JP5827635B2 - Game machine - Google Patents

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Publication number
JP5827635B2
JP5827635B2 JP2013020192A JP2013020192A JP5827635B2 JP 5827635 B2 JP5827635 B2 JP 5827635B2 JP 2013020192 A JP2013020192 A JP 2013020192A JP 2013020192 A JP2013020192 A JP 2013020192A JP 5827635 B2 JP5827635 B2 JP 5827635B2
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display
determination
hold
game
display mode
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JP2014150816A (en
Inventor
合 伊藤
合 伊藤
勝二 越川
勝二 越川
孝幸 加古
孝幸 加古
拓 灘原
拓 灘原
芳隆 藤井
芳隆 藤井
菊池 雄
雄 菊池
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京楽産業.株式会社
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  The present invention relates to a gaming machine that makes a special game determination as to whether or not a special game advantageous to a player is performed by passing a game ball through a starting area on a game board.
  Conventionally, there is a gaming machine in which, when a game ball wins a starting opening provided on a game board, a big hit lottery is performed and three symbols (for example, numbers) displayed on a display are changed. When such a gaming machine wins a jackpot, the three changed symbols are stopped by a specific combination (for example, “7, 7, 7”), and the jackpot game is started. In the jackpot game, a big winning opening on the game board is opened, and a player can win a large number of winning balls by winning a game ball in the big winning slot during this time.
  Further, in such a gaming machine, the result of the variable display game is determined before the start of the variable display game based on the random number stored as the start memory (so-called “preliminary determination”), and corresponds to the start memory. There is one that displays a reserved symbol in a reserved display area of a display device (for example, see Patent Document 1 below). For example, in the gaming machine described in Patent Document 1 below, the reserved symbol is configured to be selectable from a plane reserved symbol displayed as a flat image or a three-dimensional reserved symbol displayed as a three-dimensional image, and is not a target for notice notification. The start memory is displayed as a plane hold symbol, while the start memory that is the subject of the notice is displayed as a plane hold symbol or a three-dimensional hold symbol.
JP 2012-239732 A
  However, as in the above-described prior art, the start memory hold symbol that is the subject of the advance notice is displayed in a special display form (for example, a display form different from the start memory hold symbol that is not the subject of the advance notice). In recent years, such effects have become common effects, and even if such effects are performed, there is a lack of impact for the player, and there may be cases where the player is not surprised or enjoyed. .
  An object of the present invention is to provide a gaming machine that gives a surprise or pleasure to a player by an effect using a hold image, and that does not get tired even if the game is played for a long time, in order to solve the above-described problems caused by the prior art. .
  In order to solve the above-described problems and achieve the object, the gaming machine according to the present invention has a special game determination as to whether or not a special game advantageous to the player is performed when the game ball passes through a predetermined starting area. The game information stored in the right storage means can be stored up to a predetermined number until a special game determination is made based on the game information. Special game determination means for performing special game determination for determining whether or not to perform the special game based on the game information satisfying the start condition in the information, and the special game determination is performed by the special game determination means In this case, after the symbols are variably displayed on the symbol display means, the symbol control means for stopping the display so as to show the determination result of the special game determination, and the special game determination by the special game determination means is performed. Prior to determining whether or not to perform the special game based on the game information, and each game stored in the right storage unit based on the result of prior determination by the prior determination unit. A reserved image display mode setting unit that sets a display mode of a stored right reserved image for information, and a stored right reserved image for each game information stored in the right storage unit are set by the held image display mode setting unit. The hold image display control means to display in the first display area of the display means in the display mode, and the change to the game information that caused the special game determination at the start of the change display during the change display of the pattern by the design control means Effect control means for displaying the medium-rights reserved image in the second display area of the display means in a normal display mode or a special display mode according to the determination result of the special game determination; The held image display mode setting means sets the display mode of the stored right hold image for the game information whose pre-determination result by the pre-determination means does not satisfy a predetermined condition as a normal display mode, while the prior determination A setting means for setting the display mode of the stored right reserved image for the game information satisfying a predetermined condition by the means to the special display mode different from the normal display mode, and maintaining the setting for a predetermined period; While the display mode of the stored right reserved image for the game information satisfying the predetermined condition is set to the special display mode by the setting unit, the stored right reserved image for the other game information stored in the right storage unit is displayed. Change means for changing the display mode to the special display mode and setting the display mode, and the setting unit is adapted to the game information satisfying the predetermined condition. When new game information is stored in the right storage means while the stored right reserved image is displayed in the special display mode, the display mode of the stored right reserved image for the game information is changed to the special display mode. The effect control means is configured to display game information that satisfies the predetermined condition by the setting means when the changing right reserved image for the game information for which the special game determination has been performed is displayed in the normal display mode. When the display mode of the stored right reserved image is set to the special display mode, the changing right held image for the game information for which the special game determination is performed is changed to the special display mode and displayed. And
  According to the present invention, there is an effect that it is possible to provide a gaming machine that gives the player surprise and pleasure by the effect using the reserved image, and that does not get tired even if the game is played for a long time.
It is explanatory drawing which shows an example of the game machine concerning embodiment of this invention. It is explanatory drawing which shows the detailed structure of an information display part. It is a block diagram which shows the internal structure of the control part of a game machine. It is a block diagram which shows the internal structure of the presentation control part of a gaming machine. It is a block diagram which shows the internal structure of an image and audio | voice control part. It is a block diagram which shows the internal structure of a lamp control part. It is explanatory drawing (the 1) which shows the example of a display of the image display part by the game machine of this Embodiment. It is explanatory drawing (the 2) which shows the example of a display of the image display part by the game machine of this Embodiment. It is explanatory drawing (the 3) which shows the example of a display of the image display part by the game machine of this Embodiment. It is explanatory drawing (the 4) which shows the example of a display of the image display part by the game machine of this Embodiment. It is explanatory drawing (the 5) which shows the example of a display of the image display part by the game machine of this Embodiment. It is explanatory drawing (the 6) which shows the example of a display of the image display part by the game machine of this Embodiment. It is explanatory drawing (the 7) which shows the example of a display of the image display part by the game machine of this Embodiment. It is explanatory drawing (the 8) which shows the example of a display of the image display part by the game machine of this Embodiment. It is explanatory drawing (the 9) which shows the example of a display of the image display part by the game machine of this Embodiment. It is explanatory drawing which shows an example of the display mode of the hold icon of this Embodiment. It is explanatory drawing which shows the functional structure of the game machine of this Embodiment. It is a flowchart which shows the processing content of a timer interruption process. It is a flowchart which shows the processing content of a start port switch process. It is explanatory drawing which shows an example of the memory content of a pending | holding information storage area. It is a flowchart which shows the processing content of a prior determination process. It is explanatory drawing which shows an example of a prior determination information storage area. It is a flowchart which shows the processing content of a special symbol process. It is explanatory drawing which shows an example of a determination result storage area. It is a flowchart which shows the processing content of a jackpot lottery process. It is explanatory drawing which shows an example of the hit determination table used in a low probability game state. It is explanatory drawing which shows an example of the hit determination table used in a high probability game state. It is explanatory drawing which shows an example of the symbol determination table used with respect to the winning ball to a 1st start opening. It is explanatory drawing which shows an example of the symbol determination table used with respect to the winning ball to a 2nd start opening. It is a flowchart which shows the processing content of a fluctuation pattern determination process. It is explanatory drawing which shows an example of the fluctuation pattern determination table for normal loses used at the time of a loss in a normal game state. It is explanatory drawing which shows an example of the variation pattern determination table for time-loss loses used at the time of a loss in a time-short game state. It is explanatory drawing which shows an example of the fluctuation pattern determination table for normal time big hits used at the time of big hit in a normal game state. It is explanatory drawing which shows an example of the variation pattern determination table for time-saving jackpot used at the time of jackpot in a time-saving gaming state. It is the flowchart (the 1) which showed the process during a stop which a main control part performs. It is the flowchart (the 2) which showed the process during a stop which a main control part performs. It is a flowchart which shows the processing content of a big prize opening process. It is explanatory drawing which shows an example of an operation pattern setting table. It is a flowchart which shows the processing content of an ending process. It is a flowchart which shows the processing content of a game state setting process. It is a flowchart which shows the processing content of effect timer interruption processing. It is a flowchart which shows the processing content of command reception processing. It is explanatory drawing which shows an example of the production prior determination information storage area of this Embodiment. It is a flowchart which shows the processing content of a hold display effect process. It is explanatory drawing which shows an example of the determination table for pending | holding display effect execution lottery of this Embodiment. It is explanatory drawing which shows an example of the pending | holding icon display mode determination table of this Embodiment. It is explanatory drawing which shows an example of the display timing determination table for jackpots of this Embodiment. It is explanatory drawing which shows an example of the display timing determination table for a loss of this Embodiment. It is a flowchart which shows the processing content of a fluctuation production start process. It is a flowchart which shows the processing content of an image display control process. It is a flowchart which shows the processing content of a pending | holding icon display start process. It is a flowchart which shows the processing content of a pending | holding icon display change process.
  Exemplary embodiments of a gaming machine according to the present invention will be described below in detail with reference to the accompanying drawings. The embodiment described below is an example in which the gaming machine according to the present invention is applied to a pachinko gaming machine (so-called “digital patch”) belonging to the former first type.
(Basic configuration of gaming machine)
First, the basic configuration of the gaming machine according to the embodiment of the present invention will be described. FIG. 1 is an explanatory diagram showing an example of a gaming machine according to an embodiment of the present invention. As shown in FIG. 1, the gaming machine 100 according to the present embodiment includes a gaming board 101. A launcher is disposed at a lower position of the game board 101.
  The game ball launched by driving the launching unit rises along the rail 102 and reaches the upper position of the game board 101, and then falls within the game area 103. A plurality of nails are provided in the game area 103, and the game balls fall in an unspecified direction by the nails. In the game area 103, a windmill and various winning openings (such as a start opening and a big winning opening) that change the falling direction of the gaming balls are disposed at a position in the middle of the falling of the gaming balls.
  An image display unit 104 is disposed at a substantially central portion of the game board 101. As the image display unit 104, a liquid crystal display (LCD: Liquid Crystal Display) or the like is used. A first start port 105 and a second start port 106 are disposed below the image display unit 104. The first start port 105 and the second start port 106 are winning ports for starting and winning.
  The second starting port 106 is provided with an ordinary electric accessory 107 that can be freely opened and closed. The ordinary electric accessory 107 is in a closed state (closed state) that makes it difficult to win the game ball to the second start port 106 and in a state opened to the near side, and makes it easy to win the game ball to the second start port 106. It has an open state (open state). Switching between these states is performed by a solenoid provided in the ordinary electric accessory 107.
  The normal electric accessory 107 is released based on the lottery result of the normal symbol lottery performed when the game ball passes through the gates 108 arranged on the left and right sides of the image display unit 104. Further, an upper prize winning port 109 a is provided on the right side of the image display unit 104. In addition, a lower large winning opening 109b is provided below the upper large winning opening 109a. Each of the big winning holes 109a and 109b is opened according to the type of the big hit when the big hit gaming state is reached, and is a winning hole for paying out a predetermined number (for example, 15) of winning balls by winning the game balls. .
  Below the image display unit 104, an ordinary winning opening 110 is provided. The normal winning opening 110 is a winning opening for paying out a predetermined number (for example, 10) of winning balls by winning a game ball. The normal winning opening 110 is not limited to the position shown in the figure, and may be arranged at an arbitrary position in the game area 103. At the bottom of the game area 103, there is provided a collection port 111 for collecting game balls that have not won any winning ports.
  In the lower left part of the game board 101, an information display unit 112 is provided for clearly showing game information such as special symbols to the player. The details of the information display unit 112 will be described later with reference to FIG. 2, but the first special symbol indicating the lottery result of the jackpot lottery performed when the game ball wins the first starting port 105, and the game ball is the second A second special symbol indicating the lottery result of the jackpot lottery performed by winning the start opening 106 is displayed.
  A frame member 113 is provided on the outer peripheral portion of the game area 103 of the game board 101. The frame member 113 has a shape that surrounds the periphery of the game area 103 on the four sides of the game board 101 in the vertical and horizontal directions. Further, the frame member 113 has a shape protruding from the board surface of the game board 101 toward the player side.
  In the frame member 113, a speaker is incorporated above the game area 103. In addition, an effect light portion (frame lamp) 115 is provided on the upper portion of the game area 103 in the frame member 113.
  An operation handle 116 is disposed at a lower position of the frame member 113. The operation handle 116 is operated by the player when the game ball is fired by driving the launching unit. Similar to the frame member 113, the operation handle 116 has a shape that protrudes from the board surface of the game board 101 to the player side.
  The operation handle 116 includes a firing instruction member 117 that drives the launching unit to launch a game ball. The firing instruction member 117 is provided on the outer peripheral portion of the operation handle 116 so as to rotate clockwise as viewed from the player. The operation handle 116 is provided with a sensor or the like that detects that the player is directly operating the firing instruction member 117. Thereby, the launching unit causes the game ball to be launched when the firing instruction member 117 is directly operated by the player.
  In the frame member 113, an effect button 118 and a cross key 119 are provided in the lower part of the game area 103. The effect button 118 and the cross key 119 receive an operation from the player. The effect button 118 performs a normal button effect that emits light and accepts an operation from the player, and performs a special button effect in which the amount of contraction (stroke) when pressed is increased by protruding upward.
  Further, in the frame member 113, a hitting ball supply tray (not shown) is provided at a lower portion of the game area 103, and the game balls are accommodated by the hitting ball supply tray and are sequentially sent out to the launching unit.
  In addition, on the game board 101, movable accessories 130a to 130d that are driven at the time of production are provided. For example, each of the movable combinations 130a to 130d advances to the front surface of the image display unit 104 at a corresponding predetermined effect, and retreats from the image display unit 104 as shown in the other cases.
(Basic operation of gaming machines)
Next, an example of the basic operation of the gaming machine 100 of the present embodiment will be described. When the gaming ball wins the first starting port 105 or the second starting port 106, the gaming machine 100 performs a big win lottery according to the starting port where the gaming ball has won. When the game ball wins the first start opening 105 and performs a big win lottery, the gaming machine 100 displays the first special symbol of the first special symbol display unit 201a (see FIG. 2) in a variable manner. Then, after a predetermined period has elapsed since the start of the variable display, the first special symbol is stopped and displayed with a symbol indicating the lottery result of the jackpot lottery.
  When the game ball wins the second starting port 106 and performs a big win lottery, the gaming machine 100 displays the second special symbol on the second special symbol display unit 201b (see FIG. 2) in a variable manner. Then, after a predetermined period has elapsed since the start of the variable display, the second special symbol is stopped and displayed with a symbol indicating the lottery result of the jackpot lottery.
  When the game machine 100 variably displays the special symbol (the first special symbol or the second special symbol), the game machine 100 variably displays three effect symbols (for example, numeric symbols) on the image display unit 104 accordingly. Then, in accordance with the stop display of the special symbol, the effect symbol is stopped and displayed. For example, when a special symbol is stopped and displayed with a predetermined symbol indicating a jackpot, the effect symbol is stopped and displayed with a combination indicating a jackpot (a so-called double eye such as “7/7/7”).
  When the effect symbol is stopped and displayed with the combination indicating the jackpot, the gaming machine 100 starts the jackpot game, and rounds according to the type of the winning jackpot, the winning prize opening corresponding to the winning jackpot type (the upper winning prize opening) 109a or lower large winning opening 109b) is opened. For example, one round is defined as a period until there is a 10-ball entry into the opened upper major prize opening 109a or lower major prize opening 109b or a period until a predetermined time (for example, 29.5 seconds) elapses. The In a 16-round jackpot game, this round operation is repeated a total of 16 times. The gaming machine 100 pays out a predetermined number of prize balls when a game ball is awarded to the open upper prize opening 109a or the lower major prize opening 109b. Hereinafter, a state in which the gaming machine 100 is playing a jackpot game is referred to as a “hit game state”.
  Here, the gaming machine 100 does not perform a jackpot lottery in the jackpot gaming state. The jackpot gaming state is ended when the opening of the upper prize winning opening 109a or the lower prize winning opening 109b for the winning round is completed. In the jackpot game state, a game is played by right-handed hitting a game ball in the right area of the game area 103, and a prize is placed in the upper big prize winning hole 109a or the lower big prize winning hole 109b arranged in the right area. A game is performed.
  When the gaming machine 100 ends the jackpot gaming state, the gaming machine 100 returns to the gaming state in which the jackpot lottery is performed again. After the jackpot gaming state is ended, the game state is shifted to a specific gaming state (for example, a short-time gaming state).
(Game state of gaming machine)
The gaming machine 100, except for the jackpot gaming state during the jackpot, is one of three gaming states of a low probability non-short-time gaming state (so-called normal gaming state), a high probability short-time gaming state, and a low probability short-time gaming state. , Take any one gaming state. It is also possible to take a high probability non-short game state.
  The short-time gaming state is a gaming state to which the support function of the ordinary electric accessory 107 is given, and details will be described later. When the gaming machine 100 is in a low-probability gaming state (a normal gaming state or a low-probability short gaming state), the gaming machine 100 has a low-probability judgment table for a low-probability gaming state that is difficult to win a big hit (see reference symbol At1 in FIG. 18-1). A lottery lottery using Specifically, for example, a jackpot lottery for winning a jackpot with a probability of 1/250 is performed.
  When the gaming machine 100 is in a high probability gaming state (high probability short-time gaming state), the gaming machine 100 performs a jackpot lottery using a hit determination table (see reference numeral At2 in FIG. 18-2) for a high probability gaming state that is likely to win a jackpot. Do. Specifically, for example, a jackpot lottery for winning a jackpot with a probability of 1/36 is performed. Thus, in the high probability gaming state, the jackpot is won with a higher probability than in the low probability gaming state.
  Further, in the high probability short game state or the low probability short game state, a game support function is provided by opening and closing the ordinary electric accessory 107. Specific contents of the game support function include, for example, shortening the fluctuation time of the normal symbol, improving the winning probability per normal symbol (increasing the opening frequency of the ordinary electric actor 107), and the ordinary electric actor 107 For example, the opening time of the
  In the present embodiment, in the short-time gaming state (so-called short-time gaming state), a game is played by a right hit in which a game ball is launched in the right area of the game area 103, and mainly by winning at the second starting port 106. The game proceeds.
  In the non-short-time game state (normal game state), the game is played by left-handed hitting a game ball in the left-side area of the game area 103, and the game is progressed mainly by winning at the first starting port 105. The
  The gaming machine 100 transitions to the gaming state after the end of the jackpot game, and transitions to the next gaming state when a predetermined number of jackpot lotteries are performed after the gaming state has been transitioned by the jackpot game.
  Here, the transition of the gaming state of the gaming machine 100 will be described. The gaming machine 100 can typically take a promising jackpot or a normal jackpot. When winning a promising jackpot, after the jackpot ends, a high probability short-time gaming state is set until 10,000 fluctuations are completed. In other words, in the present embodiment, when a winning jackpot is won, a high-probability short-time gaming state is set until the next jackpot is actually won.
  In the case of a normal jackpot, a low-probability short-time gaming state is set until the end of 30 fluctuations after the jackpot. When the 30 fluctuations have elapsed, a normal gaming state (low probability non-short gaming state) is set. In addition, it is good also as a structure which can take the jackpot to which it transfers to the high probability game state (high probability non-short-time game state) to which the support function of the normal electric actor 107 is not provided. Further, when a big hit (so-called latent big hit) for shifting to the high probability non-short-time gaming state can be taken, a small hit may be taken. The small hit is a specific loss represented by a symbol (special symbol) different from a normal lose (a loss other than the small bonus), and there is no change in the gaming state after winning.
  In the small hit game state, the lower big prize opening 109b is opened, for example, as in the latent big hit game state. In this case, the opening mode of the lower big prize opening 109b in the small hit gaming state and the opening mode of the lower big prize opening 109b in the big hit gaming state of the latent hit big game are similar opening modes, and the productions are also similar. And
  In this way, it is possible to take a big win and a small win, and by performing similar effects at the time of each win game and after the win game, a high probability game state is set or a low probability game state is set This makes it difficult for the player to determine whether the game is being played. Thereby, it is possible to make the player guess which game state is set, and it is possible to improve the interest of the game.
(Details of information display section)
Next, details of the information display unit 112 will be described with reference to FIG. FIG. 2 is an explanatory diagram showing a detailed configuration of the information display unit. In FIG. 2, the information display unit 112 includes a special symbol display unit 201, a normal symbol display unit 202, a hold display unit 203, a round display unit 204, and a right-handed display unit 205. Each of the display units 201 to 205 employs an LED (Light Emitting Diode) display.
  The first special symbol display unit 201a indicates a lottery result of a jackpot lottery performed when a game ball wins the first starting port 105, and includes, for example, eight LEDs. The second special symbol display unit 201b indicates the lottery result of the jackpot lottery performed when the game ball wins the second starting port 106. For example, the second special symbol display unit 201b has eight LEDs as in the first special symbol display unit 201a. Is provided.
  During the variation of each special symbol, for example, each LED is sequentially turned on and off so as to flow from left to right in the drawing. In addition, during the change of the special symbol, the image display unit 104 performs a variation effect using the effect symbol. When the variation of the special symbol is stopped, the lottery result of the big hit lottery is represented by the lighting mode of the LED. The variation time of the special symbol varies depending on the gaming state and the number of stored hold information. For example, in the short-time gaming state, it is easy to select a shorter variation time than in the non-short-time gaming state, and in the non-short-time gaming state, the variation time shorter than that in the case where the number of holding information is four is less likely to be selected. Yes.
  In the present embodiment, there are, for example, five types of jackpots. Specifically, there are 16 round (R) launching probability variation jackpots (hereinafter referred to as “16R probability variation jackpot”), 8R launching probability variation jackpots (hereinafter “ 8R probability variation jackpot), RUSH probability variation jackpot, 2R launch without probability variation jackpot (hereinafter referred to as "2R sudden probability jackpot"), 8R launch with normal jackpot (hereinafter referred to as "8R regular jackpot"). (See FIG. 19-1). In the RUSH probability variation jackpot, the upper big prize opening 109a is opened, for example, 8 rounds, and in the other big wins, the lower big prize opening 109b is opened for a predetermined number of rounds.
  In the first special symbol display unit 201a or the second special symbol display unit 201b, for example, when only the rightmost LED is lit, a lost symbol is displayed. For example, when all the LEDs are lit, the 16R probability variation jackpot is indicated. The 16R probability variation jackpot is a jackpot that allows the player to win 16 rounds of play by opening the lower prize winning opening 109b. The gaming state after the 16R probability variable jackpot game is set until the high probability short-time gaming state until the next jackpot (until 10,000 fluctuations have elapsed).
  Further, in the first special symbol display unit 201a or the second special symbol display unit 201b, for example, when the first, second, fourth, and seventh LEDs from the left are lit, the 8R probability variation big hit is obtained. As shown. In the 8R probability variation jackpot, the lower grand prize winning opening 109b is opened, and the player can obtain eight rounds of the ball. The gaming state after the 8R probability variable jackpot game is set until the high probability short-time gaming state is until the next jackpot (until 10,000 fluctuations have elapsed).
  Further, in the first special symbol display unit 201a or the second special symbol display unit 201b, for example, when the first, fourth, and fifth LEDs from the left are lit, the RUSH probability variation jackpot is indicated. ing. In the RUSH probable big hit, the upper prize winning opening 109a is opened, for example, 8 rounds, and the player can obtain 8 rounds of the ball. The gaming state after the RUSH probable big hit game is set until the high probability short-time gaming state is set to the next big hit (until 10,000 fluctuations have elapsed).
  Further, in the first special symbol display unit 201a or the second special symbol display unit 201b, for example, when the second, third, sixth, and seventh LEDs from the left are lit, a 2R random hit is made. As shown. In the 2R sudden win, the lower large winning opening 109b is, for example, a short opening in which the opening time of one round is 0.1 seconds, so that the player cannot acquire a ball. The gaming state after the 2R sudden big hit game is set until the high probability short-time gaming state until the next big hit (until 10,000 fluctuations have elapsed).
  Further, for example, when the third, fourth, and seventh LEDs from the left are lit, 8R normal jackpot is indicated. With an 8R regular jackpot, the player can win 8 rounds of the ball. The gaming state after the 8R normal jackpot game is set until 30 fluctuations of the low probability short gaming state elapses.
  In addition, the lighting mode of the LED indicating each jackpot may take a plurality of lighting modes for each jackpot as well as one mode.
  The effect design is variably displayed on the image display unit 104 in accordance with the change display of the special symbol (LED), and the effect design is stopped and displayed in accordance with the stop display of the special symbol. When the special symbol stops at the lost symbol, the effect symbol stops on the image display unit 104 at a so-called scatter pattern indicating a loss. The break-away is to stop the first effect symbol and the second effect symbol with an unrelated symbol, that is, a stop pattern of the effect symbol that does not develop into a reach effect.
  In addition, when the special symbol stops at the 16R probability variation jackpot symbol, the effect symbol displayed on the image display unit 104 is a red effect symbol (for example, “3.3.3” or “7.7”) indicating the 16R probability variation jackpot.・ Stop at the 7th digit). Furthermore, when the special symbol stops at the 8R probability variation jackpot symbol, the effect symbols displayed on the image display unit 104 are red effect symbols (for example, “3.3.3” and “7.7”) indicating the 8R probability variation jackpot.・ Stop at the odd-numbered symbols such as “1 ・ 1 ・ 1” except 7 ”.
  In addition, when the special symbol stops at the RUSH probability variation symbol, the effect symbol displayed on the image display unit 104 is a predetermined effect symbol indicating a RUSH probability variation big hit (for example, “Lucky / Lucky / Lucky”) ) To stop.
  In addition, when the special symbol stops at the 2R sudden probability big hit symbol, the effect symbol displayed on the image display unit 104 is a predetermined symbol (for example, “chance / chance / chance”) indicating a 2R sudden big hit. Stop at eye).
  In addition, when the special symbol stops at the 8R normal jackpot symbol, the effect symbol displayed on the image display unit 104 is a blue effect symbol indicating the 8R normal jackpot symbol (for example, “2.2-2.”). Stop at the sloppy eyes).
  If the special symbol stops at the 16R probability variation jackpot symbol or stops at the 8R probability variation jackpot symbol, the effect symbol (even number symbol) indicating the jackpot having a lower profit level than the stopped jackpot is stopped on the image display unit 104. Then, after that (after the jackpot game transition or after the jackpot game transition), there may be a promotion effect that clearly shows the winning jackpot.
  Above the special symbol display unit 201, a normal symbol display unit 202 that displays normal symbols is arranged. The normal symbol display unit 202 indicates a normal symbol lottery performed when a game ball passes through the gate 108, and includes three LEDs indicating “◯”, “Δ”, and “×”. When the normal symbol lottery is won, the gaming machine 100 opens the ordinary electric accessory 107 for a predetermined period. During normal symbol fluctuation, the three LEDs are repeatedly turned on and off.
  When the variation of the normal symbol stops, the lottery result of the normal symbol lottery is represented by the lighting state of the LED. For example, if the “○” LED is lit, it will be per normal symbol (per long open), if the “△” LED is lit, it will be per normal symbol (per short open), and if the “X” LED is lit, it will be lost. Become. In the short-time gaming state, the normal symbol fluctuation time is shorter than in the non-short-time gaming state, and even when the “△” LED is lit, the opening time is shorter than in the non-short-time gaming state. Try to be long.
  On the left side of the normal symbol display unit 202, a hold display unit 203 that displays the number of hold information for the special symbol or the normal symbol (hereinafter referred to as “the number of hold information”) is arranged. The hold display unit 203 includes a first special symbol hold display unit 203a, a second special symbol hold display unit 203b, and a normal symbol hold display unit 203c.
  The first special symbol hold display unit 203a displays the game ball won in the first starting port 105 as the hold information during the change of the special symbol. The second special symbol hold display unit 203b displays the game ball won to the second starting port 106 during the special symbol change as hold information. Note that the number of special symbol hold information that can be stored has a predetermined number (for example, “4”) as an upper limit.
  The normal symbol hold display section 203c displays the game ball that has passed through the gate 108 during the change of the normal symbol as hold information. In addition, the number of hold information of the normal symbol which can be memorize | stored makes a predetermined number (for example, 4) an upper limit. The round display unit 204 displays the maximum number of rounds when winning a jackpot.
  For example, an LED indicating “2” is lit when winning a 2R sudden probability jackpot, and an LED indicating “8” is lit when winning an 8R probability variable jackpot, 8R normal jackpot, or RUSH probability jackpot. When the 16R probability variation jackpot is won, the LED indicating “16” is lit. The right-handed display unit 205 is for illuminating an LED in a gaming state where a right-handed game is played (short-time gaming state and jackpot gaming state), and prompts the player to make a right-handed strike.
(Internal structure of gaming machine)
Next, the internal configuration of the gaming machine 100 will be described with reference to FIG. FIG. 3 is a block diagram showing the internal configuration of the control unit of the gaming machine. As shown in FIG. 3, the control unit 300 of the gaming machine 100 includes a main control unit 301 that controls the progress of the game, a prize ball control unit 302 that controls the payout of prize balls, and an effect control unit that controls the contents of the effect. 303. Each control unit will be described in detail below.
(1. Main control unit)
The main control unit 301 includes a CPU (Central Processing Unit) 311, a ROM (Read Only Memory) 312, a RAM (Random Access Memory) 313, an input / output interface (I / O) (not shown), and the like. The The CPU 311 reads various programs related to the progress of the game from the ROM 312 and executes the read programs using the RAM 313 as a work area.
  In addition, various switches (hereinafter referred to as “SW”) for detecting a game ball are connected to the main control unit 301. For example, as shown in FIG. 3, the main control unit 301 includes a first start port SW314a, a second start port SW314b, a gate SW315, an upper major prize opening SW316a, a lower major prize opening SW316b, and a normal prize. The mouth SW 317 is connected. The first start port SW314a detects a game ball that has won the first start port 105.
  The second start port SW314b detects a game ball that has won the second start port 106. The gate SW 315 detects the game ball that has passed through the gate 108. The upper university winning opening SW316a detects a game ball won in the upper university winning opening 109a. The lower major winning opening SW316b detects a game ball that has won the lower major winning opening 109b. The normal winning opening SW317 detects a game ball that has won the normal winning opening 110.
  Each of the various SWs 314 to 317 inputs a detection signal indicating whether or not a game ball has been detected to the main control unit 301. The main control unit 301 stores the hold information corresponding to the right to receive the big hit lottery based on the detection signals input from the first start port SW314a and the second start port SW314b, or uses the hold information to win the big hit lottery Or do. The main control unit 301 issues a prize ball payout instruction to the prize ball control unit 302 based on detection signals input from the upper prize winning opening SW316a, the lower prize winning opening SW316b, and the normal winning prize opening SW317. .
  As the first start opening SW314a, the second start opening SW314b, the gate SW315, the upper large prize opening SW316a, and the lower large prize opening SW316b, for example, a proximity switch or the like is used. Further, when a plurality of first start ports 105 are provided on the game board 101, a plurality of first start ports SW314a may be provided for each arrangement position of the first start ports 105. Further, even when a plurality of normal winning ports 110 are provided on the game board 101, a plurality of normal winning ports SW 317 may be provided for each arrangement position of the normal winning ports 110.
  The main controller 301 is connected to various solenoids that drive the electric components such as the ordinary electric combination 107, the upper prize winning port 109a, and the lower major prize winning port 109b. For example, as shown in the figure, the main control unit 301 includes an ordinary electric accessory solenoid 318 that opens and closes the ordinary electric accessory 107, an upper prize winning solenoid 319a that opens and closes the upper prize winning port 109a, and a lower large A lower large prize opening solenoid 319b that opens and closes the winning opening 109b is connected.
  Based on the lottery result of the normal symbol lottery, the main control unit 301 inputs / blocks an electric signal to the ordinary electric accessory solenoid 318, or based on the lottery result of the big hit lottery, the upper prize winning solenoid 319a or the lower prize winning solenoid 319b. Input / shut off electrical signals. The ordinary electric accessory solenoid 318 opens and closes the ordinary electric accessory 107 based on the electric signal supplied from the main control unit 301. The upper prize winning solenoid 319a or the lower prize winning solenoid 319b opens or closes the upper prize winning port 109a or the lower major prize winning port 109b based on the electric signal supplied from the main control unit 301, respectively.
  Further, the main control unit 301 includes a first special symbol display unit 201a that displays a first special symbol, a second special symbol display unit 201b that displays a second special symbol, and a normal symbol display unit 202 that displays a normal symbol. And a hold display unit 203 for displaying the number of stored hold information.
  The main control unit 301 performs display control of the first special symbol display unit 201a and the second special symbol display unit 201b based on the lottery result of the big hit lottery. In addition, the main control unit 301 performs display control of the normal symbol display unit 202 based on the lottery result of the normal symbol lottery. Further, the main control unit 301 controls the display content of the hold display unit 203 based on the number of hold information.
  Here, an example of a program executed by the CPU 311 of the main control unit 301 and an example of information set in the RAM 313 by executing each program will be described. It should be noted that the programs described below are only representative ones, and many other programs (not shown) are stored. In addition to the storage areas described below, a large number of storage areas (not shown) are set in the RAM 313.
  The main processing program 351 causes initial setting of built-in devices such as a CTC (timer counter) of the main control unit 301 in accordance with the supply of power to the gaming machine 100, and sets setting information indicating setting contents to the setting storage area 371. Remember me. For example, here, the setting information includes information indicating a cycle of executing the timer interrupt processing program 352 and the like.
  Further, the main processing program 351 monitors the power supply to the gaming machine 100, and when the power supply is cut off, generates the backup information and stores the backup information in the backup storage area 372. The RAM 313 is supplied with power by a backup power source (not shown) even if the power of the gaming machine 100 is cut off for a certain period (for example, one day). Therefore, the RAM 313 can hold the backup information stored in the backup storage area 372 for a certain period even when the gaming machine 100 is powered off.
  The RAM 313 may be a non-volatile RAM such as FeRAM (Ferroelectric Random Access Memory) or a non-volatile memory such as a flash memory. In this case, the RAM 313 can hold the backup information stored in the backup storage area 372 without a backup power source.
  The timer interrupt processing program 352 sequentially executes subprograms such as a random number update processing program 353, a switch processing program 354, a symbol processing program 360, an electric accessory control processing program 363, a prize ball processing program 367, and an output processing program 368. .
  The timer interrupt processing program 352 is interrupted and executed for the main processing program 351 at the cycle stored in the setting storage area 371 by the main processing program 351. The random number update processing program 353 updates the count values of various random number acquisition counters managed by the main control unit 301 such as hit random numbers, symbol random numbers, and fluctuation pattern random numbers. For example, each time the random number update processing program 353 is executed once, “1” is added to each count value of each random number counter stored in the counter storage area 373.
  The counter storage area 373 stores count values of random number counters managed by the main control unit 301 such as a hit random number counter, a design random number counter, a variation pattern random number counter, and a normal design random number counter. Each time the random number update processing program 353 is executed, the random number update processing program 353 updates the counter storage area 373 so that a value obtained by adding “1” to the count value of each random number counter becomes a new count value.
  In addition, when the count value of each random number counter reaches a predetermined value, the random number update processing program 353 returns the count value to “0”, for example, and performs the same count up again. For example, the winning random number is counted within the range of “0 to 249”. In addition, the design random number and the variation pattern random number are counted within the range of “0 to 99”.
  Further, the random number update processing program 353 may further count the initial value random number. The initial value random number is, for example, a random number for determining which value to return to the hit random number counter when the count value of the hit random number reaches a maximum value (for example, 249 counts). When the count value of the hit random number counter reaches the maximum value, the random number update processing program 353 sets the count value of the hit random number counter to a value determined by the initial value random number.
  The switch processing program 354 sequentially executes subprograms such as a start opening switch processing program 355, a gate switch processing program 357, a big winning opening switch processing program 358, and a normal winning opening switch processing program 359.
  The start port switch processing program 355 is a timing for detecting a winning ball, a design random number counter, and a variation pattern random number counter in the counter storage area 373 at the timing when the first start port SW 314a detects a game ball winning the first start port 105. The count value of the counter is acquired as the hold information, and the acquired hold information is stored in the hold information storage area 374 of the RAM 313.
  Similarly, when a game ball that has won the second starting port 106 is detected by the second starting port SW 314b, the starting port switch processing program 355 similarly receives a winning random number counter, a design random number counter, and a variation pattern in the counter storage area 373. The count value of each counter of the random number counter is acquired as hold information, and the acquired hold information is stored in the hold information storage area 374 of the RAM 313.
  The gate switch processing program 357 acquires the count value of the normal symbol random number counter in the counter storage area 373 as normal symbol hold information at the timing when the game ball that has passed through the gate 108 is detected by the gate SW 315, and the acquired normal symbol The hold information is stored in the normal symbol hold information storage area 379 of the RAM 313.
  The special winning opening switch processing program 358 detects a game ball that has won the upper major winning opening 109a or the lower major winning opening 109b by the upper large winning opening SW316a or the lower large winning opening SW316b. The normal winning opening switch processing program 359 detects a game ball won in the normal winning opening 110 by the normal winning opening SW317.
  The symbol processing program 360 causes the special symbol processing program 361 and the normal symbol processing program 362 to be executed sequentially. The special symbol processing program 361 uses the holding information stored in the holding information storage region 374 to sequentially perform a hit determination, a symbol determination, and a variation pattern determination, and stores these determination results in the determination result storage region 375. .
  The hit determination table At is used for the hit determination, the symbol determination table Zt is used for the symbol determination, and the variation pattern determination table Ht is used for the variation pattern determination. Based on these determination results, the special symbol displayed on the special symbol display unit 201 is displayed in a variable manner and stopped.
  The normal symbol processing program 362 uses the hold information stored in the normal symbol hold information storage area 379 to make a normal hit determination, and stores these determination results in the determination result storage area 375. Based on these determination results, the normal symbol displayed on the normal symbol display unit 202 is displayed in a variable manner and stopped.
  The electric accessory control processing program 363 sequentially executes subprograms such as a special prize opening processing program 364 and an ordinary electric accessory processing program 366. The special winning opening processing program 364 opens and closes the upper large winning opening 109a or the lower large winning opening 109b based on the processing result of the special symbol processing program 361 and the like.
  The special winning opening processing program 364 causes the game state setting processing program 365 to be executed as a subprogram. The gaming state setting processing program 365 causes the gaming flag storage area 376 to set gaming flags such as a high probability gaming flag and a short-time gaming flag in accordance with the winning jackpot. The ordinary electric accessory processing program 366 opens and closes the ordinary electric accessory 107 based on the processing result of the ordinary symbol processing program 362 and the like.
  The winning ball processing program 367 pays out a predetermined number of winning balls for winning at the first starting port 105, the second starting port 106, the upper large winning port 109a, the lower large winning port 109b, and the normal winning port 110. A payout instruction (prize ball command) is set in the prize ball information storage area 377.
  The output processing program 368 outputs information indicating the storage contents of each storage area set in the RAM 313 to each control unit (for example, the prize ball control unit 302 and the effect control unit 303) connected to the main control unit 301. Let
  Further, the above-described start port switch processing program 355 executes a pre-determination processing program 356 as a subprogram. The prior determination processing program 356 sequentially executes a hit determination, a symbol determination, and a variation pattern determination for each hold information stored in the hold information storage area 374, and stores these determination results in the advance determination information storage area 378.
  Further, the main control unit 301 is connected to the board external information terminal board 391, and can output information indicating the storage contents of each storage area set in the RAM 313 to the outside (for example, a hall computer in a game hall). it can. The main control unit 301 can realize its function by, for example, a main control board.
(2. Prize ball control unit)
The prize ball controller 302 includes a CPU 321, a ROM 322, a RAM 323, an input / output interface (I / O) (not shown), and the like. Based on a payout instruction (prize ball command) from the main control unit 301, the CPU 321 reads various programs related to payout control of the prize ball from the ROM 322, and executes the read program using the RAM 323 as a work area.
  The prize ball control unit 302 is connected to various SWs for detecting a game ball. For example, as shown in FIG. 3, the prize ball controller 302 is provided with a fixed position detection SW 324 that detects a game ball at a predetermined position, a payout ball detection SW325 that detects a paid game ball, and a front surface of the frame. A ball presence detection SW 326 for detecting whether or not there is a game ball in the hit ball supply tray and a full tank detection SW 327 for detecting that the hit ball supply tray is filled with the game ball are connected.
  Each of the various SWs 324 to 327 inputs a detection signal indicating whether or not a game ball has been detected to the prize ball control unit 302. The winning ball control unit 302 pays out a winning ball or stops paying out a winning ball based on a payout instruction output from the main control unit 301 or detection signals input from various SWs 324 to 327. The prize ball control unit 302 may output detection signals input from the various SWs 324 to 327 to the main control unit 301.
  In addition, a launching unit 328 and a payout unit 329 are connected to the prize ball control unit 302. The prize ball control unit 302 detects the operation of launching the game ball with respect to the launch unit 328 and controls the launch of the game ball. The launching unit 328 launches a game ball for a game, and includes a sensor that detects a game operation by the player, a solenoid that launches the game ball, and the like. When the prize ball control unit 302 detects a gaming operation by the sensor of the launching unit 328, the prize ball control unit 302 drives a solenoid or the like in response to the detected gaming operation to intermittently launch the gaming ball, thereby playing the game area 103 of the gaming board 101. Launch a game ball.
  The winning ball control unit 302 controls the paying unit 329 to pay out the number of winning balls at the time of winning. The payout unit 329 includes a payout drive motor for paying out a predetermined number from a storage unit (not shown) that stores game balls. The winning ball control unit 302 drives the payout driving motor to each payout port (first start port 105, second start port 106, upper large winning port 109a, lower large winning port 109b, Control is performed to pay out the number of prize balls corresponding to the game balls won in the normal prize opening 110).
  The prize ball control unit 302 is connected to a frame external information terminal board 392, and outputs various types of information executed by the prize ball control unit 302 to the outside. For example, the prize ball control unit 302 realizes its function by a prize ball control board.
(3. Production control unit)
Next, the effect control unit 303 of the gaming machine 100 will be described.
(3-1. Director of Production)
First, the internal configuration of the effect control unit 303 will be described. FIG. 4 is a block diagram showing the internal configuration of the effect control unit of the gaming machine. The effect control unit 303 includes an effect control unit 403a that controls the entire effect control unit 303, an image / sound control unit 403b that performs display control of the image display unit 104 and sound output control of the speaker 330, lamp lighting control, A lamp control unit 403c that performs drive control of the movable accessory is provided.
  The production control unit 403a includes a CPU 411, a ROM 412, a RAM 413, an input / output interface (I / O) (not shown), and the like. The CPU 411 reads out various programs related to the control of effects performed by the gaming machine 100 from the ROM 412 and executes the read programs using the RAM 413 as a work area.
  In addition, an effect button 118 and a cross key 119 for receiving an operation from a player are connected to the effect control unit 403a. The effect button 118 and the cross key 119 input a control signal corresponding to a key operated (for example, pressed) by the player to the effect control unit 403a. The effect supervision unit 403a sets an operation command indicating that an operation by the player is accepted in the RAM 413 based on a control signal input from the effect button 118 or the cross key 119.
  Here, an example of a program executed by the CPU 411 of the production control unit 403a and an example of information set in the RAM 413 by executing each program will be described. In addition, the program demonstrated below shows only a typical thing and many programs not shown are memorize | stored besides these. In addition to the storage areas described below, a large number of storage areas (not shown) are set in the RAM 413.
  The production main processing program 451 causes initial settings of built-in devices such as the CTC of the production control unit 403a to be stored in the setting storage area 471 in accordance with the supply of power to the production control unit 403a.
  The effect timer interrupt processing program 452 sequentially executes a command reception processing program 454, an operation reception processing program 460, and a command transmission processing program 461. The effect timer interrupt processing program 452 is interrupted and executed with respect to the effect main process program 451 at a predetermined cycle stored in the setting storage area 471 by executing the effect main process program 451.
  The effect random number update processing program 453 updates count values of various random number acquisition counters managed by the effect control unit 403a, such as a notice game effect pattern random number. For example, every time the effect random number update processing program 453 is executed, “1” is added to the count value of the notice game effect pattern random number counter stored in the effect counter storage area 472. In addition, when the count value of the notice game effect pattern random number counter reaches a predetermined value, the effect random number update processing program 453 returns the count value to, for example, “0” and causes the same count up again.
  The command reception processing program 454 is, for example, based on a command (for example, a change start command) received from the main control unit 301, a determination result storage area 375 of the main control unit 301, and a determination result storage area 473 of the production control unit 403a. Synchronize the memory content with. Furthermore, the command reception processing program 454 is based on the command received from the main control unit 301 (for example, the advance determination command), and the advance determination information storage area 378 of the main control unit 301 and the effect advance determination information of the effect control unit 403a. The contents stored in the storage area 474 are synchronized.
  In addition, the command reception processing program 454 is based on the storage contents of the determination result storage area 473 and the effect advance determination information storage area 474, and the like. Then, the winning effect pattern selection processing program 459 is executed.
  The variation effect pattern selection processing program 455 causes the variation effect pattern to be selected from the variation effect pattern table Et stored in the ROM 412 based on a command received from the main control unit 301 or the like. For example, the variation effect pattern selection processing program 455 selects a variation effect pattern corresponding to the variation pattern based on information indicating the variation pattern in the determination result storage area 473 updated based on the received variation start command. Then, the variable effect start command including information indicating the selected variable effect pattern is stored in the transmission command storage area 475.
  Further, the variation effect pattern selection processing program 455 causes the notice game effect pattern to be selected from the notice game effect pattern table Yt stored in the ROM 412 based on the command received from the main control unit 301. The notice game effect pattern is executed in accordance with the fluctuating effect, such as a conversation notice effect, a step-up effect, a cut-in notice effect, a character notice effect, etc. Is defined.
  When the prior determination processing program 457 receives a preliminary determination command from the main control unit 301, the presentation preliminary determination processing program 457 analyzes whether or not the jackpot is based on the preliminary determination command. Analyze variation production patterns.
  The hold display effect processing program 458 uses the various tables for hold display effects stored in the ROM 412 on the basis of the advance determination information (hold information) stored in the effect advance determination information storage area 474. The presence / absence of execution and the contents of the presentation of the hold display effect are set. The hold display effect will be described later again.
  The winning effect pattern selection processing program 459 selects a winning effect pattern corresponding to the winning effect from the winning effect pattern table Xt stored in the ROM 412 based on the command received from the main control unit 301. Here, the winning effect pattern defines the effect contents of the jackpot effect performed during the jackpot, and is different for each of the 16R probability variation jackpot, the 8R probability variation jackpot, the RUSH probability variation jackpot, the 2R sudden probability jackpot, and the 8R normal jackpot.
  The effect mode setting processing program 462 sets the effect mode from the effect mode table Mt stored in the ROM 412 based on the command received from the main control unit 301. The effect modes include a normal mode that clearly indicates a normal gaming state, a probability change mode that clearly indicates a short gaming state with a high probability, and a short time mode that clearly indicates a short gaming state with a low probability.
  The effect mode setting processing program 462 uses the information indicating the determination result of the symbol determination in the determination result storage area 473 updated based on the change stop command received from the main control unit 301 as the determination result of the symbol determination. Set the corresponding mode flag.
  Specifically, the production mode setting processing program 462, for example, sets a mode flag indicating the normal mode by receiving the change stop command 10,000 times in the probability change mode, and receives the change stop command 30 times in the time reduction mode. As a result, the time reduction mode is ended and the mode flag indicating the normal mode is set. Then, the variable effect end command including information indicating the set effect mode is stored in the transmission command storage area 475.
  The operation reception processing program 460 receives an input signal from the effect button 118 or the cross key 119 and stores an operation command indicating that there is an operation from the player in the transmission command storage area 475. The command transmission processing program 461 causes various commands stored in the transmission command storage area 475 to be transmitted to the image / audio control unit 403b and the lamp control unit 403c.
(3-2. Image / Audio Control Unit)
FIG. 5 is a block diagram showing the internal configuration of the image / sound controller. The image / sound controller 403b includes a CPU 511, a ROM 512, a RAM 513, an input / output interface (I / O) (not shown), and the like. The CPU 511 reads out various programs for realizing the effect instructed to be executed by the effect control unit 403a from the ROM 512, and executes the read program using the RAM 513 as a work area.
  The ROM 512 stores effect data ED. Here, the effect data ED includes image data such as a background image, effect symbol image, character image, hold image, cut-in image, and conversation image, and sound data such as sound effects and BGM.
  Here, each program stored in the ROM 512 and contents stored in each storage area of the RAM 513 by executing each program will be described. In addition, the program demonstrated below shows only a typical program and many programs not shown are memorize | stored besides these. In addition to the storage areas described below, a large number of storage areas (not shown) are set in the RAM 513.
  The image / sound control processing program 531 sequentially executes a display control processing program 532 for displaying the display content of the image display unit 104 and a sound output control processing program 533 for controlling sound output from the speaker 330.
  The display control processing program 532 reads the image data corresponding to the effect instructed to be executed by the effect control unit 403a from the effect data ED, generates an image to be displayed on the image display unit 104, and the like, and shows an image to be displayed. Display data is stored in a VRAM (Video RAM) 520.
  The display data stored in the VRAM 520 is output to the image display unit 104 and superimposed on the display screen of the image display unit 104. Further, for example, the display control processing program 532 sets a layer in which images are stacked in a hierarchical structure when the background image and the effect design overlap at the same position on the display screen. For example, by setting a background image in the lower layer, setting a production symbol in the layer above it, and setting a notice image in the layer above it, the production symbol is set in front of the background image, The notice image is displayed so that it can be seen in front of the effect design.
  The sound output control processing program 533 reads sound data corresponding to the effect instructed to be executed by the effect supervising unit 403a from the effect data ED, generates sound to be output from the speaker 330, and the like, and indicates the sound to be output. Audio output data is stored in the RAM 513. The audio output data stored in the RAM 513 is output to the speaker 330, and the audio represented by the audio output data is output from the speaker 330 at a predetermined timing.
(3-3. Lamp control unit)
FIG. 6 is a block diagram showing an internal configuration of the lamp control unit. The lamp control unit 403c includes a CPU 611, a ROM 612, a RAM 613, an input / output interface (I / O) (not shown), and the like. The CPU 611 reads out a program related to the drive control of the movable accessory 130 and the lighting control of various lamps performed by the gaming machine 100 from the ROM 612, and executes the read program using the RAM 613 as a work area.
  The ROM 612 stores control data Sd. The control data Sd includes drive control data Kα for driving and controlling each movable accessory 130a to 130d and lighting control data Tα for controlling lighting of the lamp.
  In addition, an accessory sensor 601 for detecting the position of each movable accessory 130a to 130d is connected to the lamp controller 403c. The accessory sensor 601 inputs a detection signal to the lamp controller 403c when the movable accessories 130a to 130d are at the reference position. The lamp control unit 403c returns the movable accessories 130a to 130d to the reference position based on the detection signal of the accessory sensor 601.
  Here, an example of a program executed by the CPU 611 of the lamp control unit 403c and an example of information set in the RAM 613 by executing each program will be described. The programs described below are only representative, and many other programs (not shown) are stored.
  The lamp control processing program 631 causes the movable accessory control processing program 632 and the lighting control processing program 633 to be executed sequentially. The movable accessory control processing program 632 outputs drive control data Kα corresponding to the command received from the production control unit 403a to each drive motor 602 included in each movable accessory 130a to 130d.
  The lighting control processing program 633 uses the lighting control data Tα corresponding to the command received from the production control unit 403a as the lamps (light emission control circuit) of the production light unit 115 and the lamps (light emission control circuit) of the panel lamp 401. The lamps (light emission control circuit) included in the movable combination 130a to 130d are input.
  In the present embodiment, the production control unit 303 includes a production control unit 403a, a lamp control unit 403c, and an image / sound control unit 403b that are provided as different board functions, but these are incorporated on the same printed board. It may be configured. However, each function is independent even when they are incorporated on the same printed circuit board.
(Example of effects produced by the gaming machine of this embodiment)
Next, an example of effects produced by the gaming machine 100 will be described. 7-1 is explanatory drawing (the 1) which shows the example of a display of the image display part by the game machine of this Embodiment. As illustrated in FIG. 7A, the gaming machine 100 displays a plurality of effect symbols on the image display unit 104. In the example shown in FIG. 7A, the gaming machine 100 displays a left effect symbol Ez1, a middle effect symbol Ez2, and a right effect symbol Ez3 on the image display unit 104. Hereinafter, in the present embodiment, the combination of the left effect symbol Ez1, the middle effect symbol Ez2, and the right effect symbol Ez3 is abbreviated as “effect symbol Ez1 to Ez3”.
(About production design)
The production symbols Ez1 to Ez3 have an identification code for indicating the lottery result of the jackpot lottery. In addition, although illustration and detailed description are abbreviate | omitted in this Embodiment, presentation design Ez1-Ez3 may have the decoration image (For example, a character image different for every classification of an identification code) which decorates an identification code. The identification code is, for example, a character such as a number, kanji, hiragana, katakana, or alphabet.
  As an example in the present embodiment, the production symbols Ez1 to Ez3 can represent any number of “1” to “9” and a predetermined character string such as “Lucky” and “Chance”, and these characters are identified. Functions as a code. The gaming machine 100 shows the lottery result of the big hit lottery by the combination of characters represented by each of the design symbols Ez1 to Ez3.
  For example, when the gaming machine 100 indicates that the jackpot has been won, the gaming machine 100 displays the effect symbols Ez <b> 1 to Ez <b> 3 in a variable manner and then stops and displays them in a specific combination. Here, as the specific combination indicating the jackpot, a combination in which the design symbols Ez1 to Ez3 represent the same character (a so-called “zolo”. For example, “1 · 1 · 1”) can be exemplified. Of course, the specific combination indicating the jackpot is not limited to the doublet, but the combination in which the production symbols Ez1 to Ez3 represent consecutive numbers (for example, “1 · 2 · 3”), and the combination in which the production symbols Ez1 to Ez3 represent word alignment ( For example, “6 (mu), 3 (sa), 4 (si)”) may be employed.
  On the other hand, when the gaming machine 100 is lost in the jackpot (in the case of so-called “losing”), after the effect symbols Ez1 to Ez3 are variably displayed, the gaming machine 100 stops and displays a combination that shows a loss from the combination that shows the jackpot. Here, as the combination indicating the loss, the combination of the effect designs Ez1 to Ez3 indicating different characters (so-called “ballet”, for example, “3.1.2”), the left effect design Ez1 and the right effect design Ez3 are: A combination (so-called “reach loser”, for example, “1 · 2 · 1”) or the like that represents the same character and the medium effect design Ez2 indicates a character different from the character can be exemplified.
  In the present embodiment, as an example, when the gaming machine 100 indicates that the 16R probability variation jackpot has been won, the game machine 100 stops and displays the production symbols Ez1 to Ez3 so as to have a specific odd number of numbers (for example, “7. 7.7 ”. When the gaming machine 100 indicates that the 8R probability variation jackpot has been won, the gaming symbols 100 are stopped and displayed so that the production symbols Ez1 to Ez3 are odd numbers other than a specific odd number due to the 16R probability variation jackpot (for example, “7 · 7・ Odd design with odd numbers such as “1 ・ 1 ・ 1” and “3 ・ 3 ・ 3” except 7).
  In addition, when the gaming machine 100 indicates that the RUSH probability variation jackpot has been won, the gaming machine 100 stops and displays the production symbols Ez1 to Ez3 so as to become a “Lucky / Lucky / Lucky” slot. When the gaming machine 100 indicates that the 2R probability variation jackpot has been won, the game machine 100 stops and displays the production symbols Ez1 to Ez3 so as to become a “chance / chance / chance”. When the gaming machine 100 indicates that the 8R normal jackpot has been won, the game machine 100 stops and displays the production symbols Ez1 to Ez3 so as to be even numbers (eg, “2.2.2” or “4. 4.4. Therefore, the gaming machine 100 can indicate to the player the winning of the jackpot and the type of jackpot based on the stop-displayed effect symbols Ez1 to Ez3.
  Further, the gaming machine 100 actually displays the winning symbols Ez1 to Ez3 after having stopped and displayed in combination with a jackpot that is different from the jackpot that was actually won (for example, a jackpot that is less advantageous than the jackpot that was actually won). The promotion effect of stopping and displaying with a combination indicating the jackpot may be performed. For example, in the promotion effect, the gaming machine 100 temporarily stops and displays the effect symbols Ez1 to Ez3 with a doublet indicating that the 8R probability variation jackpot has been won, and then re-variably displays them to win the 16R probability variation jackpot. The stop is displayed at the shown doublet.
  In addition, basically, the gaming machine 100 displays the special symbols Ez1 to Ez3 once after the special symbol is variably displayed and then stops and displays the special symbol, but performs the specific effect. In the case where the special symbol is displayed once variably, the effect symbols Ez1 to Ez3 are variably displayed and stopped a plurality of times after the special symbol is variably displayed once. This specific effect can be a so-called “pseudo-continuous effect”.
  For example, in the pseudo-continuous effect, the gaming machine 100 displays the stop of the effect symbols Ez1 to Ez3 a predetermined number of times after the effect symbols Ez1 to Ez3 are variably displayed until the stop symbol is displayed with the combination indicating the lottery result of the big hit lottery. (Temporary stop display) and re-variable display. The number of executions of stop display (provisional stop display) and re-variable display (number of repetitions) in the pseudo-continuous effect is set such that the greater the number of times, the higher the reliability of the jackpot by the pseudo-continuous effect.
(About hold display)
Further, as shown in FIG. 7A, the gaming machine 100 displays a hold display indicating the number of hold information on the image display unit 104. Here, the hold display includes a first hold display H1 indicating the number of first hold information and a second hold display H2 indicating the second number of hold information. Here, the first holding information number is the number of holding information that is acquired by winning a game ball at the first starting port 105 and that has not been used in the big hit lottery from the time of acquisition to the present. The number of second hold information is the number of hold information acquired by winning a game ball at the second starting port 106 and not being used for the big hit lottery from the acquisition time to the present.
  For example, as shown in FIG. 7A, the first hold display H1 is displayed in the first hold display area 710 of the display screen of the image display unit 104. On the other hand, the second hold display H2 is displayed in a second hold display area 720 (a display area different from the first hold display area 710) of the display screen of the image display unit 104. The first hold display H1 is constituted by the same number of hold icons I as the first hold information number, and the second hold display H2 is constituted by the same number of hold icons I as the second hold information number.
  More specifically, the first hold display area 710 is divided into four sections 711 to 714, and the second hold display area 720 is divided into four sections 721 to 724. The gaming machine 100 can display the hold icon I in the sections 711 to 714 and 721 to 724. In the example shown in FIG. 7A, the gaming machine 100 displays the hold icon I in the sections 711 and 712 of the first hold display area 710. Further, the gaming machine 100 does not display the hold icon I in any of the sections 721 to 724 in the second hold display area 720. For this reason, in the example illustrated in FIG. 7A, the gaming machine 100 indicates that the number of first hold information is “2” and the number of second hold information is “0”.
  Further, paying attention to the first hold display H1, the gaming machine 100 is acquired by winning a game ball at the first start opening 105, and is not used for the big hit lottery from the acquisition time to the present. Among the information, the hold icon I corresponding to the hold information acquired earliest is displayed in the section 711. The gaming machine 100 was acquired by winning a game ball at the first starting port 105, and was acquired second earlier among the hold information that has not been used for the big hit lottery from the time of acquisition to the present. A hold icon I corresponding to the hold information is displayed in the section 712.
  The gaming machine 100 was acquired by winning a game ball at the first starting port 105, and was acquired third fastest among the hold information that has not been used for the big hit lottery from the time of acquisition to the present. A hold icon I corresponding to the hold information is displayed in the section 713. The gaming machine 100 is acquired by winning a game ball at the first starting port 105, and the holding information acquired latest among the holding information that has not been used for the big hit lottery from the time of acquisition to the present. A hold icon I corresponding to is displayed in the section 714.
  Similarly, with respect to the second hold display H2, the gaming machine 100 is acquired by winning a game ball at the second starting port 106, and the hold information that has not been used for the jackpot lottery from the time of acquisition until the present. Among these, the hold icon I corresponding to the hold information acquired earliest is displayed in the section 721. The gaming machine 100 was acquired by winning a game ball at the second starting port 106, and was acquired second earlier among the hold information that has not been used for the big hit lottery from the time of acquisition to the present. A hold icon I corresponding to the hold information is displayed in the section 722.
  The gaming machine 100 was acquired by winning a game ball at the second starting port 106, and was acquired third fastest among the holding information that has not been used for the big hit lottery from the time of acquisition to the present. A hold icon I corresponding to the hold information is displayed in the section 723. The gaming machine 100 is acquired by winning a game ball at the second starting port 106, and the holding information acquired latest among the holding information that has not been used for the big hit lottery from the acquisition time to the present time. A hold icon I corresponding to is displayed in the section 724.
  The gaming machine 100 changes the display position of each hold icon I in the first hold display H1 and the second hold display H2 when the number of the first hold information and the number of the second hold information decreases by performing the big hit lottery. Specifically, when the number of first hold information decreases by “1” by performing a big hit lottery, the gaming machine 100 assigns one number to the hold icon I displayed in the sections 712 to 714 before the big hit lottery. Move to a young section and display. In addition, when the number of second hold information decreases by “1” by performing the big hit lottery, the gaming machine 100 displays the hold icon I displayed in the blocks 722 to 724 before the big hit lottery by one young number. Move to and display.
  7-2 is explanatory drawing (the 2) which shows the example of a display of the image display part by the game machine of this Embodiment. For example, FIG. 7B shows a display example of the image display unit 104 immediately after the state shown in FIG.
  As shown in FIG. 7-2, when the gaming machine 100 performs a lottery lottery using the hold information acquired by winning the game ball at the first starting port 105, the game machine 100 displays the variation display of the production symbols Ez1 to Ez3. Start. In the present embodiment, the lower white arrows in the drawings indicate that the corresponding production symbols Ez1 to Ez3 are variably displayed. As a result of this jackpot lottery, the number of first hold information is reduced by “1”.
  For this reason, the gaming machine 100 moves and displays the hold icon I displayed in the sections 712 to 714 before the jackpot lottery to the young section with one number. In the example shown in FIG. 7-2, the gaming machine 100 moves the hold icon I displayed in the section 712 to the section 711 and displays it (see the arrow 701 in FIG. 7-2). In addition, when the gaming machine 100 performs a jackpot lottery using the holding information acquired by winning the game ball at the first starting port 105, the holding icon I displayed in the section 711 before the jackpot lottery is changed. The display is moved to the middle hold display area 730 (display area different from the first hold display area 710 and the second hold display area 720) (see the arrow 702 in FIG. 7-2).
  Here, only the first hold display H1 has been illustrated and described, but the same applies to the second hold display. In other words, when the gaming machine 100 performs a jackpot lottery using the holding information acquired by winning the game ball in the second starting port 106, the holding icon displayed in the sections 722 to 724 before the jackpot lottery I is moved to the one numbered young section and displayed. Then, when the gaming machine 100 performs a jackpot lottery using the holding information acquired by winning the game ball at the second starting port 106, the holding icon I displayed in the section 721 before the jackpot lottery is changed. It is moved to the middle hold display area 730 and displayed.
(About the display mode of the hold icon)
Here, the display mode of the hold icon I by the gaming machine 100 will be described. FIG. 8 is an explanatory diagram illustrating an example of a display mode of the hold icon according to the present embodiment. As shown in FIG. 8, in this embodiment, the gaming machine 100 displays the hold icon I in any one of the normal display mode, the first special display mode, and the second special display mode. Can do.
  Specifically, for example, in the present embodiment, the normal display mode is a “white circular” image. The first special display mode is an image of “snowman with no hand or hat” (hereinafter simply “snowman”), “snowman with hand”, or “snowman with hand and hat”. Yes. In addition, the second special display mode is, for example, a display mode in which at least one of shape and color is common with the first special display mode. In the case of the present embodiment, the “snowman” of the first special display mode is used. "Of different colors (that is, the same shape as" snowman ").
  For example, when the gaming machine 100 acquires the hold information, it determines in advance the jackpot lottery result when the jackpot lottery is performed using the hold information and the variation time of the special symbol when the jackpot lottery result is shown (FIG. 13). Then, the gaming machine 100 determines the display mode of the hold icon I corresponding to the hold information from which the pre-determination result is obtained based on the pre-determination result.
  For example, in the present embodiment, the gaming machine 100 has a jackpot reliability of “snowman with hand and hat”> “snowman with hand”> “snowman”> “white circle”. The display mode of the hold icon I is determined based on the prior determination result (see FIG. 31). Details of determination of the display mode of the hold icon I by the gaming machine 100 will be described later again.
  Further, when the gaming machine 100 displays the hold icon I of either the first hold display H1 or the second hold display H2 in the first special display mode, other than the hold icon I displayed in the first special display mode Is changed to the second special display mode. As described above, in the present embodiment, the second special display mode is an image of “different color of“ snowman ””, and the gaming machine 100 displays the hold icon I of the first special display mode. By setting the other hold icon I to the second special display mode, it is possible to produce a sense of unity throughout the hold display.
(Display timing of hold icon in special display mode-1)
Next, the display timing of the hold icon I in the special display mode by the gaming machine 100 will be described. First, the display timing of the hold icon in the special display mode—part 1 will be described. 7-3 is explanatory drawing (the 3) which shows the example of a display of the image display part by the game machine of this Embodiment. For example, FIG. 7C illustrates a display example of the image display unit 104 immediately after the state illustrated in FIG.
  The gaming machine 100 newly acquires hold information by winning a game ball at the first starting port 105 during the variation display of the effect symbols Ez1 to Ez3 started in FIG. 7-2. As a result, the number of first hold information increases by “1”. As the number of the first hold information increases, the gaming machine 100 displays the hold icon I corresponding to the newly acquired hold information in the section 712 of the first hold display area 710.
  For example, the gaming machine 100 determines the display mode of the hold icon I corresponding to the hold information as the first special display form “snowman with a hand” based on the previously determined hold information prior determination result. . In this case, the gaming machine 100 displays the hold icon I of “snowman with hand” in the section 712 as shown in FIG.
  Then, along with the display of the hold icon I of the “snowman with a hand”, the gaming machine 100 changes the display mode of the hold icon I in the section 711 to the second special display mode. Further, the gaming machine 100 changes the display mode of the hold icon I in the changing hold display area 730 to the second special display mode in accordance with the display of the hold icon I of “snowman with hand”.
  In addition, when the gaming machine 100 obtains new holding information by winning a game ball at the first starting port 105 or the second starting port 106 while displaying the holding icon I in the first special display mode, The hold icon I corresponding to the hold information is also displayed in the second special display mode.
  7-4 is explanatory drawing (the 4) which shows the example of a display of the image display part by the game machine of this Embodiment. For example, FIG. 7-4 shows a display example of the image display unit 104 immediately after the state shown in FIG. 7-3.
  The gaming machine 100 is newly suspended immediately after the state shown in FIG. 7-3 (during the change display of the production symbols Ez1 to Ez3 started in FIG. 7-2) by winning the game ball at the first starting port 105. Obtained information. As a result, the number of first hold information increases by “1”. As the number of the first hold information increases, the gaming machine 100 displays the hold icon I corresponding to the newly acquired hold information in the section 713 of the first hold display area 710.
  At this time, since the gaming machine 100 displays the hold icon I of the “snowman with a hand” which is the first special display mode in the section 712, the gaming machine 100 displays the first special display mode in the section 713 as shown in FIG. 2 Hold icon I in the special display mode is displayed.
(Display timing of hold icon in special display mode-2)
Next, the display timing of the hold icon in the special display mode—part 2 will be described. 7-5 is explanatory drawing (the 5) which shows the example of a display of the image display part by the game machine of this Embodiment. For example, FIG. 7-5 shows a display example of the image display unit 104 immediately after the state shown in FIG. 7-2.
  The gaming machine 100 newly acquires hold information by winning a game ball at the first starting port 105 during the variation display of the effect symbols Ez1 to Ez3 started in FIG. 7-2. As a result, the number of first hold information increases by “1”. As the number of the first hold information increases, the gaming machine 100 displays the hold icon I corresponding to the newly acquired hold information in the section 712 of the first hold display area 710.
  For example, the gaming machine 100 determines the display mode of the hold icon I corresponding to the hold information as the first special display form “snowman with a hand” based on the previously determined hold information prior determination result. . However, in the example shown in FIG. 7-5, unlike the example shown in FIG. 7-3, the gaming machine 100 first displays the hold icon I in the normal display mode in the section 712. Further, in this case, the gaming machine 100 maintains the normal display mode for the partition 711 changed to the second special display mode and the hold icon I in the on-change hold display area 730 in the example shown in FIG.
  7-6 is explanatory drawing (the 6) which shows the example of a display of the image display part by the game machine of this Embodiment. For example, FIG. 7-6 shows a single jackpot lottery (the jackpot lottery using the hold information corresponding to the hold icon I displayed in the section 711 in FIG. 7-5) from the state shown in FIG. 7-5. Shows the state after.
  When the gaming machine 100 performs a lottery lottery using the hold information acquired by winning a game ball in the first start port 105, the game machine 100 starts to display the effect symbols Ez1 to Ez3 in a variable manner. In addition, the number of the first hold information is reduced by “1” due to the jackpot lottery. Therefore, the gaming machine 100 moves the hold icon I displayed in the section 712 in FIG. 7-5 to the young section 711 with one number and displays it. During this movement, the gaming machine 100 changes the display mode of the hold icon I from the normal display mode to the first special display mode (see arrow 703 in FIG. 7-6).
  Accordingly, in this case, as shown in FIG. 7-6, the hold icon I of “snowman with hand” in the first special display mode is displayed in the section 711. Then, along with the display of the hold icon I of the “snowman with a hand”, the display mode of the hold icon I in the changing hold display area 730 is changed to the second special display mode.
(Display timing of hold icon in special display mode-3)
Next, the display timing of the hold icon in the special display mode—part 3 will be described. FIGS. 7-7 is explanatory drawing (the 7) which shows the example of a display of the image display part by the game machine of this Embodiment. FIG. 7-7 shows an example in which the hold icon I is changed to the first special display mode when the hold icon I is moved to the changing hold display area 730 and displayed.
  In this case, if the gaming machine 100 performs a lottery lottery using the holding information corresponding to the holding icon I displayed in the section 711 before the state shown in FIG. 7-7, the variation of the production symbols Ez1 to Ez3 is performed. Display is started, and the hold icon I corresponding to the hold information is moved to the changing hold display area 730 and displayed. During this movement, the gaming machine 100 changes the display mode of the hold icon I from the normal display mode to the first special display mode (see arrow 704 in FIG. 7-7). At this time, the gaming machine 100 changes the hold icon I to the second special display mode if there is another hold icon I being displayed on the image display unit 104.
(Display timing of hold icon in special display mode-4)
Next, the display timing of the hold icon in the special display mode—part 4 will be described. FIGS. 7-8 is explanatory drawing (the 8) which shows the example of a display of the image display part by the game machine of this Embodiment. FIG. 7-8 shows an example in which the normal display mode hold icon I displayed in the changing hold display area 730 at a predetermined timing during the change display of the production symbols Ez1 to Ez3 is changed to the first special display mode. Is shown.
  In this case, when the gaming machine 100 performs a lottery lottery using the hold information corresponding to the hold icon I determined to be displayed in the first special display mode, the gaming machine 100 starts the variable display of the production symbols Ez1 to Ez3, and the hold information The hold icon I corresponding to is moved to the changing hold display area 730 and displayed (see the arrow 705 in FIG. 7-8 (A)). At this time, the gaming machine 100 changes the hold icon I to the second special display mode if there is another hold icon I being displayed on the image display unit 104.
  Then, after the state shown in FIG. 7-8 (A), the gaming machine 100 displays the display mode of the hold icon I displayed in the changing hold display area 730 at a predetermined timing during the change display of the production symbols Ez1 to Ez3. The display mode is changed to the first special display mode (FIG. 7-8 (B)). For example, here, the timing for changing to the first special display mode can be a timing at which a so-called “chance” is temporarily displayed.
  Here, the chances may be any outcome, but in the present embodiment, as shown in FIG. 7-8 (B), the effect symbols Ez1 to Ez3 are temporarily stopped and displayed in a random manner, and the medium effect symbol The chance symbol Cz depicted as “Christmas Chance” on Ez2 is displayed as an overlay. For example, the chance symbol Cz is normally hidden, but appears on the display screen of the image display unit 104 as necessary for production (for example, when a pseudo-continuous production is performed). Although illustration is omitted here, the gaming machine 100 displays the effect symbols Ez1 to Ez3 in a temporary stop display at the chance, performs a re-variable display, and stops and displays the jackpot lottery result.
  As described above, in the game by the gaming machine 100, from the player, when the display of the hold icon I is started, the big win lottery is performed and the display position of the hold icon I is changed. It can be expected that the hold icon I in the special display mode is displayed at various timings such as when the lottery is performed and the symbol variation indicating the lottery result of the jackpot lottery is performed.
  Therefore, in the game by the gaming machine 100, from the viewpoint of the player, even when the display mode when the certain hold icon I is displayed is not the special display mode, the timing at which the display position of the hold icon I changes thereafter. It can be expected to change to a special display mode. Furthermore, even if the display position of the hold icon I is not changed to the special display mode, a special jackpot lottery corresponding to the hold icon I is performed and the lottery result of the jackpot lottery is displayed. It can be expected that the display mode is changed. Therefore, the gaming machine 100 can maintain the player's expectation over a long period of time, and can enhance the interest of the game in the gaming machine 100.
(Direction performed by the gaming machine when a special display mode hold icon is displayed)
Next, an effect performed by the gaming machine 100 when the hold icon I in the special display mode is displayed will be described. FIGS. 7-9 is explanatory drawing (the 9) which shows the example of a display of the image display part by the game machine of this Embodiment.
  In FIG. 7-9 (C), game machines 100 perform jackpot lottery based on the hold information corresponding to the hold icon I displayed in the first special display mode, and the effect symbols Ez1 to Ez3 for showing the jackpot lottery result are shown. The example of a display of the image display part 104 at the time of starting a variable display is shown. At this time, the gaming machine 100 displays the hold icon I1 of the first special display mode “snowman with a hand” in the changing hold display area 730, and the first hold display H1 has a section 711 in the first hold display H1. It is assumed that the hold icon I2 in the 2 special display mode is displayed.
  During the variable display of effect symbols Ez1 to Ez3 for indicating the jackpot lottery result of the jackpot lottery based on the hold information corresponding to the hold icon I1 displayed in the first special display mode, the gaming machine 100, for example, the above-described pseudo continuous effect I do. In this pseudo-continuous production, the production of the design symbols Ez1 to Ez3 is temporarily stopped and displayed at a so-called “chance eye”. That is, the gaming machine 100 repeats the temporary stop display and the re-variation display at the chances of the production symbols Ez1 to Ez3 in the pseudo-continuous production a predetermined number of times, and then stops the production symbols Ez1 to Ez3 so as to show the jackpot lottery result. To do.
  In addition, when the gaming machine 100 temporarily displays the first chance in the pseudo-continuous performance, as shown in FIG. 7-9 (D), the hold icon I1 displayed in the changing hold display area 730, There is an effect in which the hold icon I2 displayed on the first hold display H1 (in the illustrated example, the section 711) is interlocked. In FIG. 7-9 (d), the hold icon I1 displayed in the changing hold display area 730 and the hold icon I2 displayed in the first hold display H1 both sing “Christmas is coming soon”. There is an effect to show the player as if. Since this effect is an effect of notifying the possibility that the chance eye is temporarily stopped and displayed, it is preferable that the start timing of the effect be started before the timing when the chance eye is actually temporarily displayed. .
  After the state shown in FIG. 7-9 (d), the gaming machine 100 starts re-variable display of the effect symbols Ez1 to Ez3 as shown in FIG. 7-9 (e). When the gaming machine 100 temporarily stops and displays the first chance in the pseudo-continuous production, as shown in FIG. 7-9 (e), the hold icon I2 displayed in the second special display mode is normally displayed. Change to aspect. In addition, about the hold | maintenance icon I1 displayed with the 1st special display mode, a 1st special display mode is maintained.
  That is, the gaming machine 100 displays the hold icon I1 in the first special display mode displayed in the changing hold display area 730 when the chance eye is temporarily stopped and the second icon displayed in the first hold display H1. When the special display mode hold icon I2 performs an effect in conjunction with it, as shown in FIG. 7-9 (e), the normal display mode is assumed that the hold icon I2 displayed in the second special display mode has played its role. Return to. On the other hand, for the hold icon I1 of the first special display mode displayed in the on-change hold display area 730, the display in the first special display mode is maintained in order to suggest the player the degree of reliability with respect to the current symbol change. .
  As described above, when the hold information satisfying the predetermined condition is stored, the gaming machine 100 displays the hold icon I corresponding to the hold information on the image display unit 104 in a special display mode, and the hold The hold icon I other than the icon I is also displayed in a special display mode. Hereinafter, the effect of displaying the hold icon I in the special display mode in this way is referred to as “hold display effect”. That is, the gaming machine 100 performs a hold display effect using not only the hold icon I corresponding to the hold information that satisfies the predetermined condition but the entire hold display. As a result, the gaming machine 100 can perform a large and impactful holding display effect compared to the case where the holding display effect using the single hold icon I is performed, and the player is surprised by the hold display effect. And can give joy.
  In addition, when the gaming machine 100 displays the hold icon I corresponding to the hold information used in the jackpot lottery on the image display unit 104 in a special display mode, the other hold icons I other than the hold icon I are also specially displayed. It was made to display in the aspect. That is, the gaming machine 100 performs a hold display effect using not only the hold icon I corresponding to the hold information used in the big hit lottery but also the entire hold display. As a result, the gaming machine 100 can perform a large and impactful holding display effect compared to the case where the holding display effect using the single hold icon I is performed, and the player is surprised by the hold display effect. And can give joy.
(About the functional configuration of the gaming machine)
Next, a functional configuration of the gaming machine 100 will be described. FIG. 9 is an explanatory diagram showing a functional configuration of the gaming machine of the present embodiment. As shown in FIG. 9, the gaming machine 100 includes a right storage unit 901, a special game determination unit 902, a symbol control unit 903, an effect control unit 904, a prior determination unit 905, and a hold display control unit 906. It is the composition which includes.
  The right storage unit 901 performs a special game determination based on the right to receive a special game determination as to whether or not to play a special game advantageous to the player when the game ball passes through a predetermined start area. Up to a predetermined number, a plurality of functions can be stored. For example, in the present embodiment, the start area can be the first start port 105 or the second start port 106, the special game can be a jackpot game, and the special game determination can be a jackpot lottery. . In the present embodiment, the right to receive the special game determination can be held information, and the right storage unit 901 can store the held information with “4” as the upper limit for each start port.
  The special game determination unit 902 has a function of performing a special game determination based on a right that satisfies a start condition among the rights stored in the right storage unit 901. For example, the right that satisfies the start condition can be a right that has a higher priority order because it receives the most special game determination among the rights stored in the right storage unit 901. This priority order is set according to the order in which each right is stored. For example, the priority is set such that the right is stored earlier in the stored right.
  In addition, when a plurality of types of start areas are provided like the first start port 105 and the second start port 106 of the present embodiment, the priority order is determined based on which type of start area the game ball has passed. It may be set depending on whether each right is stored. For example, in the present embodiment, the hold information obtained by winning the game ball at the second start port 106 has priority over the hold information obtained by winning the game ball at the first start port 105. The ranking is set higher.
  Furthermore, when a plurality of types of special games are provided as in the jackpot game of the present embodiment, the special game determination unit 902 may determine which type of special game is to be performed. Further, when it is determined that the special game is not performed, the special game determination unit 902 may determine whether to make a normal loss or a specific loss. For example, a specific lose can be a small hit.
  When the special game determination is performed by the special game determination unit 902, the symbol control unit 903 has a function of stopping and displaying the special game determination determination result after variably displaying the symbol on the symbol display means. For example, in the present embodiment, the symbol display means can be the special symbol display unit 201 or the image display unit 104, and the symbol can be a special symbol or an effect symbol.
  The effect control unit 904 has a function of performing a predetermined effect during the symbol variation display by the symbol control unit 903. For example, the effect control unit 904 determines a hold image (for example, the hold icon I) for the right that has been subjected to the special game determination at the start of the variable display during the symbol variable display by the symbol control unit 903, in the determination of the special game determination Depending on the result, an effect is displayed in the second display area (for example, the changing hold display area 730) of the display means in the normal display mode or the special display mode.
  The prior determination unit 905 has a function of determining in advance the determination result of the special game determination based on each right stored in the right storage unit 901. The prior determination unit 905 allows the gaming machine 100 to obtain the determination result of the special game determination by each right prior to the special game determination by the special game determination unit 902. Note that the pre-determination unit 905 not only determines whether or not a special game is performed according to each right, but also changes the pattern when indicating the determination result of the special game determination when a special game determination is performed according to each right. (For example, a variation pattern) may be determined in advance.
  The hold display control unit 906 has a function of causing the hold image for each right stored in the right storage unit 901 to be displayed in the first display area of the display unit based on the pre-determination result by the pre-determination unit 905. For example, in the present embodiment, the hold image can be the hold icon I, the display means can be the image display unit 104, and the first display area is the first hold display area 710 and the second hold display area. 720.
  The hold display control unit 906 can display a hold image using the normal display mode and the special display mode. For example, the hold display control unit 906 normally displays a hold image for each right when the right stored in the right storage unit 901 does not have a right satisfying a predetermined determination result by the prior determination unit 905. If the prior determination result by the prior determination unit 905 has a right that satisfies a predetermined condition, the reserved image for each right is displayed in a special display mode. In the present embodiment, the right that satisfies the predetermined condition is the right (holding information) determined to be “perform the hold display effect” in the hold display effect execution lottery.
  The right that satisfies the predetermined condition may be a right that becomes a specific variation pattern. For example, the specific variation pattern can be a reach variation pattern (a variation pattern other than a variation pattern for normal loss). Furthermore, the right that satisfies the predetermined condition may be a right that becomes a big win in the big win lottery.
  When the first special display mode and the second special display mode are provided as the special display mode of the hold image as in the present embodiment, the hold display control unit 906 includes the right stored in the right storage unit 901. When the prior determination result has a right that satisfies the predetermined condition, the reserved image for the right may be displayed in the first special display mode, and the reserved image for the other right may be displayed in the second special display mode.
  Further, the hold display control unit 906 can change the display mode of the hold image according to the effect performed by the effect control unit 904. For example, the hold display control unit 906 performs special display of the hold image for each right stored in the right storage unit 901 when the hold control image in the special display mode is displayed by performing a predetermined effect by the effect control unit 904. Change the mode to display.
  Also in this case, if the first special display mode and the second special display mode are provided as the special display mode of the reserved image as in the present embodiment, the effect control unit 904 displays the reserved image of the first special display mode. Then, if the hold image in the first special display mode is displayed by the effect control unit 904, the hold display control unit 906 may display the hold image in the second special display mode.
  Note that the rights storage unit 901, the special game determination unit 902, and the prior determination unit 905 described above function by, for example, the CPU 311 of the main control unit 301 executing various programs stored in the ROM 312. Can be realized. The symbol control unit 903, the effect control unit 904, and the hold display control unit 906 can realize their functions by the CPU 411 of the effect control unit 403a executing various programs stored in the ROM 412.
(Processing performed by game machines)
Next, the contents of processing performed by the gaming machine 100 to realize the above-described operation will be described.
(1. Processing performed by the main control unit)
First, processing performed by the main control unit 301 of the gaming machine 100 will be described. Each process of the main control unit 301 described below is performed by the CPU 311 of the main control unit 301 executing a program stored in the ROM 312.
(Timer interrupt processing)
First, timer interrupt processing performed by the main control unit 301 will be described. FIG. 10 is a flowchart showing the processing contents of the timer interrupt processing. When the supply of power is started, the main control unit 301 starts executing a main control process (not shown) including a startup process, a power-off monitoring process, and the like. The main control unit 301 continuously executes this main control process while power is supplied. The main control unit 301 interrupts and executes a timer interrupt process at a predetermined period (for example, 4 ms) with respect to the main control process.
  In the timer interrupt process, the main control unit 301 first executes a random number update process for updating random numbers used in various lotteries performed by the main control unit 301 (step S1001). In this random number update process, the main control unit 301 updates a winning random number, a design random number, a variation pattern random number, and the like.
  Then, the main control unit 301 executes switch processing for detecting by various switches (step S1002). In this switch process, the main control unit 301 starts the start port switch process (see FIG. 11) for detecting a game ball won in the start port (first start port 105, second start port 106), and the game that has passed through the gate 108. Gate switch processing for detecting a ball, large winning port switch processing for detecting a gaming ball won in the upper winning port 109a or the lower winning port 109b, and normal winning port switch processing for detecting a game ball winning in the normal winning port 110 Etc.
  Subsequently, the main control unit 301 executes symbol processing relating to special symbols and normal symbols (step S1003). Here, the symbol process includes a special symbol process related to the special symbol and a normal symbol process related to the normal symbol. In the special symbol process, the main control unit 301 performs a lottery lottery to display the special symbol in a variable manner and stop display (see FIG. 15). In the normal symbol processing, the main control unit 301 performs a normal symbol lottery and displays the normal symbol in a variable display and a stop display. In addition, illustration and detailed description of normal symbol processing are omitted.
  When the symbol process is executed, the main control unit 301 executes an electric accessory control process related to operation control of various electric accessories (step S1004). The electric accessory control process includes an electric tulip control process (not shown) that controls the operation of the ordinary electric accessory 107, and a big prize opening process that controls the operation of the upper big prize opening 109a or the lower big prize opening 109b (FIG. 23-). 1) and the like.
  Then, the main control unit 301 executes prize ball processing relating to prize balls (step S1005). In the prize ball process, the main control unit 301 gives a prize ball for instructing the payout of a predetermined number of prize balls to the game balls won in the upper prize winning hole 109a, the lower major prize winning hole 109b, or the normal winning prize opening 110, for example. A command is set in the RAM 313. Then, the main control unit 301 executes an output process for outputting the command set in the RAM 313 to the effect control unit 303 and the like by the processes of steps S1001 to S1005 (step S1006), and ends the timer interrupt process. . When the timer interrupt process ends, the main control unit 301 returns to the main process.
(Start-up switch processing)
Next, processing contents of the start port switch process included in the switch process (see step S1002) will be described. FIG. 11 is a flowchart showing the contents of the start port switch process. In the start port switch process, the main control unit 301 first determines whether or not the first start port SW 314a is turned on (step S1101). If the first starter SW 314a is not ON (step S1101: No), the process proceeds to step S1106.
  If the first start port SW 314a is ON (step S1101: Yes), whether or not the number of hold information U1 for the game ball won in the first start port 105 in the hold information storage area 374 is less than 4 (U1 <4). Is determined (step S1102). If the number of held information U1 is not less than 4 (step S1102: No), that is, if the number of held information U1 is 4 or more, the process proceeds to step S1106.
  If the number of held information U1 is less than 4 (step S1102: Yes), a value obtained by adding “1” to the number of held information U1 is set as a new number of held information U1 (step S1103), and the counter storage area 373 is referred to. The count value of each random number counter is acquired as hold information and stored in the hold information storage area 374 (step S1104).
  When the hold information is acquired and stored, the main control unit 301 performs a preliminary determination process (see FIG. 13) based on the stored hold information (step S1105). When the preliminary determination process is performed, the main control unit 301 subsequently determines whether or not the second starter SW 314b is turned on (step S1106). If the second start port SW 314b is not ON (step S1106: No), the start port switch process is terminated as it is.
  If the second start port SW314b is ON (step S1106: Yes), whether or not the number of hold information U2 for the game ball winning the second start port 106 in the hold information storage area 374 is less than 4 (U2 <4). Is determined (step S1107). If the number of on-hold information U2 is not less than 4 (step S1107: No), that is, if the number of on-hold information U2 is 4, the start port switch process is terminated as it is.
  If the number of held information U2 is less than 4 (step S1107: Yes), a value obtained by adding “1” to the number of held information U2 is set as a new number of held information U2 (step S1108), and the counter storage area 373 is referred to. The count value of each random number counter is acquired as hold information and stored in the hold information storage area 374 (step S1109). An example of the contents stored in the hold information storage area 374 will be described later with reference to FIG.
  At this time, the main control unit 301 stores the hold information in the hold information storage area 374 that has a higher priority than the hold information acquired in response to the winning at the first start port 105. In this case, the hold information acquired in response to the winning at the first start port 105 is shifted to the hold information storage area H where the priority is lowered one by one.
  When the hold information is acquired and stored, the main control unit 301 performs a pre-determination process (see FIG. 13) using the stored hold information (step S1110), and ends the start port switch process.
(Example of stored information in the hold information storage area)
FIG. 12 is an explanatory diagram showing an example of the stored contents of the hold information storage area. The hold information storage area 374 has hold information storage areas H1 to H8, and indicates that a maximum of 8 hold information can be stored. In the holding information storage areas H1 to H8, the counts of the counters such as the winning random number counter, the symbol random number counter, and the variation pattern random number counter acquired at the timing when the game ball is won at the first starting port 105 and the second starting port 106 are stored. The value is stored in association with the hold information.
  Also, in the hold information storage areas H1 to H8, it is stored whether each winning start port is through the first start port 105 or the second start port 106. In the holding information storage areas H1 to H8, up to four pieces of holding information are stored, with the upper limit being four for each of the first starting port 105 and the second starting port 106.
  In addition, in the hold information storage areas H1 to H8, priorities for receiving a hit determination are set. In the example shown in the figure, the hold information stored in the hold information storage area H having a smaller number, such as the hold information storage area H1, the hold information storage area H2, the hold information storage area H3,. The priority for receiving the hit determination is set high.
  In the holding information storage area 374, the holding information acquired by winning first is stored in the holding information storage area H having a smaller number in time series. In the hold information storage area 374, the hold information acquired by winning the second start port 106 is smaller than the hold information acquired by winning the first start port 105. Stored in H.
(Preliminary judgment processing)
Next, processing contents of the pre-determination processing shown in steps S1105 and S1110 in FIG. 11 will be described. FIG. 13 is a flowchart showing the processing content of the prior determination processing. In the prior determination process, the main control unit 301 determines whether or not a high-probability game flag indicating that the current game state is a high-probability game state is ON (step S1301). The high probability game flag is a flag set in a game state setting process which will be described later with reference to FIG.
  When the high probability game flag is ON (step S1301: Yes), that is, when the current game state is the high probability game state, the main control unit 301 determines the per-high probability determination table At2 (see FIG. 18-2). Is selected (step S1302). When the high-probability game flag is OFF (step S1301: No), that is, when the low-probability game state is set, the main control unit 301 selects the determination table At1 (see FIG. 18-1) per low probability (step 18-1). S1303).
  Subsequently, the main control unit 301 compares the winning determination table selected in step S1302 or step S1303 with the winning random number of the hold information to be determined in advance, and the winning random number corresponds to the big hit in the winning determination table. A hit determination is performed to determine whether or not the predetermined value matches (step S1304).
  If the result of the hit determination in step S1304 is a big win (step S1305: Yes), the symbol determination table Zt1 or the symbol determination table Zt2 (FIG. 19-) depending on the start opening 105, 106 where the game ball has won. 1 and FIG. 19-2), the winning symbol determination is performed (step S1306). In the winning symbol determination, the symbol determination table Zt1 or the symbol determination table Zt2 is compared with the symbol random number of the hold information to be pre-determined, and the symbol random number in the symbol determination table Zt1 or the symbol determination table Zt2 It is determined whether it corresponds to.
  Then, the jackpot variation pattern determination tables Ht3 and Ht4 (see FIGS. 21-3 and 21-4) are selected according to the gaming state (step S1307). In step S1305, if it is not a big hit (step S1305: No), that is, if it is a loss, the variation pattern determination tables Ht1 and Ht2 for loss (see FIGS. 21-1 and 21-2) depending on the gaming state. Among them, one loss variation pattern determination table is selected (step S1308).
  Then, the main control unit 301 compares the variation pattern determination table selected in either step S1307 or step S1308 with the variation pattern random number of the hold information to be determined in advance, and the variation pattern random number is determined as the variation pattern determination. Variation pattern determination is performed to determine which variation pattern corresponds to the table (step S1309).
  Then, a preliminary determination result (preliminary determination information) including a hit determination result in step S1304 and a variation pattern determination result in step S1309 is set in the preliminary determination information storage area 378 of the RAM 313 (step S1310). An example of the advance determination information storage area 378 will be described later with reference to FIG. Further, the main control unit 301 sets a predetermination command indicating a predetermination result including the hit determination result in step S1304 and the variation pattern determination result in step S1309 in the RAM 313 (step S1311), and ends the predetermination process. To do. The prior determination command set in step S1311 is output to the effect control unit 303 as a prior determination command when the output process shown in step S1006 of FIG. 10 is executed.
(Example of pre-determined information storage area)
Here, an example of the prior determination information storage area 378 will be described. FIG. 14 is an explanatory diagram of an example of the prior determination information storage area. In FIG. 14, determination results of the hit determination, symbol determination, and variation pattern determination for the hold information stored in each of the hold information storage areas H <b> 1 to H <b> 8 of the hold information storage area 374 are stored in the prior determination information storage area 378. Is done.
  In addition, the prior determination information storage area 378 may store information indicating symbols representing both the determination result of the hit determination and the determination result of the symbol determination. Specifically, for example, the 16R probability variation jackpot stores the symbol "A", the 8R probability variation jackpot stores the symbol "B", the RUSH probability variation jackpot stores the symbol "C", and the 2R sudden variation jackpot The symbol “D” may be stored, the symbol “E” may be stored in the 8R normal jackpot, and the symbol “−” may be stored in the loss.
(Special symbol processing)
Next, the processing content of the special symbol process included in the symbol process (see step S1003) will be described. FIG. 15 is a flowchart showing the processing contents of the special symbol processing. In the special symbol process shown in FIG. 15, the main control unit 301 determines whether or not the jackpot game flag is ON (step S1501). The jackpot game flag is, for example, a flag that is set to ON when the jackpot is won, and indicates that the current gaming state is a jackpot gaming state (see step S2211).
  If the jackpot game flag is ON (step S1501: Yes), the special symbol process is terminated without changing the special symbol. When the big hit game flag is OFF (step S1501: No), it is determined whether or not the special symbol is being variably displayed (step S1502). When the special symbol is being variably displayed (step S1502: Yes), the process proceeds to step S1509.
  When the special symbol is not being displayed in a variable manner (step S1502: No), it is determined whether or not the number of held information U for the game ball won at the first starting port 105 or the second starting port 106 is “1” or more. (Step S1503). When the number of held information U is “1” or more (U ≧ 1) (step S1503: Yes), a value obtained by subtracting “1” from the number of held information U is set as a new number of held information U (step S1504). When the number U of pending information is “0” (U = 0) (step S1503: No), the special symbol process is terminated as it is.
  In the present embodiment, as shown in the hold information storage area 374 of FIG. 12, the hold information due to winning at the second start port 106 has a higher number than the hold information due to winning at the first start port 105. Since the information is stored in the small holding information storage area H, the holding information by winning to the second starting port 106 is first changed, and so-called preferential digestion is performed. This is because the jackpot symbol determination for the hold information won in the second start port 106 is more advantageous to the player than the jackpot symbol determination for the hold information won in the first start port 105 (16R probability variation jackpot). This is because it makes it easier to win (see FIGS. 19-1 and 19-2).
  Then, the main control unit 301 performs a jackpot lottery process (see FIG. 17) (step S1505) and executes a variation pattern determination process (see FIG. 20) (step S1506). Each determination result in the big hit lottery process and the variation pattern determination process is stored in the determination result storage area 375 of the RAM 313 in each process. An example of the determination result storage area 375 will be described later with reference to FIG.
  Based on the determined variation pattern, the variation display of the special symbol of the special symbol display unit 201 is started (step S1507). When the special symbol indicating the lottery result of the second big hit lottery by winning at the second starting port 106 is variably displayed, the second special symbol of the second special symbol display unit 201b is variably displayed. When the special symbol indicating the lottery result of the first jackpot lottery is variably displayed, the first special symbol of the first special symbol display unit 201a is variably displayed.
  Then, the main control unit 301 sets a change start command in the RAM 313 in synchronization with the start of special symbol change display (step S1508). The variation start command set in step S1508 includes the lottery result of the jackpot lottery process in step S1505, information indicating the variation pattern selected by the variation pattern determination process in step S1506, and the like. Further, the change start command set in step S1508 is output to the effect control unit 303 when the output process shown in step S1006 of FIG. 10 is executed.
  Subsequently, the main control unit 301 determines whether or not a predetermined fluctuation time (a fluctuation time defined by a fluctuation pattern selected immediately before the fluctuation display starts) has elapsed since the start of the fluctuation display of the special symbol (step S1509). ). If the predetermined fluctuation time has not elapsed (step S1509: No), the special symbol process is terminated as it is.
  On the other hand, when a predetermined fluctuation time has elapsed (step S1509: Yes), the special symbol that is being variably displayed on the special symbol display unit 201 is stopped (step S1510), and a fluctuation stop command is set in the RAM 313 (step S1511). The change stop command set in step S1511 is output to the effect control unit 303 when the output process shown in step S1006 of FIG. After setting the variable stop command in the RAM 313, the stop process (see FIGS. 22-1 and 22-2) is executed (step S1512), and the special symbol process ends.
(Example of judgment result storage area)
Here, an example of the determination result storage area 375 will be described. FIG. 16 is an explanatory diagram of an example of the determination result storage area. As shown in FIG. 16, in the determination result storage area 375, the determination result of the hit determination, the determination result of the symbol determination, and the determination result of the variation pattern determination are stored in association with each other.
  The determination result storage area 375 may store information indicating symbols representing both the determination result of the hit determination and the determination result of the symbol determination. Specifically, for example, the 16R probability variation jackpot stores the symbol "A", the 8R probability variation jackpot stores the symbol "B", the RUSH probability variation jackpot stores the symbol "C", and the 2R sudden variation jackpot The symbol “D” may be stored, the symbol “E” may be stored in the 8R normal jackpot, and the symbol “−” may be stored in the loss.
(Large lottery processing)
Next, processing contents of the jackpot lottery process shown in step S1505 of FIG. 15 will be described. FIG. 17 is a flowchart showing the contents of the jackpot lottery process. In the jackpot lottery process, the main control unit 301 first determines whether or not a high probability game flag indicating that the current game state is a high probability game state is ON (step S1701).
  When the high-probability game flag is ON (step S1701: Yes), the high-probability determination table At2 (see FIG. 18-2) is selected (step S1702). When the high probability game flag is OFF (step S1701: No), the low probability per determination table At1 (see FIG. 18-1) is selected (step S1703).
  The main control unit 301 compares the hit determination table At selected in step S1702 or step S1703 with the hit random number of the hold information (hold information set with the highest priority) that is the target of the hit determination. A hit determination is performed to determine whether the hit random number matches a predetermined value corresponding to each hit in the hit determination table At (step S1704).
  Then, the result of the hit determination is set in the determination result storage area 375 (see FIG. 16) of the RAM 313 (step S1705). If the result of the hit determination is a big win (step S1706: Yes), the symbol random number of the hold information is used by using the symbol determination table Zt1 or Zt2 (see FIGS. 19-1 and 19-2) corresponding to the winning start port. And the symbol determination table, the symbol random number is a predetermined value corresponding to which type of jackpot (16R probability variation jackpot, 8R probability variation jackpot, RUSH probability variation jackpot, 2R sudden probability jackpot, 8R normal jackpot) in the symbol judgment table Zt. Symbol determination is performed to determine whether they match (step S1707).
  In the symbol determination, the first symbol determination table Zt1 is used for the winning ball to the first starting port 105, and the second symbol determination table Zt2 is used for the winning ball to the second starting port 106. Then, the jackpot symbol representing the symbol determination result is set in the determination result storage area 375 of the RAM 313 (see FIG. 16) (step S1708), and the jackpot lottery process is terminated.
  On the other hand, in step S1706, when the determination result of the win determination is not a big win (step S1706: No), the symbol indicating the loss is set in the determination result storage area 375 (see FIG. 16) of the RAM 313 (step S1709), and the big win lottery The process ends.
(Example of winning judgment table)
Here, an example of the hit determination table At will be described. FIG. 18A is an explanatory diagram of an example of a hit determination table used in the low probability gaming state. FIG. 18-2 is an explanatory diagram of an example of a hit determination table used in the high probability gaming state.
  The low probability per determination table At1 and the high probability per determination table At2 are configured by associating a predetermined determination value with a big hit. In the winning determination, the winning probability for the big hit is determined by the number of determination values associated with each. In the low probability per determination table At1, a determination value “7 (one)” is assigned to the big hit. On the other hand, the determination value “0 to 6 (seven)” is assigned to the big hit in the high probability hit determination table At2.
  When the high probability game flag indicating the high probability gaming state is set to OFF at the time of winning determination (when the low probability gaming state), the winning determination is performed using the low probability hit determination table At1. Is called. On the other hand, if the high-probability gaming flag is set to ON at the time of winning determination (when the gaming state is high-probability), the winning determination is performed using the high-probability winning determination table At2. When the winning random number acquired at the time of winning the start matches the determination value, it is determined that the jackpot is won, and when the winning determination random number does not match the determination value, it is determined to be lost.
  The possible range of the winning random number acquired at the time of starting winning is any value from “0 to 249”. For this reason, when the hit determination is performed using the low probability hit determination table At1, the winning probability (big hit probability) is 1/250. On the other hand, when the hit determination is performed using the high probability hit determination table At2, the winning probability (big hit probability) is about 1/36 (7/250).
  In the gaming machine 100, in the jackpot lottery when the high probability game flag is set to ON, it is easier to win the jackpot than when the high probability game flag is set to OFF.
(Example of symbol determination table)
Next, the symbol determination table Zt will be described. FIG. 19A is an explanatory diagram of an example of a symbol determination table used for a winning ball to the first start opening. FIG. 19-2 is an explanatory diagram of an example of a symbol determination table used for winning balls to the second starting opening.
  As illustrated in FIGS. 19A and 19B, the first symbol determination table Zt1 and the second symbol determination table Zt2 are configured by associating a predetermined determination value with each jackpot type. The first symbol determination table Zt1 is used for symbol determination of a game ball won in the first starting port 105. On the other hand, the second symbol determination table Zt2 is used for symbol determination of a game ball that has won the second starting port 106.
  More specifically, in the first symbol determination table Zt1 and the second symbol determination table Zt2, “big hit symbol” indicates the type of jackpot, and the stop mode (lighting mode) of the special symbol display unit 201 made of LEDs. ). That is, the special symbol (LED stop mode) to be stopped is different for each jackpot type.
  Further, in the first symbol determination table Zt1 and the second symbol determination table Zt2, for the sake of convenience of explanation, “big hit type” and “number of time reductions” are described. The “bonus type” indicates the contents of the jackpot, and is represented by the number of rounds that open the upper jackpot 109a or the lower jackpot 109b and the game state after the jackpot game. For example, in the case of “16R probability change”, the opening period of one round is 10 balls winning or 29.5 seconds elapses, and the lower round winning opening 109b is opened for 16 rounds, and the probability change gaming state is set after the big hit game. Is shown. “Time saving time count” indicates the number of fluctuations to which the time saving gaming state is given. The winning probability of each jackpot type is determined by the number of determination values associated with each.
  In the first symbol determination table Zt1 shown in FIG. 19-1, the determination value “0 to 9 (10 pieces)” is assigned to the 16R probability variation big hit out of the range “0 to 99”. The ratio of 16R probability variation is 10% (= 10/100).
  Further, in the first symbol determination table Zt1, the determination value “10 to 24 (15 pieces)” is assigned to the 8R probability variation jackpot, and the ratio of the jackpot to the 8R probability variation jackpot is 15% (= 15 / 100). Similarly, the ratio for the RUSH probability big hit is 15%, the percentage for the 2R sudden big hit is 30%, and the ratio for the 8R normal big hit is 30%.
  In the second symbol determination table Zt2 shown in FIG. 19-2, the ratio for 16R probability variation is 30%, the ratio for 8R probability variation is 15%, the ratio for RUSH probability variation is 20%, and the ratio for 2R probability variation is 20%. Is 5%, and the probability of 8R normal jackpot is 30%. In the second symbol determination table Zt2, the probability of a 16R probability variation jackpot advantageous to the player is higher than that in the first symbol determination table Zt1 of FIG. 19-1, whereas the 2R probability jackpot disadvantageous to the player is obtained. The probability is lower than that of the first symbol determination table Zt1. That is, the symbol determination based on the winning at the second starting port 106 is more advantageous for the player than the symbol determination based on the winning at the first starting port 105.
  In the short-time gaming state, in most cases, symbol determination using the second symbol determination table Zt2 is performed by the support function of the ordinary electric accessory 107. In the short-time gaming state, when there is no holding information due to winning at the second starting port 106 and only holding information due to winning at the first starting port 105 is stored, the first symbol determination Symbol determination using the table Zt1 is performed.
(Fluctuation pattern judgment processing)
Next, the processing content of the variation pattern determination processing shown in step S1506 of FIG. 15 will be described. FIG. 20 is a flowchart showing the contents of the variation pattern determination process. In the variation pattern determination process, the main control unit 301 determines whether or not the determination result of the winning determination in the jackpot lottery process (see FIG. 17) is a jackpot (step S2001).
  If it is not a big win (step S2001: No), it is determined whether or not a short time game flag indicating that the short time game state is ON (step S2002). When the time-short game flag is OFF (step S2002: No), the normal-time variation pattern determination table Ht1 (described as “normal-time loss table” in the drawing) is selected (step S2003), and the process proceeds to step S2008.
  In step S2002, if the short-time game flag is ON (step S2002: Yes), the short-time loss variation pattern determination table Ht2 (described as “short-time loss table” in the figure) is selected (step S2004), and step S2008. Migrate to
  In step S2001, if it is a big hit (step S2001: Yes), it is determined whether or not the short time game flag indicating that the short time game state is ON (step S2005). When the short-time game flag is OFF (step S2005: No), that is, when in the normal game state, the normal time big hit variation pattern determination table Ht3 (described as “normal time big hit table” in the figure) is selected (step S2006), the process proceeds to step S2008.
  In step S2005, if the short-time game flag is ON (step S2005: Yes), the short-time hourly jackpot variation pattern determination table Ht4 (described as “short-time hourly jackpot table” in the figure) is selected (step S2007), and step S2008. Migrate to
  In step S2008, the selected variation pattern determination table Ht is compared with the variation pattern random number of the current hold information to determine which variation pattern corresponds to the variation pattern random number in the variation pattern determination table. A determination is made (step S2008). Then, this determination result is set in the determination result storage area 375 (see FIG. 16) of the RAM 313 (step S2009), and the variation pattern determination process is terminated.
(Example of variation pattern determination table)
Here, an example of the variation pattern determination table Ht will be described. FIG. 21A is an explanatory diagram of an example of a normal-time variation pattern determination table used for a loss in a normal gaming state. As illustrated in FIG. 21A, in the normal-time variation pattern determination table Ht1, predetermined determination values are associated with the variation patterns Hp11 to Hp5.
  The variation patterns Hp11 to Hp5 define the variation mode of the special symbol, and define, for example, a period during which the special symbol is varied (hereinafter referred to as “variation time”). In FIG. 21-1 to FIG. 21-4, for the convenience of explanation, the effect contents are written in parentheses in each variation pattern. The winning ratio is determined for each of the variation patterns Hp11 to Hp5 in the variation pattern determination. Specifically, in the variation pattern determination, the winning probabilities of the variation patterns Hp11 to Hp5 are determined by the number of determination values associated with each.
  The variation patterns Hp11 to Hp13 are variation patterns in which a normal loss effect is performed. Among the determination values in the range of “0 to 99”, the determination value acquired at the time of starting winning is “0 to 84 (85 pieces)”. Is selected depending on the number of hold information.
  When the number of the hold information is “2 or less”, the change pattern Hp11 having a change time of 13 seconds is selected. When the number of the hold information is “3”, the change pattern Hp12 having a change time of 8 seconds is selected. When the number of information is “4 or more”, the fluctuation pattern Hp13 having a fluctuation time of 3 seconds is selected. By adopting such a configuration, when a large number of hold information is stored ("3" or more), a quick game is possible and a lottery opportunities can be given to the player. .
  The fluctuation patterns Hp2 to Hp5 are fluctuation patterns in which a reach effect is performed. In the variation patterns Hp2 to Hp5, the variation time becomes longer and the reliability with respect to the jackpot is higher in order, and in the variation pattern determination table Ht1 for normal-time loss, the higher the reliability, the harder it is to select. .
  FIG. 21-2 is an explanatory diagram of an example of a short-time loss variation pattern determination table used when lost in a short-time gaming state. As illustrated in FIG. 21B, the short-time variation pattern determination table Ht2 is associated with determination values so that any one of the variation patterns Hp11, Hp14, Hp3, Hp4, and Hp5 is selected. ing. The variation patterns Hp11 and Hp14 are for performing a normal loss effect.
  In the short-time loss variation pattern determination table Ht2, the ratio of selection of normal loss is higher than that in the normal loss variation pattern determination table Ht1 (see FIG. 21A). Specifically, the normal loss selection ratio is “85/100” in the normal-time fluctuation pattern determination table Ht1, whereas “94/100” in the short-time fluctuation pattern determination table Ht2. "It has become.
  Further, one of the variation patterns Hp11 and Hp14 is selected according to the number of second hold information (described as “special 2 hold” in the figure). Specifically, when the number of second pending information is 2 or more, the variation pattern Hp14 with a variation time of 1 second is selected. In the short-time gaming state, since the support function of the ordinary electric accessory 107 is given, the number of the second hold information is often 2 or more. As described above, in the short-time game state, it is difficult to perform the reach effect, and the variation time is shortened, thereby enabling a quick game and making many lotteries.
  On the other hand, when the number of second hold information is 1 or less, the change pattern Hp11 having a change time of 13 seconds is selected regardless of the number of first hold information. Here, assuming that the variation of the fluctuation pattern Hp11 due to the second hold is finished in a state where there is no second hold, the hold information (first hold) that is disadvantageous for the player due to winning at the first start port 105 is stored. If so, the variation due to jackpot symbol determination that is disadvantageous to the player due to the first hold is started.
  Specifically, the jackpot symbol determination by the first hold information having a lower winning ratio for the 16R probability variation jackpot is performed than the jackpot symbol determination by the second hold information. In order to make it difficult to perform such an unfavorable lottery, a variation of 13 seconds is performed by the variation pattern Hp11 so as to earn time for winning the second start port 106. From the viewpoint of earning time for winning the prize to the second starting port 106, when the number of second hold information is 1 or less, the fluctuation time may be longer than 13 seconds.
  Further, in the fluctuation pattern determination table Ht2 for short / short time loss, the change patterns for reach effects that can be selected are the change patterns Hp3, Hp4, and Hp5, and only a specific reach effect with a certain degree of reliability can be selected. . As a result, the reach effect in the short-time game state can be made more reliable than the reach effect in the normal game state, and the player can be raised when the reach effect is performed in the short-time game state. .
  FIG. 21C is an explanatory diagram of an example of a normal-time big hit variation pattern determination table used for a big hit in a normal gaming state. As illustrated in FIG. 21C, in the normal big hit variation pattern determination table Ht3, predetermined determination values are associated with the variation patterns Hp2 to Hp5.
  In the normal big hit variation pattern determination table Ht3, the variation pattern Hp4 in which the high-reliability reach effect is performed is selected at the highest rate (50/100).
  FIG. 21-4 is an explanatory diagram of an example of a hourly / hit jackpot variation pattern determination table used for a jackpot in a shorter-time gaming state. As shown in FIG. 21-4, in the time-saving jackpot variation pattern determination table Ht4, predetermined determination values are associated with the variation patterns Hp3, Hp4, and Hp5.
  The change pattern determination table Ht4 for the time-shortage big hit is selectable variation patterns Hp3, Hp4, Hp5 are the same as the change pattern determination table Ht2 for the time-shortage loss (see FIG. 21-2), and have a certain degree of reliability. It is supposed to be. In this way, by limiting the reach production that can be selected in the short-time game state to a specific reach production that has a certain degree of reliability, it is possible to achieve a quick game, and at the time of the reach production, a higher expectation than the normal game state. Can be given to the player.
(Processing during stoppage)
Next, the processing contents of the stop process will be described. FIG. 22-1 is a flowchart (part 1) illustrating the in-stop process performed by the main control unit. FIG. 22-2 is a flowchart (part 2) illustrating the in-stop process performed by the main control unit.
  In the stop process, the CPU 311 of the main control unit 301 determines whether or not the hourly gaming flag indicating the hourly gaming state is ON (step S2201). The short-time game flag is a flag set in a game state setting process which will be described later with reference to FIG. If the time-saving game flag is not ON (step S2201: No), the process proceeds to step S2206.
  When the short-time game flag is ON (step S2201: Yes), a value obtained by subtracting “1” from the short-time game counter J indicating the remaining number of short-time game states is set as a new short-time game counter J (step S2202). The short-time game counter J indicates the remaining number of games in the short-time game state, and is a numerical value set to 10,000 times or 30 times according to the type of jackpot after the jackpot. The setting of the short-time game counter J will be described later in the game state setting process (see FIG. 25). Thereafter, it is determined whether or not the time-saving game counter J is “0” (step S2203).
  When the time-short game counter J is “0” (step S2203: Yes), that is, after the end of the jackpot, if the time-short duration 10000 fluctuation or 30 fluctuations have elapsed, the time-short game flag is turned OFF (step S2204). Then, right-handed notification end processing for turning off the right-handed display unit 205 is executed (step S2205). On the other hand, when the time-saving game counter J is not “0” (step S2203: No), the process proceeds to step S2206. In step S2206, it is determined whether or not a high probability game flag indicating a high probability game state is ON (step S2206).
  In step S2206, when the high probability game flag is OFF (step S2206: No), the process proceeds to step S2210. When the high probability game flag is ON (step S2206: Yes), a value obtained by subtracting “1” from the high probability game counter X indicating the remaining number of times of the high probability game state is set as a new high probability game counter X (step S2207). ).
  Specifically, the high-probability game counter X indicates the remaining number of games in the high-probability game state, and is a numerical value set to, for example, 10,000 times after the jackpot. The setting of the high probability game counter X will be described later in the game state setting process (FIG. 25).
  Thereafter, it is determined whether or not the high probability game counter X is “0” (step S2208). If the high probability game counter X is “0” (step S2208: Yes), that is, after the jackpot ends, When 10,000 fluctuations have elapsed, the high probability game flag is turned OFF (step S2209). When the high probability game counter X is not “0” (step S2208: No), the process proceeds to step S2210. It should be noted that the 10000 fluctuation after the jackpot is almost impossible in actual games.
  In step S2210, it is determined whether the stopped special symbol is a big hit (step S2210). If the stopped special symbol is not a big hit (step S2210: No), the in-stop process is terminated as it is. When the stopped special symbol is a jackpot symbol (step S2210: Yes), the jackpot game flag is turned ON (step S2211), and a right-handed notification start process for lighting the right-handed display unit 205 is executed (step S2212). .
  Then, the short-time game counter J and the high probability game counter X are set to “0” (step S2213). Thereafter, the short-time game flag and the high-probability game flag are turned off (step S2214), and the jackpot opening is started (step S2215). Thereafter, an opening command is set in the RAM 313 (step S2216), and the process ends.
(Large winnings processing)
Next, processing contents of the special prize opening process included in the electric accessory control process (see step S1004 in FIG. 10) will be described. FIG. 23A is a flowchart illustrating the processing contents of the special prize opening process. In the big winning opening process shown in FIG. 23-1, the main control unit 301 determines whether or not the big hit game flag is set to ON (step S2301). When the big hit game flag is OFF (step S2301: No), the big prize opening process is finished as it is.
  If the jackpot game flag is ON (step S2301: Yes), it is determined whether or not the opening is being performed (step S2302). Specifically, in step S2302, it is determined whether or not the big winning opening operation pattern selected when the jackpot game flag is set to ON is being opened. Note that the term “opening” refers to a predetermined period before the upper prize winning opening 109a or the lower prize winning opening 109b is opened.
  If the opening is not in progress (step S2302: NO), the process proceeds to step S2303, and it is determined whether or not the opening has already been completed (step S2303). If the opening has already ended (step S2303: YES), the process proceeds to step S2306. If the opening is not completed (step S2303: No), the operation pattern of the upper prize winning port 109a or the lower major prize winning port 109b is set (step S2304), and the process proceeds to step S2306. When setting the operation pattern of the upper major prize opening 109a or the lower major prize opening 109b, an operation pattern setting table described later with reference to FIG. 23-2 is used.
  In step S2302, when the opening is in progress (step S2302: Yes), an opening process is performed to wait for the opening period to elapse (step S2305), and the process proceeds to step S2306.
  Then, the main control unit 301 determines whether or not the upper large winning opening 109a or the lower large winning opening 109b is being opened (step S2306). When the upper prize winning port 109a or the lower major prize winning port 109b is being opened (step S2306: Yes), an opening process for measuring the number of winning prizes or measuring the opening period is performed (step S2307). When the upper large winning opening 109a or the lower large winning opening 109b is not being opened (step S2306: No), the process proceeds to step S2308.
  Subsequently, the main control unit 301 determines whether or not it is during the interval (step S2308). If it is during the interval (step S2308: Yes), an interval process for adding “1” to the number of rounds is performed (step S2309), and the process proceeds to step S2310. If it is not during the interval (step S2308: NO), the process proceeds to step S2310.
  Then, the main control unit 301 determines whether or not ending is in progress (step S2310). If the ending is in progress (step S2310: YES), an ending process is performed (step S2311), and the big prize opening process is terminated. The processing contents of the ending process will be described later with reference to FIG. If the ending is not in progress (step S2310: NO), the big prize opening process is terminated.
(Example of operation pattern setting table)
Next, with reference to FIG. 23-2, an operation pattern setting table used when setting the operation pattern of the upper large winning opening 109a or the lower large winning opening 109b will be described. FIG. 23-2 is an explanatory diagram of an example of the operation pattern setting table. In FIG. 23-2, the operation pattern setting table 2320 shows the opening pattern of the upper big prize opening 109a or the lower big prize opening 109b for each jackpot type.
  For example, in the case of 16R probability variation jackpot, the opening time per round is set to 29.5 seconds, and the lower round winning opening 109b is opened for 16 rounds. In each round, for each 29.5 seconds, the upper prize winning port 109a or the lower major prize winning port 109b is not opened, and if there is a prescribed number (for example, 10) of winnings in one round, The round ends.
  Further, in the case of 8R probability variation big win, the opening time per round is set to 29.5 seconds, and the lower big winning opening 109b is opened for 8 rounds. In the case of RUSH probable big hit, the opening time per round is set to 29.5 seconds, and the upper prize winning opening 109a is opened for 8 rounds. In the case of 2R sudden big hit, the opening time per round is 0.1 seconds, and the lower big prize opening 109b is opened for 2 rounds. In the case of 8R normal big win, the opening time per round is set to 29.5 seconds, and the lower big prize opening 109b is opened for 8 rounds.
  In the 2R sudden win, the opening time of the lower grand prize opening 109b is as short as 0.1 seconds, and there is virtually no gaming ball winning at the lower big prize opening 109b, and the player may win the ball. I can't do it. In other words, the 2R probability big hit is a big hit for changing the game state from the normal game state to the high probability short-time game state.
(Ending process)
Next, the ending process shown in step S2311 of FIG. FIG. 24 is a flowchart showing the processing contents of the ending process. In the ending process shown in FIG. 24, the main control unit 301 determines whether or not a predetermined ending period has elapsed (step S2401). If the ending period has not elapsed (step S2401: No), the ending process is terminated as it is.
  When the ending period has elapsed (step S2401: Yes), the main control unit 301 ends the ending (step S2402), and resets the count value R of the round number counter to “0” (step S2403). And the game state setting process (refer FIG. 25) which sets the game state after this big hit game is performed (step S2404). Then, the jackpot game flag is set to OFF (step S2405), right-handed notification end processing for turning off the right-handed display unit 205 is executed (step S2406), and the ending processing is ended.
(Game state setting process)
Next, the gaming state setting process shown in step S2404 of FIG. 24 will be described. FIG. 25 is a flowchart showing the processing contents of the game state setting process. In the game state setting process, the main control unit 301 sets a short time game flag indicating ON in the short time game state to ON (step S2501).
  Then, it is determined whether the jackpot being executed is an 8R normal jackpot (step S2502). If it is not the 8R normal big hit (step S2502: No), the hourly gaming flag indicating the hourly gaming state is turned ON (step S2503), and the hourly gaming counter J is set to “10000” (step S2504).
  Then, the high probability game flag indicating the high probability game state is turned ON (step S2505), and the high probability game counter X is set to “10000” (step S2506). Then, a right-handed notification start process for lighting the right-handed display unit 205 is executed (step S2507), and the gaming state setting process is ended.
  In Step S2502, when the 8R normal big hit is obtained (Step S2502: Yes), the short time game flag indicating the short time game state is turned ON (Step S2508), and the short time game counter J is set to “30” (Step S2509). Then, the process proceeds to step S2507.
(2. Processing performed by the Director of Production)
Next, processing performed by the effect supervising unit 403a of the effect control unit 303 will be described. Each process performed by the effect control unit 403a described below is performed, for example, when the CPU 411 of the effect control unit 403a executes a program stored in the ROM 412.
(Production timer interrupt processing)
FIG. 26 is a flowchart showing the contents of the effect timer interruption process. The production supervising unit 403a continuously performs a predetermined main production control process (not shown) during the activation, and performs the production timer interruption process shown in FIG. For example, an interrupt is executed at 4 ms).
  In the effect timer interrupt process, the effect control unit 403a performs an operation reception process for setting an operation reception command indicating that the operation has been received when the effect button 118 or the cross key 119 receives an operation from the player. This is performed (step S2601). Subsequently, the production control unit 403a performs command reception processing (see FIG. 27) (step S2602).
  And the production supervision part 403a performs a command transmission process (step S2603), and complete | finishes an effect timer interruption process. When the effect timer interruption process is completed, the effect control unit 403a returns to the main effect control process. In the command transmission process, a process for outputting a command indicating information set in each storage area of the RAM 413 by a command reception process or an operation reception process to the image / sound control unit 403b or the lamp control unit 403c is performed.
(Command reception processing)
FIG. 27 is a flowchart showing the processing content of the command reception processing. In the command reception process, the production control unit 403a first determines whether or not a prior determination command has been received from the main control unit 301 (step S2701). The advance determination command is a command set in the advance determination process of the main control unit 301 (see step S1311 in FIG. 13). If the pre-determining command has not been received (step S2701: NO), the production supervision unit 403a proceeds to the process of step S2704 as it is.
  When receiving the advance determination command (step S2701: Yes), the effect supervising unit 403a updates the storage content of the effect advance determination information storage area 474 (see FIG. 28) based on the received advance determination command (step S2702). . Then, the production supervision unit 403a performs a hold display production process (see FIG. 29) (step S2703).
  In step S2704, the production control unit 403a determines whether or not a change start command has been received from the main control unit 301 (step S2704). The variation start command is a command set in the special symbol process of the main control unit 301 (see step S1508 in FIG. 15). If the change control unit 403a has not received the change start command (step S2704: NO), the production control unit 403a proceeds to the process of step S2706. When the production control unit 403a receives a change start command (step S2704: Yes), the production control unit 403a performs a change production start process (see FIG. 33) (step S2705).
  In step S2706, the production control unit 403a determines whether or not a change stop command has been received from the main control unit 301 (step S2706). The change stop command is a command set in the special symbol process of the main control unit 301 (see step S1511 in FIG. 15). If the production supervision unit 403a has not received the change stop command (step S2706: NO), the production control unit 403a proceeds to the process of step S2708. When the effect supervision unit 403a receives the change stop command (step S2706: Yes), the effect control unit 403a performs a change effect end process (step S2707). In the change effect finishing process, the effect supervising unit 403a performs various processes for ending the change effect being executed or switching the effect mode according to the executed change effect.
  In step S2708, the production control unit 403a determines whether an opening command has been received from the main control unit 301 (step S2708). The opening command is a command set in the stop process of the main control unit 301 (see step S2216 in FIG. 22-2). If the opening control unit 403a has not received the opening command (step S2708: NO), the production control unit 403a proceeds to the process of step S2710.
  When the opening control unit 403a receives the opening command (step S2708: Yes), the effect management unit 403a performs a jackpot presentation start process (step S2709). For example, in the jackpot production start process, the production control unit 403a determines a jackpot type to be started based on the received opening command, selects a jackpot production pattern corresponding to the type from the jackpot production pattern table, and performs the jackpot production pattern. A jackpot presentation start command or the like for starting the pattern jackpot presentation is set. More specifically, for example, when 16R probability variation jackpot is started, the production supervision unit 403a selects a jackpot performance pattern for 16R probability variation jackpot in the jackpot performance selection process, and starts the jackpot performance of the jackpot performance pattern. Set the jackpot production start command.
  In step S2710, the production control unit 403a determines whether an ending command has been received from the main control unit 301 (step S2710). The ending command is a command that is set at the start of ending in the releasing process of the main control unit 301. When the ending command has not been received (step S2710: No), the production control unit 403a ends the command reception process as it is.
  When receiving the ending command (step S2710: Yes), the effect supervision unit 403a performs a jackpot effect end process (step S2711) and ends the command reception process. For example, in the jackpot effect end process, the effect supervision unit 403a determines the jackpot type to be ended based on the received ending command, selects an ending effect according to the type, and starts the ending effect. Set the production start command.
(Example of production pre-determined information storage area)
FIG. 28 is an explanatory diagram showing an example of the effect prior determination information storage area of the present embodiment. In FIG. 28, each stage stored in the preliminary determination information storage area 378 (see FIG. 14) of the main control unit 301 is stored in the presentation preliminary determination information storage area 474 based on the preliminary determination command received by the presentation supervision section 403a. A hit determination result, a symbol determination result, and a variation pattern determination result are stored in each of the hold information storage areas h1 to h8 corresponding to the hold information storage areas H1 to H8.
(Hold display effect processing)
FIG. 29 is a flowchart showing the processing contents of the hold display effect processing. In the hold display effect process, the effect supervising unit 403a first determines whether or not the hold display effect is being performed (step S2901). When it is not the on-hold display effect (step S2901: No), the effect supervising unit 403a acquires the advance determination result indicated by the advance determination command received in step S2701 (step S2902). Subsequently, the production control unit 403a determines whether or not the variation pattern included in the preliminary determination result acquired in step S2902 is the variation pattern Hp5 (step S2903).
  For example, as described above, the gaming machine 100 performs an effect such as “chance eye → SP reach → reach loser or jackpot” at the time of symbol variation by the variation pattern Hp5 (FIGS. 7-8, 21-1, and 21-2). Etc.) In this case, as shown in FIGS. 7-8, the hold display effect is started at the timing when the effect symbols Ez1 to Ez3 are temporarily stopped and displayed at the “chance eyes”. If the variation pattern included in the preliminary determination result acquired in step S2902 is the variation pattern Hp5 (step S2903: Yes), the production supervision unit 403a proceeds to step S2904 and is not the variation pattern Hp5 (step S2903: No). ), The process proceeds to step S2908.
  In step S2904, the production control unit 403a performs a hold display effect execution lottery process for determining whether or not to execute the hold display effect (step S2904). For example, in the hold display effect execution lottery process, the effect supervising unit 403a refers to the count value of the effect random number counter and acquires the count value as a random number for the hold display effect execution lottery. Subsequently, the effect supervising unit 403a determines whether or not to perform the hold display effect by comparing the acquired random number value with the hold display effect execution lottery determination table (see FIG. 30), and holds the determination result on hold. Obtained as the lottery result of the display effect execution lottery.
  Subsequently, the effect supervising unit 403a determines whether or not to perform the hold display effect from the lottery result of the hold display effect execution lottery (step S2905). When performing the hold display effect (step S2905: Yes), the effect supervision unit 403a displays the effect contents of the hold display effect, specifically the first special display mode to be displayed, the timing to display the first special display mode, and the like. A hold display effect content setting lottery process for setting is performed (step S2906). The hold display effect content setting lottery process will be described later with reference to FIG.
  Subsequently, the effect supervising unit 403a sets a hold increase command to which hold display effect information indicating the processing result of the hold display effect content setting lottery process is added (step S2907), and ends the hold display effect process. In addition, when it is determined that the on-hold display effect is being performed (step S2901: Yes), when it is the variation pattern Hp5 (step S2903: Yes), the effect supervising unit 403a determines that the on-hold display effect is not performed (step S2905). : No), a hold increase command that does not give hold display effect information is set (step S2908), and the hold display effect process ends.
  In the above example, when the hold display effect is being performed in step S2908, the hold increase command that does not give the hold display effect information regardless of the prior determination result is set, but the present invention is not limited thereto. For example, even if the hold display effect is being performed, the advance determination result is referred to in the same manner as when the hold display effect is not being performed, and the hold increase command to which the hold display effect information is added is set according to the advance determination result. May be. More specifically, for example, a hold increase command to which hold display effect information is added may be set only when the pre-determination result is a big hit when the hold display effect is being performed. If comprised in this way, the hold | maintenance icon I of a some 1st special display aspect will be displayed in a hold display effect, for example. When the plurality of hold icons I of the first special display mode are displayed in this way, the hold information corresponding to the hold icon I of the first special display mode that is displayed later to the player is determined in advance as a big hit. It is possible to suggest that the player is a player, and the player's expectation can be greatly increased.
(Decision table for holding display effect execution lottery)
FIG. 30 is an explanatory diagram showing an example of a hold display effect execution lottery determination table according to the present embodiment. The hold display effect execution lottery determination table is stored in advance in the ROM 412 of the effect control unit 403a by the manufacturer of the gaming machine 100. As shown in FIG. 30, in the hold display effect execution lottery determination table 3000, a predetermined number of determination values are associated with each type of jackpot and lose. In FIG. 30, “range” and “execution probability” are shown for convenience of explanation.
  The “range” in the hold display effect execution lottery determination table 3000 indicates a range of values that the random number value for the hold display effect execution lottery can take, and is “0 to 99” in the example shown in FIG. In other words, in the present embodiment, the production supervision unit 403a acquires any one integer from 0 to 99 as a random number for holding display production execution lottery.
  The effect supervision unit 403a first determines which determination value in the hold display effect execution lottery determination table 3000 is used for the hold display effect execution lottery. For example, if the pre-determination result acquired in step S2902 is a 16 probability variation jackpot, the production control unit 403a determines that the determination value “0 to 79” associated with the 16 probability variation jackpot is used for the hold display effect execution lottery. . On the other hand, when the prior determination result acquired in step S2902 is normal loss, the effect supervision unit 403a determines that the determination value “0 to 4” associated with the normal loss is used for the hold display effect execution lottery.
  When the effect supervising unit 403a determines that the determination value is used for the hold display effect execution lottery in this way, it next determines whether the determination value matches the acquired random number for the hold display effect execution lottery. . For example, when the production control unit 403a uses the determination value “0 to 79” for the hold display effect execution lottery, any integer in which the acquired random number for the hold display effect execution lottery is included in the determination value “0 to 79” It is determined whether or not it matches. In this way, when the random number value matches the determination value, the effect supervision unit 403a determines to execute the hold display effect. On the other hand, when the random number value does not match the determination value, the effect supervising unit 403a determines not to execute the hold display effect.
  Therefore, in the present embodiment, the execution probability that the hold display effect is executed for each type of jackpot and loss is as shown in FIG. That is, in the present embodiment, as shown in FIG. 30, when the prior determination result is a big hit, the hold display effect tends to be executed more easily than the case of loss. Therefore, the gaming machine 100 can give the player a sense of expectation that “may be a big hit” when the hold display effect is executed.
(Pending icon display mode judgment table)
FIG. 31 is an explanatory diagram showing an example of the hold icon display mode determination table of the present embodiment. The hold icon display mode determination table is stored in advance in the ROM 412 of the production control unit 403a by the manufacturer of the gaming machine 100. As shown in FIG. 31, in the hold icon display mode determination table 3100, a predetermined number of determination values are associated with each type of jackpot and loss. In FIG. 31, for convenience of explanation, “range” and “selection probability” are shown.
  “Range” in the hold icon display mode determination table 3100 indicates a range of values that can be taken by the random number value for hold icon display mode determination, and is “0 to 99” in the example shown in FIG. In other words, in the present embodiment, the production control unit 403a obtains any one integer from 0 to 99 as a random value for determining the hold icon display mode.
  The production control unit 403a first determines which determination value in the hold icon display mode determination table 3100 is used for the hold icon display mode determination. For example, when the prior determination result acquired in step S2902 is 16 probability variation jackpot, the production control unit 403a uses the determination value associated with 16 probability variation jackpot in the hold icon display mode determination table 3100 for the hold icon display mode determination. Is determined. On the other hand, when the prior determination result acquired in step S2902 is a normal loss, the production control unit 403a determines that the determination value associated with the normal loss in the hold icon display mode determination table 3100 is used for the hold icon display mode determination. To do.
  When the production control unit 403a determines the determination value used for determination of the hold icon display mode in this manner, it next determines whether or not the determination value matches the acquired random number value for determination of the hold icon display mode. . For example, when using the determination value associated with 16 probability variation big hits in the hold icon display mode determination table 3100 in the hold icon display mode determination table 3100, the production control unit 403a first determines the acquired random number value for determining the hold icon display mode. It is determined whether or not it matches any integer included in the value “0-9”. If they match, the production control unit 403a determines that the display mode of the hold icon I is “snowman”.
  On the other hand, if the acquired random number value for determining the hold icon display mode does not match any integer included in the determination value “0-9”, the next effect is included in the determination value “10-24”. It is determined whether or not it matches any integer. If they match, the production supervision unit 403a determines that the display mode of the hold icon I is “snowman with a hand”. On the other hand, if the acquired random number value for hold icon display mode determination does not match any integer included in the determination value “10 to 24”, the next effect is included in the determination value “25 to 99”. It is determined whether or not it matches any integer. If they match, the production control unit 403a determines that the display mode of the hold icon I is “snowman with hands and hat”.
  Therefore, in the present embodiment, the selection probabilities that each of the first special display modes is selected for each type of jackpot and loss are as shown in FIG. In other words, in the present embodiment, as shown in FIG. 31, “snowman with hand and hat” is selected as the first special display mode when the pre-judgment result is a big hit, as compared with the case of loss. It tends to be difficult to select “snowman”. For this reason, the gaming machine 100 may “big hit” to the player when “snowman with hand and hat” is displayed by the hold display effect than when “snowman” is displayed. It is possible to give such a feeling of expectation.
(Display timing judgment table)
FIG. 32-1 is an explanatory diagram illustrating an example of a jackpot display timing determination table according to the present embodiment. FIG. 32-2 is an explanatory diagram illustrating an example of the display timing determination table for losing according to the present embodiment. These display timing determination tables are stored in advance in the ROM 412 of the production control unit 403a by the manufacturer of the gaming machine 100.
  In the jackpot display timing determination table 3201 shown in FIG. 32-1 and the display timing determination table 3202 for loss shown in FIG. 32-2, a predetermined number of determination values are associated with each value of the first hold information number. . In FIG. 32-1 and FIG. 32-2, “range” and “selection probability” are shown for convenience of explanation. In the following, the combination of the big hit display timing determination table 3201 and the loss display timing determination table 3202 is abbreviated as “display timing determination tables 3201 and 3202”.
  “Range” in the display timing determination tables 3201 and 3202 indicates a range of values that can be taken by the random number value for display timing determination. In the examples shown in FIGS. 32-1 and 32-2, “range” is set to “0 to 99”. Yes. In other words, in the present embodiment, the production control unit 403a acquires any one integer from 0 to 99 as a random number value for display timing determination.
  The production control unit 403a first performs display timing determination using the jackpot display timing determination table 3201 shown in FIG. 32-1, based on the prior determination result acquired in step S2902, or loses shown in FIG. 32-2. The display timing determination table 3202 is used to determine whether to perform display timing determination. The production control unit 403a determines that the display timing determination is performed using the jackpot display timing determination table 3201 when the prior determination result is a big hit, and the display timing determination table 320 for loss when the prior determination result is a loss. Is used to determine display timing.
  Subsequently, the production control unit 403a determines the display timing determination of any determination value in the jackpot display timing determination table 3201 or the display timing determination table 3202 for loss determined above based on the current value of the first hold information number. Judge whether to use for.
  For example, if the pre-determination result is a big hit and the current number of first hold information is “1”, the effect supervision unit 403a uses the determination value indicated by reference numeral 3210 in FIG. It is determined that it will be used. On the other hand, if the pre-determination result is a big hit and the current number of the first hold information is “4”, the effect supervising unit 403a uses the determination value indicated by reference numeral 3220 in FIG. It is determined that it will be used.
  When the production control unit 403a determines the determination value used for display timing determination in this way, it next determines whether or not the determination value matches the acquired random number for display timing determination. For example, when the production control unit 403a uses the determination value indicated by reference numeral 3210 for display timing determination, first, the acquired random number for display timing determination matches any integer included in the determination value “0 to 49”. It is determined whether or not. If they agree with each other, the production supervision unit 403a determines that the display timing of the first special display mode is “simultaneous with the start of displaying the hold icon”.
  On the other hand, if the acquired display timing determination random number value does not match any integer included in the determination value “0-49”, the next stage included in the determination value “50-99”. It is determined whether or not these integers match. If they match, the production control unit 403a determines that the display mode of the hold icon I is “when the number of first hold information is reduced by“ 1 ””.
  As shown in the jackpot display timing determination table 3201 and the loss display timing determination table 3202, in the present embodiment, the hold icon I of the first special display mode is used depending on whether the pre-determination result is a jackpot or a loss. The tendency of the display timing of the player is different, and not only the presence / absence of the hold icon I in the first special display mode, but also the timing of the hold icon I in the first special display mode is displayed to the player Can be given.
  Furthermore, specifically, in the present embodiment, when the prior determination result is a big hit, when the current number of first hold information becomes “0”, that is, the hold information for which the prior determination result is a big hit. When the change of the special symbol and the production symbol based on is started, the hold icon I in the first special display mode is easily displayed. Therefore, even if the gaming machine 100 displays the hold icon I in the normal display mode, the game machine 100 indicates to the player that the change of the special symbol or the production symbol based on the hold information corresponding to the hold icon I is “first”. It may be possible to give a sense of expectation that “the display may be changed to a special display mode (that is, it may be a performance with high reliability for the jackpot)”.
(Variation production start processing)
FIG. 33 is a flowchart showing the processing content of the variation effect start processing. In the variation production start processing, the production supervision unit 403a first analyzes the variation start command (see step S2704) received in the command reception processing (step S3301), and the lottery result of the big hit lottery, the variation pattern (variation of special symbols) Time), information indicating the game state and the like are acquired. Subsequently, the production control unit 403a performs a hold information number subtraction process in which “1” is subtracted from the current hold information number (step S3302).
  Subsequently, the production control unit 403a refers to a mode flag indicating the set current production mode (step S3303). Then, the production supervision unit 403a sets a variation production pattern that defines the production contents of the variation production based on the lottery result of the jackpot lottery, the variation pattern (variation time of the special symbol), the gaming state, the current production mode, and the like. A variation effect pattern setting process is performed (step S3304). Subsequently, the effect supervising unit 403a sets a change effect start command for starting the change effect of the change effect pattern set by the change effect pattern setting process in the RAM 413 (step S3305), and ends the change effect start process. .
(3. Processing performed by the image / sound controller)
Next, processing performed by the image / sound controller 403b will be described. Each process performed by the production control unit 403a described below is performed, for example, when the CPU 511 of the image / sound control unit 403b executes a program stored in the ROM 512.
(Image display control processing)
FIG. 34 is a flowchart showing the processing content of the image display control processing. For example, the image / sound control unit 403b performs the image display control process shown in FIG. 34 at a predetermined cycle (for example, every 4 ms) during activation.
  In the image display control process, the image / audio control unit 403b first determines whether or not a hold increase command has been received from the effect supervision unit 403a (step S3401). If it is determined that the hold increase command has been received (step S3401: YES), the image / sound control unit 403b performs a hold icon display start process (see FIG. 35) (step S3402). If the image / sound control unit 403b determines that the hold increase command has not been received (step S3401: NO), the process directly proceeds to step S3403.
  Subsequently, the image / audio control unit 403b determines whether or not a variation production start command is received from the production control unit 403a (step S3403). If the image / sound control unit 403b determines that the change effect start command has been received (step S3403: YES), the image / sound control unit 403b performs a hold icon display change process (see FIG. 36) (step S3404). Subsequently, the image / sound control unit 403b performs a variation effect start display control process for starting display of the variation effect instructed by the variation effect start command (step S3405). If it is determined that the change effect start command has not been received (step S3403: NO), the effect supervision unit 403a proceeds to the process of step S3406 as it is.
  Subsequently, the image / sound control unit 403b determines whether the changing effect is being performed (step S3406). For example, the image / sound control unit 403b determines that the variation effect is being performed if it does not receive the variation effect end command after receiving the variation effect start command from the effect control unit 403a. When the image / sound control unit 403b determines that the variation effect is being performed (step S3406: Yes), the image / sound control unit 403b performs the display control process during the variation effect (step S3407).
  For example, in the display control process during the changing effect, the image / sound control unit 403b temporarily displays the chance when the changing effect being executed is a changing effect corresponding to the change pattern Hp5, and temporarily displays the chance. The hold icon I in the changing hold display area 730 is changed to the first special display mode at the timing of the stop display, and the other hold icons I of the first hold display H1 and the second hold display H2 are changed to the second special display mode. Perform the change process. A specific display example by the display control process during the changing effect is as shown in FIG. If the image / sound control unit 403b determines that the variation effect is not being performed (step S3406: No), the process directly proceeds to step S3408.
  Subsequently, the production control unit 403a determines whether or not a variation production end command has been received from the production control unit 403a (step S3408). When the image / sound control unit 403b determines that the change effect end command has been received (step S3408: Yes), the image / sound control unit 403b performs change effect end display control processing for completing the display of the change effect (step S3409), and image display control. The process ends. When it is determined that the change effect end command has not been received (step S3408: No), the effect control unit 403a ends the image display control process as it is.
(Hold icon display start processing)
FIG. 35 is a flowchart showing the contents of the hold icon display start process. In the hold icon display start process, first, the image / audio control unit 403b determines whether or not the hold icon I in the first special display mode is being displayed on the image display unit 104 (step S3501). When the hold icon I in the first special display mode is not being displayed (Step S3501: No), the image / sound control unit 403b determines whether the hold increase command received in Step S3401 is a hold increase command with hold display effect information. Is determined (step S3502).
  If it is a hold increase command with hold display effect information (step S3502: Yes), the image / sound control unit 403b sets the hold display effect information of the hold increase command in the RAM 513 (step S3503). As described above, the hold display effect information indicates the display content of the first special display mode (for example, “snowman with a hand” or “snowman with a hand” or “snowman with a hand and a hat”). Information and information indicating the display timing for displaying the hold icon I in the first special display mode are included.
  Subsequently, the image / sound control unit 403b determines whether it is the timing to display in the first special display mode based on the hold display effect information set in step S3503 (step S3504). For example, in step S3504, when the image / sound control unit 403b displays the hold icon I in the first special display mode simultaneously with the display start of the hold icon I, the timing is displayed in the first special display mode. It will be judged.
  If the image / sound control unit 403b determines that it is the timing to display in the first special display mode (step S3504: Yes), the hold corresponding to the increase hold information indicated by the hold increase command received in step S3401 The icon I is displayed on the image display unit 104 as the hold icon I in the first special display mode (step S3505). Then, the image / sound control unit 403b changes the other hold icon I being displayed on the image display unit 104 to the second special display mode (step S3506), and ends the hold icon display start process.
  If the image / sound control unit 403b determines that the hold icon I in the first special display mode is being displayed (step S3501: Yes), the increase hold indicated by the hold increase command received in step S3401. The hold icon I corresponding to the information is displayed on the image display unit 104 with the hold icon I in the second special display mode (step S3507), and the hold icon display start process is terminated.
  In addition, the image / sound control unit 403b determines that the hold increase command received in step S3401 is a hold increase command without hold display effect information (step S3502: No) or the timing to display in the first special display mode. Is determined (step S3504: No), the hold icon I corresponding to the increase hold information indicated by the hold increase command received in step S3401 is displayed on the image display unit 104 with the hold icon I in the normal display mode. Display (step S3508), and the hold icon display start processing ends.
(Hold icon display change process)
FIG. 36 is a flowchart showing the contents of the hold icon display change process. In the hold icon display change process, first, the image / sound control unit 403b determines whether or not hold display effect information is set in the RAM 513 (step S3601).
  If the hold display effect information is set (step S3601: Yes), that is, if there is a hold display effect waiting to be executed, the image / sound control unit 403b holds the hold display effect information set in step S3503. Based on the above, it is determined whether or not it is time to display in the first special display mode (step S3602).
  If the image / sound control unit 403b determines that it is the timing to display in the first special display mode (step S3602: Yes), the decrease in the number of the first hold information and the number of the second hold information causes the hold icon I to be displayed. A special hold icon display position shift process for changing the display position and changing the hold icon I being displayed to the first special display form and the second special display form is performed (step S3603), and the hold icon display change process is ended. To do. Specific display examples by the special hold icon display position shift processing are as shown in FIGS. 7-6 and 7-7. If the variation effect start command received in step S3403 is a command for instructing the start of the variation effect corresponding to the variation pattern Hp5 (the variation effect that performs the hold display effect during the temporary stop display of the chance), an exception is made. Specifically, the image / audio control unit 403b does not change to the special display mode in the process of step S3603, and maintains the display of the hold icon I in the normal display mode. In this case, the display of the hold display effect is started by executing the process of step S3407 described above.
  Further, when the on-hold display effect information is not set (step S3601: No), that is, when there is no on-hold display effect waiting for execution, the image / sound control unit 403b determines the first hold information number and the second A normal hold icon display position shift process for changing only the display position of the hold icon I is performed as the number of hold information decreases (step S3604), and the hold icon display change process is terminated. A specific display example by the normal hold icon display position shift process is as shown in FIG. Also, when it is determined that it is not time to display in the first special display mode (step S3602: No), the image / sound control unit 403b performs the normal hold icon display position shift process and ends the hold icon display change process. To do.
  As described above, when the hold information satisfying the predetermined condition is stored, the gaming machine 100 displays the hold icon I corresponding to the hold information on the image display unit 104 in a special display mode, and the hold The hold icon I other than the icon I is also displayed in a special display mode. That is, the gaming machine 100 performs a hold display effect using not only the hold icon I corresponding to the hold information that satisfies the predetermined condition but the entire hold display. As a result, the gaming machine 100 can perform a large and impactful holding display effect compared to the case where the holding display effect using the single hold icon I is performed, and the player is surprised by the hold display effect. And can give joy.
  In addition, in the hold display effect, the gaming machine 100 displays the hold icon I corresponding to the hold information satisfying the predetermined condition in the first special display mode, and displays the other hold icons I in the second special display mode. I made it. Thereby, the gaming machine 100 can indicate to the player which hold information corresponding to which hold icon I satisfies the predetermined condition while performing the hold display effect using the entire hold display. Therefore, the gaming machine 100 can suggest a symbol variation that should be expected to be a big hit for the player while performing a hold display effect using the entire hold display, and thus increases the player's expectation for the symbol variation. be able to.
  Then, the gaming machine 100 performs a lottery lottery for a predetermined number of times after the hold information is acquired at the same time as the display of the hold icon I corresponding to the hold information at the start timing of the hold display effect based on the hold information satisfying the predetermined condition. When the symbol changes when showing the lottery result of the jackpot lottery according to the hold information, a plurality of such are provided. Thereby, the gaming machine 100 can cause the player to expect the start of the hold display effect at each timing that can be the start timing, so that the hold information obtained by the player can be changed to the hold display effect by the hold information. It is possible to prevent losing the sense of expectation at an early stage.
  Furthermore, the gaming machine 100 shows the lottery result of the jackpot lottery based on the hold information among the timings at which the start timing of the hold display effect based on the hold information whose prior determination result is a jackpot can be the start timing. Increased the probability of changing. Thereby, the gaming machine 100 can make the reliability to the jackpot of the hold display effect started at the time of symbol variation when the lottery result of the jackpot lottery is shown relatively high. Therefore, the gaming machine 100 can cause the player to expect the hold display effect to start in the symbol variation even when the symbol changes based on the hold information for which the hold display effect has not started before the symbol change. When the hold display effect based on the hold information used for the big hit lottery in the symbol variation is started, a great expectation can be given to the player.
  In addition, when the gaming machine 100 displays the hold icon I corresponding to the hold information used in the jackpot lottery on the image display unit 104 in a special display mode, the other hold icons I other than the hold icon I are also specially displayed. It was made to display in the aspect. That is, the gaming machine 100 performs a hold display effect using not only the hold icon I corresponding to the hold information used in the big hit lottery but also the entire hold display. As a result, the gaming machine 100 can perform a large and impactful holding display effect compared to the case where the holding display effect using the single hold icon I is performed, and the player is surprised by the hold display effect. And can give joy.
  In the embodiment described above, three types of display modes are provided in the first special display mode, and the first special display mode is suspended in any of these three types of display modes. If the icon I is displayed, the example of changing the other hold icon I to the second special display mode has been described, but the present invention is not limited to this. For example, among the first special display modes of the embodiment described above, the display mode of “snowman” can be selected even in the case of normal lose, but “snowman with hands” and “hands and hats” The display mode of “snowman provided” cannot be selected in the case of normal loss (see FIG. 31).
  Therefore, in the gaming machine 100, it is determined that at least the reach effect is performed when the hold icons I of the display forms of “snowman with hand” and “snowman with hand and hat” are displayed. To do. Therefore, the gaming machine 100 does not change the other hold icon I to the second special display mode when the hold icon I of the “snowman” display mode is displayed in the first special display mode. When the hold icon I in the display mode of "snowman with" or snowman with hand and hat "is displayed, the other hold icon I may be changed to the second special display mode. .
  As a result, the gaming machine 100 increases the reliability to the jackpot of the hold display effect using the entire hold display, thereby increasing the expectation that can be given to the player when the hold display effect is performed. can do.
  As described above, according to the present invention, it is possible to provide a gaming machine that can give a surprise or pleasure to a player by performing an effect using a reserved image, and does not get tired even when playing for a long time. Can do.
DESCRIPTION OF SYMBOLS 100 Game machine 104 Image display part 105 1st start opening 106 2nd start opening 201a 1st special symbol display part 201b 2nd special symbol display part 301 Main control part 303 Effect control part 403a Effect control part 403b Image and sound control part 403c Lamp control unit

Claims (1)

  1. When a game ball passes through a predetermined starting area, game information used for special game determination whether or not to play a special game advantageous to the player is acquired, and the acquired game information is used as a special game based on the game information. Until a determination is made, a right storage means capable of storing a plurality of data up to a predetermined number;
    Special game determination means for performing a special game determination for determining whether or not to perform the special game based on game information satisfying a start condition in the game information stored in the right storage means;
    When the special game determination is performed by the special game determination means, the symbol control means to stop display so as to indicate the determination result of the special game determination after the symbol display means is variably displayed on the symbol display means;
    Prior determination means for determining in advance whether or not to perform the special game based on the game information before the special game determination is performed by the special game determination means;
    On-hold image display mode setting means for setting a display mode of a stored right hold image for each game information stored in the right storage unit, based on a pre-determination result by the pre-determination unit;
    A reserved image display control means for displaying a stored right reserved image for each game information stored in the right storage means in the first display area of the display means in a display mode set by the reserved image display mode setting unit;
    During the variation display of the symbol by the symbol control means, the right-of-change pending image for the game information for which the special game determination at the start of the variation display is performed is displayed in a normal display mode or a special mode according to the determination result of the special game determination. Effect control means for displaying in a second display area of the display means in a display mode;
    With
    The on-hold image display mode setting means includes:
    While pre-determination result by the pre-determination means is set to the normal display mode the display mode of the storage in the right hold image for gaming information that does not satisfy the predetermined condition, Pre determination result satisfies the predetermined condition game by the pre-determination means and sets a different said special display mode and the display mode of the memory in the right hold image the normal display mode for the information, setting means for the setting maintained for a predetermined time period,
    Wherein while the display mode of the memory in the right hold the image by setting means for said predetermined condition is satisfied gaming information is set to the special display mode, the right storage means storing in rights pending images to other gaming information stored Change means for changing the display mode to the special display mode and setting,
    Have
    The setting means includes
    When new game information is stored in the right storage means while the stored right reserved image for the game information satisfying the predetermined condition is displayed in the special display mode, the stored right reserved image for the game information is stored. Set the display mode to the special display mode,
    The production control means includes
    When the changing right reservation image for the game information for which the special game determination is made is displayed in the normal display mode, a display mode of the stored right reservation image for the game information satisfying the predetermined condition by the setting means is provided. When set to the special display mode, the gaming machine with the special game determination is changed to the special display mode and displayed on the changing right holding image for the game information .
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