JP5791581B2 - Game machine - Google Patents

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JP5791581B2
JP5791581B2 JP2012242675A JP2012242675A JP5791581B2 JP 5791581 B2 JP5791581 B2 JP 5791581B2 JP 2012242675 A JP2012242675 A JP 2012242675A JP 2012242675 A JP2012242675 A JP 2012242675A JP 5791581 B2 JP5791581 B2 JP 5791581B2
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effect
stop
cpu
control unit
symbol
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JP2014090851A (en
Inventor
武蔵 島田
武蔵 島田
義政 田中
義政 田中
直行 山縣
直行 山縣
坂本 弘道
弘道 坂本
智 野口
智 野口
博久 佐瀬
博久 佐瀬
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京楽産業.株式会社
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  The present invention relates to a gaming machine such as a pachinko gaming machine played by a player.
  Some pachinko gaming machines perform a game effect that gives the player a sense of participation in the game by pressing the effect button (see Non-Patent Document 1, for example).
"Pachinko victory guide", Hakuyo Shobo Co., Ltd., issued July 2, 2011, July 2, 2011 issue, pages 20, 21, CR Black Lagoon
  Players are not only looking forward to winning a prize ball by winning a big hit, but also looking for fun from various effects such as game effects. For this reason, what kind of game production is performed is a very important problem that determines the value of the gaming machine.
  Therefore, a main object of the present invention is to provide a gaming machine capable of performing a novel game production that attracts players.
  In order to achieve the above object, the present invention employs the following configuration. In addition, reference numerals in parentheses, explanatory texts, step numbers, and the like indicate correspondence with the embodiments described later in order to help understanding of the present invention, and limit the scope of the present invention in any way. is not.
A special game determining means (100, S57) for determining whether or not to perform a special game (big hit game) beneficial to the player by establishing the start condition (S2) in the gaming machine (1);
Based on the determination result by the special game determination means, the display control means (400, 500, FIG. 10, FIG. 11) for effect display by the display means (6) for effect production,
The production control means includes
Fluctuation control means (400, 500) for variably displaying symbols (decorated symbols “1” to “7”) in a plurality of regions (right region, left region, center region, FIG. 5 etc.) of the display means,
Order determining means (400, S108) for determining a stop order (stop suggestion order) of symbols variably displayed in each of the plurality of areas;
Notification control means (400, S109, FIG. 5 (1), etc.) for notifying the stop order determined by the order determination means when the symbols are variably displayed in the plurality of areas by the fluctuation control means; ,
When a predetermined operation (pressing operation) is performed on the operation means by the player within a predetermined period (within 3 seconds) after the stop order is notified by the notification control means, for each predetermined operation, First stop control means (400, S112, S116, S120, FIG. 5) for stopping and displaying symbols in the stop order determined by the order determining means,
In the predetermined period, when the predetermined operation is not performed on the operation means by the player, the symbols are stopped and displayed in a stop order different from the stop order determined by the order determination means. Stop control means (400, S113, S117, S121, FIG. 6).
  The order determining means may determine the stop order by lottery (400, S108).
Further, the effect control means further includes special effect control means for performing special effect display (cut-in notice effect, pre-read cut-in notice effect, effect image notice effect, etc.) based on the determination result by the special game determining means. And
The special effect control means is
When the symbols are stopped and displayed by the first stop control means, the special effect display is performed after the symbols are stopped and displayed.
When the symbols are stopped and displayed by the second stop control means, the special effect display may not be performed after the symbols are stopped and displayed.
  ADVANTAGE OF THE INVENTION According to this invention, the game machine which alert | reports the result of the big hit lottery with the decoration design which attracts a player can be provided.
Schematic front view showing an example of a pachinko gaming machine 1 according to an embodiment of the present invention The enlarged view which shows an example of the indicator 4 provided in the pachinko machine 1 of FIG. Partial plan view of the pachinko gaming machine 1 of FIG. The block diagram which shows an example of a structure of the control apparatus provided in the pachinko gaming machine 1 The figure for demonstrating an example of the game production performed in the decoration design change production of this embodiment The figure for demonstrating an example of the game production performed in the decoration design change production of this embodiment An example of a flowchart showing timer interrupt processing performed by the main control unit 100 An example of a detailed flowchart of the start port switch process in step S2 of FIG. An example of a detailed flowchart of the special symbol process in step S4 of FIG. An example of a flowchart showing effect control processing performed by the effect control unit 400 An example of a flowchart showing effect control processing performed by the effect control unit 400 The figure for demonstrating the modification of this embodiment The figure for demonstrating the modification of this embodiment
  Hereinafter, a pachinko gaming machine 1 according to an embodiment of the present invention will be described with reference to the drawings as appropriate. Hereinafter, the pachinko gaming machine 1 may be simply referred to as a gaming machine 1.
[Schematic configuration of pachinko gaming machine 1]
Hereinafter, a schematic configuration of the pachinko gaming machine 1 according to an embodiment of the present invention will be described with reference to FIGS. FIG. 1 is a schematic front view showing an example of a gaming machine 1 according to an embodiment of the present invention. FIG. 2 is an enlarged view showing an example of the display 4 provided in the gaming machine 1. FIG. 3 is a partial plan view of the gaming machine 1.
  In FIG. 1, a gaming machine 1 is a pachinko gaming machine configured to pay out a winning ball when a gaming ball launched by a player's operation wins a prize, for example. This gaming machine 1 includes a game board 2 on which game balls are launched, and a frame member 5 surrounding the game board 2. The frame member 5 is configured to be openable and closable with respect to the main part of the gaming machine 1 around a hinge provided on the shaft support side, and is detachably attached to the game board 2. And the lock part 43 is provided in the predetermined position (for example, edge part on the opposite side to a shaft support side) which becomes the front side of the frame member 5, and the frame member 5 is unlocked by unlocking the lock part 43. Can be opened.
  A game area 20 for playing a game with a game ball is formed on the front surface of the game board 2. In the gaming area 20, a rail member (from which a game ball launched from below (the launching device 211; see FIG. 4) rises along the main surface of the game board 2 and forms a path toward the upper position of the gaming area 20 ( (Not shown) and a guide member (not shown) for guiding the raised game ball to the right side of the game area 20.
  In addition, the game board 2 is provided with an image display unit 6 that displays images for various effects at positions that are easily visible to the player. The image display unit 6 notifies the player of the result of the special symbol lottery (big hit lottery), for example, by displaying a decorative symbol according to the progress of the game by the player, or by the appearance of a character or the appearance of an item A notice effect is displayed, or a hold image indicating the number of times the special symbol lottery is put on hold is displayed. The image display unit 6 is configured by a liquid crystal display device, an EL (Electro Luminescence) display device, or the like, but any other display device may be used. Furthermore, a movable accessory 7 and a board lamp 8 used for various effects are provided on the front surface of the game board 2. The movable accessory 7 is configured to be movable with respect to the game board 2, and produces an effect by performing a predetermined operation in accordance with the progress of the game or in accordance with the operation of the player. The board lamp 8 emits light according to the progress of the game, thereby performing various effects by light.
  In the game area 20, a game nail and a windmill (both not shown) that change the falling direction of the game ball are arranged. Further, in the game area 20, various bonuses related to winning and lottery are arranged at predetermined positions. In FIG. 1, the first start port 21, the second start port 22, the gate 25, the big winning port 23, and the normal winning port 24 are arranged on the game board 2 as an example of various prizes related to winning and lottery. It is installed. In addition, the game area 20 is provided with a discharge port 26 through which game balls that have not been won in any of the game areas of the game balls launched into the game area 20 are discharged out of the game area 20. .
  The first start port 21 and the second start port 22 are awarded when a game ball enters, respectively, and a special symbol lottery (big hit lottery) is started. The first start port 21 operates a predetermined special electric accessory (large winning port 23) and / or a predetermined special symbol display (first special symbol display 4a described later). It is a winning opening related to winning a game ball. Further, the second start opening 22 operates the special electric accessory and / or a predetermined special symbol display device (second special symbol display device 4b described later), and wins related to winning a game ball. The mouth. When the game ball passes through the gate 25, the normal symbol lottery (the following open / close lottery of the electric tulip 27) starts. Note that the lottery is not started at the normal winning opening 24 even if a game ball wins.
  The 2nd starting port 22 is provided in the lower part of the 1st starting port 21, and is equipped with the electric tulip 27 in the vicinity of the entrance of a game ball as an example of a normal electric accessory. The electric tulip 27 has a pair of wings imitating tulip flowers, and the pair of wings opens and closes to the left and right by driving an electric tulip opening / closing unit 112 (for example, an electric solenoid), which will be described later. Lights up or blinks together. When the pair of blade portions are closed, the electric tulip 27 is in a closed state in which the game ball does not enter the second start port 22 because the opening width guided to the entrance of the second start port 22 is extremely narrow. On the other hand, the electric tulip 27 is in an open state in which the game ball can easily enter the second starting port 22 because the opening width guided to the inlet of the second starting port 22 increases when the pair of wings open to the left and right. . When the electric tulip 27 passes through the gate 25 and the normal symbol lottery is won, the pair of blades opens for a specified time (for example, 0.10 seconds) and opens and closes for a specified number of times (for example, once). To do.
  The big winning opening 23 is located at the lower center of the second starting opening 22 and is opened according to the result of the special symbol lottery. The big prize opening 23 is normally in a closed state so that no game balls can enter, but depending on the result of the special symbol lottery, it protrudes from the main surface of the game board 2 and is in an open state. The game ball is easy to enter. For example, the special winning opening 23 repeats a round that is in an open state until a predetermined condition (for example, 29.5 seconds elapses or a winning of 10 game balls) is satisfied a predetermined number of times (for example, 15 times).
  In addition, a display 4 is provided at a predetermined position (for example, lower right) of the game board 2 to display the result of the above-described special symbol lottery or normal symbol lottery and the number of holds. Details of the display 4 will be described later.
  Here, the payout of prize balls will be described. When a game ball enters (wins) the first start port 21, the second start port 22, the big winning port 23, and the normal winning port 24, a predetermined number per game ball is determined according to the place where the game ball has won. The prize ball is paid out. For example, when one game ball is won at the first start port 21 and the second start port 22, three prize balls are awarded, and when one game ball is won at the big prize port 23, thirteen prize balls are given to the normal prize slot 24. When one game ball is won, ten prize balls are paid out. Even if it is detected that the game ball has passed through the gate 25, there is no payout of the prize ball in conjunction with it.
  The frame member 5 on the front surface of the gaming machine 1 includes a handle 31, a lever 32, a stop button 33, a take-out button 34, a speaker 35, a frame lamp 36, an effect button 37, an effect key 38, a plate 39, a lock portion 43, and the like. Is provided.
  When the player touches the handle 31 and performs an operation to rotate the lever 32 clockwise, the launching device 211 (100 per minute) with a hitting force according to the operation angle (for example, 100 per minute). 4) electrically fires the game ball. The tray 39 (see FIG. 3) is provided so as to protrude in front of the gaming machine 1 and temporarily stores game balls supplied to the launching device 211. In addition, the above-described prize balls are paid out to the plate 39. The game balls stored in the tray 39 are supplied to the launching device 211 one by one by a supply device (not shown) at a timing linked with the operation by the player's lever 32.
  The stop button 33 is provided on the lower side surface of the handle 31, and even when the player touches the handle 31 and rotates the lever 32 in the clockwise direction, the game ball is released by being pressed by the player. Is temporarily stopped. The take-out button 34 is provided on the front surface in the vicinity of the position where the tray 39 is provided, and when the player presses it, the game balls accumulated in the tray 39 are dropped into a box (not shown).
  The speaker 35 and the frame lamp 36 respectively notify the gaming state and situation of the gaming machine 1 and perform various effects. The speaker 35 performs various effects using music, voice, and sound effects. In addition, the frame lamp 36 performs various effects by light depending on a pattern by lighting / flashing or a difference in emission color.
  Next, the display 4 provided in the gaming machine 1 will be described with reference to FIG. In FIG. 2, the display 4 includes a first special symbol display 4a, a second special symbol display 4b, a first special symbol hold indicator 4c, a second special symbol hold indicator 4d, a normal symbol indicator 4e, and a normal symbol indicator 4e. A symbol hold display 4f and a game status display 4g are provided.
  The first special symbol display 4a is displayed with the display symbol varying corresponding to the winning of the game ball at the first starting port 21. For example, the first special symbol display 4a is composed of a 7-segment display device, and when a game ball is won at the first starting port 21, the special symbol is displayed in a variable manner, and then the lottery result is displayed. Further, the second special symbol display 4b is displayed with the display symbols varying corresponding to the winning of the game ball at the second starting port 22. For example, the second special symbol display 4b is similarly composed of a 7-segment display device, and when a game ball wins at the second starting port 22, the special symbol is displayed in a variable manner and then stopped and the lottery result is displayed. To do. In the normal symbol display 4e, the display symbol is changed and displayed in response to the game ball passing through the gate 25. For example, the normal symbol display 4e is constituted by an LED display device, and when a game ball passes through the gate 25, the normal symbol is variably displayed and then stopped and displayed.
  The first special symbol hold indicator 4c displays the number of times that the special symbol lottery is held when a game ball wins at the first start port 21. The second special symbol hold indicator 4d displays the number of times that the special symbol lottery is held when the game ball wins at the second start port 22. The normal symbol hold display 4f displays the number of times the normal symbol lottery is held. For example, the first special symbol hold indicator 4c, the second special symbol hold indicator 4d, and the normal symbol hold indicator 4f are each composed of LED display devices arranged in a row, and the number of times of hold is displayed according to the lighting mode. The
  The game state display 4g displays the game state (normal state, short time state, etc.) when the gaming machine 1 is turned on.
  Next, an input device provided in the gaming machine 1 will be described with reference to FIG. In FIG. 3, the gaming machine 1 is provided with an effect button 37 and an effect key 38 as an example of an input device.
  The effect button 37 and the effect key 38 are provided for the player to input the effect. The effect button 37 is provided on the side of the upper surface of the tray 39 protruding forward of the gaming machine 1. The production key 38 has a center key and four direction keys arranged in a substantially cross shape, and is provided on the upper side of the plate 39 adjacent to the production button 37. The effect button 37 and the effect key 38 are each pressed by the player to perform a predetermined effect. For example, the player can enjoy a predetermined effect by pressing the effect button 37 at a predetermined timing. Further, the player can select one of a plurality of images displayed on the image display unit 6 by operating the four direction keys. Further, the player can input the selected image as information by operating the center key.
  In addition, on the back side of the gaming machine 1, a ball tank for storing game balls for payout and a payout device (payout drive unit 311) for paying out the game balls to the tray 39 are provided, and various substrates are attached. ing. For example, a main board, a sub board, and the like are disposed on the rear surface of the game board 2. Specifically, a main control board on which a main control unit 100 (see FIG. 4) that performs internal lottery and determination of winning is configured is disposed on the main board. The sub-board includes a firing control board 200 (see FIG. 4) configured to control a launching device 211 that launches a game ball to the upper part of the game area 20, and a payout control unit 300 that controls the payout of a prize ball. A payout control board configured with an effect control board configured with an effect control section 400 for overall control of effects, an image control board configured with an image acoustic control section 500 for controlling effects with images and sounds, and various types The lamp control board etc. in which the lamp control part 600 which controls the effect by the lamp (frame lamp 36, panel lamp 8) and the movable accessory 7 are arranged. In addition, on the rear surface of the gaming board 2, the power source of the gaming machine 1 is switched on / off, and 24V (volt) AC power supplied to the gaming machine 1 is converted into DC power of various voltages. A switching power supply is provided for outputting the direct current power to the various substrates described above.
[Configuration of control device of pachinko gaming machine 1]
Next, with reference to FIG. 4, a control device that performs operation control and signal processing in the gaming machine 1 will be described. FIG. 4 is a block diagram showing an example of the configuration of the control device provided in the gaming machine 1.
  4, the control device of the gaming machine 1 includes a main control unit 100, a launch control unit 200, a payout control unit 300, an effect control unit 400, an image sound control unit 500, a lamp control unit 600, and the like.
  The main control unit 100 includes a CPU (Central Processing Unit) 101, a ROM (Read Only Memory) 102, and a RAM (Random Access Memory) 103. The CPU 101 performs arithmetic processing when performing various controls related to the number of payout prize balls, such as internal lottery and determination of winning. The ROM 102 stores programs executed by the CPU 101 and various data. The RAM 103 is used as a working memory for the CPU 101. Hereinafter, main functions of the main control unit 100 will be described.
  The main control unit 100 performs a special symbol lottery (big hit lottery) when a game ball wins at the first starting port 21 or the second starting port 22, and effects control is performed on determination result data indicating whether or not the special symbol lottery is won. Send to part 400.
  The main control unit 100 controls the opening time when the blade portion of the electric tulip 27 is opened, the number of times the blade portion is opened and closed, and the opening / closing time interval at which the blade portion is opened and closed. Further, the main control unit 100 executes the special symbol lottery execution suspension number when the game ball wins the first start port 21, the special symbol lottery execution suspension number when the game ball wins the second start port 22, In addition, the number of execution suspensions of the normal symbol lottery when the game ball passes through the gate 25 is managed, and data related to the number of suspensions is sent to the effect control unit 400.
  The main control unit 100 controls the opening / closing operation of the special winning opening 23 according to the result of the special symbol lottery. For example, the main controller 100 repeats a predetermined number of rounds (for example, 29.5 seconds have passed or 10 game balls have been won) in which the big winning opening 23 projects and inclines and opens. Control to repeat only 15 times). Further, the main control unit 100 controls the opening / closing time interval at which the special winning opening 23 opens and closes.
  The main control unit 100 changes the game state in accordance with the progress of the game, and according to the progress of the game, the winning probability of the special symbol lottery, the execution interval of the special symbol lottery (the special symbol is variably displayed on the display 4) In other words, it may be said that it is a time to stop and display), and the opening / closing operation of the electric tulip 27 is changed.
  When a game ball wins the first start port 21, the second start port 22, the big winning port 23, and the normal winning port 24, the main control unit 100 determines a predetermined amount per game ball according to the place where the game ball has won. The payout control unit 300 is instructed to pay out a number of prize balls. Even if the main control unit 100 detects that the game ball has passed through the gate 25, the main control unit 100 does not instruct the payout control unit 300 to pay out the prize ball in conjunction therewith. When the payout control unit 300 pays out a prize ball according to an instruction from the main control unit 100, information on the number of prize balls paid out from the payout control unit 300 is sent to the main control unit 100. Then, the main control unit 100 manages the number of paid-out prize balls based on the information acquired from the payout control unit 300.
  In order to realize the above-described functions, the main control unit 100 includes a first start port switch 111a, a second start port switch 111b, an electric tulip opening / closing unit 112, a gate switch 113, a big prize opening switch 114, a big prize opening opening / closing. 115, normal winning opening switch 116, display 4 (first special symbol display 4a, second special symbol display 4b, first special symbol hold indicator 4c, second special symbol hold indicator 4d, normal symbol display 4e, a normal symbol hold display 4f, and a game status display 4g) are connected.
  The first start port switch 111 a detects that a game ball has won the first start port 21 and sends a detection signal to the main control unit 100. The second start port switch 111 b detects that a game ball has won the second start port 22 and sends a detection signal to the main control unit 100. The electric tulip opening / closing unit 112 opens and closes the pair of blade portions of the electric tulip 27 in accordance with a control signal sent from the main control unit 100. The gate switch 113 detects that a game ball has passed through the gate 25 and sends a detection signal to the main control unit 100. The big prize opening switch 114 detects that the game ball has won the big prize opening 23 and sends a detection signal to the main control unit 100. The special prize opening / closing unit 115 opens and closes the special prize opening 23 in accordance with a control signal sent from the main control unit 100. The normal winning port switch 116 detects that a game ball has won the normal winning port 24 and sends a detection signal to the main control unit 100.
  In addition, the main control unit 100 displays the result of a special symbol lottery started by winning a game ball at the first starting port 21 (hereinafter sometimes referred to as a first special symbol lottery) on the first special symbol display 4a. indicate. The main control unit 100 displays on the second special symbol display 4b the result of the special symbol lottery started by the winning of the game ball to the second starting port 22 (hereinafter sometimes referred to as the second special symbol lottery). . The main control unit 100 displays the number of times the first special symbol lottery is on hold on the first special symbol hold display 4c. The main control unit 100 displays the number of holdings for which the second special symbol lottery is held on the second special symbol holding display 4d. The main control unit 100 displays the result of the normal symbol lottery started by passing the game ball to the gate 25 on the normal symbol display 4e. The main control unit 100 displays the number of times of holding the normal symbol lottery on the normal symbol hold display 4f. Further, the main control unit 100 displays the gaming state at that time on the gaming state display 4g when the gaming machine 1 is turned on.
  The launch control unit 200 includes a CPU 201, a ROM 202, and a RAM 203. The CPU 201 performs arithmetic processing when performing various controls related to the launching device 211. The ROM 202 stores programs executed by the CPU 201 and various data. The RAM 203 is used as a working memory for the CPU 201.
  When the lever 32 is in the neutral position, the lever 32 is in a firing stop state without outputting a signal. When the player is rotated clockwise by the player, the lever 32 outputs a signal corresponding to the rotation angle to the firing control unit 200 as a hitting ball firing command signal. The launch control unit 200 controls the launch operation of the launch device 211 based on the hit ball launch command signal. For example, the launch control unit 200 controls the operation of the launch device 211 so that the speed at which the game ball is launched increases as the rotation angle of the lever 32 increases. When the signal indicating that the stop button 33 is pressed is output, the launch control unit 200 stops the operation of the launch device 211 firing the game ball.
  The payout control unit 300 includes a CPU 301, a ROM 302, and a RAM 303. The CPU 301 performs a calculation process when controlling the payout of the payout ball. The ROM 302 stores programs executed by the CPU 301 and various data. A RAM 303 is used as a working memory for the CPU 301.
  The payout control unit 300 controls payout of the payout ball based on the command sent from the main control unit 100. Specifically, the payout control unit 300 acquires from the main control unit 100 a command for paying out a predetermined number of prize balls according to the place where the game ball has won. Then, the payout driving unit 311 is controlled so as to pay out the number of prize balls specified by the command. Here, the payout drive unit 311 is configured by a drive motor or the like that sends out a game ball from a game ball storage unit (ball tank).
  The effect control unit 400 includes a CPU 401, a ROM 402, a RAM 403, and an RTC (real time clock) 404. In addition, the effect control unit 400 is connected to the effect button 37 and the effect key 38, and acquires operation data output from the effect button 37 and the effect key 38 in response to an operation pressed by the player. The CPU 401 performs a calculation process when controlling the effect. The ROM 402 stores programs executed by the CPU 401 and various data. The RAM 403 is used as a working memory for the CPU 401. The RTC 404 measures the current date and time.
  The production control unit 400 sets production contents based on data indicating the special symbol lottery result and the like sent from the main control unit 100. In addition, when the effect button 37 or the effect key 38 is pressed by the player, the effect control unit 400 may set the effect content according to the operation input or the detection result.
  The image sound control unit 500 includes a CPU 501, a ROM 502, and a RAM 503. The CPU 501 performs arithmetic processing when controlling the image and sound expressing the content of the effect. The ROM 502 stores programs executed by the CPU 501 and various data. The RAM 503 is used as a working memory for the CPU 501.
  The image sound control unit 500 controls the image displayed on the image display unit 6 and the sound output from the speaker 35 based on the command sent from the effect control unit 400. Specifically, in the ROM 502 of the image sound control unit 500, a decorative symbol image for notifying a player of a special symbol lottery result, a character or item for displaying a notice effect or a pre-read notice effect for the player, etc. , Image data for displaying on the image display unit 6 a reserved image indicating that the special symbol lottery is reserved for the player, various background images, and the like are stored. The ROM 502 of the image sound control unit 500 stores various types of sound data such as music and sound output from the speaker 35 in synchronization with the image displayed on the image display unit 6 or independently of the displayed image. It is remembered. The CPU 501 of the image sound control unit 500 selects and reads out the data corresponding to the command sent from the effect control unit 400 from the image data and sound data stored in the ROM 502. The CPU 501 performs image processing for background image display, decorative symbol image display, character / item display, and the like using the read image data, and performs various processes corresponding to commands sent from the effect control unit 400. Perform production display. Then, the CPU 501 displays the image indicated by the image processed image data on the image display unit 6. In addition, the CPU 501 performs sound processing using the read sound data, and outputs the sound indicated by the sound processing sound data from the speaker 35.
  The lamp control unit 600 includes a CPU 601, a ROM 602, and a RAM 603. The CPU 601 performs arithmetic processing when controlling the light emission of the panel lamp 8 and the frame lamp 36 and the operation of the movable accessory 7. The ROM 602 stores programs executed by the CPU 601 and various data. The RAM 603 is used as a working memory for the CPU 601.
  The lamp control unit 600 controls the lighting / flashing of the panel lamp 8 and the frame lamp 36 and the emission color based on the command sent from the effect control unit 400. The lamp controller 600 controls the operation of the movable accessory 7 based on the command sent from the effect controller 400. Specifically, the ROM 602 of the lamp control unit 600 stores lighting / flashing pattern data and emission color pattern data (light emission pattern data) for the panel lamp 8 and the frame lamp 36 according to the production contents set by the production control unit 400. Data) is stored. The CPU 601 selects and reads out the light emission pattern data stored in the ROM 602 corresponding to the command sent from the effect control unit 400. Then, the CPU 601 controls the light emission of the panel lamp 8 and the frame lamp 36 based on the read light emission pattern data. Further, the ROM 602 stores operation pattern data of the movable accessory 7 corresponding to the contents of the effect set by the effect control unit 400. The CPU 601 selects and reads out the operation pattern data stored in the ROM 602 corresponding to the command sent from the effect control unit 400. Then, the CPU 601 controls the operation of the movable accessory 7 based on the read operation pattern data.
[Characteristic operation according to this embodiment]
Next, characteristic operations according to the present embodiment will be described with reference to FIGS.
  5 and 6 are diagrams for explaining an example of the game effect executed in the decorative symbol variation effect of the present embodiment. Here, the decorative symbol variation effect is an effect of notifying the result of the special symbol lottery with various effects, along with a sound effect by the speaker 35 and the like (in this embodiment, a symbol representing a number from 1 to 7). ) Is an effect of stopping and displaying the three decorative symbol sequences (hereinafter referred to as symbol sequences) on the screen of the image display unit 6 (hereinafter simply referred to as the image display unit 6). In the present embodiment, in the decorative symbol variation effect, a slot game effect is executed in which the three symbol sequences that are variably displayed on the image display unit 6 are stopped in order by the player pressing the effect button 37.
  First, a case where the player performs an operation of pressing the effect button 37 within a predetermined time in the slot game effect will be described with reference to FIG.
  When execution of the slot game effect is determined in the decorative symbol variation effect, the slot game effect is started as shown in FIG. Specifically, the left symbol sequence (hereinafter referred to as the left symbol sequence) is variably displayed, and the left region, which is the area that is stopped and displayed, and the right symbol sequence (hereinafter referred to as the right symbol sequence) are variably displayed. The right area, which is the area that is stopped and displayed, and the central area, which is the area that is stopped and displayed after the central symbol row (hereinafter referred to as the central symbol row) is variably displayed. As shown in FIG. 5 (1), the left symbol row, the right symbol row, and the central symbol row start to be changed when, for example, the slot game effect is started. In addition, in FIG. 5 etc., the symbol row | variety displayed variably is expressed by the arrow. In addition, an effect button image for notifying the player that the effect button 37 should be pressed is displayed below the left area, the right area, and the center area. Also, below each effect button image, a period during which the operation of pressing the effect button 37 is effective (3 seconds: hereinafter referred to as an operation effective period) gradually changes from white to right. An indicator is displayed. Also, below each indicator, an order of symbol sequences to be stopped by pressing the effect button 37 (hereinafter referred to as a stop suggesting order) is displayed. The stop suggestion order is determined by lottery. In FIG. 5 (1), the stop suggestion order is determined as the left symbol row being first, the right symbol row being second, and the central symbol row being third, and the order is displayed. In the following, the symbol sequence with the first stop suggestion order may be referred to as the first stop symbol sequence, the symbol sequence with the second stop suggestion sequence may be referred to as the second stop symbol sequence, and the stop suggestion sequence may be the third. The symbol sequence may be referred to as a third stop symbol sequence. In the following, the operation effective period for stopping the first stop symbol sequence may be referred to as a first operation effective period, and the operation effective period for stopping the second stop symbol sequence is referred to as a second operation effective period. In some cases, the operation effective period for stopping the third stop symbol sequence is referred to as a third operation effective period.
  Then, as shown in FIG. 5 (1), when the slot game effect is started, the indicator of the left symbol row, which is the first stop symbol row, gradually changes from the left side to white, thereby giving the player an effect button. 37 is pressed for the first time. That is, a pressing operation within the first operation valid period is prompted.
  In response to this, when the player performs the first pressing operation on the effect button 37 within the first operation valid period (3 seconds), as shown in FIG. A certain left symbol sequence stops, and the effect button image, the indicator, and the stop suggestion order display “1” disappear from the left symbol sequence. In FIG. 5B, symbol “7” in the left symbol row is stopped and displayed in the left area. Further, although not shown in FIG. 5, when the left symbol sequence which is the first stop symbol sequence stops (for example, after the stop), the possibility of winning in this special symbol lottery (that is, the big hit reliability) A cut-in notice effect in which a cut-in image for informing the user is displayed on the image display unit 6 is executed. This cut-in notice effect may be always executed, or may not be always executed, but may be executed according to the jackpot reliability. After that, as shown in FIG. 5 (2), the indicator of the right symbol row, which is the second stop symbol row, gradually changes from white to white, thereby prompting the player to press the effect button 37 for the second time. . That is, a pressing operation within the second operation valid period is prompted.
  In response to this, when the player performs a second pressing operation on the effect button 37 within the second operation valid period (3 seconds), as shown in FIG. A certain right symbol sequence stops, and the effect button image, the indicator, and the stop suggestion order display “2” disappear from the right symbol sequence. In FIG. 5 (3), the symbol “3” in the right symbol row is stopped and displayed in the right region. Although not shown in FIG. 5, when the right symbol sequence that is the second stop symbol sequence stops (for example, after the stop), the same as when the left symbol sequence that is the first stop symbol sequence stops. In addition, a cut-in notice effect is executed. This cut-in notice effect may be always executed, or may not be always executed, but may be executed according to the jackpot reliability. The notice effect is not limited to the cut-in notice effect in which the cut-in image is displayed. For example, the notice effect may be an effect image that causes the symbol to emit light when the symbol is stopped. Thereafter, as shown in FIG. 5 (3), the indicator of the central symbol row that is the third stop symbol row gradually changes from white to white, thereby prompting the player to press the effect button 37 for the third time. It is. That is, a pressing operation within the third operation valid period is prompted.
  In response to this, when the player performs the third pressing operation on the effect button 37 within the third operation valid period (3 seconds), as shown in FIG. 5 (4), the third stop symbol string is displayed. A certain central symbol row stops, and the effect button image, the indicator, and the stop suggestion order display “3” disappear from the central symbol row. In FIG. 5 (4), the symbol “3” in the central symbol row is stopped and displayed in the central region, and it is notified that the special symbol lottery has been lost. Thereafter, the slot game effect ends, and the next decorative symbol variation effect is started. In FIG. 5 (4), when the three symbol sequences are stopped and displayed with symbols (typically all of the same symbol) indicating a big hit, that is, if the big hit is made. The jackpot notification effect to be notified is executed, and then the jackpot game in which a large winning opening 23 (see FIG. 1) is subjected to predetermined opening control and a large amount of prize balls can be obtained is executed.
  Next, a case where the player does not perform an operation of pressing the effect button 37 within a predetermined time in the slot game effect will be described with reference to FIG.
  FIG. 6 (1) shows the same state as FIG. 5 (1). As shown in FIG. 6 (1), when the slot game effect is started and the indicator in the left symbol row, which is the first stop symbol row, gradually changes from the left side to white, the player can select one of the effect buttons 37. You are prompted to press the second time. That is, a pressing operation within the first operation valid period is prompted.
  In response to this, if the player does not perform the first pressing operation on the effect button 37 within the first operation valid period (3 seconds), as shown in FIG. The symbol sequence that is not the sequence (left symbol sequence) stops, and the effect button image, the indicator, and the stop suggestion order display “1” of the first stop symbol sequence disappear. In FIG. 6 (2), the right symbol row which is the second stop symbol row is stopped and displayed with the symbol “3”. Note that the cut-in notice effect described with reference to FIG. 5 is not executed. After that, as shown in FIG. 6 (2), the indicator of the right symbol row, which is the second stop symbol row, gradually changes from white to white, thereby prompting the player to press the effect button 37 for the second time. It is. That is, a pressing operation within the second operation valid period is prompted.
  In response to this, if the player does not perform the second pressing operation on the effect button 37 within the second operation valid period (3 seconds), as shown in FIG. The symbol sequence that is not the sequence (right symbol sequence) stops, and the effect button image, the indicator, and the stop suggestion order display “2” of the second stop symbol sequence disappear. In FIG. 6 (3), the central symbol row which is the third stop symbol row is stopped and displayed with the symbol “3”. Note that the cut-in notice effect described with reference to FIG. 5 is not executed. After that, as shown in FIG. 6 (3), the indicator of the central symbol row, which is the third stop symbol row, gradually changes from white to white, thereby prompting the player to press the effect button 37 for the third time. It is. That is, a pressing operation within the third operation valid period is prompted.
  In response to this, if the player does not perform the third pressing operation on the effect button 37 within the third operation valid period (3 seconds), as shown in FIG. The middle symbol row (hereinafter, sometimes referred to as an unstopped symbol row) stops, and the effect button image, the indicator, and the stop suggestion order display “3” disappear from the central symbol row. In FIG. 6 (4), the left symbol sequence, which is the first stop symbol sequence, is stopped and displayed at symbol “7”, and it is notified that the current special symbol lottery has been lost. Thereafter, the slot game effect ends, and the next decorative symbol variation effect is started. In FIG. 6 (4), as in FIG. 5 (4), when the three symbol sequences are stopped and displayed with the symbol indicating the big hit, the big hit notification effect for notifying that the big hit has been made, After that, the big winning game 23 that is subjected to predetermined opening control and can acquire a large amount of prize balls is executed.
  As described above, in the slot game effect of the present embodiment, the stop suggestion order is determined by lottery and displayed. Then, as described with reference to FIG. 5, when the operation buttons 37 are sequentially pressed within each operation effective period, the player is provided corresponding to the three reels according to the stop suggestion order. The slot game effect can be enjoyed like an actual slot game in which the three stop buttons are pressed in order to stop these reels in order. As described above, according to the present embodiment, the player uses only the effect button 37 (that is, uses one button) as if operating the three stop buttons in the actual slot game. You can enjoy the game production. Moreover, since the stop suggestion order is determined by lottery, the slot game effect can be changed.
  Further, in the slot game production according to the present embodiment, as described with reference to FIG. 6, if the player does not press the production button 37 within each operation effective period, each symbol row is suggested to stop. Stops unnaturally in an order different from the order. As a result, the player can be encouraged to participate in the slot game production, so that the player can be effectively drawn into the game. Further, if the player does not perform the pressing operation of the effect button 37 within each operation valid period, each symbol sequence is stopped in an order different from the stop suggesting order, so that the player must If you do not press the button, you can feel as if you are playing an actual slot game where you can not proceed with the game. In addition, since the cut-in notice effect is executed when the player performs the pressing operation of the effect button 37 within each operation valid period, the player can be prompted to participate in the slot game effect, The player can be effectively drawn into the game.
  It should be noted that the second operation is effective after the first stop symbol sequence (left symbol sequence) shown in FIG. 5 (2) has been stopped during the first operation valid period shown in FIG. 5 (1). If there is no pressing operation within the period, the third stop symbol row (center symbol row) is stopped, and then the second stop symbol row (right symbol row) is stopped. . That is, when the pressing operation is not performed halfway, the symbol sequence is stopped in the order different from the stop suggestion order. In addition, after the second stop symbol sequence (right symbol sequence) shown in FIG. 6 (2) has stopped without the pressing operation within the first operation effective period shown in FIG. 6 (1), the second operation is effective. When there is a pressing operation within the period, the first stop symbol sequence (left symbol sequence) may be stopped after the third stop symbol sequence (center symbol sequence) is stopped, or the first stop symbol sequence After the (left symbol row) is stopped, the third stop symbol row (center symbol row) may be stopped. That is, when a pressing operation is performed in the middle, the symbol sequence cannot be stopped in the stop suggesting order, so the symbol sequence is stopped in an order different from the stop suggesting order.
  Below, the process which the pachinko game machine 1 performs in order to implement | achieve control which performs the above-mentioned operation | movement is demonstrated.
[Main operation of main control unit]
FIG. 7 is a flowchart illustrating an example of timer interrupt processing performed by the main control unit 100. Hereinafter, a timer interrupt process performed by the main control unit 100 will be described with reference to FIG. The main control unit 100 repeatedly executes a series of processes shown in FIG. 7 at regular time intervals (for example, 4 milliseconds) in a normal operation except for special cases such as when the power is turned on or when the power is turned off. Note that processing performed by the main control unit 100 described based on the flowcharts in FIG.
  First, in step S1, the CPU 101 of the main control unit 100 executes a random number update process for updating various random numbers such as a jackpot random number, a design random number, a reach random number, and a variation pattern random number. Here, the big hit random number is a random number for determining whether or not a special symbol lottery is won or lost (that is, performing a special symbol lottery). The symbol random number is a random number for determining the type of jackpot when the special symbol lottery is won. The jackpot random number and the design random number are used in the process of step S57 of FIG. 9 described later. The reach random number is a random number for determining whether or not a reach effect is performed when a special symbol lottery is lost. The variation pattern random number is a random number for determining the variation time of the special symbol. Here, the variation time of the special symbol is equal to the execution time of the decorative symbol variation effect performed during the variation of the special symbol. The reach random number and the fluctuation pattern random number are used in the process of step S58 of FIG. 9 described later. In the random number update process of step S1, the big hit random number, the design random number, the reach random number, the variation pattern random number, etc. are each added and updated by one. That is, it is counted up. Each random number is acquired in the start port switch (SW) process in step S2 and the gate switch (SW) process in step S3, and is used in the special symbol process in step S4 and the normal symbol process in step S5 described later. Note that the counter that performs the processing of step S1 is typically a loop counter, and returns to 0 again after reaching the maximum value of the set random number (for example, 299 for the big hit random number).
  Next, in step S2, the CPU 101 monitors the state of the first start port switch 111a and the second start port switch 111b, and when one of the switches is turned on (the first start port switch 111a or the second start port switch 111b). When a game ball detection signal is output from the mouth switch 111b), a start opening switch that performs processing related to the number of holdings U1 of the first special symbol lottery, the number of holdings U2 of the second special symbol lottery, and processing for obtaining various random numbers. Execute the process. Details of the start port switch process will be described later with reference to FIG.
  Next, in step S3, the CPU 101 monitors the state of the gate switch 113, and when the gate switch 113 is turned on (when a game ball detection signal is output from the gate switch 113), the normal symbol lottery is suspended. If it is determined whether the number is less than the upper limit (for example, 4) and it is determined that the number of holds is less than the upper limit, a gate switch process is performed to obtain a random number used in the normal symbol process in step S5 described later. To do.
  Next, in step S4, the CPU 101 executes the first special symbol lottery or the second special symbol lottery, and after the special symbols are variably displayed on the first special symbol display 4a or the second special symbol display 4b, these are displayed. A special symbol process for displaying a stop symbol indicating the lottery result or transmitting various commands to the effect control unit 400 is executed. This special symbol process will be described later in detail with reference to FIG.
  Next, in step S5, the CPU 101 executes a normal symbol process for determining whether or not the random number acquired in the gate switch process in step S3 matches a predetermined hit random number. Then, the CPU 101 stops and displays the normal symbol indicating the determination result after the normal symbol is variably displayed on the normal symbol display 4e. At that time, the CPU 101 sets the normal symbol change time to be stopped and displayed after the normal symbol is variably displayed, and the winning probability of the normal symbol lottery according to the gaming state (normal gaming state, electric support (short time) gaming state, etc.). To do.
  Next, in step S6, when it is determined that the special symbol lottery is won in the special symbol processing in step S4 (when the big win is made), the CPU 101 controls the big prize opening / closing unit 115 to control the big prize opening 23. To perform a predetermined opening / closing operation or to execute a special winning opening process for transmitting various commands related to a so-called big hit game effect or the like to the effect control unit 400. By this processing, the big hit game (special game) is progressed, and the player can acquire a large amount of prize balls. In addition, when the jackpot game ends, the CPU 101 cancels the setting of the jackpot gaming state, sets the gaming state according to the type of jackpot related to the jackpot game, and controls the command indicating the set gaming state. To the unit 400. Thereby, the production control unit 400 can recognize the gaming state being set.
  Next, in step S7, the CPU 101 performs electric driving when the normal symbol displayed on the normal symbol display 4e by the normal symbol processing in step S5 is a predetermined winning symbol (that is, when the normal symbol lottery is won). An electric tulip process for operating the tulip 27 is executed. At that time, the CPU 101 changes the opening / closing operation of the electric tulip 27 according to the gaming state (normal gaming state, electric support (short time) gaming state, etc.). In addition, when the electric tulip 27 is controlled to be in the open state, a game ball can be won at the second start port 22, and when the game ball wins at the second start port 22, a second special symbol lottery is performed. Will be.
  Next, in step S <b> 8, the CPU 101 executes prize ball processing for managing the number of winning game balls and controlling the payout of prize balls according to the prize.
  Next, in step S9, the CPU 101 sends various commands set in the RAM 103 and information necessary for the production in the special symbol processing in step S5, the big prize opening processing in step S6, the prize ball processing in step S8, etc. 400 or an output process of outputting to the payout control unit 300 is executed.
[Start-up switch processing]
FIG. 8 is an example of a detailed flowchart of the start port switch process in step S2 of FIG. Hereinafter, the start port switch process in step S2 of FIG. 7 will be described with reference to FIG.
  First, in step S21, the CPU 101 of the main controller 100 receives a game ball in the first start port 21 based on the presence or absence of a detection signal from the first start port switch 111a, and the first start port switch 111a is turned on. It is determined whether or not. If the determination in step S21 is YES, the process proceeds to step S22, and if this determination is NO, the process proceeds to step S25.
  In step S <b> 22, the CPU 101 reads the upper limit value Umax <b> 1 (“4” in the present embodiment) of the first special symbol lottery hold number from the ROM 102, and the first special symbol lottery hold number U <b> 1 stored in the RAM 103 is the upper limit. It is determined whether or not the value is less than Umax1. If the determination in step S22 is YES, the process proceeds to step S23, and if this determination is NO, the process proceeds to step S25.
  In step S <b> 23, the CPU 101 updates the value of the holding number U <b> 1 stored in the RAM 103 to a value obtained by adding one. Thereafter, the process proceeds to step S24.
  In step S24, the CPU 101 acquires a set of random numbers (big hit random number, symbol random number, reach random number, and variation pattern random number) used for the first special symbol lottery, etc. They are stored in the RAM 103 in order. Each time the value U1 of the first special symbol lottery holding number U1 is decremented by 1 in the process of step S56 in FIG. 9 described later, the set of random numbers stored in the RAM 103 is in order from the earliest storage time. One set is deleted. For this reason, for example, when the value of the holding number U1 of the first special symbol lottery is “3”, the last three random number sets acquired by the process of step S24 for the last three times are stored in the RAM 103 in time series order. Will be stored. Thereafter, the process proceeds to step S25.
  In step S25, the CPU 101 determines whether or not the game ball has won the second start port 22 and the second start port switch 111b is turned on based on the presence / absence of the detection signal from the second start port switch 111b. To do. If the determination in step S25 is YES, the process proceeds to step S26, and if this determination is NO, the process proceeds to step S3 (gate switch process) in FIG.
  In step S <b> 26, the CPU 101 reads the upper limit value Umax <b> 2 of the second special symbol lottery holding number (“4” in the present embodiment) from the ROM 102, and the second special symbol lottery holding number U <b> 2 stored in the RAM 103 is the upper limit. It is determined whether or not the value is less than Umax2. If the determination in step S26 is YES, the process proceeds to step S27, and if this determination is NO, the process proceeds to step S3 (gate switch process) in FIG.
  In step S <b> 27, the CPU 101 updates the value of the holding number U <b> 2 stored in the RAM 103 to a value obtained by adding one. Thereafter, the process proceeds to step S28.
  In step S28, the CPU 101 acquires a set of random numbers (big hit random number, symbol random number, reach random number, and variation pattern random number) used for the second special symbol lottery and the like, and sets each acquired random number as a time series. They are stored in the RAM 103 in order. Each time the value of the second special symbol lottery holding number U2 is decremented by 1 in the process of step S54 of FIG. 9 described later, the random number set stored in the RAM 103 is stored in order from the earliest storage time. One set is deleted. For this reason, for example, when the value of the holding number U2 of the second special symbol lottery is “3”, the last three random number sets acquired by the process of the last three steps S28 are stored in the RAM 103 in chronological order. Will be stored. Thereafter, the process proceeds to step S3 (gate switch process) in FIG.
[Special symbol processing]
FIG. 9 is an example of a detailed flowchart of the special symbol process in step S4 of FIG. The special symbol process in step S4 of FIG. 7 will be described below using FIG.
  First, in step S51, the CPU 101 of the main control unit 100 determines that the current state of the pachinko gaming machine 1 is a big hit game (a big hit game state) based on information stored in the RAM 103 (typically information by a flag). ). That is, it is determined whether or not the big hit game (special game) that is executed when the special symbol lottery is won. If the determination in step S51 is YES, the process proceeds to step S5 (ordinary symbol process) in FIG. 7, and if this determination is NO, the process proceeds to step S52.
  In step S <b> 52, the CPU 101 determines whether or not the special symbol change display is being performed by the first special symbol display 4 a or the second special symbol display 4 b. If the determination in step S52 is YES, the process proceeds to step S61. If the determination is NO, the process proceeds to step S53.
  In step S53, the CPU 101 determines whether or not the holding number U2 stored in the RAM 103 is 1 or more (that is, whether or not the second special symbol lottery is held). If the determination in step S53 is YES, the process proceeds to step S54. If the determination is NO, the process proceeds to step S55.
  In step S54, the CPU 101 updates the hold number U2 stored in the RAM 103 to a value obtained by subtracting one. At that time, the CPU 101 reads out from the RAM 103 the one with the earliest storage time from among the set of random numbers acquired in step S28 of FIG. Thereafter, the process proceeds to step S57.
  On the other hand, in step S55, the CPU 101 determines whether or not the holding number U1 stored in the RAM 103 is 1 or more (that is, whether or not the first special symbol lottery is held). If the determination in step S55 is YES, the process proceeds to step S56. If this determination is NO, there is no special symbol lottery to be executed, so the process is step S5 in FIG. 7 (normal symbol processing). Move on.
  In step S56, the CPU 101 updates the hold count U1 stored in the RAM 103 to a value obtained by subtracting one. At that time, the CPU 101 reads out from the RAM 103 the one with the earliest storage time from among the set of random numbers acquired in step S24 of FIG. Thereafter, the process proceeds to step S57.
  The second special symbol lottery is executed in preference to the first special symbol lottery by the processes of steps S53 to S56 described above.
  In step S57, the CPU 101 executes a big hit determination process for determining whether the special symbol lottery is a big hit or a loss. Specifically, when the process of step S57 is executed subsequent to the process of step S54, the CPU 101 determines that the big hit random number read from the RAM 103 in the process of step S54 matches the big win winning value stored in the ROM 102. Whether the result of the second special symbol lottery is a big hit or a loss is determined based on whether or not to do so. On the other hand, when the process of step S57 is executed following the process of step S56, the CPU 101 determines whether or not the jackpot random number read from the RAM 103 by the process of step S56 matches the jackpot winning value stored in the ROM 102. Based on this, it is determined whether the result of the first special symbol lottery is a big hit or a loss. When the result of the special symbol lottery is determined to be lost, the CPU 101 sets a lost symbol indicating that the special symbol lottery has been lost in the RAM 103 as a special symbol stop symbol in the setting information. On the other hand, when the CPU 101 determines that the result of the special symbol lottery is a big hit, which of the predetermined values stored in the ROM 102 matches the symbol random number read from the RAM 103 together with the big hit random number used for this determination? Based on this, the type of jackpot of this time is determined. Then, the CPU 101 sets, in the RAM 103, information on the jackpot symbol representing the jackpot and the type of jackpot as information on the stop symbol of the special symbol in the setting information. Thereafter, the process proceeds to step S58.
  In step S58, the CPU 101 executes a variation pattern selection process for determining a variation pattern (special symbol variation time) using a variation time table set corresponding to the gaming state.
  Specifically, when the CPU 101 determines that it is a big hit in the big hit determination process in step S57, it uses the big hit random time used in the big hit determination process by using the big hit fluctuation time table included in the change time table set to be used. Based on whether the fluctuation pattern random number read from the RAM 103 matches a predetermined value stored in the ROM 102 (a predetermined value for determining a fluctuation pattern when a big hit occurs), the fluctuation pattern (special symbol fluctuation time) is determined. decide.
  On the other hand, if the CPU 101 determines that a loss has occurred in the jackpot determination process in step S57, the reach random number read from the RAM 103 together with the jackpot random number used in the jackpot determination process is a predetermined value stored in the ROM 102 (the reach at the time of a loss). Whether or not the reach effect is to be executed is determined based on whether or not the predetermined value for execution determination is the same. If the CPU 101 determines to execute the reach effect, the CPU 101 reads out from the RAM 103 together with the jackpot random number used in the current jackpot determination process, using the reachable loss variation time table included in the target variation time table set. The variation pattern (special symbol variation time) is based on which of the predetermined values stored in the ROM 102 matches the predetermined value (the predetermined value for determining the variation pattern when the reach effect is executed at the time of loss). To decide. On the other hand, if the CPU 101 determines that the reach effect is not executed, the CPU 101 reads from the RAM 103 together with the jackpot random number used in the jackpot determination process this time using the reach-less variation time table for reach included in the target variation time table set. The change pattern random number that is output matches the predetermined value stored in the ROM 102 (the predetermined value for determining the change pattern when the reach effect is not executed in the event of a loss), and the number of holds stored in the RAM 103 Based on U1 and U2, the variation pattern (special symbol variation time) is determined.
  Information on the variation pattern determined as described above and information indicating whether or not to execute reach production are set in the RAM 103 as setting information. Thereafter, the process proceeds to step S59.
  In step S59, the CPU 101 generates a variation effect start command including the setting information set by the big hit determination process of step S57 and the setting information set by the variation pattern selection process of step S58, and sets the command in the RAM 103. Here, the change effect start command is a command for instructing the effect control unit 400 to start the decorative symbol change effect by the image display unit 6 and the speaker 35 or the like. The setting information included in the variation effect start command also includes information indicating which one of the first special symbol lottery and the second special symbol lottery has been executed. This variation effect start command is transmitted to the effect control unit 400 by the output process in step S9 of FIG. Thereafter, the process proceeds to step S60.
  In step S60, the CPU 101 changes the special symbol by the first special symbol display 4a or the second special symbol display 4b based on the setting information included in the variable effect start command set in the process of step S59. Start displaying. Thereafter, the process proceeds to step S61.
  In step S61, the CPU 101 determines whether or not the special symbol variation time indicated by the variation pattern set in the variation pattern selection process in step S58 has elapsed since the start of the special symbol variation display in step S60. If the determination in step S61 is yes, the process proceeds to step S62. If the determination is no, the process proceeds to step S5 (ordinary symbol process) in FIG.
  In step S <b> 62, the CPU 101 sets a change effect stop command for instructing the end of the decorative symbol change effect by the image display unit 6 or the like in the RAM 103. Thereafter, the process proceeds to step S63. The variation effect stop command set in step S62 is transmitted to the effect control unit 400 by the output process in step S9 of FIG.
  In step S63, the CPU 101 ends the special symbol variation display by the first special symbol display 4a or the second special symbol display 4b started in the process of step S60 and displays the stop symbol. Thereafter, the process proceeds to step S64.
  In step S64, the CPU 101 executes a stop process. Specifically, if the CPU 101 determines that the big hit is determined in step S57, the information stored in the RAM 103 (typically, information based on a flag) is in a big hit game (a big hit gaming state). And an opening command for instructing the start of the big hit game effect is set in the RAM 103. The opening command is transmitted to the effect control unit 400 by the output process of step S9 in FIG. 7, and the big hit game effect is started. In addition, the CPU 101 switches the gaming state according to the number of times that the special symbol fluctuates and is stopped and displayed by the processing of steps S60 and S63 (that is, the number of rotations) (that is, the special symbol lottery winning probability setting and the electric tulip). 27 open setting etc.). Thereafter, the process proceeds to step S5 (ordinary symbol process) in FIG.
[Production control processing by production control unit]
FIG. 10 is a flowchart illustrating an example of the effect control process performed by the effect control unit 400. Below, with reference to FIG. 10, the effect control process performed by the effect control part 400 is demonstrated. The effect control unit 400 repeatedly executes a series of processes shown in FIG. 10 at regular intervals (for example, 4 milliseconds) during a normal operation except for special cases such as when the power is turned on or when the power is turned off. In addition, the process performed in the production | presentation control part 400 demonstrated based on the flowchart of FIG. 10 is performed based on the program memorize | stored in ROM402. Moreover, in the following description, the description about the big hit game effect etc. is omitted.
  First, in step S101, the CPU 401 determines whether or not the variable effect start command set in step S59 of FIG. 9 has been received. If the determination in step S101 is YES, the process proceeds to step S102, and if this determination is NO, the process proceeds to step S105.
  In step S102, the CPU 401 analyzes the variation effect start command received in step S101, and acquires setting information included in the variation effect start command. Thereafter, the process proceeds to step S103.
  In step S103, the CPU 401 selects (determines) a decorative symbol variation effect pattern that satisfies the conditions of the setting information acquired in step S102. For example, when the CPU 401 obtains setting information of the content in which the variation pattern is 60 seconds, the special symbol lottery is lost, and the reach effect is executed (or not executed), a plurality of effect patterns satisfying this condition (FIG. 5 and the like) A plurality of effect patterns including an effect pattern having a slot game effect described with reference to FIG. 1 is used to select one effect pattern by lottery and start a decorative symbol variation effect. In addition, for example, when the CPU 401 obtains setting information of the content in which the fluctuation pattern is 90 seconds and the special symbol lottery is won and the reach effect is executed (or not executed), a plurality of effect patterns (FIG. A plurality of effect patterns including an effect pattern having a slot game effect described using 5 etc.) is selected by lottery to start a decorative symbol variation effect. Thereafter, the process proceeds to step S104.
  In step S104, the CPU 401 instructs the image sound control unit 500 or the like to start the decorative symbol variation effect of the effect pattern selected in step S103. Thereafter, the process proceeds to step S107.
  On the other hand, in step S105, the CPU 401 determines whether or not the variable effect stop command set in the process of step S62 in FIG. 9 has been received. If the determination in step S105 is YES, the process proceeds to step S106, and if this determination is NO, the process proceeds to step S107.
  In step S106, the CPU 401 ends the decorative symbol variation effect started in the process of step S104, and notifies the result of the special symbol lottery at that time. Thereafter, the process proceeds to step S107.
  In step S107, the CPU 401 determines whether or not it is the start timing of the slot game effect in the decorative symbol variation effect described with reference to FIGS. If the determination in step S107 is YES, the process proceeds to step S108. If the determination is NO, the process proceeds to step S110 in FIG.
  In step S108, the CPU 401 determines the stop suggestion order of each symbol sequence by lottery as described with reference to FIGS. 5 (1) and 6 (1). Thereafter, the process proceeds to step S109.
  In step S109, the CPU 401 instructs the image sound control unit 500 or the like to start the slot game effect as described with reference to FIGS. 5 (1) and 6 (1). Thereafter, the process proceeds to step S110 in FIG.
  In step S110 of FIG. 11, the CPU 401 determines whether or not it is during the first operation valid period described using FIG. 5 (1) and FIG. 6 (1). If the determination in step S110 is YES, the process proceeds to step S111. If the determination is NO, the process proceeds to step S114.
  In step S111, the CPU 401 determines whether or not a pressing operation on the effect button 37 has been detected. If the determination in step S111 is yes, the process proceeds to step S112. If the determination is no, the process proceeds to step S113.
  In step S112, the CPU 401 instructs the image sound control unit 500 to stop and display the first stop symbol sequence (see FIG. 5 (2)). At that time, the CPU 401 instructs the image sound control unit 500 to execute (display) the cut-in notice effect described with reference to FIG. Thereafter, the process proceeds to step S114.
  On the other hand, in step S113, the CPU 401 instructs the image sound control unit 500 to stop and display one of the non-stopped symbol sequences excluding the first stopped symbol sequence (see FIG. 6 (2)). Thereafter, the process proceeds to step S114.
  In step S <b> 114, the CPU 401 determines whether or not it is during the second operation effective period described with reference to FIGS. 5B and 6B. If the determination in step S114 is YES, the process proceeds to step S115, and if this determination is NO, the process proceeds to step S118.
  In step S115, the CPU 401 determines whether or not a pressing operation on the effect button 37 has been detected. If the determination in step S115 is yes, the process moves to step S116. If the determination is no, the process moves to step S117.
  In step S116, the CPU 401 instructs the image sound control unit 500 to stop and display the second stop symbol sequence (see FIG. 5 (3)). At that time, the CPU 401 instructs the image sound control unit 500 to execute (display) the cut-in notice effect described with reference to FIG. Here, when the second stop symbol sequence is already stopped and displayed, the CPU 401 instructs the image sound control unit 500 to stop and display one of the non-stop symbol sequences. Thereafter, the process proceeds to step S118.
  On the other hand, in step S117, the CPU 401 instructs the image sound control unit 500 to stop and display one of the non-stopped symbol sequences excluding the second stopped symbol sequence (see FIG. 6 (3)). Thereafter, the process proceeds to step S118.
  In step S118, the CPU 401 determines whether or not it is during the third operation valid period described with reference to FIGS. 5 (3) and 6 (3). If the determination in step S118 is yes, the process proceeds to step S119. If the determination is no, the process proceeds to step S122.
  In step S119, the CPU 401 determines whether or not a pressing operation on the effect button 37 has been detected. If the determination in step S119 is YES, the process proceeds to step S120, and if this determination is NO, the process proceeds to step S121.
  In step S120, the CPU 401 instructs the image sound control unit 500 to stop and display the third stop symbol sequence (see FIG. 5 (4)). Here, when the third stop symbol sequence is already stopped and displayed, the CPU 401 instructs the image sound control unit 500 to stop and display the last non-stop symbol sequence. Thereafter, the process proceeds to step S122.
  On the other hand, in step S121, the CPU 401 instructs the image sound control unit 500 to stop and display the last unstopped symbol sequence (see FIG. 6 (4)). Thereafter, the process proceeds to step S122.
  In step S <b> 122, the CPU 401 determines whether or not the three stopped symbol sequences are stopped at the symbol indicating the big hit. If the determination in step S122 is YES, the process proceeds to step S123. If this determination is NO, the process returns to step S101 in FIG.
  In step S123, the CPU 401 instructs the image sound control unit 500 and the lamp control unit 600 to execute a big hit notification effect for notifying that the big hit has been made by the image display unit 6 or the like. Thereafter, the processing returns to step S101 in FIG.
[Modification]
In the above-described embodiment, the example in which the operation valid period (3 seconds) is set for each of the three symbol sequences has been described with reference to FIGS. 5 and 6. However, for example, as will be described below with reference to FIGS. 12 and 13, the operation valid period (9 seconds) may be set for the entire three symbol sequences. This will be specifically described below. First, the case where the player presses the effect button 37 three times within the operation effective period (9 seconds) in the slot game effect will be described with reference to FIG. As shown in FIG. 12 (1), when the slot game effect is started, a long indicator is displayed below the three effect button images unlike FIG. 5 (1). This indicator indicates the time during which the effect button 37 can be pressed three times to stop the three symbol rows. Then, as shown in FIG. 12 (2), when the player presses the effect button 37 three times within 9 seconds, as shown in FIGS. 12 (3) to (5), FIG. Each symbol row is stopped and displayed according to the stop suggestion order displayed in (1). Next, a case where the player does not press the effect button 37 three times within the effective operation period (9 seconds) in the slot game effect will be described with reference to FIG. That is, as shown in FIGS. 13 (1) and 13 (2), when the effect button 37 is not pressed three times within the effective operation period (9 seconds), thereafter, as shown in FIGS. 13 (3) to (5). As illustrated, each symbol row is stopped and displayed in an order different from the stop suggestion order displayed in FIG.
  Further, in the above-described embodiment, as described with reference to FIGS. 5 and 6, the example in which each symbol row is stopped by simply pressing the effect button 37 has been described. However, the pressing operation for stopping each symbol row is not limited to this, and may be, for example, an operation by pressing and holding the effect button 37 for a predetermined time (for example, 1 second) or longer. Then, it may be a continuous hitting operation in which the effect button 37 is continuously pressed a plurality of times (for example, three times).
  Further, in the present embodiment described above, as described with reference to FIGS. 5 and 6, the stop symbols of the three symbol rows are made the same regardless of whether or not there is a pressing operation within the operation effective period. did. However, for example, in the case of winning a big hit, if there is a pressing operation within the operation valid period as shown in FIG. ), The big hit notification effect is executed, and when there is no pressing operation within the effective period of operation as shown in FIG. 6, it stops at the lost symbol that does not indicate that the big symbol row has been hit. A big hit notification effect may be executed suddenly after being displayed. In this way, by changing the stop symbol according to the presence or absence of the pressing operation within the operation effective period, it is possible to have a great change in the slot game effect.
  Further, in the present embodiment described above, as described with reference to FIG. 5, when there is a pressing operation within the operation effective period in the slot game effect in the decorative symbol variation effect, the big hit in the present decorative symbol variation effect An example was given in which a cut-in notice effect for predicting reliability was executed. However, in this embodiment, instead of (or in addition to) the cut-in notice effect for notifying the jackpot reliability in the current decorative symbol variation effect, (or in addition to this cut-in notice effect), the jackpot reliability in the subsequent decorative symbol effect A pre-read cut-in notice effect may be executed for notifying in the present decorative symbol variation effect. In the case of such a configuration, for example, the main control unit 100 performs a process of determining the jackpot in step S57 in FIG. 9 when the jackpot random number or the like is acquired by the process in step S24 (and S28) in FIG. It performs in advance (that is, executes a pre-determination), notifies the effect control unit 400 in advance of the result of the pre-determination, and based on this pre-notification, the effect control unit 400 described above pre-cut cut-in notice effect Will be executed.
  Further, in the present embodiment described above, as described with reference to FIG. 5, when there is a pressing operation within each operation effective period in the slot game effect in the decorative symbol variation effect, An example of execution is given. However, for example, in this embodiment, when there is a pressing operation within each operation valid period, a cut-in notice effect may be executed when the last unstopped symbol is stopped.
  Further, the shape, number, installation position, and the like of each component provided in the pachinko gaming machine 1 described above are merely examples, and the scope of the present invention is not limited to other shapes, numbers, and installation positions. It goes without saying that the present invention can be realized without departing from the above. Further, it goes without saying that the numerical values and the like used in the above-described processing are merely examples, and the present invention can be realized even with other numerical values.
  As mentioned above, although this invention was demonstrated in detail using embodiment, the above-mentioned description is only the illustration of this invention in all the points, and does not intend to limit the range. It goes without saying that various improvements and modifications can be made without departing from the scope of the present invention. In addition, it is to be understood that the terms used in the present specification are used in the meaning normally used in the art unless otherwise specified. Thus, unless defined otherwise, all technical and technical terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this invention belongs. In case of conflict, the present specification, including definitions, will control.
DESCRIPTION OF SYMBOLS 1 ... Game machine 2 ... Game board 4 ... Display 5 ... Frame member 6 ... Image display part 7 ... Movable accessory 8 ... Board lamp 20 ... Game area 21 ... 1st start opening 22 ... 2nd start opening 23 ... Grand prize Mouth 24 ... Normal winning port 25 ... Gate 26 ... Discharge port 27 ... Electric tulip 31 ... Handle 32 ... Lever 33 ... Stop button 34 ... Eject button 35 ... Speaker 36 ... Frame lamp 37 ... Production button 38 ... Production key 39 ... Dish 43 ... Lock part 100 ... Main control part 101, 201, 301, 401, 501, 601 ... CPU
102, 202, 302, 402, 502, 602 ... ROM
103, 203, 303, 403, 503, 603 ... RAM
111a ... 1st start port switch 111b ... 2nd start port switch 112 ... Electric tulip opening / closing part 113 ... Gate switch 114 ... Grand prize opening switch 115 ... Grand prize opening / closing part 116 ... Normal prize opening switch 200 ... Launch control part 211 ... Launching device 300 ... payout control unit 311 ... payout drive unit 400 ... production control unit 404 ... RTC
500 ... Image sound control unit 600 ... Lamp control unit

Claims (1)

  1. Special game determination means for determining whether or not to perform a special game beneficial to the player by establishing the start condition;
    Based on the determination result by the special game determination means, the display control means for performing the effect display by the display means for performing the effect,
    The production control means includes
    Fluctuation control means for variably displaying symbols in a plurality of areas of the display means,
    Order determining means for determining the stop order of the symbols variably displayed in the plurality of areas,
    Notification control means for notifying the stop order determined by the order determination means when symbols are variably displayed in the plurality of areas by the fluctuation control means;
    When a predetermined operation is performed on one operation means by the player within a predetermined period after the stop order is notified by the notification control means, the order determination means determines each predetermined operation. Stop control means for stopping and displaying the symbols in the stop order,
    Wherein the respective symbols by the stop control means is stopped and displayed after the stop display of the symbols, possess a special presentation control means capable of performing the special effect display,
    The stop control means stops and displays symbols in the stop order determined by the order determination means when the predetermined operation is not performed on the first operation means by the player within the predetermined period. A gaming machine that won't let you .
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JP5926769B2 (en) * 2014-06-17 2016-05-25 京楽産業.株式会社 Game machine
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JP5926768B2 (en) * 2014-06-17 2016-05-25 京楽産業.株式会社 Game machine
JP6345518B2 (en) * 2014-07-07 2018-06-20 株式会社平和 Game machine
JP6039720B2 (en) * 2015-03-16 2016-12-07 京楽産業.株式会社 Game machine
JP2016000337A (en) * 2015-09-01 2016-01-07 株式会社大都技研 Game machine
JP6366630B2 (en) * 2016-04-22 2018-08-01 京楽産業.株式会社 Game machine
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JP6306669B2 (en) * 2016-11-17 2018-04-04 京楽産業.株式会社 Game machine
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JP6528065B2 (en) * 2017-04-27 2019-06-12 株式会社大都技研 Game console

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