JP5844758B2 - Game machine - Google Patents

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Publication number
JP5844758B2
JP5844758B2 JP2013028993A JP2013028993A JP5844758B2 JP 5844758 B2 JP5844758 B2 JP 5844758B2 JP 2013028993 A JP2013028993 A JP 2013028993A JP 2013028993 A JP2013028993 A JP 2013028993A JP 5844758 B2 JP5844758 B2 JP 5844758B2
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cpu
game
liquid crystal
determination
crystal display
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JP2014155651A (en
Inventor
崇洋 末松
崇洋 末松
剛 宮▲崎▼
剛 宮▲崎▼
智哉 百瀬
智哉 百瀬
可奈子 末石
可奈子 末石
孝 和智
孝 和智
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京楽産業.株式会社
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  The present invention relates to a gaming machine, and more particularly, to a gaming machine including a movable body that is movably arranged with respect to a gaming board.
  In a general gaming machine, when a game ball wins at a predetermined starting port, it is determined whether or not a special game advantageous to the player is executed. Then, after the symbols are variably displayed on the predetermined symbol display, the symbol indicating the result of the determination is stopped and displayed. At that time, when the symbol indicating that it is determined that the special game is to be executed is stopped and displayed, the special game is executed. When the special game is executed in this way, for example, the opening control of the big prize opening is performed, and the player can acquire a large amount of prize balls. Some game machines of this type include a movable accessory configured to be able to move forward and backward with respect to the game board provided with the start opening and the big prize opening as an effect medium (for example, , See Patent Document 1).
  The gaming machine disclosed in Patent Document 1 includes an image based on instructions from a main control unit that controls the progress of a game using a game ball, an effect control unit that comprehensively controls the effect, and an effect control unit. And an image / sound control unit that performs output control of the sound, and a lamp control unit that controls the operation of the movable accessory, the lighting of the lamp, and the like based on an instruction from the production control unit. For example, the main control unit transmits a variation start command including information such as a result of the determination to the effect supervision unit when starting the variation display of the symbol on the symbol display. On the other hand, the production control unit determines the production content of the production to be executed in accordance with the variation display of the design, and issues a production production start command for instructing execution of the production of the production content to the image / audio control unit and the lamp control. To the department. Then, the lamp control unit reads one operation pattern from the storage unit based on the change production start command received from the production control unit, and operates the movable accessory based on the read operation pattern.
JP 2012-10927 A
  However, the gaming machine disclosed in Patent Document 1 is provided with an image display unit that displays various images during the production according to display control by the image / sound control unit, and the movable accessory Is configured to be movable to a position on the front side of the image display unit. Therefore, when the movable accessory is arranged at a position on the front side of the image display unit, it may be difficult to see the image or the information when the image or information is displayed on the image display unit.
  Therefore, an object of the present invention is to provide a gaming machine capable of ensuring the visibility of an image when a predetermined image is displayed on a display screen.
  In order to achieve the above object, the present invention may employ the following configuration, for example. When interpreting the description of the claims, it is understood that the scope should be interpreted only by the description of the claims, and the description of the claims and the description in this column are contradictory. In that case, priority is given to the claims.
One configuration example of the gaming machine of the present invention includes a display screen, a first prize area, a second prize area, a game control means, a movable body, a movable body control means, a determination means, and a display control means. In the first winning area, at least a game ball launched into the first area of the game board can pass. The second winning area operates in a first state in which game balls launched into a second area different from the first area on the game board can pass, and in which the game balls are difficult to pass and in a second state in which it is easy to pass. obtain. The game control means can control the game in a normal game state in which the second winning area is difficult to operate in the second state, or in a specific game state in which the second winning area is easily operated in the second state. The movable body is movable to the front side of the display screen. The movable body control means controls the operation of the movable body. Determination means determines that the game ball is flowing down the first area. The display control means displays an image on the display screen. Display control means, at least in certain gaming state, the determination means first notification prompting the launch of game balls to the second region on the display screen when the first region game ball has detected that flow down Even if the determination means does not detect that the game ball is flowing down the first area in the image and the specific game state, the second notification image prompting the player to launch the game ball in the second area is displayed on the display screen. In addition to displaying at least one , a third notification image that prompts the player to launch a game ball in the first area is displayed on the display screen in accordance with the transition to the normal gaming state. When the first notification image or the third notification image is displayed on the display screen, the movable body control means retracts the movable body so as not to overlap the first notification image or the second notification image, and first notification When only the second notification image is displayed on the display screen among the image, the second notification image, and the third notification image, the operation of retracting the movable body is not performed .
  According to the present invention, when a predetermined image is displayed on the display screen, the visibility of the image can be ensured.
Schematic front view showing an example of a pachinko gaming machine 1 in which a pair of left sub-liquid crystal display device 8a and right sub-liquid crystal display device 8b are separated from each other in the left-right direction Schematic front view showing an example of a pachinko gaming machine 1 in which a pair of left sub liquid crystal display device 8a and right sub liquid crystal display device 8b are adjacent to each other Schematic plan view showing a part of the pachinko gaming machine 1 Enlarged view of the display 4 in FIG. Explanatory diagram illustrating various random numbers used for jackpot determination Explanatory drawing for demonstrating the fluctuation pattern table used for a fluctuation pattern selection process The figure which shows an example in which "notification information" is alert | reported when it shifts to a probability change game state or a time-saving game state, and it is game | played in a probability change game state or a time-short game state, and changes to a normal game state after that. The figure which shows an example in which "notification information" is alert | reported when a jackpot game is played after shifting to a jackpot game state The figure which shows an example in which "notification information" is alert | reported when the game is not performed in a probability change game state or a short-time game state The block diagram which shows the structural example of the control apparatus with which the pachinko gaming machine 1 is provided. The flowchart which shows an example of the timer interruption process performed in the game control board 100 The block diagram which shows the structural example of RAM103, and the various information stored in RAM103 The flowchart which shows an example of the switch process in step 2 of FIG. The flowchart which shows an example of the 1st starting port switch process in step 21 of FIG. The flowchart which shows an example of the 2nd starting port switch process in step 22 of FIG. The flowchart which shows an example of the prior determination process in step 228 of FIG. The flowchart which shows an example of the gate switch process in step 23 of FIG. The flowchart which shows an example of the special symbol process in step 3 of FIG. 18 is a flowchart showing an example of the jackpot determination process in step 309 in FIG. 18 is a flowchart showing an example of the variation pattern selection process in step 310 of FIG. FIG. 18 is a flowchart illustrating an example of a stop process in step 319 of FIG. The flowchart which shows an example of the normal symbol process in step 4 of FIG. The flowchart which shows an example of the electric tulip process in step 5 of FIG. FIG. 11 is a flowchart showing an example of the special winning opening opening control process in step 6 of FIG. The flowchart which shows an example of the game state setting process in step 626 of FIG. The flowchart which shows an example of the timer interruption process performed in the production control board 130 The flowchart which shows an example of the command reception process in step 10 of FIG. The flowchart which shows an example of the command reception process in step 10 of FIG. The flowchart which shows an example of the command reception process in step 10 of FIG. The flowchart which shows an example of the command reception process in step 10 of FIG.
  Hereinafter, a pachinko gaming machine 1 according to an embodiment of the gaming machine of the present invention will be described with reference to the drawings as appropriate.
[Example of schematic configuration of pachinko gaming machine 1]
First, a schematic configuration of the pachinko gaming machine 1 will be described with reference to FIGS. Here, FIG. 1 is a schematic front view showing an example of a pachinko gaming machine 1 in which a pair of left sub liquid crystal display device 8a and right sub liquid crystal display device 8b are separated from each other in the left and right direction. FIG. 2 is a schematic front view showing an example of a pachinko gaming machine 1 in which a pair of left sub liquid crystal display device 8a and right sub liquid crystal display device 8b are adjacent to each other. FIG. 3 is a schematic plan view showing an example of a part of the pachinko gaming machine 1. As illustrated in FIG. 1 and FIG. 2, the pachinko gaming machine 1 includes a game board 2 provided with a winning combination and a prize related to determination, and a frame member 3 surrounding the game board 2. The frame member 3 supports a transparent glass plate arranged in parallel with the game board 2 at a predetermined interval. The glass board and the game board 2 form a game area 10 in which a game ball can flow down. Has been.
  When the player grasps the handle 20 and rotates the lever 21 in the clockwise direction, the game balls stored in the upper plate 28 are guided to the launching device (not shown), and with a hitting force according to the rotation angle of the handle 20 Fired into the game area 10. This game area 10 is provided with game nails, windmills, etc. (not shown), and the launched game balls are guided to the upper position in the game area 10 and contacted with the game nails, windmills, etc. It falls along the game board 2 while changing the moving direction. Note that the game ball is temporarily stopped when the player operates the stop button 22.
  The upper plate 28 stores game balls and prize balls supplied to the launching device. Below the upper plate 28, a lower plate 29 for collecting prize balls is provided. When the player operates the take-out button 23 arranged in proximity to the lower plate 29, a part of the lower surface of the lower plate 29 is opened, and the game balls accumulated in the lower plate 29 are not positioned below the lower plate 29. Drop into the box shown.
  When the player performs a so-called “left strike” in which the handle 20 is rotated at a relatively small rotation angle, the game ball is launched with a relatively weak hitting force. In this case, the game ball flows down the left area in the game area 10 as exemplified by the arrow 31. On the other hand, when the player performs a so-called “right strike” in which the handle 20 is rotated at a relatively large rotation angle, the game ball is launched with a relatively strong hitting force. In this case, the game ball flows down the right region in the game region 10 as illustrated by the arrow 32.
  In the passage path of the left-handed game ball, there are provided a first starting port 11, a second starting port 12, a normal winning port 14, a first gate 15, and an electric tulip 17 as a winning and determining role. Yes. In addition, a second starting port 12, a large winning port 13, a second gate 16, and an electric tulip 17 are provided on the path of the game ball that has been hit to the right as an accessory related to winning or determination. In the present embodiment, the second start port 12 and the electric tulip 17 are provided at positions that serve as a passage route for a left-handed game ball and a passage route for a right-handed game ball. When the tulip 17 is in the open position, the right-handed game ball is configured to be more likely to win the second starting port 12 than the left-handed game ball. Further, in the present embodiment, the first start port 11 is provided in the passage path of the game ball left-handed, but the first start port 11 is also provided in the path of the game ball right-handed. It doesn't matter. In this case, not only a left-handed game ball but also a right-handed game ball can be won at the first start port 11.
  The game ball launched into the game area 10 enters the first start port 11, the second start port 12, the big winning port 13, and the normal winning port 14 in the process of flowing down along the game board 2. If you win a prize. As a result, a predetermined number of prize balls corresponding to the winning location are paid out to the upper plate 28 or the lower plate 29. The game balls that have not won a prize are discharged from the game area 10 through the discharge port 18.
  The first start port 11 is a start port that is always open, and the second start port 12 is a start port that is opened only when the electric tulip 17 as an ordinary electric accessory is operating. In the pachinko gaming machine 1, when the game ball wins through the first start port 11, or when the game ball wins through the second start port 12, a big hit game (special game) advantageous to the player Is determined, and the determination result is displayed on the display 4 described later.
  In the following description, the determination executed on condition that a game ball wins the first start port 11 is referred to as “first special symbol determination”, and the game ball wins on the second start port 12 is a condition. The determination to be executed is referred to as “second special symbol determination”, and these determinations are collectively referred to as “special symbol determination”.
  The special winning opening 13 is a special winning area that is opened according to the result of the special symbol determination. A plate for opening and closing the big prize opening 13 is provided at the opening of the big prize opening 13 and is normally closed by the plate. On the other hand, when a predetermined jackpot symbol indicating that the determination result of the special symbol determination is “big jackpot” is stopped and displayed on the display 4, the jackpot game in which the above-mentioned plate is operated to open the jackpot 13. Is executed. For this reason, the player can obtain more prize balls by making a right hit during the jackpot game compared to when the jackpot game is not being played.
  The electric tulip 17 is disposed close to the second starting port 12 and has a pair of blade members. The electric tulip 17 is configured such that the posture can be changed between a closed posture (see FIG. 1) in which the pair of blade members closes the second starting port 12 and an open posture (not shown) in which the second starting port 12 is opened. Yes.
  As illustrated in FIG. 1, the second start port 12 is normally closed by an electric tulip 17. On the other hand, when the game ball passes through the first gate 15 or the second gate 16, it is determined whether or not the second start port 12 is to be opened although the prize ball is not paid out. Here, when it is determined that the second start port 12 is to be opened, the operation of returning to the closed posture after the pair of blade members of the electric tulip 17 has maintained the open posture for the specified time is performed a predetermined number of times. As described above, the second start port 12 is in a state in which it is difficult for the game ball to pass when the electric tulip 17 is not operated, whereas the game ball is easily passed by the operation of the electric tulip 17. Become. In the following description, the determination executed on condition that the game ball passes through the first gate 15 or the second gate 16 is referred to as “ordinary symbol determination”.
  The normal winning opening 14 is always open like the first start opening 11 and is a winning opening through which a predetermined number of winning balls are paid out by winning a game ball. Unlike the first starting port 11 and the like, even if a game ball wins the normal winning port 14, no special symbol determination or normal symbol determination is performed.
[Configuration example of presentation means of pachinko gaming machine 1]
As illustrated in FIG. 1, a main liquid crystal display device 5, a movable accessory 7, a left sub liquid crystal display device 8 a, and a right sub liquid crystal display device are provided on the game board 2 or the frame member 3 to perform various effects. 8b, a speaker 24, and a panel lamp 25 are provided. Further, the frame member 3 incorporates a frame lamp 37 not shown in FIG.
  The main liquid crystal display device 5 is an image display device that displays an effect image, and is provided at a position that is easily visible by a player. In the main liquid crystal display device 5, for example, various kinds of decoration symbols for notifying the determination result of the special symbol determination, characters and items for performing a notice effect, a hold display image displayed as many as the number of special symbol determinations being held, etc. An effect image including a display object is displayed. The main liquid crystal display device 5 may be configured by other image display devices such as an EL display device.
  The movable accessory 7 is configured to be movable with respect to the game board 2 and performs various effects by moving and rotating while the built-in light emitting element (for example, LED) emits light. The panel lamp 25 and the frame lamp 37 perform various effects by light such as changing the lighting or blinking pattern or changing the emission color. The speaker 24 produces a sound effect by outputting music, sound, sound effects, etc. in synchronism with the display effect performed on the main liquid crystal display device 5.
  The left sub-liquid crystal display device 8a and the right sub-liquid crystal display device 8b are image display devices that display effect images, and are configured to be able to move forward and backward from a retracted position that is not easily visible to the player to a position that is easily visible to the player. Has been. Specifically, as shown in FIG. 1, when the left sub liquid crystal display device 8a is disposed at the retracted position, it is provided at the left end of the main liquid crystal display device 5 so as not to disturb the visibility of the main liquid crystal display device 5. Stored in the gap space. The left sub-liquid crystal display device 8a is movable in the left-right direction along the liquid crystal screen with a predetermined distance from the liquid crystal screen of the main liquid crystal display device 5, and is moved to the right (shown white in the figure) from the retracted position. It moves to the appearance position where it is easy to be visually recognized by the player by moving in the direction of the arrow. Further, when the right sub liquid crystal display device 8b is disposed at the retracted position, the right sub liquid crystal display device 8b is stored in a gap space provided at the right end of the main liquid crystal display device 5 so as not to disturb the visibility of the main liquid crystal display device 5. The right sub-liquid crystal display device 8b is also movable in the left-right direction along the liquid crystal screen with a predetermined distance from the liquid crystal screen of the main liquid crystal display device 5. It moves to the appearance position where it is easy to be visually recognized by the player by moving in the direction of the arrow.
  As shown in FIG. 2, the left sub liquid crystal display device 8a and the right sub liquid crystal display device 8b are disposed adjacent to each other on the front side with a predetermined distance from the liquid crystal screen of the main liquid crystal display device 5. It is possible to move to a neighboring position. At the adjacent position, the liquid crystal screen of the left sub liquid crystal display device 8a and the liquid crystal screen of the right sub liquid crystal display device 8b are adjacent to each other, so that these liquid crystal screens can function as one liquid crystal screen. Various effects can be performed by combining or combining two liquid crystal screens (the liquid crystal screen of the main liquid crystal display device 5, the liquid crystal screen of the left sub liquid crystal display device 8a, and the liquid crystal screen of the right sub liquid crystal display device 8b). The adjacent position is the left and right center of the liquid crystal screen of the main liquid crystal display device 5, and the left sub liquid crystal display device 8a and / or the right sub liquid crystal display device 8b move from the retracted position to the adjacent position, thereby The visibility of the main liquid crystal display device 5 overlapping the display device 8a and / or the right sub liquid crystal display device 8b is also hindered.
  In the following description, in order to simplify the description of the arrangement positions of the left sub-liquid crystal display device 8a and the right sub-liquid crystal display device 8b, the gaps provided in the left and right ends of the main liquid crystal display device 5 respectively. The position where the left sub liquid crystal display device 8a and the right sub liquid crystal display device 8b are retracted and stored is referred to as a “retract position”. Further, a position where the left sub liquid crystal display device 8a and the right sub liquid crystal display device 8b are arranged adjacent to each other at the left and right center positions of the liquid crystal screen of the main liquid crystal display device 5 is referred to as an “adjacent position”. Further, a position where the entire display screen of the left sub-liquid crystal display device 8a and the right sub-liquid crystal display device 8b is visible from the “retracted position” in the direction of the “adjacent position” will be referred to as an “appearance position”.
[Configuration example of operation means of the pachinko gaming machine 1]
As illustrated in FIG. 3, the frame member 3 is provided with an effect button 26 and a cross key 27 as operation means operated by the player. The effect button 26 is a push button for inputting operation information when pressed by the player. The cross key 27 is a so-called cross key for the player to perform a selection operation. In the pachinko gaming machine 1, there is a case where an effect corresponding to the operation of the effect button 26 or the cross key 27 is performed.
[Configuration Example of Display 4]
FIG. 4 is an enlarged view of the display 4 in FIG. The display 4 mainly displays information related to the special symbol determination and the normal symbol determination. As illustrated in FIG. 4, the first special symbol display 41, the second special symbol display 42, the first It has a special symbol hold indicator 43, a second special symbol hold indicator 44, a normal symbol indicator 45, a normal symbol hold indicator 46, and a game state indicator 47.
  When the first special symbol determination is performed, the first special symbol display 41 displays the determination symbol indicating the determination result of the first special symbol determination after variably displaying the symbol, thereby displaying the first special symbol determination. The determination result is notified. When the second special symbol determination is performed, the second special symbol display 42 displays the determination symbol indicating the determination result of the second special symbol determination after variably displaying the symbol, thereby displaying the second special symbol determination. The determination result is notified. In the first special symbol display 41 and the second special symbol display 42, as a determination symbol, a jackpot symbol indicating that the determination result of the special symbol determination is “big hit” or a determination result of the special symbol determination is “losing” ”Is stopped and displayed.
  The first special symbol hold indicator 43 displays the number of holds for the first special symbol determination. The second special symbol hold indicator 44 displays the number of holds for the second special symbol determination.
  When the normal symbol determination is performed, the normal symbol display 45 notifies the determination result of the normal symbol determination by suspending and displaying the determination symbol indicating the determination result of the normal symbol determination after variably displaying the symbol. The normal symbol hold display 46 displays the number of holds for normal symbol determination. The game state display 47 displays the game state at the time when the power of the pachinko gaming machine 1 is turned on.
  In the following description, the symbol displayed on the first special symbol display 41 or the second special symbol display 42 is called “special symbol”, and the symbol displayed on the normal symbol display 45 is “normal symbol”. Shall be called.
[Description of judgment method using various random numbers]
Next, a determination method using various random numbers will be described with reference to FIG. Here, FIG. 5 is an explanatory diagram illustrating various random numbers used for jackpot determination.
  The jackpot random number illustrated in FIG. 5A is a random number used for determination to determine whether or not to execute the jackpot game, and the probability that the jackpot game is determined to be executed is relatively low. Each of the probability state and the high probability state with a relatively high probability of being determined to execute the jackpot game is set individually.
  In the present embodiment, for the low probability state, one winning value of only “0” is set in advance, and when the game is controlled in the low probability state, the game ball is the first start port 11 or 2 When the jackpot random number acquired at the timing of winning the winning opening 12 matches the winning value, it is determined that the jackpot game is executed.
  In addition, regarding the high probability state, ten winning values “0” to “9” are set in advance, and when the game is controlled in the high probability state, the game ball moves to the first start port 11 or 2 When the jackpot random number acquired at the timing of winning the winning opening 12 matches one of these winning values, it is determined that the jackpot game is executed.
  Here, the range that the jackpot random number can take is “0” to “319” in both the low probability state and the high probability state. Therefore, the jackpot winning probability in the low probability state is 1/320, and the jackpot winning probability in the high probability state is 10/320 (= 1/32). For this reason, in the present embodiment, the high probability state is likely to be 10 times larger than the low probability state.
  When it is determined that the jackpot is based on the jackpot random number (executes the jackpot game), the symbol random number obtained together with the jackpot random number at the time of winning the start opening is the winning value set in advance for each jackpot type. A process for determining the type of jackpot is performed based on which of the winning values matches.
  As illustrated in FIG. 5B and FIG. 5C, in this embodiment, as the types of jackpots by the first start opening winning, per 16R probability variation, per 10R probability variation, per sudden probability variation, and per 13R normal variation There are four types.
  In the present embodiment, the range that can be taken by the symbol random number acquired when a game ball wins the first starting port 11 is “0” to “199”. Since 40 winning values from “0” to “39” are assigned per 16R probability variation, the ratio is 16R probability variation at a ratio of 40/200. Further, since 60 winning values of “40” to “99” are assigned per 10R probability variation, the ratio is 10R probability variation at a ratio of 60/200. Further, since 30 winning values of “100” to “129” are assigned with respect to sudden probability variation, sudden probability variation is achieved at a ratio of 30/200. Furthermore, since 70 winning values of “130” to “199” are assigned for the normal 13R, it becomes the 13R normal at a ratio of 70/200.
  On the other hand, the possible range of symbol random numbers acquired when a game ball wins the second starting port 12 is also “0” to “199”. Since 50 winning values of “0” to “49” are assigned with respect to 16R probability variation, 16R probability variation is achieved at a ratio of 50/200. Further, since 80 winning values of “50” to “129” are assigned per 10R probability variation, it becomes per 10R probability variation at a ratio of 80/200. Furthermore, since 70 winning values of “130” to “199” are assigned for the normal 13R, it becomes the 13R normal at a ratio of 70/200. In addition, since the winning value that is a chance to suddenly change is not set in the symbol random number acquired when the game ball wins the second starting port 12, when the game ball wins the second starting port 12, Will not win a sudden win.
  Here, in the case of winning per 16R probability variation, 10R probability variation, or sudden probability variation, the game is controlled in the probability variation gaming state after the jackpot game is performed. On the other hand, in the case of winning 13R normal, after the jackpot game is played, in the short-time game state in the low-probability state until the special symbol determination is performed a predetermined number of times (in this example, 100 times). After the game is controlled, the game is controlled in the normal game state.
  Here, in the “probability game state”, whether or not to execute the jackpot game is determined in the above high probability state, and the second start port 12 is easily opened until the so-called electric chew support function becomes the next jackpot. It is a gaming state to be granted.
  In the “short-time gaming state”, whether or not to execute the jackpot game is determined in the low probability state, and the electric game is performed until the special symbol determination is performed a predetermined number of times (in this example, 100 times). A gaming state in which a support function is provided.
  The “normal game state” is a game state in which whether or not to execute a jackpot game is determined in the low probability state and the electric chew support function is not provided.
  Here, as described above, in the present embodiment, when the electric tulip 17 is in the open posture, the right-handed game ball is easier to win the second starting port 12 than the left-handed game ball. Therefore, it is advantageous for the player to play “right-handed” in a gaming state to which the electric chew support function is provided. Accordingly, in the “probability gaming state” and the “short-time gaming state”, the player plays a game more advantageously than “left-handed” by playing “right-handed” in which the game ball is likely to win a prize at the second start port 12. be able to.
  Further, as is clear from FIGS. 5B and 5C, in this embodiment, the game ball is placed at the second start port 12 from the jackpot obtained by winning the game ball at the first start port 11. Is set such that the jackpot obtained by winning is advantageous to the player. Specifically, after the jackpot game is performed, the probability change gaming state is entered, and the ratio of winning the winning per 16R probability change or 10R probability change in which the number of rounds to perform the jackpot game is granted 16 rounds or 10 rounds is determined as the second start. There are more cases where the game ball wins the mouth 12 than when the game ball wins the first start port 11. In addition, the sudden probability change in which the number of rounds in which the jackpot game is performed is not given is not won when the game ball wins the second starting port 12. As described above, in the jackpot type illustrated in FIGS. 5B and 5C, the game ball wins the first start port 11 when the game ball wins the second start port 12. There is a high possibility that a relatively large number of prize balls can be acquired, and a jackpot obtained by winning a game ball at the second start port 12 is more advantageous to the player.
  Accordingly, in the gaming state to which the electric chew support function is given, that is, the “probability gaming state” and the “short-time gaming state”, the game ball is likely to win the second starting port 12, so that the game is played in the first starting port 11. By playing “right-handed” with very little ball winning, the player can play more advantageously than “left-handed”. In addition, since the big winning opening 13 is provided in the passage path of the game ball that has been “right-handed”, even in the big hit game state, the player has an advantage over “left-handed” by playing by “right-handed” Can play games. On the other hand, in a game state in which the electric chew support function is not given, that is, in the “normal game state”, it is difficult for the game ball to win the second start port 12, so it is extremely difficult for the game ball to win the first start port 11. A player can play more advantageously than “right-handed” by playing “left-handed” that allows the first starting port 11 to win a game ball, rather than playing with less “right-handed”.
[Explanation of special symbol fluctuation pattern]
Next, the variation pattern of the special symbol will be described with reference to FIG. Here, FIG. 6 is an explanatory diagram for describing a variation pattern table used in the variation pattern selection process.
  When a game ball wins at the first start port 11 or the second start port 12, a variation pattern random number used for a variation pattern selection process for selecting a variation pattern of a special symbol is acquired together with the jackpot random number and the symbol random number described above. . And when it is determined that the jackpot is based on the jackpot random number and the type of jackpot is determined based on the design random number, the jackpot random number used for these processes and the variation pattern random number obtained together with the pattern random number Based on the above, the variation pattern of the special symbol is selected. At this time, since the determination result of the special symbol determination is a jackpot, the variation pattern of the special symbol is selected with reference to the jackpot variation pattern table (see FIG. 6A).
  As illustrated in FIG. 6A, in the jackpot variation pattern table, variation pattern random numbers are associated with variation patterns of special symbols. In this embodiment, the range that the fluctuation pattern random number can take is “0” to “99”. The first variation pattern having a variation time of 60 seconds when the variation pattern random number acquired at the time of winning the start opening together with the jackpot random number to be determined to be a big hit is any one of “0” to “14” Is selected, the second variation pattern with a variation time of 83 seconds is selected, and if any of “55” to “69”, the variation is performed. The third variation pattern having a time of 120 seconds is selected, and if any of “70” to “99” is selected, the fourth variation pattern having a variation time of 160 seconds is selected.
  On the other hand, if it is determined that it is not a big hit based on the jackpot random number acquired at the time of winning the starting opening, based on the reach random number (not shown) acquired at the time of winning the starting opening together with this jackpot random number, It is determined whether or not to perform a reach effect that expects a big hit. Here, when it is determined that the reach effect is to be performed, the change pattern of the special symbol is selected with reference to the reach variation pattern table (see FIG. 6B), and it is determined that the reach effect is not performed. Is selected with reference to the variation pattern table for loss (see FIG. 6C).
  As illustrated in FIG. 6B, in the reach variation pattern table, the variation pattern random number and the variation pattern of the special symbol are associated with each other as in the big hit variation pattern table. The variation pattern random number obtained at the time of winning the start opening together with the jackpot random number that will be determined not to be a jackpot and the reach random number that will be determined to perform reach production is any one of “0” to “29” Is selected, the fifth variation pattern with a variation time of 60 seconds is selected, and when any of “30” to “69”, the sixth variation pattern with a variation time of 83 seconds is selected. If any one of “70” to “89”, the seventh variation pattern having a variation time of 120 seconds is selected. If any of “90” to “99”, the variation time is 160 seconds. The eighth variation pattern is selected.
  In the present embodiment, the case where the jackpot variation pattern table and the reach variation pattern table are configured so that the variation pattern of the special symbol is selected regardless of the gaming state will be described. The table and the reach variation pattern table may be configured such that variation patterns having different variation times can be selected according to the gaming state.
  As described above, when it is determined that the reach effect is not performed, the variation pattern of the special symbol is selected with reference to the variation pattern table for loss (see FIG. 6C).
  As illustrated in FIG. 6C, in the variation pattern table for loss, the presence / absence of time reduction (electric chew support), the number of reserved special symbol determination at the start of the variation, and the variation pattern of the special symbol correspond to each other. It is attached.
  If it is determined that the game is not a big win and it is determined that the reach effect is not performed, in the non-time saving state (the normal gaming state in the present embodiment), the electric chew support function is not provided, so the player makes a left-handed Thus, a game in which a game ball is won at the first start port 11 is performed. In contrast, the number of reserved special symbols (basically the first special symbol determination) when the special symbol determination based on various random numbers acquired at the time of winning the start opening is performed to start the special symbol variation display is “ When the number is 0 "to" 1 ", the ninth variation pattern with a variation time of 18 seconds is selected. When the number of holdings is" 2 ", the tenth variation pattern with a variation time of 12 seconds is selected. When the number of holds is “3” to “4”, the eleventh variation pattern having a variation time of 5 seconds is selected.
  On the other hand, in the short-time state (in this embodiment, the probability variation gaming state or the short-time gaming state), since the electric chew support function is provided, the player makes a right turn and wins the game ball at the second starting port 12. Play a game. On the other hand, the number of reserved special symbols (basically the second special symbol determination) when the special symbol determination based on the various random numbers acquired at the start opening prize is started to start the special symbol variation display is “ In the case of “0” to “1”, the twelfth variation pattern whose variation time is 15 seconds is selected, and in the case where the number of holdings is “2”, the thirteenth variation pattern whose variation time is 10 seconds is selected. When the number of holds is “3” to “4”, the fourteenth variation pattern having a variation time of 3 seconds is selected.
  In this way, when it is determined that it is not a big hit and it is determined that the reach effect is not performed, the variation pattern of the special symbol selected at the time of winning the start opening is a special pattern at the time of the on-hold digestion (when the variation starts). Depends on the number of symbols held for symbol determination. In the time-short state, a variation pattern with a shorter variation time of the special symbol is selected even if the number of special symbol determinations held is the same as in the non-time-short state.
  As is clear from the notation of FIG. 6, when it is determined that a jackpot game is to be executed, a variation pattern with a relatively long variation time is selected, while when it is determined not to execute a jackpot game. A variation pattern with a relatively short variation time is selected.
[Description of production during information announcement]
In the following, a description will be given of effects performed when notifying the player of information suggesting a game method to the player and information prompting the game. In the following description, information indicating the game method to the player and information prompting the game to be displayed on the main liquid crystal display device 5 for notifying the player will be simply referred to as “notification information”.
  In an embodiment described later, “notification information” that is notified using the main liquid crystal display device 5 in the following cases is used as an example. As a first example, when transitioning to a probabilistic gaming state or a short-time gaming state, or when starting a jackpot game, it is described as “notify the right”, which is a notification information that suggests that the player will play a right-handed game. The character image is displayed on the main liquid crystal display device 5. As a second example, when transitioning to the normal gaming state, a character image describing “Return the handle” is displayed on the main liquid crystal display device 5 informing the player that the player is left-handed. Is done. As a third example, when it is determined that the player is left-handed in the probability variation gaming state, the short-time gaming state, and the jackpot game, the notification information “suggests that the player plays a right-handed game” A character image indicating “Please aim right” is displayed on the main liquid crystal display device 5. As a fourth example, in the normal gaming state, when it is determined that the player is making a right stroke, the notification information “Return the handle” is indicated, which suggests that the player plays a left strike. The character image is displayed on the main liquid crystal display device 5. As a fifth example, when it is determined that a right-handed game is not being performed (for example, the player is not playing a game) in the probability variation gaming state, the short-time gaming state, and the jackpot gaming, A character image in which the notification information “Please make a right strike” is displayed on the main liquid crystal display device 5 to prompt the player to play a game.
  FIG. 7 is a diagram showing an example in which “notification information” is notified when the game is played in the probability change game state or the short-time game state after the transition to the probability change game state or the short-time game state, and then the normal game state is entered. is there.
  In FIG. 7 (A), when a transition is made to the probability variation gaming state or the short-time gaming state, as an example of the notification information, a character image described as “please aim right” is relatively near the center of the main liquid crystal display device 5. (Main display image IBa). Here, the main display image IBa prompts the player to play by “right-handed” to maintain the state in which the handle 20 is rotated at a relatively large rotation angle, and information indicating a game method and Become. For example, in the present embodiment, as an example, it is more advantageous than left-handed to play a game in which the player makes a right strike in the short-time state (probability game state or short-time game state) and wins a game ball in the second starting port 12. Therefore, immediately after shifting to the short time state, the main display image IBa is displayed on the main liquid crystal display device 5 for a predetermined time (for example, 6 seconds).
  When the main display image IBa is displayed on the main liquid crystal display device 5, the left sub liquid crystal display device 8a and the right sub liquid crystal display device 8b retreat to retreat positions that are difficult for the player to visually recognize. Thus, the main display image IBa displayed on the main liquid crystal display device 5 does not overlap the left sub liquid crystal display device 8a and the right sub liquid crystal display device 8b. The visual field is not obstructed by the 8a and the right sub liquid crystal display device 8b, and it is possible to reliably tell the player that the game by “right-handed” is advantageous.
  In FIG. 7B, the main liquid crystal display device 5 displays an effect of variably displaying the decorative symbols in the probability variation gaming state or the short time gaming state. Here, the effect of variably displaying the decorative symbol is displayed on the main liquid crystal display device 5 based on the variation pattern of the special symbol selected according to the variation pattern random number described above, and the determination result of the special symbol determination It becomes an example of the effect performed in order to alert | report. Then, while performing the effect of variably displaying the decorative symbol in the probability variation gaming state or the short-time gaming state, the character image described as “right-handed” is displayed in a band shape near the upper end of the main liquid crystal display device 5 ( Band display image IL). At this time, the left sub-liquid crystal display device 8a and the right sub-liquid crystal display device 8b display images corresponding to the effects of variably displaying decorative symbols, respectively, and the left sub-liquid crystal display device 8a and the right sub-liquid crystal display device 8b. Is moved from the retreat position to a position where the player can easily recognize (appearance position to adjacent position), and an effect accompanied by a variable display of the decorative symbol is performed. As an example, when performing an effect of variably displaying decorative symbols in the probability-changing gaming state or the short-time gaming state, the left sub-liquid crystal display device 8a and the right sub-liquid crystal display device at positions (appearance positions to adjacent positions) that are easily visible to the player. 8b swings in the left-right direction at a predetermined cycle. As for the period in which the left sub-liquid crystal display device 8a and the right sub-liquid crystal display device 8b swing in the left-right direction, an effect displayed on the main liquid crystal display device 5 or the like (for example, an effect of variably displaying decorative symbols) and May not be synchronized, and may always continue to swing in the probability-changing gaming state or the short-time gaming state.
  When it is detected that the player is playing left-handed in the probabilistic gaming state or the short-time gaming state, as an example of the above notification information, a character image stating "Please turn right" is displayed on the main LCD Redisplayed relatively large near the center of the apparatus 5 (main display image IBa; FIG. 7C). Then, while the main display image IBa is being displayed, the decorative symbols that are displayed in a variable manner or stopped are displayed near the corners of the main liquid crystal display device 5 (in FIG. 7C) so that they are not overlapped with the main display image IBa. In one example, it is displayed relatively small in the upper left corner). For example, in the present embodiment, as an example, when it is determined that the player is left-handed in the time-saving state (probability changing gaming state or time-saving gaming state), the main display image for a predetermined time (for example, time A = 6 seconds) IBa is displayed on the main liquid crystal display device 5.
  For example, in this embodiment, it is determined that the player is left-handed by detecting that a predetermined number (for example, five consecutive balls) have passed through the first gate 15. However, the determination may be performed using other information. For example, it may be determined that the player is left-handed in response to a predetermined number of game balls being won at the first start port 11.
  As described above, in the probability variation gaming state or the short-time gaming state, the left sub-liquid crystal display device 8a and the right sub-liquid crystal display device 8b move from the appearance position to the adjacent position and perform an effect accompanied by the variable display of the decorative symbols. However, when the main display image IBa is displayed in response to detection of left-hand strike, the main display image IBa is also retracted to the retract position. Thus, even when left-handedness is detected, the main display image IBa does not overlap the left sub-liquid crystal display device 8a and the right sub-liquid crystal display device 8b. The right sub-liquid crystal display device 8b does not obstruct the field of view, and it is possible to reliably tell that the player is playing a disadvantaged “left-handed”.
  Then, when the main display image IBa is displayed in response to detection of left-handed and the time A has elapsed, the main display image IBa is erased and an effect of variably displaying decorative symbols is displayed on the main liquid crystal display device 5. (FIG. 7D). In the probability variation gaming state or the short time gaming state after the time A has elapsed, the band display image IL described as “right-handed” is displayed near the upper end of the main liquid crystal display device 5. The left sub liquid crystal display device 8a and the right sub liquid crystal display device 8b each display an image corresponding to the effect of variably displaying or stopping the decorative design, and move from the appearance position to the adjacent position to display the decorative design. An effect accompanying the change display or the stop display is performed.
  As described above, in the case of transition to the probability-changing gaming state or the short-time gaming state, or when it is detected that the left-handed game is played in the probability-changing gaming state or the time-shortening gaming state, the notification information (in the above example, “right-handed” The left sub liquid crystal display device 8a and the right sub liquid crystal display device 8b are retracted so as not to overlap with the main display image IBa) prompting the player to play. As a result, in the notification information displayed on the main liquid crystal display device 5, the visibility is not obstructed by the left sub liquid crystal display device 8a and / or the right sub liquid crystal display device 8b. Secured.
  As shown in FIG. 7E, when the probability-changing gaming state or the short-time gaming state ends (typically, the short-time gaming state ends in this embodiment) and transitions to the normal gaming state, an example of the notification information As a result, a character image in which “Please return the handle” is displayed relatively large near the center of the main liquid crystal display device 5 (main display image IBb). Here, the main display image IBb prompts the player to play by “left-handed” that maintains the state where the handle 20 is rotated at a relatively small rotation angle, and indicates information indicating the game method. Become. For example, in this embodiment, as an example, it is more advantageous than right-handed to play a game in which a player performs a left-handed game in a non-time-saving state (normal game state) and wins a game ball in the first starting port 11. The main display image IBb is displayed on the main liquid crystal display device 5 immediately after the transition to the non-time saving state and until a change effect of a predetermined number of changes (for example, twice) is performed.
  When the main display image IBb is displayed on the main liquid crystal display device 5, the left sub liquid crystal display device 8a and the right sub liquid crystal display device 8b retreat to retreat positions that are difficult for the player to visually recognize. Thus, the main display image IBb displayed on the main liquid crystal display device 5 does not overlap the left sub liquid crystal display device 8a and the right sub liquid crystal display device 8b. The visual field is not obstructed by the 8a and the right sub liquid crystal display device 8b, and it is possible to reliably tell the player that the game by “left-handed” is advantageous.
  FIG. 8 is a diagram illustrating an example in which “notification information” is notified when a jackpot game is played after a transition to the jackpot game state.
  In FIG. 8A, when the game state is changed to the jackpot gaming state, as an example of the notification information, a character image in which “please aim right” is displayed relatively large near the center of the main liquid crystal display device 5. (Main display image IBa). For example, in the present embodiment, as an example, in a jackpot game, it is more advantageous than a left-handed game to make a game in which a player hits the right and wins a game ball in the big winning opening 13, so the game has shifted to the jackpot gaming state. The main display image IBa is displayed on the main liquid crystal display device 5 during the opening effect immediately after.
  If the main display image IBa is displayed on the main liquid crystal display device 5 by shifting to the big hit gaming state, the left sub liquid crystal display device 8a and the right sub liquid crystal display device 8b are retracted to the retracted positions, respectively. Thus, the main display image IBa displayed on the main liquid crystal display device 5 does not overlap the left sub liquid crystal display device 8a and the right sub liquid crystal display device 8b. The visual field is not obstructed by the 8a and the right sub liquid crystal display device 8b, and it is possible to reliably tell the player that the big hit game is to be performed by “right hit”.
  In FIG. 8B, an effect (a jackpot effect) associated with the jackpot gaming state is displayed on the main liquid crystal display device 5 together with the number of rounds, and a character image described as “right-handed” is near the upper end of the main liquid crystal display device 5. Is displayed in a band shape (band display image IL). At this time, on the left sub liquid crystal display device 8a and the right sub liquid crystal display device 8b, images corresponding to the jackpot effect are respectively displayed, and the left sub liquid crystal is displayed at a position (appearance position to adjacent position) that is easily visible to the player. The display device 8a and the right sub liquid crystal display device 8b move to produce an effect accompanying the big hit effect.
  In the jackpot gaming state, when it is detected that the player is playing left-handed, as an example of the notification information, a character image stating “Please aim right” is displayed in the center of the main liquid crystal display device 5. In the vicinity, the large hit effect image is overlapped and displayed relatively large (main display image IBa; FIG. 8C). For example, in the present embodiment, as an example, when it is determined that the player is left-handed in the jackpot gaming state, the main display image IBa is displayed on the main liquid crystal display device 5 for a predetermined time (for example, time A = 6 seconds). Is displayed.
  As described above, in the jackpot gaming state, the left sub-liquid crystal display device 8a and the right sub-liquid crystal display device 8b move from the appearance position to the adjacent position and perform an effect accompanying the jackpot effect, but left-handed is detected. When the main display image IBa is displayed in response to this, it is retracted to the retract position. Thus, even when left-handedness is detected, the main display image IBa does not overlap the left sub-liquid crystal display device 8a and the right sub-liquid crystal display device 8b. The right sub liquid crystal display device 8b does not obstruct the field of view, and can reliably tell that the player is playing “left-handed” that is not suitable for the jackpot game.
  Then, when the main display image IBa is displayed in response to detection of left-handed and the time A has elapsed, the main display image IBa is erased and a jackpot effect is displayed on the main liquid crystal display device 5 (FIG. 8). (D)). In the jackpot gaming state after the elapse of time A, the band display image IL described as “right-handed” is displayed near the upper end of the main liquid crystal display device 5. The left sub-liquid crystal display device 8a and the right sub-liquid crystal display device 8b each display an image corresponding to the jackpot effect, and move from the appearance position to the adjacent position to perform the effect associated with the jackpot effect.
  FIG. 9 is a diagram illustrating an example in which “notification information” is notified when a game is not being performed in the probability variation gaming state or the short-time gaming state.
  In FIG. 9A, an effect in which the decorative symbol is stopped and displayed in the probability variation gaming state or the short-time gaming state is displayed on the main liquid crystal display device 5. The band display image IL described as “right-handed” is displayed near the upper end of the main liquid crystal display device 5 while the decorative symbol is stopped and displayed in the probability variation gaming state or the short-time gaming state. At this time, on the left sub-liquid crystal display device 8a and the right sub-liquid crystal display device 8b, images corresponding to the effects in which the decorative symbols are stopped are displayed, respectively, and the left sub-liquid crystal display device 8a and the right sub-liquid crystal display device 8b are displayed. Are arranged from the appearance position to the adjacent position, and the effects accompanying the variation display of the decorative symbols are continued. For example, the left sub-liquid crystal display device 8a and the right sub-liquid crystal display device 8b swing in the left and right direction at a predetermined cycle at a position that is easily visible to the player, so that the probability change game can be performed while the decorative symbols are stopped and displayed. The performance in the state or short-time gaming state is continued.
  And if there is no right to hold the special symbol lottery in the probable gaming state or the short-time gaming state (that is, there is no right to hold the special game determination to determine whether or not to play the jackpot game, the special symbol is If not changed), a customer waiting command for preparing a customer waiting effect is set. At this time, as shown in FIG. 9B, the main liquid crystal display device 5, the left sub-liquid crystal display device 8a, and the right sub-liquid crystal display device 8b have an effect of finally displaying the decorative symbols in a variably displayed manner. The state in which the image at the time of the display is displayed is maintained, and the arrangement position of the left sub-liquid crystal display device 8a and the right sub-liquid crystal display device 8b is also the advancing / retreating position at the time of performing the effect of displaying the decorative pattern at the end. Accordingly, it is in a stopped state or a state of reciprocating in the left-right direction.
  It is determined that the player is not playing right-handed after the customer waiting command is set in the probability variation gaming state or the short-time gaming state, or before the customer waiting command is set in the probability variation gaming state or the time-short gaming state. In this case, as an example of the notification information, a character image in which “please make a right turn” is re-displayed relatively large near the center of the main liquid crystal display device 5 (main display image IBc; FIG. 9 (C)). Then, while the main display image IBc is displayed, the decorative symbols that are stopped and displayed are displayed near the corners of the main liquid crystal display device 5 (in the example of FIG. The corners are displayed relatively small. For example, in the present embodiment, as an example, when it is determined that the player is not playing right-handed in the short-time state (probability game state or short-time game state), the main display image IBc is displayed for a predetermined time (for example, time B). It is displayed on the main liquid crystal display device 5.
  In the present embodiment, a determination method is used that is different from the fact that the player is not playing right-handed and the player is playing left-handed. Here, in the present embodiment, “the player is not playing right-handed” means that it is not possible to detect that the player is right-handed separately from the player who is playing left-handed. It is shown that. Therefore, even when the player is not playing the pachinko gaming machine 1 in the probability variation gaming state or the short-time gaming state, it is determined that “the player is not playing right-handed”. As an example, the player has not made a right turn in response to a game ball not passing through the second gate 16 for a predetermined time and / or a game ball not winning the second start port 12 or the big prize opening 13 for a predetermined time. Is determined. Then, in the probability variation gaming state or the short-time gaming state, a right-hand strike is made according to the fact that the gaming ball does not pass through the second gate 16 for a predetermined time and / or the gaming ball does not win the second starting port 12 or the big winning opening 13 for a predetermined time. Notification information that prompts the player to be displayed is displayed on the main liquid crystal display device 5, and the notification information may be displayed on the main liquid crystal display device 5 even in a so-called customer waiting state.
  As described above, the left sub-liquid crystal display device 8a and the right sub-liquid crystal display device 8b move from the appearance position to the adjacent position even when the decorative symbols are stopped and displayed in the probability variation gaming state or the short-time gaming state. Although the performance is performed, the main display image IBc is also retracted to the retreat position when the right-hand strike is not detected. As a result, even when the right-handedness is not detected in the probability variation gaming state or the short-time gaming state, the main display image IBc does not overlap the left sub-liquid crystal display device 8a and the right sub-liquid crystal display device 8b. The image IBc is sure to convey that an advantageous game is possible when the player starts the game by right-handing without the field of view being obstructed by the left sub-liquid crystal display device 8a and the right sub-liquid crystal display device 8b. Can do.
  Then, when the main display image IBc is displayed in response to the right detection not being detected and the time B has elapsed, the main display image IBc is deleted and a predetermined customer waiting effect (for example, a customer waiting demonstration movie) is produced. The image is displayed on the main liquid crystal display device 5 (FIG. 9D). Here, the customer-waiting demo movie is to digest the characteristics of the performance of the pachinko gaming machine 1 and appeal the game to the player. For example, a moving image or a still image prepared in advance uses the main liquid crystal display device 5. Played.
  In the above-described embodiment, the pair of left sub liquid crystal display device 8a and right sub liquid crystal display device 8b is used as an example of the movable body disposed on the front side of the main liquid crystal display device 5, but the main liquid crystal display device is used. The movable body arranged on the front side of 5 may be another movable body. For example, the movable body configured to be movable in a reciprocating manner from a retracted position that is difficult to be visually recognized by the player to an appearance position on the front side of the main liquid crystal display device 5 may be a single sub liquid crystal display device, and has a display function. It may be at least one movable accessory that is not provided.
  Further, when displaying the main display images IBa to IBc described above, the display mode of the effect image displayed on the main liquid crystal display device 5 before the display is changed in order to ensure the visibility of the main display images IBa to IBc. Any method may be used. For example, ensuring the visibility of the main display images IBa to IBc by undisplaying the effect image, reducing the effect image, changing the display position of the effect image, or making the effect image translucent. Is possible.
[Configuration of control device of pachinko gaming machine 1]
Hereinafter, an example of the internal configuration of the pachinko gaming machine 1 will be described with reference to FIG.
  On the back side of the game board 2, a control device for controlling the operation of the pachinko gaming machine 1 is provided in addition to a ball tank for storing game balls sent to the upper plate 28 or the lower plate 29. As illustrated in FIG. 10, the control device of the pachinko gaming machine 1 controls the game control board 100 that controls the progress of the game, such as various determinations and command transmission, and the effects based on the commands received from the game control board 100 An effect control board 130 for controlling the image, an image sound control board 140 for controlling the effects by images and sounds, a lamp control board 150 for controlling effects by various lamps and movable bodies, and the like. The configuration of the control device is not limited to this. For example, one substrate may be configured by combining at least two of the control substrates described above.
[Configuration Example of Game Control Board 100]
The game control board 100 includes a CPU 101, a ROM 102, and a RAM 103. The CPU 101 performs various arithmetic processes related to determination and the number of payout balls based on a program stored in the ROM 102. The RAM 103 is used as a storage area for temporarily storing various data used when the CPU 101 executes the program, or a work area for data processing.
  The game control board 100 includes a first start port switch 111, a second start port switch 112, an electric tulip opening / closing unit 113, a first gate switch 114, a second gate switch 115, a big winning port switch 116, and a big winning port control unit. 117, the normal winning a prize opening switch 118, and each indicator 41-47 which comprises the indicator 4 are connected.
  The first start port switch 111 detects that a game ball has won the first start port 11 and outputs a detection signal to the game control board 100. The second start port switch 112 detects that a game ball has won the second start port 12 and outputs a detection signal to the game control board 100. The electric tulip opening / closing part 113 opens and closes the second start port 12 by operating an electric solenoid coupled to the pair of blade members of the electric tulip 17 so as to be able to transmit driving in response to a control signal from the game control board 100. To do. The first gate switch 114 detects that the game ball has passed through the first gate 15 and outputs a detection signal to the game control board 100. The second gate switch 115 detects that the game ball has passed through the second gate 16 and outputs a detection signal to the game control board 100.
  The big prize opening switch 116 detects that a game ball has won the big prize opening 13 and outputs a detection signal to the game control board 100. Based on a control signal from the game control board 100, the special prize opening control unit 117 opens and closes the special prize opening 13 by operating an electric solenoid coupled to a plate that closes the special prize opening 13 so that the drive transmission is possible. To do. The normal winning opening switch 118 detects that the game ball has won the normal winning opening 14 and outputs a detection signal to the game control board 100.
  When the detection signal from the first start opening switch 111, the second start opening switch 112, the big winning opening switch 116, or the normal winning opening switch 118 is input, the CPU 101 of the game control board 100 receives the place where the game ball has won. The payout control board (not shown) is instructed to pay out a predetermined number of prize balls corresponding to the number of prize balls and manages the number of prize balls to be paid out based on information from the payout control board.
  The CPU 101 acquires various random numbers as acquisition information at the timing when the detection signal from the first start port switch 111 is input, and executes the first special symbol determination using the acquired random numbers. Also, various random numbers are acquired as acquisition information at the timing when the detection signal from the second start port switch 112 is input, and the second special symbol determination is executed using the acquired random numbers. Then, when it is determined that the big win, the special winning opening 13 is opened and closed via the special winning opening control unit 117.
  In addition, the CPU 101 acquires a random number at the timing when the detection signal from the first gate switch 114 or the second gate switch 115 is input, and executes normal symbol determination using the acquired random number. And when it determines with opening the 2nd starting port 12, the 2nd starting port 12 is opened temporarily by operating the electric tulip 17 via the electric tulip opening / closing part 113.
  Further, the CPU 101 causes each of the display devices 41 to 47 constituting the display device 4 to execute the processing described above based on FIG.
[Configuration Example of Production Control Board 130]
The effect control board 130 includes a CPU 131, a ROM 132, a RAM 133, and an RTC (real time clock) 134. Based on the program stored in the ROM 132, the CPU 131 performs a calculation process when controlling the effect. The RAM 133 is used as a storage area for temporarily storing various data used when the CPU 131 executes the program, or as a work area for data processing. The RTC 134 measures the current date and time (date and time).
  The CPU 131 sets the production contents based on game information related to special symbol determination, normal symbol determination, jackpot game, and the like transmitted from the game control board 100. In that case, the input of the operation information from the production | presentation button 26 or the cross key 27 may be received, and the production | generation content according to the operation information may be set. The CPU 131 transmits a command for instructing execution of the effect of the set effect content to the image sound control board 140 and the lamp control board 150.
[Configuration Example of Image Sound Control Board 140]
Although not shown in the figure, the image / acoustic control board 140 includes a general CPU, a control ROM, a control RAM, a VDP (Video Display Processor), an audio DSP (Digital Signal Processor), and the like. . Based on the program stored in the control ROM, the general CPU performs arithmetic processing when controlling an image or sound representing the effect whose effect content is set on the effect control board 130. The control RAM is used as a storage area for temporarily storing various data used when the general CPU executes the program or a work area for data processing.
  The overall CPU controls the operation of the VDP and the sound DSP by generating a control signal based on the command from the effect control board 130 and the program stored in the control ROM and outputting the control signal to the VDP and the sound DSP.
  Although not shown in the figure, the VDP mainly stores an image ROM for storing material data necessary for generating the effect image, a drawing engine for executing the rendering process of the effect image, and an effect image drawn by the drawing engine. Output circuits are provided for outputting to the liquid crystal display device 5, the left sub liquid crystal display device 8a, and the right sub liquid crystal display device 8b, respectively. The drawing engine draws the effect image in the frame buffer using the material data stored in the image ROM based on the control signal from the general CPU. The output circuit outputs the effect image drawn in the frame buffer to the main liquid crystal display device 5, the left sub liquid crystal display device 8a, and the right sub liquid crystal display device 8b at a predetermined timing. Each element constituting a system for displaying effect images on these liquid crystal display devices (for example, a central CPU, a control ROM, a control RAM, a VDP, an image ROM, a drawing engine, an output circuit, a frame buffer, etc. ) May be provided for each of these liquid crystal display devices, or may be provided for each liquid crystal display device, one for the main liquid crystal display device 5, the left sub liquid crystal display device 8a, and the right sub One may be provided for each set of liquid crystal display devices 8b.
  Although not shown in the figure, the acoustic DSP is connected to an acoustic ROM for storing various acoustic data related to music, voice, sound effects, etc., and an SDRAM used as a work area for data processing by the acoustic DSP. ing. The acoustic DSP reads the acoustic data corresponding to the control signal from the overall CPU from the acoustic ROM to the SDRAM, executes data processing, and outputs the acoustic data after the data processing to the speaker 24.
[Configuration Example of Lamp Control Board 150]
Although not shown in the drawing, the lamp control board 150 includes a CPU, a ROM, and a RAM. The CPU performs arithmetic processing when controlling the operations of the movable accessory 7, the panel lamp 25, the frame lamp 37, the first stepping motor 38a, and the second stepping motor 38b based on the program stored in the ROM. Here, the first stepping motor 38a is a motor that moves the left sub liquid crystal display device 8a forward and backward between the retracted position and the adjacent position via a predetermined drive mechanism. The second stepping motor 38b is a motor that moves the right sub liquid crystal display device 8b forward and backward between the retracted position and the adjacent position via a predetermined drive mechanism. The RAM is used as a storage area for temporarily storing various data used when the CPU executes the program, or a work area for data processing.
  The ROM stores light emission pattern data and operation pattern data. Here, the light emission pattern data includes the light emission patterns of the light emitting elements provided in the movable accessory 7, the left sub liquid crystal display device 8a, and the right sub liquid crystal display device 8b, the light emitting elements provided in the panel lamp 25, the frame lamp 37, and the like. It is the data shown. The motion pattern data is data indicating the motion pattern of each movable body such as the movable accessory 7, the left sub liquid crystal display device 8a, and the right sub liquid crystal display device 8b.
  The CPU of the lamp control board 150 reads the light emission pattern data corresponding to the command received from the effect control board 130 from the light emission pattern data stored in the ROM, and moves the movable accessory 7 and the left sub liquid crystal display device. 8 a and the light emitting elements included in the right sub liquid crystal display device 8 b, the light emission of the light emitting elements included in the panel lamp 25 and the frame lamp 37 are controlled. Further, the CPU of the lamp control board 150 reads out the operation pattern data corresponding to the command received from the effect control board 130 from the operation pattern data stored in the ROM, and the movable accessory 7, the left sub-liquid crystal. It controls the drive of motors that operate movable bodies such as the display device 8a and the right sub liquid crystal display device 8b.
  Further, when the command received from the effect control board 130 includes a command for moving the left sub liquid crystal display device 8a and / or the right sub liquid crystal display device 8b, the CPU of the lamp control board 150, based on the command. The rotation of the first stepping motor 38a and / or the second stepping motor 38b is controlled. Then, when the driving force of the first stepping motor 38a is transmitted to the left sub liquid crystal display device 8a through a predetermined driving mechanism, the left sub liquid crystal display device 8a moves in the direction from the retracted position to the adjacent position. Or move in the direction from the adjacent position to the retracted position. Further, the driving force of the second stepping motor 38b is transmitted to the right sub liquid crystal display device 8b through a predetermined driving mechanism, so that the right sub liquid crystal display device 8b moves in the direction from the retracted position to the adjacent position. Or move in the direction from the adjacent position to the retracted position. As described above, in the present embodiment, the CPU that operates the left sub liquid crystal display device 8a and / or the right sub liquid crystal display device 8b by driving and controlling the first stepping motor 38a and / or the second stepping motor 38b, It functions as drive control means (movable body control means) for moving the left sub liquid crystal display device 8a and / or the right sub liquid crystal display device 8b.
[Timer interrupt processing by game control board 100]
Hereinafter, an example of processing performed in the pachinko gaming machine 1 will be described with reference to the drawings. First, a timer interrupt process executed in the game control board 100 will be described with reference to FIG. Here, FIG. 11 is a flowchart showing an example of timer interrupt processing executed in the game control board 100. The game control board 100 repeatedly executes a series of processes illustrated in FIG. 11 at regular time intervals (for example, 4 milliseconds) during normal operation except for special cases such as when the power is turned on and when the power is turned off. . Note that the processing of the game control board 100 described based on the flowcharts of FIG. 11 and subsequent figures is performed in accordance with a command issued by the CPU 101 based on a program stored in the ROM 102.
  First, the CPU 101 executes random number update processing for updating various random numbers of jackpot random numbers, symbol random numbers, reach random numbers, variation pattern random numbers, and normal symbol random numbers (step 1), and proceeds to the next step.
  Here, the jackpot random number is a random number for determining jackpot or loss. The design random number is a random number for determining the type of jackpot when it is determined that the jackpot is a jackpot. The reach random number is a random number for determining whether to perform an effect with reach or an effect without reach when it is determined that the reach is lost. The variation pattern random number is a random number for determining a variation pattern when a special symbol is displayed in a variable manner. The normal symbol random number is a random number for determining whether or not to open the second start port 12. The jackpot random number, the design random number, the reach random number, the variation pattern random number, and the normal design random number are incremented by “1” every time the processing of step 1 is performed. Note that a loop counter is used as the counter for performing the processing of step 1, and each random number returns to “0” after reaching a preset maximum value.
  Next, when a detection signal is input from each switch, the CPU 101 executes switch processing (step 2), and proceeds to the next step. Details of the switch process executed in step 2 will be described later.
  Next, the CPU 101 executes special symbol determination (step 3), and proceeds to the next step. For example, the CPU 101 displays the determination symbol indicating the determination result of the special symbol determination after the special symbol is variably displayed on the first special symbol display 41 or the second special symbol display 42, etc. Run as. Details of the special symbol process executed in step 3 will be described later.
  Next, the CPU 101 executes normal symbol determination (step 4), and proceeds to the next step. For example, the CPU 101 executes, as the normal symbol process, processing for displaying the normal symbol on the normal symbol display unit 45 after the normal symbol is variably displayed and stopping the normal symbol indicating the result of the normal symbol determination. Details of the normal symbol processing executed in step 4 will be described later.
  Next, the CPU 101 executes electric tulip processing (step 5), and proceeds to the next step. For example, when the CPU 101 determines that the second start port 12 is to be opened as a result of the normal symbol determination, the CPU 101 executes a process of operating the electric tulip 17 via the electric tulip opening / closing unit 113 as an electric tulip process. . Details of the electric tulip process executed in step 5 will be described later.
  Next, the CPU 101 executes a special winning opening opening control process (step 6), and proceeds to the next step. For example, if the CPU 101 determines in step 3 that it is a big win, the CPU 101 controls the special prize opening control unit 117 to open the special prize opening 13 and the like as the special prize opening control process. The details of the special winning opening opening control process executed in step 6 will be described later.
  Next, the CPU 101 executes prize ball processing for controlling the payout of prize balls according to the winning of game balls (step 7), and proceeds to the next step.
  Next, the CPU 101 executes transmission processing (step 8), and proceeds to the next step. For example, the CPU 101 executes a transmission process for transmitting various commands set in (stored) in the RAM 103 and information necessary for determining the contents of the effects to the effect control board 130 in the processes of steps 1 to 7.
[Configuration Example of RAM 103]
FIG. 12 is a block diagram illustrating a configuration example of the RAM 103 of the game control board 100. As illustrated in FIG. 12A, the RAM 103 includes a determination storage area 1030, a first reserved storage area 1031, a second reserved storage area 1032, a third reserved storage area 1033, a fourth reserved storage area 1034, A first reserved storage area 1035, a second reserved storage area 1036, a third reserved storage area 1037, and a fourth reserved storage area 1038 are provided.
  The determination storage area 1030 is a storage area for storing various information used for the special symbol determination when the special symbol determination is actually executed. The first reserved storage area 1031 to the fourth reserved storage area 1034 are storage areas for storing various information related to the first special symbol determination, and the first reserved storage area 1035 to the fourth reserved storage area 1038 are the second storage areas. This is a storage area for storing various information related to special symbol determination. The second special symbol determination may be prioritized with respect to the first special symbol determination. In this case, when executing the special symbol determination, if the second special symbol determination is suspended, various information stored in the first reserved storage area 1035 is shifted to the determination storage area 1030, and the first special symbol determination is performed. When only the determination is held, various information stored in the first hold storage area 1031 is shifted to the determination storage area 1030.
  As illustrated in FIG. 12B, the reserved storage areas 1031 to 1038 respectively store an area for storing the number of fluctuations N, an area for storing winning start information, and a jackpot random number acquired by the CPU 101. It includes an area, an area for storing design random numbers, an area for storing reach random numbers, an area for storing variation pattern random numbers, and an area for storing prior determination information.
  The number N of changes is information indicating the total number of special symbol determination rights acquired by winning a game ball in the first start port 11 or the second start port 12. For example, when the power of the pachinko machine 1 is turned on and the right for the first special symbol determination is acquired 50 times and the right for the second special symbol determination is acquired 10 times, the variation number N is the sum of these times. 60 ". Then, when the right of the first special symbol determination is further acquired from the state in which the variation number N of “60” is stored in, for example, the third reserved storage area 1033, “61” is added by adding “1” to “60”. Is stored in the fourth reserved storage area 1034 as the number of fluctuations N. In addition, when a new game ball wins the first starting port 11 in a state where the number of held U1 of the first special symbol determination has reached the maximum number of held Umax1 (“4” in this embodiment), or the second special symbol When a new game ball is won at the second start port 12 in a state where the determination hold number U2 has reached the maximum hold number Umax2 (“4” in the present embodiment), the variation number N is not counted.
  Whether the winning start information is a jackpot random number, a design random number, a reach random number, and a variation pattern random number stored in the same reserved storage area, when the game ball has won the first starting port 11, Alternatively, it is information indicating whether or not the game ball has been acquired when the second starting port 12 is won.
  The pre-determination information is information obtained by a pre-determination process described later based on the jackpot random number, the design random number, the reach random number, and the variation pattern random number. Specifically, the pre-determination information is information indicating whether or not the winning start information, the determination result of the special symbol determination is a jackpot, the type of the jackpot if it is a jackpot, It includes information indicating the variation pattern of the special symbol, information indicating the gaming state of the pachinko gaming machine 1, and the like. The prior determination information is stored in the same reserved storage area as the jackpot random number, symbol random number, reach random number, and variation pattern random number used in the prior determination process.
  The seven pieces of information described based on FIG. 12B are stored in the first reserved storage area 1031 to the fourth reserved storage area 1034 in order from the first reserved storage area 1031 every time a game ball wins the first start port 11. Every time a game ball wins in the second start port 12, it is stored in any of the first reserved storage area 1035 to the fourth reserved storage area 1038 in order from the first reserved storage area 1035.
  For example, when seven pieces of information related to the first special symbol determination are newly acquired in a state where no information is stored in any of the first reserved storage area 1031 to the fourth reserved storage area 1034, the seven information is And stored in the first reserved storage area 1031. For example, when seven pieces of information related to the first special symbol determination are newly acquired in a state where seven pieces of information are stored in each of the first reserved storage area 1031 and the second reserved storage area 1032, the seven information Is stored in the third reserved storage area 1033.
  Further, when the information stored in the first reserved storage area 1031 is shifted to the determination storage area 1030 when the first special symbol determination is performed, the information is stored in the reserved storage areas after the second reserved storage area 1032. Information is shifted to the first reserved storage area 1031 side. For example, when information stored in the first reserved storage area 1031 is shifted to the determination storage area 1030 in a state where information is stored in each of the first reserved storage area 1031 to the third reserved storage area 1033, the second Information stored in the reserved storage area 1032 is shifted to the first reserved storage area 1031, and information stored in the third reserved storage area 1033 is shifted to the second reserved storage area 1032.
  Such information shift processing is similarly performed in the first reserved storage area 1035 to the fourth reserved storage area 1038 in which information related to the second special symbol determination is stored. In the pachinko gaming machine 1 according to the present embodiment, when both the first special symbol determination and the second special symbol determination are held, that is, information is stored in both the first reserved storage area 1031 and the first reserved storage area 1035. Is stored, the shift processing in the first reserved storage area 1035 to the fourth reserved storage area 1038 is preferentially performed prior to the shift processing in the first reserved storage area 1031 to the fourth reserved storage area 1034. Also good.
  By the way, even when a special symbol is displayed in a variable manner or when a game ball is won at the first starting port 11 or the second starting port 12 during a jackpot game and various random numbers are acquired, a special symbol determination or a special symbol is displayed. The variable display cannot be made immediately.
  Therefore, when various random numbers are acquired under such circumstances, the CPU 101 stores the acquired various random numbers in the reserved storage areas 1031 to 1038 as special symbol determination rights as described above. It is said. On the other hand, if the special symbol is not variably displayed, the special symbol determination is not held, and the jackpot game is not in progress, the CPU 101 determines various random numbers obtained with the start opening prize as a trigger. The data is stored directly in the storage area 1030 for use.
[Switch processing by game control board 100]
FIG. 13 is a flowchart showing an example of the switch process in step 2 of FIG. In FIG. 13, the CPU 101 executes a first start port switch process (step 21), and proceeds to the next step. For example, the CPU 101 monitors whether or not a detection signal is input from the first start port switch 111, and various random numbers (a jackpot random number, a design random number, a reach random number, and a variation pattern random number) that are appropriately updated in Step 1 above. The process of acquiring the value at the time when the detection signal from the first start port switch 111 is input is executed as the first start port switch process. Details of the first start port switch process executed in step 21 will be described later.
  Next, the CPU 101 executes a second start port switch process (step 22), and proceeds to the next step. For example, the CPU 101 monitors whether or not a detection signal is input from the second start port switch 112, and the detection signal from the second start port switch 112 is input for various random numbers that are appropriately updated in step 1 above. The process of acquiring the value at the time is executed as the second start port switch process. The details of the second start port switch process executed in step 22 will be described later.
  Next, the CPU 101 executes a gate switch process (step 23), ends the switch process in step 2 and advances the process to step 3. For example, the CPU 101 monitors whether or not a detection signal is input from the first gate switch 114 or the second gate switch 115, and the first gate switch 114 or the second gate for the normal symbol random number that is appropriately updated in Step 1. A process of obtaining a value at the time when the detection signal from the switch 115 is input is executed as a gate switch process. The details of the gate switch process executed in step 23 will be described later.
[First Start Port Switch Processing by Game Control Board 100]
FIG. 14 is a flowchart showing an example of the first start port switch process in step 21 of FIG. In FIG. 14, the CPU 101 is based on whether a detection signal from the first start port switch 111 (specifically, an ON signal indicating that the first start port switch 111 is “ON”) is input. Then, it is determined whether or not the first start port switch 111 is turned “ON” (step 210). Then, when the first start port switch 111 is “ON”, the CPU 101 advances the processing to step 211. On the other hand, when the first start port switch 111 is “OFF”, the CPU 101 ends the first start port switch process in step 21 and advances the process to step 22.
  In step 211, the CPU 101 determines that the first special symbol determination hold number U1 stored in the RAM 103 is less than the first special symbol determination hold number Umax1 ("4" in the present embodiment) stored in the ROM 102. It is determined whether or not. Then, when the number of holds U1 is less than the maximum number of holds Umax1, the CPU 101 advances the process to step 212. On the other hand, when the number of holds U1 is the maximum number of holds Umax1, the CPU 101 ends the first start port switch process in step 21 and advances the process to step 22.
  In step 212, the CPU 101 adds “1” to the value of the holding number U1 to update the holding number U1. Then, the CPU 101 adds “1” to the fluctuation count N newly stored in any of the first reserved storage area 1031 to the fourth reserved storage area 1034 (step 213), and proceeds to the next step.
  Next, the CPU 101 acquires a jackpot random number, a symbol random number, a reach random number, and a variation pattern random number as acquisition information used for the first special symbol determination, associates these random numbers, and stores them in the RAM 103 (steps 214 to). Step 217), The process proceeds to the next step. Specifically, the CPU 101 stores six pieces of information of the number of fluctuations N, winning start information, jackpot random numbers, symbol random numbers, reach random numbers, and variation pattern random numbers in the first reserved storage area 1031 to the fourth reserved storage area 1034 (FIG. 12 (A)).
  Next, the CPU 101 executes pre-determination processing (step 218), and proceeds to the next step. Specifically, prior to the jackpot determination process to be described later, the CPU 101 determines in advance whether or not the jackpot is based on the information stored in the RAM 103 by the processes in steps 214 to 217. Note that details of the preliminary determination process executed in step 228 will be described later.
  Next, the CPU 101 sets a hold command, which is a command for notifying that the first special symbol determination is put on hold, including the pre-determination information obtained in the process of step 218, in the RAM 103 (step 219), The first start port switch process in step 21 is terminated, and the process proceeds to step 22 above. The hold command is transmitted to the effect control board 130 by the transmission process in step 8 above.
[Second Start Port Switch Processing by Game Control Board 100]
FIG. 15 is a flowchart showing an example of the second start port switch process in step 22 of FIG. In FIG. 15, the CPU 101 is based on whether or not a detection signal from the second start port switch 112 (specifically, an ON signal indicating that the second start port switch 112 is “ON”) is input. Then, it is determined whether or not the second start port switch 112 is turned “ON” (step 220). Then, when the second start port switch 112 is “ON”, the CPU 101 advances the process to step 221. On the other hand, if the second start port switch 112 is “OFF”, the CPU 101 ends the second start port switch process in step 22 and advances the process to step 23.
  In step 221, the CPU 101 determines that the second special symbol determination hold number U2 stored in the RAM 103 is less than the second special symbol determination hold number Umax2 ("4" in the present embodiment) stored in the ROM 102. It is determined whether or not. Then, when the number of holds U2 is less than the maximum number of holds Umax2, the CPU 101 advances the process to step 222. On the other hand, when the number of holds U2 is the maximum number of holds Umax2, the CPU 101 ends the second start port switch process in step 22 and advances the process to step 23.
  In step 222, the CPU 101 adds “1” to the value of the hold number U2 to update the hold number U2. Then, the CPU 101 adds “1” to the variation count N newly stored in any of the first reserved storage area 1035 to the fourth reserved storage area 1038 (step 223), and proceeds to the next step.
  Next, the CPU 101 acquires a jackpot random number, a symbol random number, a reach random number, and a variation pattern random number as acquisition information used for the second special symbol determination, associates these random numbers, and stores them in the RAM 103 (steps 224 to 224). Step 227), The process proceeds to the next step. Specifically, the CPU 101 stores six pieces of information of the number of fluctuations N, winning start information, jackpot random numbers, symbol random numbers, reach random numbers, and variation pattern random numbers in the first reserved storage area 1035 to the fourth reserved storage area 1038 (see FIG. 12 (A)).
  Next, the CPU 101 executes pre-determination processing (step 228), and proceeds to the next step. Specifically, prior to the jackpot determination process described later, the CPU 101 determines in advance whether or not the jackpot will be won, and the variation pattern of the special symbol that is actually selected when the second special symbol determination is executed. Execute pre-determination processing to acquire Note that details of the preliminary determination process executed in step 228 will be described later.
  Next, the CPU 101 sets a hold command, which is a command for notifying that the second special symbol determination is put on hold, including the pre-determination information obtained in the process of step 228, in the RAM 103 (step 229). The second start port switch process in step 22 is terminated, and the process proceeds to step 23. The hold command is transmitted to the effect control board 130 by the transmission process in step 8 above.
[Preliminary determination processing by game control board 100]
Hereinafter, the prior determination process executed by the game control board 100 will be described with reference to FIG. Here, FIG. 16 is a flowchart showing an example of a pre-determination process in step 218 in FIG. 14 and step 228 in FIG.
  In FIG. 16, for example, the CPU 101 has a relatively high probability that it is determined that the jackpot is executed in the special symbol determination based on the gaming state information indicating the current gaming state of the pachinko gaming machine 1 stored in the RAM 103. It is determined whether or not it is in a probability state (probability game state in this embodiment) (step 2280). If the CPU 101 is in a high probability state, the process proceeds to step 2281. On the other hand, if the CPU 101 is not in the high probability state, the process proceeds to step 2284.
  In step 2281, the CPU 101 determines that the right of the first special symbol determination acquired by the first start port switch process or the second special symbol determination right acquired by the second start port switch process is in the current high probability state. After the transition, it is determined how many times the special symbol determination right corresponds, and the process proceeds to the next step. That is, when the determination result of the special symbol determination becomes a probable big hit and the jackpot game is played and the state becomes a high probability state, the variation number N corresponding to the special symbol determination is set as the reference number M. For example, if the determination result of the 100th special symbol determination after the power to the pachinko gaming machine 1 is turned on and the probability change is made and the state shifts to a high probability state, the data “100” is used as the reference number M. Stored in the RAM 103. In this case, the special symbol determination performed for the 101st time from the power-on of the pachinko gaming machine 1 corresponds to the first special symbol determination after shifting to the high probability state, and the special symbol determination performed for the 110th time is the high symbol determination. This corresponds to the 10th special symbol determination after the transition to the probability state. In this way, it is calculated how many times the special symbol determination right acquired by the switch process corresponds to the special symbol determination after shifting to the high probability state. Specifically, the CPU 101 calculates a calculation value L obtained by subtracting the reference number M from the current number N of changes.
  Next, the CPU 101 determines whether or not the calculated value L is less than or equal to the high probability remaining game count K (step 2282). If the calculated value L is less than or equal to the high probability remaining game count K, the CPU 101 advances the process to step 2283. On the other hand, if the calculated value L is greater than the high probability remaining game count K, the PU 101 advances the process to step 2284. Here, the high probability game remaining count K is the upper limit count for determining the big hit random number based on the high probability random number determination table. In this embodiment, since the high-probability game remaining count K is set to “10000” in advance, the determination of whether or not the jackpot is based on the jackpot random number after the jackpot game ends is a high-probability random number determination with an upper limit of 10,000 times. This is done based on the table. Therefore, the CPU 101 determines in step 2282 whether the calculated value L is “10000” or less.
  By the way, for example, when a game is controlled in a high probability state (probability game state in this embodiment), the right of three special symbol determinations is reserved, and the special symbol determination that is first digested among them is held If the result of the determination is normal, the special symbol determination is actually digested even if there is a high probability state before the special symbol determination is digested for the remaining two special symbol determinations. It is in a low probability state. For this reason, accurate prior determination information cannot be obtained unless prior determination is made in consideration of whether or not there is a jackpot for changing the gaming state in the right of special symbol determination to be digested first. The same applies to the case where the right of special symbol determination that is probable is changed when the game is controlled in a low probability state (normal game state or short-time game state in this embodiment).
  Therefore, in step 2283, the CPU 101 determines whether or not there is a special symbol determination right to be digested that is determined to be a normal hit at the start of the change. For example, when the CPU 101 newly stores various random numbers in the third reserved storage area 1037, it is determined whether or not prior determination information related to the normal hit is stored in the first reserved storage area 1035 or the second reserved storage area 1036. judge. Then, when the CPU 101 does not normally win the special symbol determination right to be digested first, the CPU 101 proceeds to step 2285. On the other hand, if there is a normal hit in the special symbol determination right that is digested first, the CPU 101 advances the process to step 2286.
  In step 2284, the CPU 101 determines whether or not there is a right to be determined to be a probable change at the start of the change among the special symbol determination rights to be digested first. For example, when the CPU 101 newly stores various random numbers in the fourth reserved storage area 1038, the CPU 101 determines whether or not prior determination information related to the probability change is stored in the first reserved storage area 1035 to the third reserved storage area 1037. judge. If the right for special symbol determination to be digested has a positive chance at the start of the change, CPU 101 advances the process to step 2285. On the other hand, if there is no positive change at the start of the change, the CPU 101 advances the process to step 2286.
  In step 2285, the CPU 101 reads out the high probability hourly jackpot random number table from the ROM 102, sets it in the RAM 103, and advances the processing to step 2287. On the other hand, in step 2286, the CPU 101 reads out the low probability big hit random number table from the ROM 102 and sets it in the RAM 103, and proceeds to step 2287.
  In step 2287, the CPU 101 refers to the jackpot random number table set in the RAM 103, performs jackpot determination processing, and proceeds to the next step. For example, when the high probability jackpot random number table is set in the RAM 103, the CPU 101 determines that the jackpot random numbers acquired by the switch process are the winning values “0” to “0” stored in the high probability jackpot random number table. Based on whether or not it matches any of “9” (see FIG. 5A), it is determined whether or not a big hit will be determined at the start of the change. When the low probability jackpot random number table is set in the RAM 103, the jackpot random number acquired by the switch processing is the winning value “0” stored in the low probability jackpot random number table (FIG. 5 ( Based on whether or not it matches (see A)), it is determined whether or not it will be determined to be a big hit at the start of the change. Thus, in the pachinko gaming machine 1 according to the present embodiment, prior to the jackpot determination performed at the start of the change, it is determined in advance whether or not the determination result of the jackpot determination is a jackpot.
  Next, the CPU 101 determines whether or not the determination result in step 2287 is a big hit (step 2289). If the determination result in step 2287 is a big hit, the CPU 101 advances the process to step 2290. On the other hand, if the determination result in step 2287 is not a big win, the CPU 101 advances the process to step 2291.
  In step 2290, the CPU 101 reads the jackpot variation pattern table (see FIG. 6A) from the ROM 102 and sets it in the RAM 103, and the process proceeds to step 2293.
  In step 2291, the CPU 101 determines whether or not a reach effect is performed during the change. For example, the CPU 101 fluctuates based on whether or not the reach random number acquired together with the jackpot random number used in the jackpot determination process in step 2287 matches the winning value of the reach random number stored in the ROM 102. It is determined whether or not a reach effect is performed. If the reach effect is performed during the change, the CPU 101 advances the process to step 2292. On the other hand, if the reach effect is not performed during the change, the CPU 101 advances the process to step 2294.
  By the way, when the determination result of the special symbol determination is losing and the reach effect is not performed during the change, the special symbol determination is suspended at the start of the change as described above with reference to FIG. Based on the number, the variation pattern of the special symbol is determined. The number of reserved special symbol determinations may differ before and after the reserved special symbol determination is digested. For this reason, the variation pattern of the special symbol acquired before the special symbol determination is digested may be different from the variation pattern of the special symbol selected when the special symbol determination is actually digested. In other words, it may be difficult to obtain an accurate variation pattern of a special symbol prior to the special symbol determination for the right of the special symbol determination in which the reach effect is not performed during the change. Therefore, when it is determined that the reach effect is not performed, the process proceeds to step 2294 without performing the variation pattern random number determination process of step 2293 described later.
  In step 2292, the CPU 101 reads the reach variation pattern table (see FIG. 6B) from the ROM 102, sets it in the RAM 103, and advances the process to step 2293.
  In step 2293, the CPU 101 performs a variation pattern random number determination process using a variation pattern table (a jackpot variation pattern table or a reach variation pattern table) set in the RAM 103, and proceeds to step 2294. For example, the CPU 101 determines that the variation pattern random number obtained at the time of winning the start opening together with the jackpot random number used in the processing of the above step 2287 is the random value defined in the variation pattern table set in the RAM 103. Based on which random number value matches, the variation pattern of the special symbol to be selected in the special symbol determination performed at the start of the variation is specified.
  In step 2294, the CPU 101 generates prior determination information and stores it in one of the first reserved storage area 1035 to the fourth reserved storage area 1038, ends the preliminary determination process in step 228, and then proceeds to step 229. Proceed with the process. For example, when the CPU 101 performs both the jackpot determination process in step 2287 and the variation pattern random number determination process in step 2293 as a series of processes, information indicating the results of these determination processes is displayed in these processes. Is stored as prior determination information in the same reserved storage area where the jackpot random numbers and symbol random numbers used in the above are stored. In addition, when the variation pattern random number determination process of step 2293 is not performed after the jackpot determination process of step 2287, information indicating the result of the jackpot determination process is stored as the jackpot random number used for the jackpot determination process. It is stored as prior judgment information in the same reserved storage area.
[Gate switch processing by game control board 100]
FIG. 17 is a flowchart showing an example of the gate switch process in step 23 of FIG. In FIG. 17, the CPU 101 receives a detection signal from the first gate switch 114 or the second gate switch 115 (ON signal indicating that the first gate switch 114 or the second gate switch 115 is turned “ON”). Based on whether or not the first gate switch 114 or the second gate switch 115 is “ON”, it is determined (step 230). Then, when the first gate switch 114 or the second gate switch 115 is turned “ON”, the CPU 101 proceeds to step 231, while the CPU 101 determines that the first gate switch 114 or the second gate switch 115 is “ If not “ON”, the gate switch process in step 23 and the switch process in step 2 are terminated, and the process proceeds to step 3.
  In step 231, the CPU 101 is a command for notifying that the first gate switch 114 or the second gate switch 115 is “ON”, and determines the gate switch determined to be “ON” in step 230. The gate passing command including the information to be shown is set in the RAM 103, and the process proceeds to the next step. Here, the gate passing command functions as information indicating that the game ball has passed through the first gate 15 or the second gate 16. Note that the gate passing command is transmitted to the effect control board 130 by the transmission process of step 8 described above.
  Next, the CPU 101 determines whether or not the number T of normal symbol determination stored in the RAM 103 is less than the maximum number Tmax (for example, “4”) of normal symbol determination stored in the ROM 102. (Step 232). Then, the CPU 101 advances the process to step 233 when the hold number T is less than the maximum hold number Tmax. On the other hand, when the holding number T is the maximum holding number Tmax, the CPU 101 ends the gate switch process in step 23 and the switch process in step 2 and advances the process to step 3.
  In step 233, the CPU 101 adds “1” to the hold count T and updates the hold count T. Then, the CPU 101 acquires the normal symbol random number used for the normal symbol determination suspended by the process and stores it in the RAM 103 (step 234), and ends the gate switch process in step 23 and the switch process in step 2 above. Then, the process proceeds to step 3 above.
[Special symbol processing by game control board 100]
Next, the details of the special symbol process executed by the game control board 100 will be described with reference to FIG. Here, FIG. 18 is a flowchart showing an example of the special symbol process in Step 3 of FIG. In FIG. 18, the CPU 101 determines whether or not the jackpot game is in progress based on whether or not the jackpot game flag stored in the RAM 103 is set to “ON” (step 301). Here, the jackpot game flag is a flag indicating whether or not the jackpot game is being executed, and is set to “ON” at the start of the jackpot game, and is set to “OFF” at the end of the jackpot game. Then, if the jackpot game is not being played, the CPU 101 advances the process to step 302. On the other hand, when the jackpot game is being played, the CPU 101 ends the special symbol process in step 3 and proceeds to step 4.
  In step 302, the CPU 101 determines whether or not a special symbol variation display is in progress. If the CPU 101 does not display the special symbol variation, the process proceeds to step 303. On the other hand, the CPU 101 proceeds to step 315 when the special symbol variation display is being performed.
  In step 303, the CPU 101 determines whether or not the second special symbol determination pending number U <b> 2 stored in the RAM 103 is “1” or more. Then, when the number of holds U2 is “1” or more, the CPU 101 advances the process to step 304. On the other hand, if the number of holds U2 is “0”, the CPU 101 advances the process to step 305.
  In step 304, the CPU 101 subtracts “1” from the hold number U <b> 2 to update the hold number U <b> 2 and advances the process to step 307.
  On the other hand, in step 305, the CPU 101 determines whether or not the number U <b> 1 of the first special symbol determination stored in the RAM 103 is “1” or more. Then, if the number of holds U1 is “1” or more, the CPU 101 advances the process to step 306. On the other hand, if the number of holds U1 is “0”, the CPU 101 advances the process to step 320.
  In step 306, the CPU 101 subtracts “1” from the holding number U <b> 1 to update the holding number U <b> 1 and advances the process to step 307.
  In step 307, the CPU 101 sets the customer waiting flag stored in the RAM 103 to “OFF”, and proceeds to the next step. Here, the customer waiting flag is a flag indicating whether or not the pachinko gaming machine 1 is in a customer waiting state where no game is being played, and is set to “ON” at the start of preparation for a customer waiting effect, and is not in a customer waiting state. Is set to “OFF”.
  Next, the CPU 101 executes a shift process for the reserved storage area of the RAM 103 (step 308), and proceeds to the next step. For example, when the CPU 101 executes the shift process following the process of step 304, the CPU 101 shifts the information stored in the first reserved storage area 1035 to the determination storage area 1030, and holds the reserved storage areas 1036 to 1036. The information stored in 1038 is shifted to the first reserved storage area 1035 side. Further, when the CPU 101 executes the shift process following the process of step 306, the CPU 101 shifts the information stored in the first reserved storage area 1031 to the determination storage area 1030, and the reserved storage areas 1032 to 1034. Are respectively shifted to the first reserved storage area 1031 side.
  Next, the CPU 101 executes jackpot determination processing based on the random number stored in the determination storage area 1030 (step 309), and proceeds to the next step. By executing this jackpot determination process, it is determined whether or not it is a jackpot, and if it is determined that it is a jackpot, the type of jackpot is determined. Then, determination symbol setting information indicating the results of these processes is set in the RAM 103. Details of the jackpot determination process executed in step 309 will be described later.
  Next, the CPU 101 executes a variation pattern selection process for selecting a variation pattern of a special symbol (step 310), and proceeds to the next step. Details of the variation pattern selection process executed in step 310 will be described later.
  Next, the CPU 101 indicates whether the symbol setting information set in the process of step 309 is related to the first special symbol determination or the second special symbol determination. The RAM 103 is set with a change start command including information, setting information of the change pattern set in the process of step 310, information relating to the gaming state of the pachinko gaming machine 1, etc. (step 311), and the process proceeds to the next step. Here, the variation start command is a command for instructing the start of the variation effect accompanying the variation display of the special symbol, and is transmitted to the effect control board 130 by the transmission process of step 8 described above.
  Next, the CPU 101 starts the special symbol variation display based on the variation pattern setting information included in the variation start command set in step 311 (step 312). At this time, when the processing of step 308 to step 311 is performed in a state where the random number related to the first special symbol determination is stored in the determination storage area 1030, the first special symbol display 41 displays the special symbol. Fluctuation display is started. In addition, when the processing of step 308 to step 311 is performed in a state where the random number related to the second special symbol determination is stored in the determination storage area 1030, the special symbol change in the second special symbol display 42. Display starts.
  Next, the CPU 101 starts measuring a variation time that is an elapsed time from the start of the variation display in step 312 (step 313), and advances the process to step 315.
  In step 315, the CPU 101 determines whether or not the variation time corresponding to the variation pattern selected by the processing in step 310 has elapsed since the measurement of the variation time in step 313 was started. And CPU101 advances a process to step 316, when fluctuation | variation time passes. On the other hand, if the variation time has not elapsed, the CPU 101 ends the special symbol process in step 3 and proceeds to step 4.
  In step 316, the CPU 101 executes a process during stopping including a process for starting a jackpot game when it is a jackpot and a process for setting a gaming state in the next symbol change (step 319). Proceed. The details of the stop process executed in step 316 will be described later.
  Next, the CPU 101 sets a symbol confirmation command in the RAM 103 to notify the first special symbol display 41 or the second special symbol display 42 that the determination symbol indicating the determination result of the special symbol determination is to be stopped. (Step 317), the process proceeds to the next step. Here, the symbol confirmation command causes the decorative symbol that has been variably displayed on the main liquid crystal display device 5 to be stopped and displayed in a manner indicating the determination result of the special symbol determination, and the game after the stop display in the stop process in step 316 above. This is a command for notifying information indicating the state, and is transmitted to the effect control board 130 by the transmission process in step 8 described above. As a result, the process of stopping and displaying the decorative symbols that have been variably displayed on the main liquid crystal display device 5 in a manner indicating the determination result of the special symbol determination, the processing of performing an effect in accordance with the gaming state after the variable display, etc. are performed. become.
  Next, the CPU 101 terminates the special symbol variation display started in the process of step 312 (step 318). For example, the CPU 101 causes the special symbol display that has variably displayed the special symbol to be stopped and displayed on the determination symbol (big hit symbol or lost symbol) set in the process of step 309. This stop display of the determination symbol is continued until at least a predetermined symbol determination time (1 second in the present embodiment) elapses.
  Next, the CPU 101 resets the fluctuation time when the measurement is started in the process of step 313 (step 319), ends the special symbol process in step 3 and advances the process to step 4.
  On the other hand, when both the holding numbers U1 and U2 are “0” (when both of the above-described step 303 and step 305 are negative), the customer waiting flag is set to “ON” in step 320. It is determined whether or not. If the customer waiting flag is set to “OFF”, the CPU 101 advances the process to step 321. On the other hand, when the customer waiting flag is set to “ON”, the CPU 101 ends the special symbol process in step 3 and advances the process to step 4.
  In step 321, the CPU 101 sets a customer waiting command in the RAM 103. Then, the CPU 101 sets the customer waiting flag stored in the RAM 103 to “ON” (step 322), ends the special symbol processing in step 3 above, and proceeds to step 4 above. Here, the customer waiting command is a command for instructing the start of preparation for the customer waiting effect, and is transmitted to the effect control board 130 by the transmission process in step 8 described above.
[Big hit judgment processing by game control board 100]
FIG. 19 is a flowchart showing an example of the jackpot determination process in step 309 of FIG. In FIG. 19, the CPU 101 executes jackpot determination based on the jackpot random number stored in the determination storage area 1030 (step 3091), and proceeds to the next step. For example, the CPU 101 determines whether or not the jackpot random number stored in the determination storage area 1030 is a jackpot based on whether or not the winning value matches a preset winning value. Here, the winning value is a jackpot winning value defined in the high probability jackpot random number table or the low probability jackpot random number table (see FIG. 5A). When the jackpot determination is executed in the high probability state, the winning values stored in the high probability jackpot random number table (“0” to “9” in the example shown in FIG. 5A) are stored. When the jackpot determination is executed in the low probability state, the winning value stored in the low probability jackpot random number table (“0” in the example shown in FIG. 5A) is used. The As described above, the CPU 101 has a start condition in which acquisition information such as a jackpot random number acquired when a game ball is won in the first start port 11 or the second start port 12 is stored in the determination storage area 1030. If is established, it is determined whether or not a jackpot game advantageous to the player is executed based on the jackpot random number.
  Next, the CPU 101 determines whether or not the result of the jackpot determination in step 3091 is a jackpot (step 3092). If it is a big hit, the CPU 101 advances the process to step 3093. On the other hand, if it is not a big hit, the CPU 101 advances the process to step 3095.
  In step 3093, the CPU 101 determines a jackpot type with reference to the symbol determination table for jackpot time stored in the ROM 102, and proceeds to the next step. For example, the CPU 101 determines whether the symbol random number stored in the determination storage area 1030 is related to the first special symbol determination based on the winning start information stored in the determination storage area 1030 or the second It is determined whether the symbol is related to special symbol determination. When the CPU 101 determines that the symbol is related to the first special symbol determination, the random number is stored in the symbol determination table (see FIG. 5B) for the first start opening winning. The jackpot type is determined based on whether it matches the numerical value. On the other hand, if the CPU 101 determines that it is related to the second special symbol determination, the random number value stored in the symbol determination table (see FIG. 5C) for the second start-up winning prize is displayed. The jackpot type is determined based on whether or not it matches.
  Next, the CPU 101 sets the jackpot symbol setting information in the RAM 103 according to the jackpot type determined in the process of step 3093 (step 3094), ends the jackpot determination process in step 309, and The process proceeds to step 310. As a result, the jackpot symbol set in the process of step 317 is stopped and displayed as a determination symbol on the first special symbol display 41 or the second special symbol display 42, and the jackpot game corresponding to the symbol is performed. It will be.
  On the other hand, in step 3095, the CPU 101 sets the lost symbol setting information in the RAM 103, ends the jackpot determination process in step 309, and advances the process to step 310. As a result, the lost symbol set during the process of step 317 is stopped and displayed as a determination symbol on the first special symbol display 41 or the second special symbol display 42. In this case, the jackpot game is not performed.
[Change pattern selection processing by game control board 100]
FIG. 20 is a flowchart showing an example of the variation pattern selection process in step 310 of FIG. In FIG. 20, the CPU 101 determines whether or not the determination result in step 3091 is a big hit (step 3101). If the CPU 101 is a big hit, the process proceeds to step 3102. On the other hand, if it is not a big hit, the CPU 101 advances the process to step 3103.
  In step 3102, the CPU 101 reads the jackpot variation pattern table (see FIG. 6A) from the ROM 102 and sets it in the RAM 103, and the process proceeds to step 3106.
  On the other hand, in step 3103, the CPU 101 makes a big hit to the player based on whether or not the reach random number stored in the determination storage area 1030 matches the winning value of the reach random number stored in the ROM 102. It is determined whether or not the expected reach production is performed. And CPU101 advances a process to step 3104, when performing reach production. On the other hand, if the CPU 101 does not perform the reach effect, the process proceeds to step 3105.
  In step 3104, the CPU 101 reads the reach variation pattern table (see FIG. 6B) from the ROM 102 and sets it in the RAM 103, and the process proceeds to step 3106.
  In step 3105, the CPU 101 reads out the variation pattern table for loss (see FIG. 6C) from the ROM 102, sets it in the RAM 103, and advances the process to step 3106.
  In step 3106, the CPU 101 refers to the variation pattern table set in the RAM 103, executes variation pattern random number determination processing, and proceeds to the next step. For example, the CPU 101 selects the variation pattern by reading the variation pattern corresponding to the variation pattern random number stored in the determination storage area 1030 from the set variation pattern table. When the variation pattern table for loss is set in the RAM 103, the CPU 101 holds the number of reserved special symbols based on the number of reserved storage areas in which various types of information are stored immediately before the shift process in step 308 is performed. And the variation pattern corresponding to the identified number of holdings and the current time-short state (time-short state or non-time-short state) is read out from the loss variation pattern table.
  Next, the CPU 101 sets the setting information of the selected variation pattern in the RAM 103 (step 3107), ends the variation pattern selection processing in step 310, and proceeds to step 311. Here, the variation pattern setting information is included in the variation start command and transmitted to the effect control board 130 together with the symbol setting information set in the RAM 103 by the jackpot determination processing in step 309.
[Processing during stop by game control board 100]
FIG. 21 is a flowchart showing an example of the stop process in step 316 of FIG. In FIG. 21, the CPU 101 determines whether or not it is a big hit (step 3191), similar to the processing in step 3092. If it is a big hit, the CPU 101 advances the process to step 3192. On the other hand, if the CPU 101 is not a big hit, the process proceeds to step 3196.
  In step 3192, the CPU 101 sets the jackpot game flag stored in the RAM 103 to “ON”, and proceeds to the next step.
  Next, the CPU 101 sets the time-saving game flag and the probability variation game flag stored in the RAM 103 to “OFF” (step 3193), and proceeds to the next step. Here, the short-time game flag is a flag indicating whether or not the short-time state in which the electric chew support function is provided. The probability variation game flag is a flag indicating whether or not a high probability state in which the probability of being determined to be a big hit in the special symbol determination is relatively high.
  In the pachinko gaming machine 1 according to the present embodiment, the gaming state is controlled by setting the short-time gaming flag and the probability variation gaming flag. That is, when the gaming state is set to the probability variation gaming state, both the probability variation gaming flag and the short time gaming flag are set to “ON”, and when the gaming state is set to the time variation gaming state, the probability variation gaming flag is “OFF”. And the short-time game flag is set to “ON”, and when the gaming state is set to the normal gaming state, both the probability variation gaming flag and the short-time gaming flag are set to “OFF”.
  Next, the CPU 101 sets an opening command for notifying that the jackpot game is started in the RAM 103 (step 3194), terminates the stop process in step 319, and advances the process to step 317. Here, the opening command includes information indicating the type of jackpot, the number of rounds of the jackpot game, the game state set after the jackpot game is finished, and the like, and is transmitted to the effect control board 130 by the transmission process of step 8 above. The
  On the other hand, in step 3196, the CPU 101 determines whether or not the time-saving game flag is set to “ON”. Then, when the time-saving game flag is set to “ON”, the CPU 101 advances the process to step 3197. On the other hand, if the time-saving game flag is set to “OFF”, the CPU 101 advances the process to step 3201.
  In step 3197, the CPU 101 subtracts “1” from the short time remaining game count J stored in the RAM 103 to update the short time remaining game count J, and proceeds to the next step. Here, the short-time game remaining count J indicates the remaining number of times that the special symbol determination is executed in the short-time state.
  Next, the CPU 101 determines whether or not the short time remaining game count J is “0” (step 3198). If the time-saving game remaining count J is “0”, the CPU 101 advances the process to step 3199. On the other hand, if the time-saving game remaining count J is not “0”, the CPU 101 advances the process to step 3201.
  In step 3199, the CPU 101 sets the short-time game flag stored in the RAM 103 to “OFF”, and the process proceeds to step 3201.
  In step 3201, the CPU 101 determines whether or not the probability variation game flag is set to “ON”. If the probability variation game flag is set to “ON”, the CPU 101 advances the process to step 3202. On the other hand, when the probability variation game flag is set to “OFF”, the PU 101 ends the stop process in step 319 and the special symbol process in step 3, and advances the process to step 4.
  In step 3202, the CPU 101 subtracts “1” from the high probability remaining game count K stored in the RAM 103 to update the high probability remaining game count K, and proceeds to the next step. Here, the high probability game remaining number K indicates the remaining number of times that the special symbol determination is executed in the high probability state.
  Next, the CPU 101 determines whether or not the high probability remaining game count K is “0” (step 3203). If the high probability game remaining count K is “0”, the CPU 101 advances the process to step 3204. On the other hand, if the high-probability game remaining count K is not “0”, the CPU 101 ends the suspension process in step 319 and the special symbol process in step 3, and proceeds to step 4.
  In step 3204, the CPU 101 sets the probability variation game flag stored in the RAM 103 to “OFF”, ends the stop process in step 319, and advances the process to step 317.
[Normal design processing by game control board 100]
FIG. 22 is a flowchart showing an example of the normal symbol processing in Step 4 of FIG. In FIG. 22, the CPU 101 determines whether or not the auxiliary game flag stored in the RAM 103 is set to “ON” (step 401). If the auxiliary game flag is set to “OFF”, the CPU 101 advances the process to step 402. On the other hand, when the auxiliary game flag is set to “ON”, the CPU 101 ends the normal symbol process in step 4 and advances the process to step 5. Here, the auxiliary game flag is a flag that indicates whether or not the electric tulip 17 is in an auxiliary game in which the operation of returning to the closed posture after maintaining the open posture for a specified time is being performed a predetermined number of times. Is set to “OFF” when the auxiliary game is not being played.
  In step 402, the CPU 101 determines whether or not the normal symbol display on the normal symbol display 45 is being displayed. If the CPU 101 is not displaying the normal symbol variation, the process proceeds to step 403. On the other hand, the CPU 101 proceeds to step 415 when the normal symbol variation display is being performed.
  In step 403, the CPU 101 determines whether or not the normal symbol determination holding number T is equal to or greater than “1”. Then, when the number of holds T is “1” or more, the CPU 101 advances the process to step 404. On the other hand, when the number of holds T is “0”, the CPU 101 ends the normal symbol processing in step 4 and proceeds to step 5.
  In step 404, the CPU 101 updates the hold number T by subtracting “1” from the hold number T. Then, the CPU 101 executes a hit random number determination process (step 405), and proceeds to the next step. For example, the CPU 101 determines that the normal symbol random number first acquired among the normal symbol random numbers stored in the RAM 103 by the process of step 233 matches one of the winning values of the normal symbol random numbers stored in the ROM 102 in advance. Whether or not the determination result of the normal symbol determination is a win is determined based on whether or not. The ROM 102 stores the winning value of the normal symbol random number for the short-time state and the winning value of the normal symbol random number for the non-short-time state, and determines the normal symbol using the winning value according to the presence or absence of the short-time state. Is done. And since the winning value is set in advance so that the number of winning values for the short-time state is larger than the number of winning values for the non-short-time state, it is normal in the short-time state compared to in the non-short-time state The determination result of the symbol determination is easy to win.
  Next, the CPU 101 determines whether or not the determination result of the normal symbol determination is correct based on the determination result of step 405 (step 406). If it is a win, the CPU 101 sets the winning symbol setting information to be stopped and displayed on the normal symbol display 45 as the determination symbol in the RAM 103 (step 407), and advances the process to step 409. On the other hand, if not successful, the CPU 101 sets, in the RAM 103, the setting information of the lost symbol to be stopped and displayed as the determination symbol on the normal symbol display 45 (step 408), and proceeds to step 409.
  In step 409, the CPU 101 determines whether or not the current time is in the time-saving state based on whether or not the time-saving game flag is set to “ON”. Then, in the non-time-short state, the CPU 101 sets a normal symbol change time for displaying the normal symbol on the normal symbol display 45, for example, to 25 seconds (step 410), and proceeds to step 412. On the other hand, the CPU 101 sets the normal symbol variation time, which is a short time state, to, for example, 2 seconds (step 411), and proceeds to step 412.
  In step 412, the CPU 101 starts normal symbol variation display by the normal symbol display 45. Then, the CPU 101 starts measuring the elapsed time from the start of the variable display (step 413), ends the normal symbol process in step 4 and advances the process to step 5.
  On the other hand, in step 415, the CPU 101 determines whether or not the normal symbol variation time has elapsed since the start of the normal symbol variation display. For example, the CPU 101 has passed the normal symbol variation time based on whether or not the elapsed time started by the processing in the step 413 has reached the normal symbol variation time set in the step 410 or the step 411. It is determined whether or not. Then, when the normal symbol variation time has elapsed, the CPU 101 advances the process to step 416. On the other hand, if the normal symbol variation time has not elapsed, the CPU 101 ends the normal symbol processing in step 4 and proceeds to step 5.
  In step 416, the CPU 101 ends the normal symbol fluctuation display on the normal symbol display 45, and stops and displays the winning symbol or the lost symbol indicated by the setting information set in the RAM 103. And CPU101 resets the elapsed time which started measurement by the process of the said step 413 (step 417), and advances a process to the next step.
  Next, the CPU 101 determines whether or not the determination result of the normal symbol determination is a win as in the process of step 406 (step 418). If the determination result of the normal symbol determination is correct, the CPU 101 sets the auxiliary game flag set in the RAM 103 to “ON” (step 419), and ends the normal symbol processing in step 4 above. The process proceeds to step 5 above. On the other hand, if the determination result of the normal symbol determination is not successful, the CPU 101 ends the normal symbol processing in step 4 as it is and proceeds to step 5.
[Electric tulip processing by game control board 100]
FIG. 23 is a flowchart showing an example of the electric tulip process in Step 5 of FIG. In FIG. 23, the CPU 101 determines whether or not the auxiliary game flag is set to “ON” (step 501). If the auxiliary game flag is set to “ON”, the CPU 101 advances the process to step 502. On the other hand, when the auxiliary game flag is set to “OFF”, the CPU 101 ends the electric tulip process in step 5 and advances the process to step 6.
  In step 502, the CPU 101 determines whether or not the electric tulip 17 is operating. If the electric tulip 17 is not in operation, the CPU 101 advances the process to step 503. On the other hand, when the electric tulip 17 is operating, the CPU 101 advances the process to step 507.
  In step 503, the CPU 101 determines whether or not the current time is in a short time state, similar to the processing in step 409. If the current time is in a non-time saving state, the CPU 101 advances the process to step 504. On the other hand, if the current time is in the short time state, the CPU 101 advances the processing to step 505.
  In step 504, the CPU 101 sets operation pattern setting information for performing the operation of opening the second start port 12 once for 0.1 seconds, for example, as the operation pattern of the electric tulip 17 in the RAM 103, and proceeds to step 506. .
  In step 505, the CPU 101 sets operation pattern setting information for performing the operation of opening the second start port 12 for 1.6 seconds three times in the RAM 103 as the operation pattern of the electric tulip 17, and advances the process to step 506.
  In step 506, the CPU 101 causes the electric tulip opening / closing unit 113 to start the operation of the electric tulip 17 in the set operation pattern, and proceeds to step 507.
  In step 507, the CPU 101 determines whether or not the operation of the electric tulip 17 started in the process of step 506 is completed. Then, when the operation of the electric tulip 17 is completed, the CPU 101 sets the auxiliary game flag set in the RAM 103 to “OFF” (step 508), ends the electric tulip process in step 5 above, and performs the above step. The process proceeds to 6. On the other hand, if the operation of the electric tulip 17 has not been completed, the CPU 101 ends the electric tulip process in step 5 as it is and advances the process to step 6.
[Large winning opening opening control processing by game control board 100]
Hereinafter, the special winning opening opening control process executed by the game control board 100 will be described with reference to FIG. Here, FIG. 24 is a flowchart showing an example of the special winning opening opening control process in step 6 of FIG. In FIG. 24, the CPU 101 determines whether or not the jackpot game flag is set to “ON” (step 601). When the jackpot game flag is set to “ON”, the CPU 101 advances the process to step 602. On the other hand, when the jackpot game flag is set to “OFF”, the CPU 101 ends the big winning opening release control process in step 6 and advances the process to step 7.
  In step 602, the CPU 101 is in the process of opening the jackpot game based on whether or not the elapsed time after setting the opening command related to the jackpot game by the processing in step 3194 has reached a predetermined opening time. It is determined whether or not there is. If the CPU 101 is opening, the process proceeds to step 603. On the other hand, if the CPU 101 is not opening, the process proceeds to step 611.
  In step 603, the CPU 101 determines whether or not the opening time has elapsed based on whether or not the elapsed time since setting the opening command has reached a predetermined opening time. Then, when the opening time has elapsed, the CPU 101 advances the process to step 604. On the other hand, if the opening time has not elapsed, the CPU 101 ends the special winning opening release control process in step 6 and advances the process to step 7.
  In step 604, the CPU 101 sets the number of rounds Rmax of the jackpot game, the operation pattern of the winning prize control unit 117, stores the setting information in the RAM 103, and proceeds to the next step. By executing the processing of step 604, various times related to the jackpot game such as an interval time between rounds and the next round, and an ending time after the end of the final round are also set.
  Next, the CPU 101 resets the winning number Y of the game ball to the big winning opening 13 stored in the RAM 103 to “0” (step 605), and sets the round number R in the big hit stored in the RAM 103 to “ 1 ”is added to update the round number R (step 606), and the process proceeds to the next step. Here, the number of rounds R is initially set to “0” before the start of the jackpot, and is incremented by “1” every time the processing of step 606 is performed.
  Next, the CPU 101 starts the opening control of the special winning opening 13 by the special winning opening control unit 117 (step 607), and starts measuring the opening time that is an elapsed time since the opening control is started (step 607). 608). Then, the CPU 101 sets a round start command for notifying that the round game for opening the special winning opening 13 is started in the RAM 103 (step 609), and advances the processing to step 616.
  In step 611, for example, the CPU 101 determines whether or not the ending immediately after the end of the final round is in progress based on information indicating when the current state stored in the RAM 103 is in the jackpot game. If the ending is not in progress, the CPU 101 advances the process to step 612. On the other hand, if the ending is in progress, the CPU 101 advances the process to step 625.
  In step 612, for example, the CPU 101 determines whether the current state stored in the RAM 103 is during an interval (between a round and the next round) based on information indicating a point in the jackpot game. Determine. If the CPU 101 is in the interval, the process proceeds to step 613. On the other hand, if the CPU 101 is not in the interval, the process proceeds to step 614.
  In step 613, the CPU 101 determines whether or not the interval time set by the processing in step 604 has elapsed since the special winning opening 13 was closed at the end of the previous round game. Then, when the interval time has elapsed, the CPU 101 advances the process to step 605. On the other hand, if the interval time has not elapsed, the CPU 101 ends the special winning opening release control process in step 6 and advances the process to step 7.
  In step 614, the CPU 101 determines that a round game is being played, and determines whether or not the big prize opening switch 116 is “ON” based on the presence or absence of a detection signal input from the big prize opening switch 116. To do. Then, when the big prize opening switch 116 is turned “ON”, the CPU 101 determines that one game ball has won the big prize opening 13 and adds “1” to the number Y of winning prizes, and the number of winning Y Is updated (step 615), and the process proceeds to step 616. On the other hand, if the big prize opening switch 116 is “OFF”, the CPU 101 proceeds to step 616 as it is.
  In step 616, the CPU 101 determines whether or not a specified opening time has elapsed since the opening of the special winning opening 13. For example, the CPU 101 determines whether or not the opening time at which the measurement is started by the processing in step 608 has reached a specified opening time (for example, 29 seconds) stored in the ROM 102. If the specified release time has not elapsed, the CPU 101 advances the process to step 617. On the other hand, when the specified opening time has elapsed, the CPU 101 advances the process to step 618.
  In step 617, the CPU 101 determines that the number Y of game balls in the current round game stored in the RAM 103 is the number of game balls Ymax that defines the closing timing of the big prize opening 13 stored in the ROM 102 (for example, “9 ]) Is determined. If the winning number Y matches the number of gaming balls Ymax, the CPU 101 advances the process to step 618. On the other hand, if the winning number Y does not match the number of gaming balls Ymax, the CPU 101 ends the big winning opening release control process in step 6 and advances the process to step 7.
  In step 618, the CPU 101 causes the special winning opening control unit 117 to finish the opening control of the special winning opening 13 started in the process of step 607, and proceeds to the next step.
  Next, the CPU 101 determines whether or not the current round number R of the jackpot game stored in the RAM 103 coincides with the round number Rmax set by the process of step 604 (step 619). Then, when the round number R does not match the round number Rmax, the CPU 101 starts measuring an interval time that is an elapsed time after the big winning opening 13 is closed in order to control the start timing of the next round game. (Step 620), the special winning opening opening control process in Step 6 is terminated, and the process proceeds to Step 7. On the other hand, if the round number R matches the round number Rmax, the CPU 101 advances the process to step 622.
  In step 622, the CPU 101 starts measuring the ending time. Then, the CPU 101 resets the round number R stored in the RAM 103 to “0” (step 623), sets an ending command in the RAM 103 (step 624), and advances the processing to step 625. Here, the ending command is a command for notifying the end of the last round game and indicating the gaming state to be shifted to after the jackpot game is completed, and is transmitted to the effect control board 130 by the transmission process in step 8 above. For example, the CPU 131 specifies the type of jackpot that triggered the current jackpot game based on the symbol setting information stored in the RAM 103, and the gaming state (in this embodiment, transitions after the jackpot game). Information indicating (probable gaming state or short-time gaming state) is included in the ending command.
  In step 625, the CPU 101 determines whether or not the ending time has elapsed. For example, the CPU 101 determines whether or not the ending time when measurement is started by the process of step 622 has reached the ending time set by the process of step 604. If the ending time has elapsed, the CPU 101 advances the process to step 626. On the other hand, if the ending time has not elapsed, the CPU 101 ends the special winning opening release control process in step 6 and advances the process to step 7.
  In step 626, the CPU 101 executes a game state setting process for setting the gaming state of the pachinko gaming machine 1 after the end of the jackpot game, and proceeds to the next step. Details of the game state setting process executed in step 626 will be described later.
  Next, in order to end the jackpot game, the CPU 101 sets the jackpot game flag stored in the RAM 103 to “OFF” (step 627), ends the jackpot opening control process in step 6 above, The process proceeds to step 7 above.
[Game state setting process by game control board 100]
FIG. 25 is a flowchart showing an example of the gaming state setting process in step 626 of FIG. In FIG. 25, the CPU 101 determines whether or not the jackpot that triggered the current jackpot game is a probable change based on the symbol setting information stored in the RAM 103 (step 6261). Then, if the probability is a probability variation, the CPU 101 advances the process to step 6262. On the other hand, the CPU 101 proceeds to step 6264 if it is not a chance change.
  In Step 6262, the CPU 101 sets a probability variation game flag stored in the RAM 103 to “ON”. Then, the CPU 101 sets the high probability remaining game count K stored in the RAM 103 to “10000” (step 6263), and advances the process to step 6264. By performing the processing in step 6263, the high probability state related to the jackpot determination continues until 10,000 special symbol determinations are performed after the jackpot game ends.
  By the way, in the pachinko gaming machine 1 according to this embodiment, as illustrated in FIG. 5B and FIG. 5C, the so-called electric chew support function operates after the jackpot game ends, regardless of which jackpot is won. When it does, it becomes short state. For this reason, in step 6264, the CPU 101 sets the time-short game flag stored in the RAM 103 to “ON” and proceeds to the next step regardless of whether or not the probability variation is.
  Next, based on the symbol setting information stored in the RAM 103, the CPU 101 determines whether or not the jackpot that triggered the current jackpot game is a normal hit (step 6265). If the CPU 101 is not normal hit (that is, the probability change hit), the process proceeds to step 6266. On the other hand, if it is normal, the CPU 101 advances the process to step 6267.
  In step 6266, the CPU 101 sets the short time remaining game count J stored in the RAM 103 to “10000”, ends the gaming state setting process in step 626, and advances the process to step 627. In the present embodiment, both of the processing of step 6263 and the processing of step 6266 are performed at the end of the jackpot game, regardless of which of the three types of probability change is won. If no big hit occurs, the game is controlled in the probability variation gaming state until 10,000 special symbol determinations are made.
  On the other hand, in step 6267, the CPU 101 sets the short time remaining game count J stored in the RAM 103 to "100", ends the gaming state setting process in step 626, and advances the process to step 627. As described above, in this embodiment, when a jackpot game is executed with a normal hit of 13R, the game is controlled in the short-time game state from the end of the jackpot game until 100 short-time games are performed, If no big hit occurs during this time, the normal game state is restored when the short game is finished at the 100th time.
[Timer interrupt processing by production control board 130]
Hereinafter, the timer interruption process executed in the effect control board 130 will be described with reference to FIG. Here, FIG. 26 is a flowchart showing an example of timer interrupt processing executed in the effect control board 130. Note that the processing performed on the effect control board 130 may be performed in accordance with a command issued by the CPU 131 based on a program stored in the ROM 132.
  When the power of the pachinko gaming machine 1 is turned on, the CPU 131 of the effect control board 130 sets a CTC cycle that is a cycle for performing timer interrupt processing. And CPU131 repeats the random number update process which updates the production | presentation random number used in order to determine production | presentation content, a prefetch production | presentation execution random number, etc. with a predetermined period shorter than a CTC period. That is, the CPU 131 repeats the timer interrupt process at the CTC cycle while repeating the random number update process at a predetermined cycle while the pachinko gaming machine 1 is activated. For example, the CPU 131 repeatedly executes the timer interrupt process of the effect control board 130 every predetermined time (for example, 4 milliseconds), similarly to the timer interrupt process performed on the game control board 100.
  In FIG. 26, the CPU 131 executes a command reception process that performs a process according to a command from the game control board 100 (step 10), and proceeds to the next step. Details of the command reception process executed in step 10 will be described later.
  Next, the CPU 131 determines whether or not the effect button 26 or the cross key 27 is operated based on whether or not the operation information is input from the effect button 26 or the cross key 27 (step 11). Then, the CPU 131 advances the process to step 12 when the effect button 26 or the cross key 27 is operated. On the other hand, if the effect button 26 or the cross key 27 is not operated, the CPU 131 advances the process to step 13.
  In step 12, the CPU 131 sets an operation command for notifying that the effect button 26 or the cross key 27 is operated in the RAM 133, and advances the process to step 13. Here, when the operation command is transmitted to the image sound control board 140 and / or the lamp control board 150, processing for realizing an effect on the effect according to the operation of the effect button 26 or the cross key 27 is performed. Is called.
  In step 13, the CPU 131 executes transmission processing and proceeds to the next step. For example, the CPU 131 transmits the command set in the RAM 133 by the processing of step 10 or step 12 to the image sound control board 140 and / or the lamp control board 150. By performing this command transmission process, the image acoustic control board 140 is instructed to execute an effect by image display, sound output, etc., and various lamps are turned on, the movable accessory 7, the left sub liquid crystal display device 8 a and the right The lamp control board 150 is instructed to execute an effect by the operation of the sub liquid crystal display device 8b (that is, the first stepping motor 38a and the second stepping motor 38b).
  Next, the CPU 131 executes data transfer processing (step 14), and ends the timer interrupt processing according to the flowchart. For example, the CPU 131 transmits data related to the image sound control from the image sound control board 140, and transfers the data to the lamp control board 150. Accordingly, the movable accessory 7 and the left sub liquid crystal display device are synchronized with the image / sound effect performed by the main liquid crystal display device 5, the left sub liquid crystal display device 8a, the right sub liquid crystal display device 8b, and the speaker 24. The lamp control board 150 controls the operation by the effect medium such as 8a and the right sub liquid crystal display device 8b and the panel lamp 25 and the effect of blinking the lamp.
[Command reception processing by effect control board 130]
27 to 30 are flowcharts showing an example of the command reception process in step 10 of FIG. In FIG. 27, the CPU 131 determines whether or not a hold command transmitted from the game control board 100 has been received (step 101). If the CPU 131 receives a hold command, the CPU 131 proceeds to step 102. On the other hand, if the CPU 131 has not received a hold command, the process proceeds to step 111.
  In step 102, the CPU 131 updates the special symbol determination pending number stored in the RAM 133 by adding “1”, and proceeds to the next step. For example, whether the CPU 131 is a hold command related to the first special symbol determination or a hold command related to the second special symbol determination based on the winning start information included in the advance determination information in the hold command , And based on the determination result, the number of holds for the first special symbol determination or the number of holds for the second special symbol determination is updated.
  Next, the CPU 131 stores the advance determination information included in the received hold command in a predetermined area of the RAM 133 (step 103). Then, the CPU 131 acquires a prefetch effect execution random number, stores it in the RAM 133 (step 104), and proceeds to the next step. For example, the pre-reading effect execution random number is updated by adding “1” each time the random number update process described above is performed, and the CPU 131 executes the pre-reading effect execution with the value updated when the hold command is received. Get as a random number.
  Next, the CPU 131 determines whether or not to execute a prefetch effect lottery for determining whether or not to perform a prefetch effect (step 105). And CPU131 advances a process to step 106, when performing prefetch effect lottery. On the other hand, if the CPU 131 does not execute the prefetch effect lottery, the process proceeds to step 108. For example, based on the prior determination information stored in the RAM 133 by the process of step 103, the CPU 131 determines whether or not to hold the special symbol determination suspension corresponding to the suspension command including the prior determination information as a lottery target. judge. As an example, when the preliminary determination information includes information indicating a variation pattern for jackpot or a variation pattern for reach, the CPU 131 determines that the lottery is to be selected, and when the preliminary determination information does not include the information. Is determined not to be a lottery target.
  In step 106, the CPU 131 executes a prefetch effect lottery and proceeds to the next step. For example, the CPU 131 executes the prefetch effect based on whether or not the prefetch effect execution random number acquired in the process of step 104 matches one of the winning values of the prefetch effect execution random numbers stored in the ROM 132. Whether or not.
  Next, the CPU 131 determines whether or not to execute a prefetch effect based on the lottery result in step 106 (step 107). And CPU131 advances a process to step 109, when performing prefetching production. On the other hand, if the CPU 131 does not execute the prefetch effect, the process proceeds to step 108.
  In step 108, the CPU 131 sets a normal hold display command in the RAM 133 and advances the process to step 111. Note that the normal hold display command set in the RAM 133 is transmitted to the image sound control board 140 by the transmission process in step 13 described above. Then, when receiving the normal hold display command, the overall CPU of the image sound control board 140 causes the main liquid crystal display device 5 to newly display the hold display image in the normal display mode.
  On the other hand, in step 109, the CPU 131 determines the display mode (for example, color, pattern, shape) of the hold display image corresponding to the hold command received this time. Then, the CPU 131 sets a special hold display command for instructing display of the hold display image in the display mode in the RAM 133 (step 110), and proceeds to step 111. Note that the special hold display command set in the RAM 133 is transmitted to the image sound control board 140 by the transmission process in step 13 described above. When the general CPU of the image sound control board 140 receives the special hold display command, the hold display image of the display mode instructed by the command (for example, the color, the pattern, the shape, etc. with respect to the normal display mode) On the main liquid crystal display device 5 is newly displayed.
  In the present embodiment, the hold pre-reading effect is performed at the time of winning the start opening, but for example, when the start opening winning is made, a hold display image in a normal display mode is displayed, and the special symbol determination previously held is digested. The display mode of the hold display image may be changed from a normal display mode to a special display mode.
  In step 111, the CPU 131 determines whether or not an opening command related to the jackpot game transmitted from the game control board 100 has been received. When the CPU 131 receives an opening command, the CPU 131 proceeds to step 112. On the other hand, if the opening command has not been received, the CPU 131 advances the process to step 120 (see FIG. 28).
  In step 112, the CPU 131 sets an opening effect start command in the RAM 133, and proceeds to the next step. Here, the opening effect start command is transmitted to the image sound control board 140 by the transmission process of step 13. Thereby, the image sound control board 140 starts a predetermined opening effect for notifying the type of jackpot.
  Next, the CPU 131 sets a right-handed notification command in the RAM 133 (step 113), and proceeds to the next step. Here, the right-handed notification command is transmitted to the image sound control board 140 by the transmission process of step 13. Thereby, when the opening effect of the jackpot game is started, the notification information (for example, “Please aim at the right” is displayed on the main display image IBa that prompts the player to make a right turn by the image sound control board 140: FIG. 8. (See (A)) is displayed on the main liquid crystal display device 5.
  Next, the CPU 131 sets a retreat command instructing to retreat the left sub liquid crystal display device 8a and the right sub liquid crystal display device 8b to the retreat position (step 114), and proceeds to the next step. Here, the evacuation command is transmitted to the lamp control board 150 by the transmission process of step 13. Thereby, the lamp control board 150 performs operation control for retracting the left sub-liquid crystal display device 8a and the right sub-liquid crystal display device 8b to the retracted position (see FIG. 8A, etc.). When the lamp control board 150 receives the retract command, the left sub liquid crystal display device 8a and the right sub liquid crystal display apparatus 8b may have already retracted to the retract position. The arrangement positions of the left sub liquid crystal display device 8a and the right sub liquid crystal display device 8b are maintained at the retracted positions as they are.
  Next, the CPU 131 sets the right-handed flag stored in the RAM 133 to “ON” (step 115), and proceeds to the next step. Here, the right-handed flag is a flag indicating whether or not a right-handed game in the pachinko gaming machine 1 is advantageous to the player (that is, a jackpot gaming state, a probability variation gaming state, or a short-time gaming state). It is.
  Next, the CPU 131 resets the nonconformity determination count G stored in the RAM 133 to “0” (step 116), and proceeds to the next step. Here, the nonconformity determination count G is incremented by “1” when it is determined that the player has caused the game ball to flow down into an inappropriate game area, and reaches a predetermined threshold Ga (for example, Ga = 5). In such a case, a notification that prompts the player for an appropriate game method is issued.
  Next, the CPU 131 resets the game leaving time T stored in the RAM 133 to “0” (step 117), and proceeds to step 120 (see FIG. 28). Here, the game leaving time T is a parameter for measuring a time during which the pachinko gaming machine 1 is not played, and the game ball passes through the first gate 15 or the second gate 16 or in the performance of the pachinko gaming machine 1. When a predetermined milestone arrives, it is reset to “0”. Then, in a state where it is advantageous for the player to play the right-handed pachinko machine 1 and when the game leaving time T reaches a predetermined threshold Ta, a notification that prompts the player to play a game Is done.
  Proceeding to FIG. 28, in step 120, the CPU 131 determines whether or not a round start command transmitted from the game control board 100 has been received. When the CPU 131 receives a round start command, the CPU 131 proceeds to step 121. On the other hand, if the CPU 131 has not received a round start command, the CPU 131 proceeds to step 122.
  In step 121, the CPU 131 sets an in-round production start command in the RAM 133 and advances the process to step 122. Here, the in-round production start command is transmitted to the image sound control board 140 by the transmission process of step 13. Thereby, the effect during the predetermined round for alerting | reporting the number of rounds of the present round game by the image sound control board 140 is started.
  In step 122, the CPU 131 determines whether or not an ending command transmitted from the game control board 100 has been received. If the CPU 131 receives an ending command, the CPU 131 proceeds to step 123. On the other hand, if the CPU 131 has not received the ending command, the process proceeds to step 140 (see FIG. 28).
  In step 123, the CPU 131 sets an ending effect start command in the RAM 133, and proceeds to the next step. Here, the ending effect start command is transmitted to the image sound control board 140 by the transmission process of step 13. Thereby, a predetermined ending effect for notifying the end of the jackpot game is performed by the image sound control board 140.
  Next, the CPU 131 determines whether or not to shift to the probability change gaming state or the time-saving gaming state after the jackpot game is over (step 124). For example, the CPU 131 identifies the gaming state after the end of the jackpot game, based on the information indicating the gaming state that shifts after the jackpot game included in the ending command received in step 122. When the above information is included in the opening command, the gaming state after the jackpot game may be specified based on the information included in the opening command. Then, when the CPU 131 shifts to the probability variation gaming state or the time saving gaming state, the process proceeds to step 125. On the other hand, if the CPU 131 does not shift to the probability-changing gaming state or the time saving gaming state (for example, shifting to the normal gaming state), the CPU 131 proceeds to step 130. In the present embodiment, after the jackpot game is over, the game always shifts to the probability variation game state or the short-time game state. Therefore, instead of specifying the gaming state after the jackpot game based on the ending command or the opening command, the determination in step 124 may be made automatically.
  In step 125, the CPU 131 sets a right-handed notification command in the RAM 133 and proceeds to the next step. As a result, when the ending effect of the jackpot game is started, the notification information (for example, “Please aim right” is displayed on the main display image IBa that prompts the player to make a right turn by the image sound control board 140: FIG. (See (A)) is displayed on the main liquid crystal display device 5.
  Next, the CPU 131 sets a save command in the RAM 133 (step 126), and sets a right-handed flag stored in the RAM 133 to “ON” (step 127). Then, the CPU 131 resets the nonconformity determination count G and the game leaving time T stored in the RAM 133 to “0” (step 128, step 129), and proceeds to step 140 (see FIG. 29).
  On the other hand, in step 130, the CPU 131 sets a left-handed notification command in the RAM 133, and proceeds to the next step. Here, the left-handed notification command is transmitted to the image sound control board 140 by the transmission process of step 13. Thereby, when the ending effect of the jackpot game is started, the notification information (for example, the main display image IBb in which “please return the handle” is written) that prompts the player to turn left by the image sound control board 140: FIG. (E) is displayed on the main liquid crystal display device 5.
  Next, the CPU 131 sets a save command in the RAM 133 (step 131), and sets the right-handed flag stored in the RAM 133 to “OFF” (step 132). Then, the CPU 131 resets the nonconformity determination count G stored in the RAM 133 to “0” (step 133), and proceeds to step 140 (see FIG. 29).
  Proceeding to FIG. 29, in step 140, the CPU 131 determines whether or not the change start command transmitted from the game control board 100 has been received. If the CPU 131 receives a change start command, the CPU 131 proceeds to step 141. On the other hand, if the CPU 131 has not received the change start command, the process proceeds to step 146.
  In step 141, the CPU 131 analyzes the change start command and proceeds to the next step. Here, the fluctuation start command includes symbol setting information indicating the determination result of the jackpot determination process, whether the symbol setting information relates to the first special symbol determination, or relates to the second special symbol determination. The information includes a winning start information indicating whether or not there is, setting information of a variation pattern of a special symbol, information indicating a gaming state of the pachinko gaming machine 1, and the like. Therefore, the type and result of the special symbol determination can be specified by analyzing the variation start command. In other words, if it is a big hit, a loss or a big hit, the type of the big hit can be specified. Further, by specifying whether or not the variation pattern is a variation pattern for loss based on the variation pattern setting information, it is possible to determine whether it is necessary to perform an effect with reach or an effect without reach. . Further, the variation time of the special symbol can be specified based on the variation pattern setting information. Further, the current gaming state of the pachinko gaming machine 1 can be specified based on the information indicating the gaming state.
  Next, the CPU 131 executes a variation effect pattern selection process based on the analysis result of the variation start command in step 141 (step 142), and proceeds to the next step.
  Although not shown in the figure, the ROM 132 stores at least three effect tables, a jackpot effect table, an effect table with lose reach, and an effect table without lose reach, with respect to the change effect accompanying the change display of the special symbol. Yes. Each of these effect tables is provided with a plurality of tables corresponding to the variation pattern (variation time) determined in the game control board 100. For example, the jackpot presentation table is provided with tables for 60 seconds, 83 seconds, 120 seconds, and 160 seconds.
  The CPU 131 selects one table from the plurality of tables based on the setting information included in the change start command. For example, when the setting information includes information indicating “big hit” and information indicating a variation pattern for jackpot whose variation time is 60 seconds, the CPU 131 selects a jackpot effect table for 60 seconds. Further, when the setting information includes information indicating “losing”, information indicating that the gaming state is the short-time gaming state, and information indicating a variation pattern for losing whose variation time is 10 seconds, the CPU 131 Select the losing reachless effect table for 10 seconds.
  In the production table, production random numbers and production patterns are associated with each other. CPU131 acquires the value at the time of receiving a change start command about the production | generation random number updated whenever the random number update process mentioned above is performed, among many production | generation patterns stored in the selected production | presentation table. Thus, one effect pattern is selected by reading the effect pattern corresponding to the effect random number acquired in advance.
  By executing such variation effect pattern selection processing, in step 142 described above, variation effects such as the decoration pattern variation mode, the presence / absence of the reach effect, the presence / absence of the effect using the effect button 26, the type of the background image, and the like. The aspect of each effect to constitute is determined.
  Next, the CPU 131 sets a variation effect start command instructing the start of the variation effect of the variation effect pattern selected in the process of step 142 in the RAM 133 (step 143), and proceeds to the next step. Here, the variation effect start command is transmitted to the image sound control board 140 and the lamp control board 150 by the transmission process of step 13. Thereby, the fluctuating effect in which the effect pattern is determined on the effect control board 130 is realized by the image sound control board 140 and the lamp control board 150. The variation effect according to the processing of step 143 is a determination symbol indicating the determination result of the special symbol determination after the variation display of the special symbol is started on the first special symbol display 41 or the second special symbol display 42. This is done until is stopped. Further, when the gaming state of the pachinko gaming machine 1 is the probability variation gaming state or the short-time gaming state, the left sub liquid crystal display device 8a and the right sub liquid crystal display device 8b are located at positions where the player can easily see (appearing position to adjacent position). An instruction indicating swinging in the left-right direction at a predetermined cycle may be included in the change effect start command. The instruction is transmitted to the lamp control board 150, and the operation control according to the instruction is performed in response to the gaming state of the pachinko gaming machine 1 being shifted to another gaming state or a retreat command is set. Until a new operation instruction is issued, the operation is continued regardless of the variation effect.
  Next, the CPU 131 subtracts “1” from the number of reserved special symbol determinations stored in the RAM 133 to update the number of reserved special symbol determinations (step 144), and proceeds to step 146. For example, the CPU 131 determines whether the change start command determined to have been received in the process of step 140 is related to the first special symbol determination or the second special symbol determination, and the first special symbol is determined. If it is determined that the determination is related to the determination, the number of the first special symbol determination is decremented by “1”, and if it is determined that the determination is related to the second special symbol determination, the second special symbol determination is reserved. Subtract "1" from the number. Although not shown in the figure, with the processing in step 149, the CPU 131 erases the hold display image corresponding to the special symbol determination to be digested this time and displays another hold display image. In this case, the image acoustic control board 140 is caused to execute a process for shifting the display position of the hold display image.
  In step 146, the CPU 131 determines whether or not a variation effect accompanying the variation display of the special symbol is being executed. For example, the CPU 131 specifies the variation time of the special symbol based on the information indicating the variation pattern of the special symbol included in the variation start command transmitted from the game control board 100, and after receiving the variation start command. Based on whether or not the variation time has elapsed, it is determined whether or not the variation effect accompanying the variation display of the special symbol is being executed. Then, the CPU 131 advances the process to step 147 when the variation effect is being executed. On the other hand, the CPU 131 advances the process to step 160 (see FIG. 30) when the changing effect is not being executed.
  In step 147, the CPU 131 determines whether or not a symbol confirmation command transmitted from the game control board 100 has been received. If the CPU 131 receives a symbol confirmation command, the CPU 131 proceeds to step 148. On the other hand, if the CPU 131 has not received the symbol confirmation command, the process proceeds to step 160 (see FIG. 30).
  In step 148, the CPU 131 sets a variation effect end command for instructing the end of the variation effect accompanying the variation display of the special symbol in the RAM 133, and proceeds to the next step. Here, the change effect end command is transmitted to the image sound control board 140 by the transmission process of step 13. As a result, the fluctuating effect started in accordance with the process of step 143 ends.
  Next, the CPU 131 determines whether or not to shift from the short-time game (probability variable game state or short-time game state) to the normal game state after the end of the variation effect (step 149). Here, when the game state is changed after the symbol variation display is stopped, the symbol confirmation command received in step 147 includes information indicating the gaming state to be shifted to after the variation stop, The determination in step 149 can be performed by referring to the above. Then, when the CPU 131 shifts from the short-time game to the normal game state, the process proceeds to step 150. On the other hand, if the CPU 131 does not shift from the short-time game to the normal game state, the process proceeds to step 160 (see FIG. 30).
  In step 150, the CPU 131 sets a left-handed notification command in the RAM 133, and proceeds to the next step. As a result, when shifting from the short-time game to the normal game state, the notification information (for example, main display image IBb in which “please return the handle” is displayed) that prompts the player to turn left by the image sound control board 140: FIG. (E) is displayed on the main liquid crystal display device 5.
  Next, the CPU 131 sets a save command in the RAM 133 (step 151), and sets the right-handed flag stored in the RAM 133 to “OFF” (step 152). Then, the CPU 131 resets the nonconformity determination count G stored in the RAM 133 to “0” (step 153), and advances the processing to step 160 (see FIG. 30).
  Proceeding to FIG. 30, in step 160, the CPU 131 determines whether or not the gate passing command transmitted from the game control board 100 has been received. If the CPU 131 receives a gate passing command, the CPU 131 proceeds to step 161. On the other hand, if the CPU 131 has not received a gate passage command, the process proceeds to step 173.
  In step 161, the CPU 131 resets the game leaving time T stored in the RAM 133 to “0”, and proceeds to the next step. Thus, the game leaving time T is reset to “0” when a gate passage command is received, that is, when a game ball passes through the first gate 15 or the second gate 16.
  Next, the CPU 131 determines the game area where the game ball is flowing down (step 162), and proceeds to the next step. For example, when the gate passage command determined to be received in step 160 indicates that the first gate switch 114 is “ON” (that is, the game ball passes through the first gate 15), the CPU 131 moves the game ball to the left in the game area. It is determined that the area is flowing down. In addition, when the gate passage command determined to be received in step 131 indicates “ON” of the second gate switch 115 (that is, the game ball passes through the second gate 16), the CPU 131 determines that the game ball is on the right side in the game area. It is determined that the area is flowing down.
  Next, the CPU 131 determines whether or not a game ball is flowing into an appropriate game area in the current game state (step 163). For example, when the current gaming state is the normal gaming state, the CPU 131 makes an affirmative determination in the above step 163 if the determination result of the flow-down area in the above step 162 is the left area, and negates in the above step 163 if it is the right area. judge. In addition, when the current gaming state is the probability variation gaming state, the short-time gaming state, or the big hit gaming state, if the determination result of the flow area in the above step 162 is the right region, the CPU 131 makes an affirmative determination in the above step 163, and the left side If it is an area, a negative determination is made in step 163. If the CPU 131 makes a negative determination, the process proceeds to step 164. On the other hand, if the CPU 131 makes a positive determination, the process proceeds to step 179.
  In step 164, the CPU 131 adds “1” to the nonconformity determination number G stored in the RAM 133 to update the nonconformity determination number G, and proceeds to the next step.
  Next, the CPU 131 determines whether or not the updated nonconformity determination count G has reached a predetermined threshold Ga (for example, Ga = 5) (step 165). If the updated nonconformity determination count G reaches the threshold value Ga, the CPU 131 advances the process to step 166. On the other hand, if the updated nonconformity determination count G is less than the threshold value Ga, the CPU 131 advances the process to step 179. If the determination in step 163 is affirmative, the nonconformity determination count G may be reset to “0” or may not be reset. In the former case, a negative determination is made in step 165 when a negative determination is made in step 163 in succession (that is, a determination is made in Ga times that a game ball is flowing down in an inappropriate game area). The In the latter case, if the negative determination in step 163 is Ga times accumulated (that is, the cumulative number of times that it is determined that the game ball is flowing down in an inappropriate game area is Ga times), the determination in step 165 is affirmative. Determined.
  In step 166, the CPU 131 determines whether or not the right-handed flag is set to “ON”. If the right-hand flag is set to “ON”, the CPU 131 advances the process to step 167. On the other hand, if the right-hand flag is set to “OFF”, the CPU 131 advances the process to step 170.
  In step 167, the CPU 131 sets a right-handed notification command in the RAM 133, and proceeds to the next step. As a result, when it is determined that the player is left-handed in the probability variation gaming state, the short-time gaming state, or the jackpot gaming state, the notification information that prompts the player to make a right-hand strike by the image acoustic control board 140 (for example, “Aim for the right” Main display image IBa: “Please read”: see FIG. 7C and FIG. 8C) is displayed on the main liquid crystal display device 5.
  Next, the CPU 131 sets a save command in the RAM 133 (step 168), resets the nonconformity determination count G stored in the RAM 133 to “0” (step 169), and advances the process to step 179.
  On the other hand, in step 170, the CPU 131 sets a left-handed notification command in the RAM 133, and proceeds to the next step. As a result, when it is determined that the player is right-handed in the normal gaming state, the main display image in which the image sound control board 140 prompts the player to turn left is described (for example, “Please return the handle”) IBb) is displayed on the main liquid crystal display device 5.
  Next, the CPU 131 sets a save command in the RAM 133 (step 171), resets the nonconformity determination count G stored in the RAM 133 to “0” (step 153), and advances the process to step 179.
  On the other hand, when it is determined that the gate passing command has not been received (when a negative determination is made in step 160), in step 173, the CPU 131 determines whether the right-handed flag is set to “ON”. . Then, when the right-handed flag is set to “ON”, the CPU 131 advances the process to step 174. On the other hand, if the right-hand flag is set to “OFF”, the CPU 131 advances the process to step 179.
  In step 174, the CPU 131 determines whether or not the game leaving time T has reached a predetermined threshold value Ta. When the game leaving time T reaches the threshold value Ta, the CPU 131 advances the process to step 175. On the other hand, if the game leaving time T has not reached the threshold value Ta, the CPU 131 advances the process to step 179.
  In step 175, the right-handed promotion command is set in the RAM 133, and the process proceeds to the next step. Here, the right-handed promotion command is transmitted to the image sound control board 140 by the transmission process of step 13. Accordingly, when it is determined that the right-handed game is not being performed in the probability variation gaming state, the short-time gaming state, or the jackpot gaming state (that is, the pachinko gaming machine 1 is not being played), the image sound control board 140 Information that prompts the player to play a game (for example, main display image IBc on which “please make a right strike”: see FIG. 9C) is displayed on the main liquid crystal display device 5.
  Next, the CPU 131 sets a save command in the RAM 133 (step 176). Then, the CPU 131 resets the nonconformity determination count G and the game leaving time T stored in the RAM 133 to “0” (step 177, step 178), and proceeds to step 179.
  In step 179, the CPU 131 determines whether or not to terminate the notification information. And CPU131 advances a process to step 180, when complete | finishing alerting | reporting of alerting | reporting information. On the other hand, when the notification of the notification information is continued or when the notification information is not notified, the CPU 131 advances the process to step 181. For example, the “notification information” determined in step 179 includes notification information that prompts the player to make a right strike, notification information that prompts the player to make a left strike, and notification information that prompts the player to make a right strike. The timing for terminating the notification is set. For example, when a predetermined time has elapsed since the notification information was notified, when a predetermined number of symbol variations have been performed since the notification information was notified, and when a predetermined number of round games have been performed since the notification information was notified The time when the gaming state in which the notification information is notified ends, the time when the game promoted by the notification information is performed, and the like are set as the timing at which notification information is ended. If the current time is the end timing, the CPU 131 makes an affirmative determination in step 179 based on the end timing set in the notified notification information.
  In step 180, the CPU 131 sets a report end command in the RAM 133, and proceeds to the next step. Here, the report end command is transmitted to the image sound control board 140 by the transmission process of step 13. Thereby, when the notification information is displayed on the main liquid crystal display device 5, the information is erased by the image sound control board 140.
  In step 181, the CPU 131 determines whether a customer waiting command transmitted from the game control board 100 has been received. If the CPU 131 receives a customer waiting command, the CPU 131 proceeds to step 182. On the other hand, if the CPU 131 has not received the customer waiting command, the process proceeds to step 184.
  In step 182, the CPU 131 starts measuring the customer waiting time, which is the elapsed time after receiving the customer waiting command in step 181, and proceeds to the next step.
  Next, the CPU 131 sets the measurement flag stored in the RAM 133 to “ON” (step 183), and proceeds to step 184. Here, the measurement flag is a flag that is set to “ON” when the customer waiting time is being measured.
  In step 184, the CPU 131 determines whether or not the measurement flag is set to “ON”. If the measurement flag is set to “ON”, the CPU 131 advances the process to step 185. On the other hand, when the measurement flag is set to “OFF”, the CPU 131 ends the command reception process in step 10 and advances the process to step 11.
  In step 185, the CPU 131 determines whether or not the customer waiting time started in step 182 has reached the waiting time for starting the customer waiting effect. And CPU131 advances a process to step 186, when customer waiting time reaches the said waiting time. On the other hand, if the customer waiting time has not reached the waiting time, the CPU 131 ends the command receiving process in step 10 and proceeds to step 11.
  In step 186, a customer waiting effect command for instructing the start of a predetermined customer waiting effect is set in the RAM 133, and the process proceeds to the next step. Here, the customer waiting effect command is transmitted to the image sound control board 140 by the transmission process of step 13. Accordingly, a predetermined customer waiting effect (for example, reproduction of a customer waiting demo movie) is displayed on the main liquid crystal display device 5 by the image sound control board 140 (see FIG. 9D).
  In addition, when the game with respect to the pachinko gaming machine 1 is interrupted, a predetermined customer waiting effect is performed when the customer waiting time reaches the waiting time, but in the present embodiment, the pachinko gaming machine 1 is a probable game. In the state or the short-time gaming state, notification information that prompts the player to play a right-handed game may be displayed on the main liquid crystal display device 5. Here, as is clear from the above-described processing procedure, when the game of the pachinko gaming machine 1 is interrupted in the probability variation gaming state or the short-time gaming state, any of the notification information that prompts the player to play a game with a waiting-waiting effect and right-handed Whether to be displayed first is determined according to the long and short relationship between the waiting time and the threshold value Ta. Specifically, when the waiting time is set to be longer than the threshold value Ta, a customer waiting effect is performed after the notification information is displayed first, and when the game leaving time T reaches the threshold value Ta again, the notification is performed. Repeat the cycle where the information is redisplayed. On the other hand, when the waiting time is set shorter than the threshold Ta, the notification information is displayed after the customer waiting effect is displayed first.
  Next, the CPU 131 sets the measurement flag stored in the RAM 133 to “OFF” (step 187), ends the command reception process in step 10 and advances the process to step 11.
[Operational effects of this embodiment]
As described above, according to the present embodiment, it is determined whether the game ball has been launched into the first area (left-handed) or the second area (right-handed), and is launched into the second area. When the second winning area through which the game ball can pass is in a state where it is easy to win, it is urged to launch the game ball into the second area when it is not detected that the game ball has been launched into the second area. A notification image is displayed on the display screen. At this time, when the notification image is displayed on the display screen, the movable body that can move to the front side of the display screen is retracted so as not to overlap with the notification image. It becomes possible.
  As a first example, when it is determined that a left-handed game is played in a gaming state to which an electric chew support function is provided (probability gaming state or short-time gaming state), a notification image that prompts a right-handed game is main. The left sub-liquid crystal display device 8a and the right sub-liquid crystal display device 8b are retracted to the retracted position so that they are displayed on the liquid crystal display device 5 and do not overlap with the notification image. As a second example, when it is determined that a left-handed game is played in a gaming state (a big hit gaming state) in which the big winning opening 13 is opened, a notification image that prompts a right-handed game is displayed on the main liquid crystal display device 5. The left sub liquid crystal display device 8a and the right sub liquid crystal display device 8b are retracted to the retreat position so as not to overlap with the notification image. As a third example, when it is determined that a right-handed game is played in a gaming state (normal gaming state) in which the electric chew support function is not given, a notification image that prompts a left-handed game is displayed on the main liquid crystal display device 5. The left sub liquid crystal display device 8a and the right sub liquid crystal display device 8b are retracted to the retreat position so that they are displayed and do not overlap with the notification image. As a fourth example, when it is not possible to detect that a right-handed game is being played in a gaming state to which an electric chew support function is provided (probability gaming state or short-time gaming state) (for example, the pachinko gaming machine 1 is not being played) ), A notification image prompting to start a right-handed game is displayed on the main liquid crystal display device 5, and the left sub-liquid crystal display device 8a and the right sub-liquid crystal display device 8b are retracted so as not to overlap with the notification image. Evacuate to. As described above, in any example, when notification information that suggests a game method to the player or notification information that prompts the game is displayed on the display screen to notify the player, these notification images do not overlap. Since the left sub liquid crystal display device 8a and the right sub liquid crystal display device 8b are retracted as described above, the visibility of the notification image can be ensured.
[Modification]
In addition, although the said embodiment has already demonstrated various modifications, this invention is not limited to the said embodiment, Furthermore, the following forms may be sufficient. In other words, in the above embodiment, the second start port 12 and the electric tulip 17 are provided at positions that serve as a passage route for a left-handed game ball and a passage route for a right-handed game ball. You may provide in the path | route which the game ball hit is difficult to pass or cannot pass. In this case, in order to win the game ball in the second starting port 12, it is necessary to play the game by right-handed, but even with such a configuration, the actions exemplified in the first to fifth examples above An effect similar to the effect can be obtained.
  In addition, as a setting example in which the jackpot obtained by winning a game ball at the second starting port 12 is more advantageous to the player than the jackpot obtained by winning the game ball at the first starting port 11, Although the type of jackpot game shown in FIGS. 5B and 5C is used, the advantage / disadvantage may be set by other settings. In addition to the advantages / disadvantages due to the number of winning balls that can be expected by winning as described above, the advantage / disadvantage may be set according to the rate of transition to a gaming state determined with a high probability when a jackpot game is executed in a special symbol lottery Advantages / disadvantages may be set according to the rate of transition to a gaming state to which the electric chew support function is granted, or advantages / disadvantages depending on the difference in the large winning opening that is opened when a plurality of large winning prize openings are provided. May be set, or an advantage / disadvantage may be set by combining at least two of these settings.
  In the above embodiment, the player can detect the current gaming state by detecting the passing of the game ball through the first gate 15 or the second gate 16 or by not detecting the passing of the game ball. Although it is determined that the game ball is flowing down to an inappropriate game area or the game ball is not flowing down to an appropriate game area, the determination may be performed using other information. As a first example, in the case of a probability-changing gaming state, a short-time gaming state, or a jackpot gaming state, that is, in a state where a right-handed strike is urged, in response to a predetermined number of game balls winning in the first starting port 11 Then, it is determined that the player is causing the game ball to flow down to an inappropriate game area (that is, left-handed). In the first example, informing information that prompts the player to make a right strike in response to a predetermined number of game balls having been won at the first starting port 11 in the probability variation gaming state, the short-time gaming state, or the jackpot gaming state ( For example, a character image indicating “Please aim right” is displayed on the main liquid crystal display device 5 and the left sub liquid crystal display device 8a and the right sub liquid crystal display device 8b are retracted so as not to overlap with the notification information. . As a second example, a game ball wins a predetermined time at the second start opening 12 or the big winning opening 13 in the probability variation gaming state, the short-time gaming state, or the big hit gaming state, that is, in a state where a right hit is encouraged. In response to not, it is determined that the player has not caused the game ball to flow down to an appropriate game area (ie, has not made a right-hand hit). In the second example, the right-handed game is urged to the player in response to the fact that the game ball does not win the second starting port 12 or the big winning port 13 for a predetermined time in the probability variation gaming state, the short-time gaming state, or the big hit gaming state. The notification information (for example, a character image indicating “please make a right turn”) is displayed on the main liquid crystal display device 5, and the left sub liquid crystal display device 8a and the right sub liquid crystal display device so as not to overlap with the notification information. Evacuate 8b.
  In the description using FIG. 18 and the like, the example in which the second special symbol determination is preferentially digested with respect to the first special symbol determination is used, but the priority special digest may not be performed. That is, when the right to make a special symbol determination by winning a game ball at the first starting port 11 and the right to make a special symbol determination by winning a game ball at the second starting port 12 are held, Special symbol determination may be digested in the order in which the balls have won.
  Further, the configuration, type, operation mode of each member, etc. of the pachinko gaming machine 1 described in the above embodiment is merely an example, and it goes without saying that the present invention can be realized with other configurations, types, and operation modes. . Further, the order of processing, the set value, the threshold value used for determination, etc. in the flowcharts described above are merely examples, and the present invention can be realized with other orders and values without departing from the scope of the present invention. Needless to say. Further, the screen diagrams and the like exemplified in the above embodiment are merely examples, and may be screens of other display modes.
  In another embodiment, at least a part of the processing executed on the game control board 100, the effect control board 130, the image sound control board 140, and the lamp control board 150 is performed on another control board (another control unit). You can do it with For example, at least a part of processing executed in the game control board 100 may be executed in the effect control board 130, the image sound control board 140, and the lamp control board 150, or other control boards that do not appear in the above description. You may perform in (other control parts). Further, at least a part of the processing executed in the effect control board 130 may be executed in the game control board 100, the image sound control board 140, and the lamp control board 150, or other control boards that do not appear in the above description. You may perform in (other control parts). In addition, a part or all of the game control board 100, the effect control board 130, the image sound control board 140, and the lamp control board 150 are integrally configured to perform processing executed on a plurality of control boards (control units). Two control boards (control units) may be executed.
  Although the present invention has been described in detail above, the above description is merely illustrative of the present invention in all respects and is not intended to limit the scope thereof. It goes without saying that various improvements and modifications can be made without departing from the scope of the present invention. It is understood that the scope of the present invention should be construed only by the claims. Moreover, it is understood that those skilled in the art can implement an equivalent range from the description of the specific embodiments of the present invention based on the description of the present invention and the common general technical knowledge. In addition, it is to be understood that the terms used in the present specification are used in the meaning normally used in the art unless otherwise specified. Thus, unless defined otherwise, all technical and technical terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this invention belongs. In case of conflict, the present specification, including definitions, will control.
  As described above, the present invention may be a gaming machine having the following configuration.
  One configuration example of the gaming machine (pachinko gaming machine 1) of the present invention includes a display screen (main liquid crystal display device 5), a first winning area (first starting port 11), a second winning area (second starting port 12 or Big prize opening 13), game control means (S5, S6), movable body (left sub liquid crystal display device 8a, right sub liquid crystal display device 8b), movable body control means (lamp control board 150, S114, S126, S131, S151) , S168, S171, S176), determination means (first gate 15, second gate 16, S231, S160-S178), and display control means (image acoustic control board 140, S113, S125, S130, S150, S167, S170). , S175). In the first winning area, at least a game ball (left-handed game ball) launched in the first area of the game board can pass. The second winning area is a first state (electric tulip) in which a game ball (a right-handed game ball) launched into a second area different from the first area on the game board can pass and the game ball hardly passes. 17 can be operated in a closed position and the big prize opening 13 is in a closed state) and a second state where the electric tulip 17 is easy to pass (the electric tulip 17 is in an open position and the big prize opening 13 is in an open state). The game control means includes a normal gaming state in which the second winning area is unlikely to operate in the second state (normal gaming state) or a specific gaming state in which the second winning area is likely to operate in the second state (probability changing gaming state, short-time gaming state, jackpot gaming state). You can control the game with The movable body is movable to the front side of the display screen. The movable body control means controls the operation of the movable body. The determination means determines that the game ball is flowing down the first area or the second area. The display control means displays an image on the display screen. When the display control means is at least in the specific gaming state and the determination means cannot detect that the game ball is flowing down the second area, a display image prompting the player to launch the game ball on the second area is displayed on the display screen. indicate. When the notification image is displayed on the display screen, the movable body control means retracts the movable body so as not to overlap the notification image.
  According to the above, when a notification image is displayed on the display screen, the visibility of the notification image can be ensured.
DESCRIPTION OF SYMBOLS 1 Pachinko machine 2 Game board 4 Display 5 Main liquid crystal display device 8 Sub liquid crystal display device 10 Game area 11 1st starting port 12 2nd starting port 13 Big winning port 15 1st gate 16 2nd gate 17 Electric tulip 24 Speaker 26 effect button 27 cross key 38 stepping motor 41 first special symbol display 42 second special symbol display 100 game control board 101, 131 CPU
102, 132 ROM
103, 133 RAM
130 Production control board 134 RTC
140 Image sound control board 150 Lamp control board

Claims (1)

  1. A display screen;
    A first winning area through which game balls launched into the first area of the game board can pass at least;
    A second winning area in which a game ball launched into a second area different from the first area on the game board can pass and can operate in a first state in which the game ball is difficult to pass and a second state in which the game ball easily passes through. When,
    A game control means capable of controlling a game in a normal gaming state in which the second winning area is difficult to operate in the second state, or in a specific gaming state in which the second winning area is easily operated in the second state;
    A movable body movable to the front side of the display screen;
    Movable body control means for controlling the operation of the movable body;
    A determination unit that the game ball is flowing down the first area,
    Display control means for displaying an image on the display screen,
    Wherein the display control unit, at least the in a particular game state, before Symbol judging means the display screen on the game balls to the second region when the game ball of the first region is detected that flow down Even if the determination means does not detect that a game ball is flowing down the first area in the first game image and the specific gaming state, the display screen moves to the second area. And displaying at least one second notification image that prompts the player to launch a game ball, and in response to the transition to the normal game state, a third notification that prompts the player to launch the game ball on the first area. Display an image,
    Said movable member control means, if the first notification image or the third notification image is displayed on the display screen, the first annunciation image or the third annunciation image not overlapping the movable body so as retreat And , when only the second notification image is displayed on the display screen among the first notification image, the second notification image, and the third notification image, the operation of retracting the movable body is not performed . Gaming machine.
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JP6315839B2 (en) * 2016-07-26 2018-04-25 京楽産業.株式会社 Game machine
JP6249068B2 (en) * 2016-09-26 2017-12-20 サミー株式会社 Pachinko machine
JP6386508B2 (en) * 2016-10-17 2018-09-05 京楽産業.株式会社 Game machine
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