine includes input means (button unit 50), effect execution means (S264 to S267), and input determination means (S268 to S271). The player can input the input means. The effect executing means prompts the player to perform an operation (long press operation, tilting operation, etc.) for continuously performing input to the input means for a predetermined time or more in the effect, and when it is determined that the operation has been performed, the first is performed. The effects (S282 to S301) are executed, and when it is determined that the operation has not been performed, the second effects (S289 to S301) are executed. The input determining unit determines that the operation has been performed when the input to the input unit is performed at at least one predetermined time within the period for prompting the operation (S268, S269) (operation valid flag is “ON”). . The effect execution means may execute the first effect or the second effect based on the determination result of the input determination means.

  According to the above, when prompting an operation to continuously input to the input means for a predetermined time or more, it is possible to reduce the processing burden when determining the operation.

  Further, in another configuration example of the gaming machine of the present invention, the predetermined time point may be a time point when the period for prompting the operation ends.

  According to the above, since it is determined whether or not the operation is performed depending on whether or not there is an operation input at the time of ending the period for prompting the operation for continuous input for a predetermined time or more, at other time Compared with determination, accurate operation determination is possible.

  In another example of the gaming machine according to the present invention, special game determination means may be further provided. The special game determination means determines whether or not to perform a special game when the start condition is satisfied. In this case, the first effect may be an effect based on the determination result in the special game determination means. The second effect may be a predetermined effect.

  According to the above, the player can experience an effect based on the determination result in the special game determination means by performing an operation of continuously performing input for a predetermined time or more.

1 Pachinko machine (an example of a game machine)
DESCRIPTION OF SYMBOLS 4 Display 5 Main liquid crystal display device 6 Sub liquid crystal display device 10 Game area 11 1st starting opening 12 2nd starting opening 13 Large winning opening 16 Gate 17 Electric tulip 19 Specific winning opening 24 Speaker 41 First special symbol display 42 Second 2 Special symbol display 50 Button unit 51 Production button 81 1st light sensor 82 2nd light sensor 83 Cylindrical cam 90 Drive transmission mechanism 97 Button motor 98 Button lamp 100 Game control board 101 Main CPU
102 Main ROM
103 Main RAM
130 Production control board 131 Sub CPU
132 Sub ROM
133 Sub RAM
134 RTC
140 Image Sound Control Board 141 General CPU
142 VDP
143 Acoustic DSP
144 ROM for control
145 RAM for control
146 ROM for sound
147 SDRAM
148 CGROM
149 VRAM
150 Lamp control board 1491 Display list storage area 1495 Frame buffer for main liquid crystal 1496 Frame buffer for sub liquid crystal

Claims (3)

  1. A gaming machine that performs an effect based on a result of a determination as to whether or not a special game advantageous to a player is executed,
    Input means that the player can input;
    An input effect executing means for performing an input effect that prompts the player to perform a specific input for a predetermined time or more to the input means;
    When an input is made to the input means during the input effect by the input effect executing means, if it is determined that the specific input is made to the input means, a first effect is performed, and the input means If it is determined that the specific input has not been performed, an input result effect executing means for performing a second effect;
    Input determination means for determining whether or not an input to the input means is performed at at least one predetermined point in time during the input effect by the input effect execution means;
    The input result demonstration execution means determines that said specific input and the input is determined to have been made were made had a row the first effect by the input determining unit, input by the input determining means cormorant line the second effect is determined that the input to be determined not to have been made of the particular has not been performed, the gaming machine.
  2.   The gaming machine according to claim 1, wherein the predetermined time is a time when the input effect ends.
  3. A special game determination means for determining whether or not to perform the special game when the start condition is satisfied;
    The first effect is an effect based on the determination result in the special game determination means,
    The gaming machine according to claim 1 or 2, wherein the second effect is a predetermined effect.
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JPH0841574A (en) * 1994-08-02 1996-02-13 Daiki Alum Kogyosho:Kk Cast aluminum-silicon alloy
JP2015146997A (en) * 2014-02-07 2015-08-20 株式会社大都技研 game machine
JP2016005526A (en) * 2014-05-31 2016-01-14 株式会社三洋物産 Game machine
JP2016029978A (en) * 2014-07-25 2016-03-07 株式会社大都技研 Game machine
JP2016029979A (en) * 2014-07-25 2016-03-07 株式会社大都技研 Game machine
JP6131229B2 (en) * 2014-10-07 2017-05-17 京楽産業.株式会社 Game machine
JP6159502B2 (en) * 2014-11-21 2017-07-05 京楽産業.株式会社 Game machine
JP6159501B2 (en) * 2014-11-21 2017-07-05 京楽産業.株式会社 Game machine
JP6263114B2 (en) * 2014-11-21 2018-01-17 京楽産業.株式会社 Game machine
JP6023241B2 (en) * 2015-03-04 2016-11-09 京楽産業.株式会社 Game machine
JP2015221388A (en) * 2015-09-10 2015-12-10 京楽産業.株式会社 Game machine
JP2017051468A (en) * 2015-09-10 2017-03-16 株式会社ソフイア Game machine
JP2016209632A (en) * 2016-08-05 2016-12-15 株式会社大都技研 Game machine
JP6674599B2 (en) * 2016-08-18 2020-04-01 株式会社サンセイアールアンドディ Gaming machine
JP6588932B2 (en) * 2017-01-31 2019-10-09 株式会社三共 Game machine

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JP5590767B2 (en) * 2007-11-28 2014-09-17 株式会社ユニバーサルエンターテインメント Game machine
JP5899543B2 (en) * 2009-11-20 2016-04-06 株式会社大都技研 Amusement stand
JP2011177448A (en) * 2010-03-03 2011-09-15 Kyoraku Sangyo Kk Pachinko game machine
JP5181374B2 (en) * 2010-10-29 2013-04-10 京楽産業.株式会社 Game machine
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