JP5859044B2 - Game machine - Google Patents

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JP5859044B2
JP5859044B2 JP2014037781A JP2014037781A JP5859044B2 JP 5859044 B2 JP5859044 B2 JP 5859044B2 JP 2014037781 A JP2014037781 A JP 2014037781A JP 2014037781 A JP2014037781 A JP 2014037781A JP 5859044 B2 JP5859044 B2 JP 5859044B2
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effect
control unit
game
port
state
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JP2015160020A (en
Inventor
鈴木 弘一
弘一 鈴木
浩 水上
浩 水上
安部 浩司
浩司 安部
吉康 中山
吉康 中山
天野 貴之
貴之 天野
奨 安間
奨 安間
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京楽産業.株式会社
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Description

  The present invention relates to a gaming machine such as a slot machine that displays a lottery result when a plurality of reels are stopped in a combination of symbols when a pachinko gaming machine that wins a jackpot by winning a game ball or a game medium is inserted.
  In a gaming machine such as a pachinko machine, a big hit lottery is performed when a game ball wins a prize such as a start opening. When the jackpot is won, the gaming machine is put into a jackpot gaming state in which the jackpot is opened and many winning balls can be obtained. In the gaming machine, various effects such as display on the image display unit, lighting of various lamps, and sound by a speaker are performed in accordance with the game of the game ball by the player.
  Conventionally, various configurations and modes have been proposed as various effects associated with such game balls (see, for example, Patent Document 1). In Patent Document 1, “On a pachinko machine, there is a change effect that changes a temporarily displayed reserved symbol (temporary symbol) to another type of reserved symbol (final symbol). That is, sub integrated control of the pachinko machine. At the time of digestion of the hold memory, the device updates the hold symbol display (S705), and if it becomes the execution timing of the change effect (S715: Yes), it corresponds to the hold memory that is the target of the change effect. (S725), the temporary symbol is changed to the final symbol (S730), and the suspended symbol on which the changing effect is not performed is also simulated. A configuration of “performing stage performance (S750)” is disclosed.
JP 2013-116315 A
Here, the continuous notice based on the result of the preliminary determination by the holding ball is performed over a plurality of symbol variations, and such continuous notice is not always performed. It is possible to improve.
An object of this invention is to provide the gaming machine which can aim at the improvement of the game property by continuous production.
In the gaming machine to which the present invention is applied, when the first detection means 211 detects the entry of a game ball into the first start port 121 and when the game ball enters the second start port 122, In the gaming machine 100 in which the determination unit 234 performs the jackpot determination when the two detection units 212 detect, and the display unit 114 displays a symbol indicating the result of the jackpot determination together with a predetermined image including at least a background image. And a storage unit 203 for storing a holding ball on which the right to receive the jackpot determination by the determination unit 234 is stored, and before the jackpot determination relating to the holding ball stored by the storage unit 203 is performed in advance. A result of the jackpot determination performed corresponding to the reserved ball stored in the storage unit 203 is displayed on the display unit 114. Control the execution of the first specific effect to change at least a part of the predetermined image on the display unit 114 to a content suggesting a preliminary determination result of the preliminary determination unit 201 corresponding to the reserved ball. a first specific presentation control means 301, a second specific effect control means 301 for controlling the execution of the previous SL second specific effect of changing at least a part of said predetermined image displayed in the first specific effect, wherein the second specific presentation control means 301 makes a determination of whether it can execute the second specific effect in a predetermined ratio between the first specific effect is executed by the determination When it is determined that the second specific effect can be executed, the number of the reserved balls stored in the storage unit 203 and the second start port 122 by entering the first start port 121 To enter Sum of the number of the pending balls stored in the storage unit 203 I is characterized in that to perform reaches Then the second specific effect to a predetermined value.
  In addition, the said code | symbol in this column is attached | subjected illustratively in the description of this invention, and this invention is not reduced by this code | symbol.
  According to the present invention, it is possible to improve the playability by continuous production.
It is a schematic front view of the pachinko gaming machine according to the present embodiment. It is a partial plane enlarged view of a pachinko gaming machine. It is a block diagram which shows the internal structure of the control unit of a pachinko gaming machine. It is a block diagram which shows the function structure of a game control part. It is a flowchart which shows the main operation | movement of a game control part. It is a flowchart which shows the content of a start port switch process. It is a flowchart which shows the content of the gate switch process. It is a flowchart which shows the content of the special symbol process. It is a flowchart which shows the content of the jackpot determination process. It is a flowchart which shows the content of the fluctuation pattern selection process. It is a flowchart which shows the content of the process during a stop. It is a flowchart which shows the content of a customer waiting | standby setting process. It is a flowchart which shows the content of normal symbol processing. It is a flowchart which shows the content of the big prize opening process. It is a flowchart which shows the content of the game state setting process. It is a flowchart which shows the content of an electric tulip process. It is a figure which shows the structural example of a random number. It is a flowchart which shows operation | movement of an effect control part. It is a flowchart which shows the content of command reception processing. It is a figure which shows the example of a setting of a mode flag. It is a flowchart which shows the content of effect selection processing. It is a flowchart which shows the content of the process during completion | finish of a fluctuation production. It is a flowchart which shows the content of the win production | presentation selection process. It is a flowchart which shows the content of the ending effect selection process. It is a flowchart which shows the content of a customer waiting command reception process. It is a flowchart which shows the content of effect button processing. It is a front view explaining the sorting device concerning the 1st example of composition. It is a front view explaining the distribution apparatus which concerns on a 2nd structural example. It is a front view explaining the distribution apparatus which concerns on a 3rd structural example. It is a time chart explaining the mode change in a 1st embodiment. It is a figure explaining the distribution control process in 2nd Embodiment. It is a flowchart explaining an effect table selection process. It is a flowchart explaining the pending | holding display effect process in 3rd Embodiment. It is a figure explaining the production | presentation aspect of the hold display selected by hold display effect processing. It is a figure explaining the production | presentation aspect of the winning number display which concerns on an application example. It is a block diagram explaining the structural example of RAM of the game control part in 4th Embodiment. It is a block diagram illustrating a configuration example of a RAM of an effect control unit. It is a figure which shows the structural example of the random number used by a prior determination process. It is a flowchart which shows the content of the prior determination process. It is a flowchart which shows a part of operation | movement of an effect control part. It is a flowchart which shows the content of the prior determination command reception process in an effect control part. It is a flowchart which shows the content of the effect execution command reception process in an effect control part. It is a flowchart which shows the content of the specific effect command process. It is a figure explaining the example of an image displayed on an image display part with a specific production. It is a figure which shows the outline | summary of an additional production | presentation table. It is a flowchart which shows the content of the effect control process in an effect control part. It is a flowchart which shows the content of the pending | holding display mode selection process in 5th Embodiment. It is a figure explaining the hold display mode switched by the hold display mode selection process. It is a figure explaining another hold display mode. It is a flowchart explaining the specific effect command process in 6th Embodiment. It is a figure which shows the outline | summary of an effect table.
Embodiments of the present invention will be described below in detail with reference to the accompanying drawings.
[Basic configuration of gaming machine]
FIG. 1 is a schematic front view of a pachinko gaming machine 100 according to the present embodiment.
A pachinko gaming machine 100 as an example of the gaming machine shown in the figure is configured to pay out a prize ball when a game ball launched by an instruction operation by a player wins. The pachinko gaming machine 100 includes a game board 110 on which game balls are launched, and a frame member 150 surrounding the game board 110. The game board 110 is detachably attached to the frame member 150.
The game board 110 has a game area 111 for playing with a game ball on the front surface, a rail member 112 that forms a passage where a game ball launched from below rises toward the upper position of the game area 111, and a game A guide member 113 for guiding the game ball is provided on the right side of the region 111.
In the present embodiment, an image display unit 114 that displays various images for production is provided at a position of the game area 111 that is easily visible to the player. The image display unit 114 includes a display screen such as a liquid crystal display, and displays a decorative symbol for notifying the player of a symbol lottery result (symbol variation result), for example, as the game progresses by the player. An effect image by the appearance of a character or the appearance of an item is displayed.
In addition, a movable accessory 115 and a board lamp 116 used for various effects are provided on the front surface of the game board 110. The movable accessory 115 performs various effects by operating on the game board 110, and the board lamp 116 performs various effects by emitting light.
  The game area 111 is provided with a game nail and a windmill (not shown) for changing the direction in which the game ball falls. Further, in the game area 111, various bonuses relating to winning and lottery are arranged at predetermined positions. In addition, the game area 111 is provided with a discharge port 117 through which game balls launched into the game area 111 that have not been won in the winning area are discharged out of the game area 111.
  In the present embodiment, as various functions related to winning and lottery, a special symbol lottery (a jackpot lottery) starts when a game ball wins, and it is normal when a game ball passes. A start gate (hereinafter simply referred to as a gate) 124 for starting a symbol lottery (open / close lottery) is disposed on the game board 110. Here, the first start port 121 and the second start port 122 refer to a winning port that triggers the operation of one predetermined special symbol display. Specifically, the first start port 121 and the second start port 122 are provided with switches (a first start port switch 211 and a second start port switch 212 described later) that detect the passage of a game ball when winning a prize. It has been. And when a game ball wins the 1st starting port 121 or the 2nd starting port 122, this switch will detect the passage of a gaming ball as an opportunity to operate a special symbol display.
  The second start port 122 includes an electric tulip 123 as an ordinary electric accessory that is opened and closed by an electric solenoid. When the electric tulip 123 is closed, it is difficult for the game ball to enter the second start port 122. On the other hand, when the electric tulip 123 is opened, the entrance of the second start port 122 is expanded so that the game ball can easily enter the second start port 122. It is configured. When the electric tulip 123 wins the normal symbol lottery, it opens for a specified time (for example, 0.15 to 1.8 seconds) and for a specified number of times (for example, 1 to 3 times) while lighting or blinking.
  It has a low probability state in which a jackpot lottery is performed with a normal probability and a high probability state in which a jackpot lottery is performed with a higher probability than the low probability state. It should be noted that the state is controlled to be either a low probability state or a high probability state under a predetermined condition. Further, the pachinko gaming machine 100 has a short time state where there are few winning opportunities at the second start port 122 and a short state when there are more winning opportunities at the second start port 122 than in the short time state. Note that, in a predetermined condition, the state is controlled to be either a timeless state or a timeless state. Here, the short-time state means, for example, any one or all of the following: increasing the probability of winning the normal symbol lottery, decreasing the normal symbol variation time, or extending the opening time of the electric tulip 123 Controlled by combination. In the short time state, the special symbol variation time of the special symbol may be shortened.
Further, in the present embodiment, a lottery is performed even if a winning ball 125 is won as a special electric prize that is opened according to the result of the special symbol lottery and other prizes related to winning and lottery. An ordinary winning opening 126 that is not present is arranged on the game board 110.
In the present embodiment, the first start port 121 and the second start port 122 are disposed in the game area 111, but a configuration example in which only one of them is disposed or another start port is disposed. A configuration example is also conceivable. In the present embodiment, one big prize opening 125 is arranged in the game area 111, but a configuration example in which a plurality of big prize openings 125 are arranged is also conceivable.
In the present embodiment, a display 130 for displaying a lottery result and the number of holds is arranged at the lower right position of the game board 110.
  Also, on the back side of the game board 110, a game control board that determines whether or not a special symbol is won, an effect control board that comprehensively controls effects, an image control board that controls effects by images and sounds, various lamps, Various substrates (not shown) such as a lamp control substrate for controlling the effect by the movable accessory 115 are attached. In addition, a switching power supply (not shown) that converts the supplied 24V AC power source into a DC power source and outputs it to various boards and the like is disposed on the back surface of the game board 110.
When the player touches the handle 151 and rotates the lever 152 in the clockwise direction, the frame member 150 moves the game balls at a predetermined time interval (for example, 100 per minute) with a hitting force according to the operation angle. And a launching device (not shown) for electrically firing. In addition, the frame member 150 includes a supply device (not shown) that sequentially supplies game balls to the launching device one by one at a timing in conjunction with the operation of the player's lever 152, and a game ball that the supply device supplies to the launching device. A plate 153 (see FIG. 2) for temporarily storing. For example, a payout ball by a payout unit is paid out to the plate 153.
In the present embodiment, the plate 153 is configured as an integrated upper and lower plate, but a configuration example in which the upper plate and the lower plate are separated is also conceivable. A configuration example in which the handle 151 of the launching device emits light under a predetermined condition is also conceivable.
Further, the frame member 150 includes a stop button 154 for temporarily stopping the launch of the game ball even when the player is touching the handle 151 of the launch device, and a game ball accumulated in the tray 153. A take-out button 155 for dropping and taking out the box (not shown).
Further, the frame member 150 includes a speaker 156 and a frame lamp 157 for notifying the gaming state and situation of the pachinko gaming machine 100 and performing various effects. The speaker 156 performs various effects based on music, voice, and sound effects, and the frame lamp 157 performs various effects based on light depending on a pattern or light emission color caused by lighting and blinking. In addition, about the frame lamp | ramp 157, the structural example which enables it to perform the effect which changes the irradiation direction of light can be considered.
The frame member 150 also includes a transparent plate (not shown) for separating the game board 110 from the player.
FIG. 2 is a diagram illustrating the pachinko gaming machine 100, (a) is an enlarged view showing an example of a display 130 arranged at the lower right of the game board 110, and (b) is a pachinko game. 2 is a partial plan view of the machine 100. FIG.
As shown in FIG. 2A, the display 130 of the pachinko gaming machine 100 includes a first special symbol display 221 that operates in response to winning of the first starting port 121 and a winning of the second starting port 122. The second special symbol display 222 that operates in response to the above and the normal symbol display 223 that operates in response to the passage of the gate 124 are provided. The first special symbol display 221 variably displays the special symbol resulting from winning of the first start port 121 and displays the lottery result. The second special symbol display 222 variably displays special symbols resulting from winning at the second start port 122 and displays the lottery results. The normal symbol display unit 223 displays the normal symbol variably and displays the lottery result when the game ball passes through the gate 124. Each of the first special symbol display 221, the second special symbol display 222, and the normal symbol display 223 is composed of an LED display device, and a symbol representing each lottery result is displayed according to its lighting mode.
  In addition, the indicator 130 operates in response to the hold in the first special symbol display 221 and the first special symbol hold indicator 218 that operates corresponding to the hold in the first special symbol display 221 and the second special symbol display 222. 2 a special symbol hold indicator 219 and a normal symbol hold indicator 220 that operates in response to the hold in the normal symbol indicator 223. Each of the first special symbol hold indicator 218, the second special symbol hold indicator 219, and the normal symbol hold indicator 220 is configured by an LED display device, and the number of holds is displayed by its lighting mode.
  Here, the hold will be described. If a game ball wins in the first start port 121 or the second start port 122 during the special symbol change display operation (while the change display for one win is being performed), the special symbol is changing. In addition, the special symbol variation display operation based on the subsequent winning cannot be started. Therefore, the number of subsequent winnings is stored up to a specified number (for example, 8), and the right to start a special symbol for the winning game ball is until the variable display operation for the previously winning game ball ends. Deferred. For normal symbols, the same processing as for special symbols is performed. The fact that such a hold has been made and the number of hold (unchanged number) are displayed on the first special symbol hold indicator 218, the second special symbol hold indicator 219 and the normal symbol hold indicator 220.
  Furthermore, the display device 130 includes a state display device 224 that displays the state of the pachinko gaming machine 100. In the present embodiment, the status indicator 224 is configured by a display device in which two LEDs are arranged. One of the two LEDs notifies whether or not the state of the pachinko gaming machine 100 is in a high probability state in which the winning probability of the special symbol lottery is high. The other one is to notify by lighting whether or not the state of the pachinko gaming machine 100 is in a short time state in which it is easy to win the second starting port 122. In addition, the status indicator 224 is further provided with an LED, and by lighting it to the right (by changing the hitting force of the game ball), it is possible to notify by lighting whether or not the player is in an advantageous state. Good.
The frame member 150 of the pachinko gaming machine 100 includes an input device for a player to input an effect. As shown in FIG. 2B, in the present embodiment, as an example of an input device, an effect button 161 and an effect key 162 composed of a plurality of keys adjacent to the effect button 161 and arranged in a substantially cross shape are provided. Are disposed on the frame member 150. The production key 162 is configured such that one central key is arranged at the center, and four peripheral keys having substantially the same shape are arranged around the central key. The player can select any of a plurality of images displayed on the image display unit 114 by operating the four peripheral keys, and can select the image by operating the effect button 161. It is possible to input an image as information.
As the form of the input device, various input forms such as a lever, a dial, and the like can be adopted in addition to the effect button 161 and the effect key 162 shown in the drawing.
[Configuration of control unit]
Next, a control unit that performs operation control and signal processing in the pachinko gaming machine 100 will be described.
FIG. 3 is a block diagram showing an internal configuration of the control unit. As shown in the figure, the control unit is provided with a game control unit 200 that determines whether or not a special symbol has been won as main control means. Further, as sub-control means, an effect control unit 300 that comprehensively controls effects, an image / sound control unit 310 that controls effects using images and sound, and effects using various lamps and movable accessories 115 A ramp control unit 320 for controlling the payout, and a payout control unit 400 for performing payout control of the payout ball.
  As described above, the game control unit 200, the effect control unit 300, the image / sound control unit 310, the lamp control unit 320, and the payout control unit 400 are each a game as a main board disposed on the rear surface of the game board 110. The control board, the effect control board as the sub board, the image control board, the lamp control board, and the payout control board are individually configured.
[Configuration and function of game control unit]
The game control unit 200 is used as a CPU 201 that performs arithmetic processing when determining whether or not a special symbol is won, a ROM 202 that stores programs executed by the CPU 201, various data, and the like, a working memory of the CPU 201, and the like. RAM 203 to be provided.
When the game ball wins the first start port 121 or the second start port 122, the game control unit 200 performs a special symbol lottery and sends the lottery result to the effect control unit 300. In addition, the change information of the high probability state and the low probability state and the change information of the short time state and the short time state are sent to the effect control unit 300.
Further, the game control unit 200 performs control to increase the probability of winning the normal symbol lottery, shorten the normal symbol variation time, or extend the opening time of the electric tulip 123. In addition, the game control unit 200 holds up to the limit number (for example, 8) of the unchangeable amount when the game ball continuously wins the first start port 121 or the second start port 122, or the game ball continues. Thus, the suspension is set up to the limit number (for example, 4) of the unchangeable amount when passing through the gate 124.
Furthermore, the game control unit 200 opens until the special winning opening 125, which is a special electric accessory, satisfies a predetermined condition (for example, 29.5 seconds have passed or 10 game balls have been won) according to the result of the special symbol lottery. Control is performed so that the round in which the state is maintained is repeated a predetermined number of times. Furthermore, the opening / closing operation interval when the special winning opening 125 is opened is controlled.
Further, when the game ball is won in the first start port 121, the second start port 122, the big winning port 125, and the normal winning port 126, the game control unit 200 per game ball according to the place where the game ball has won. The payout control unit 400 is instructed to pay out a predetermined number of prize balls. For example, when a game ball wins at the first start port 121, three prize balls, when a game ball wins at the second start port 122, four prize balls, and when a game ball wins the big prize port 125, thirteen prizes. When a game ball wins the ball, the normal winning opening 126, an instruction command (command) is sent to the payout control unit 400 so as to pay out 10 prize balls. Even if it is detected that the game ball has passed through the gate 124, the payout control unit 400 is not instructed to pay out the prize ball in conjunction therewith.
When the payout control unit 400 pays out a prize ball in accordance with an instruction from the game control unit 200, the game control unit 200 acquires information on the number of prize balls paid out from the payout control unit 400. As a result, the number of prize balls paid out is managed.
As shown in FIG. 3, the game control unit 200 includes a first start port detection unit (first start port switch (SW)) 211 that detects a winning of a game ball to the first start port 121, as shown in FIG. , A second start port detection unit (second start port switch (SW)) 212 that detects a winning of a game ball to the second start port 122, an electric tulip opening / closing unit 213 that opens and closes the electric tulip 123, and the gate 124. A gate detection unit (gate switch (SW)) 214 for detecting the passage of the game ball is connected.
Further, the game control unit 200 has a large winning port detecting unit (large winning port switch (SW)) 215 for detecting a winning of a game ball to the large winning port 125, and the large winning port 125 is inclined to be in a closed state. A large winning opening / closing unit 216 set to the open state and a normal winning opening detecting unit (normal winning opening switch (SW)) 217 for detecting the winning of a game ball to the normal winning opening 126 are connected.
In addition, the game control unit 200 includes a first special symbol hold indicator 218 that displays the number of unchanged reserves won in the first starting port 121 during the change of the special symbols within the limit number (for example, 8). , A second special symbol hold indicator 219 that displays within the limit the number of non-changed reserves won to the second starting port 122 during the change of the special symbol, and the non-changed display that has passed through the gate 124 during the change of the normal symbol A normal symbol hold indicator 220 for displaying the fluctuation hold amount within the limit number is connected.
Further, the game control unit 200 includes a first special symbol display 221 for displaying a special symbol variation display and a special symbol lottery result performed by winning a game ball in the first starting port 121, and a second starting port. The second special symbol display 222 that displays the result of the special symbol variation display and special symbol lottery performed by winning the game ball to 122, and the normal symbol display that displays the normal symbol variation display and the normal symbol lottery result A device 223 and a state indicator 224 for displaying the state of the pachinko gaming machine 100 are connected.
  Then, detection signals detected by the first start port switch 211, the second start port switch 212, the gate switch 214, the big winning port switch 215 and the normal winning port switch 217 are sent to the game control unit 200. In addition, the control signal from the game control unit 200 includes an electric tulip opening / closing unit 213, a prize winning opening / closing unit 216, a first special symbol hold indicator 218, a second special symbol hold indicator 219, a normal symbol hold indicator 220, It is sent to the first special symbol display 221, the second special symbol display 222, the normal symbol display 223, and the status display 224. Thereby, the game control unit 200 performs various controls related to the number of payout prize balls.
  Further, a board external information terminal board 250 that transmits various kinds of information to a host computer (not shown) installed in the hall is connected to the game control unit 200. Then, the game control unit 200 transmits information about the number of paid-out prize balls, information indicating the state of the game control unit 200, and the like acquired from the payout control unit 400 to the host computer via the board external information terminal board 250. To do.
[Configuration and function of production control unit]
The effect control unit 300 includes a CPU 301 that performs arithmetic processing for controlling effects, a ROM 302 that stores programs executed by the CPU 301 and various data, a RAM 303 that is used as a work memory of the CPU 301, and the like. And a real-time clock (RTC) 304 for measuring.
The effect control unit 300 sets the contents of the effect, for example, based on the determination result of whether or not the winning in the special symbol lottery sent from the game control unit 200 and the variation pattern. At that time, in response to an operation input from the user using the effect button 161 or the effect key 162, the effect content corresponding to the operation input may be set. In this case, for example, a signal (operation signal) corresponding to an operation is received from a controller (not shown) such as the effect button 161, and the operation content identified by the operation signal is reflected in the setting of the effect.
In addition, when the game is interrupted for a predetermined period, the effect control unit 300 instructs the setting of the screen display for waiting for a customer as one of the effects.
Furthermore, the effect control unit 300 sets the effect contents based on the change information of the high probability state and the low probability state received from the game control unit 200, and the change information of the timeless state and the timeless state.
In addition, the effect control unit 300 sends a command for instructing execution of the set effect contents to the image / sound control unit 310 and the lamp control unit 320.
[Configuration / Function of Image / Sound Control Unit]
The image / sound control unit 310 is a CPU 311 that performs arithmetic processing for controlling the image and sound representing the content of the effect, a ROM 312 that stores programs executed by the CPU 311, various data, and the like. And a RAM 313 used as a memory or the like.
Then, the image / sound control unit 310 controls the image displayed on the image display unit 114 and the sound output from the speaker 156 based on the command sent from the effect control unit 300.
Specifically, in the ROM 312 of the image / sound control unit 310, a symbol image or background image displayed during the game on the image display unit 114, a decorative symbol for notifying the player of the lottery result, and a notice effect for the player Image data such as a character or item for displaying is stored.
The ROM 312 further stores various types of acoustic data such as music and sound output from the speaker 156 in synchronization with the image data or independently of the image data, and sound effects such as jingles. The CPU 311 selects and reads out the data corresponding to the command sent from the effect control unit 300 from the image data and the sound data stored in the ROM 312. Furthermore, image processing for background image display, symbol image display, symbol image variation, character / item display, etc., and voice processing using the read acoustic data are performed using the read image data.
Then, the image / sound control unit 310 controls screen display on the image display unit 114 based on the image data subjected to image processing. Further, the sound output from the speaker 156 is controlled by the sound data subjected to the sound processing.
[Configuration and function of lamp control unit]
The lamp control unit 320 stores a CPU 321 that performs arithmetic processing when controlling the light emission of the panel lamp 116 and the frame lamp 157 and the operation of the movable accessory 115, and programs executed by the CPU 321 and various data. A ROM 322 and a RAM 323 used as a working memory for the CPU 321 are provided.
The lamp control unit 320 controls lighting / flashing of the panel lamp 116 and the frame lamp 157, the emission color, and the like based on the command sent from the effect control unit 300. Further, the operation of the movable accessory 115 is controlled.
Specifically, the ROM 322 of the lamp control unit 320 stores lighting / flashing pattern data and emission color pattern data (emission pattern) for the panel lamp 116 and the frame lamp 157 according to the production contents set by the production control unit 300. Data) is stored. The CPU 321 selects and reads out the light emission pattern data stored in the ROM 322 corresponding to the command sent from the effect control unit 300. The lamp controller 320 controls the light emission of the panel lamp 116 and the frame lamp 157 based on the read light emission pattern data.
The ROM 322 of the lamp control unit 320 stores operation pattern data of the movable accessory 115 corresponding to the production content set by the production control unit 300. The CPU 321 controls the operation of the movable accessory 115 based on the read operation pattern data.
[Configuration and function of payout control unit]
The payout control unit 400 includes a CPU 401 that performs arithmetic processing for controlling payout of the payout ball, a ROM 402 that stores programs executed by the CPU 401, various data, and the like, and a RAM 403 that is used as a work memory for the CPU 401. And.
The payout control unit 400 controls payout of the payout ball based on the command sent from the game control unit 200.
Specifically, the payout control unit 400 acquires from the game control unit 200 a command for paying out a predetermined number of prize balls according to the place where the game ball has won (such as the first start port 121). Then, the payout driving unit 411 is controlled so as to pay out the number of prize balls specified by the command. Here, the payout drive unit 411 includes a drive motor that sends out the game ball from the storage unit of the game ball.
The payout control unit 400 also includes a payout ball detection unit 412 that detects the number of prize balls actually paid out from the game ball storage unit by the payout drive unit 411, and a game ball in the storage unit (not shown). Sphere detection unit 413 for detecting whether or not there is a storage, and whether or not the plate 153 in which a game ball used when a player plays a game or a prized ball to be held is full is detected. A full tank detection unit 414 is connected. Then, the payout control unit 400 receives detection signals detected by the payout ball detection unit 412, the ball presence detection unit 413, and the full tank detection unit 414, and performs predetermined processing according to these detection signals.
Further, the payout control unit 400 is connected to a frame external information terminal board 450 that transmits various types of information to a host computer installed in the hall. Then, the payout control unit 400, for example, information on the number of prize balls instructed to pay out to the payout driving unit 411, information on the number of prize balls actually paid out detected by the payout ball detection unit 412, etc. Is transmitted to the host computer via the frame external information terminal board 450. Also, similar information is transmitted to the game control unit 200.
[Functional configuration of game control unit]
Next, the functional configuration of the game control unit 200 will be described.
FIG. 4 is a block diagram showing a functional configuration of the game control unit 200. As shown in the figure, the game control unit 200 includes a random number acquisition unit 231, a normal symbol determination unit 232, a special symbol variation control unit 233, and a special symbol determination unit 234 as functional units that execute various lottery processes. And a normal symbol fluctuation control unit 237.
In addition, the game control unit 200 includes a variation pattern selection unit 235 as a functional unit that executes a process associated with special symbol variation.
Furthermore, the game control unit 200 is a function unit that executes operation control of various types of objects and data processing related to a prize ball, etc., as a function unit for a prize winning opening operation control unit 238, an electric tulip operation control unit 239, and a prize ball processing unit 240. And an output control unit 241 and a random number control unit 242.
The random number acquisition unit 231 acquires a random number related to a special symbol when a game ball wins the first start port 121 or the second start port 122. Specifically, one numerical value (random number value) is selected (obtained) from a predetermined range of numerical values and used for determination by the special symbol determination unit 234.
The random number acquisition unit 231 acquires a random number related to a normal symbol when a game ball passes through the gate 124. Specifically, one numerical value (random number value) is selected (obtained) from a predetermined range of numerical values, and used for determination by the normal symbol determination unit 232.
The special symbol fluctuation control unit 233 controls the fluctuation of the special symbol according to the lottery result when the special symbol lottery is performed.
  The special symbol determination unit 234 uses a random number table as shown in FIG. 17 at the start of the variation of the special symbol, and the lottery result is “whether it is a big hit”, “a type of big hit when winning a big win”, “ It is determined whether or not the jackpot is lost or not when the jackpot is not won. That is, the random number acquisition unit 231 acquires a random number value related to a special symbol when the first starting port switch 211 or the second starting port switch 212 serving as a detection unit detects passage of a game ball, and determines a special symbol. The unit 234 determines based on the acquired random number value whether or not to play a special game (such as a big hit game) advantageous to the player. The special symbol lottery (big hit lottery) described above refers to processing in the random number acquisition unit 231 and the special symbol determination unit 234.
  Here, the “hit” is divided into a plurality of types according to the gaming state that occurs after the end of the jackpot game. Specifically, the type of jackpot is determined depending on the combination of the short-time state or the short-time state and the high-probability state or the low-probability state. That is, as a type of jackpot, after the jackpot game is finished, it is a jackpot, a short probability state and a low probability state state that has both a short probability state and a high probability state state that has both a short state state and a high probability state state. A jackpot that becomes a gaming state, a state that has both a short-time state and a high-probability state, and a jackpot that becomes a high-probability state that has both a short-time state and a low-probability state. There can be a jackpot. Each of these jackpots is associated with an individual special symbol, and the type of jackpot is determined according to the type of special symbol won in the special symbol lottery.
  In addition, the “bonanza” may be divided into a jackpot that can be expected to pay out a large amount of gaming balls for a long time, and a jackpot that can hardly be expected to pay out gaming balls because the jackpot game time is short. The former is called “long hit” and the latter is called “short hit”. For example, in “long win”, a round that is maintained until the open state of the big winning opening 125 satisfies a predetermined condition (for example, 29.5 seconds have passed or 10 game balls have been won) is repeated, for example, 15 times. In the “short win”, a round in which the special winning opening 125 is opened for a certain time (for example, 0.1 second) is repeated, for example, 15 times.
In addition, in the case of “small winning” when the big winning is not won, for example, a small winning game is performed in which the big winning opening 125 is opened for 15 seconds for 15 times. At the time of winning the small hit, the game state before the small win is continued even after the small hit game is completed. That is, when the game state at the time of winning the small hit is the high probability short game state, the high probability short time gaming state is continued even after the small hit game ends, and the gaming state does not shift. Similarly, when the game state at the time of winning the small hit is the low probability short-time non-game state, the low-probability short short no-game state is continued even after the small hit game ends, and the game state does not shift.
Further, “small hit” is a kind of “out of game”, and none of the above gaming states that are advantageous to the player is set.
The variation pattern selection unit 235 selects a variation pattern (variation time) of a special symbol displayed on the first special symbol display 221 or the second special symbol display 222. Here, the variation pattern selection unit 235 determines the variation pattern based on the determination result whether or not to play the jackpot game, the determination result whether or not to reach, and the like. Then, based on the variation pattern selected by the variation pattern selection unit 235, the special symbol variation control unit 233 controls the variation of the special symbol. Details of operations of the fluctuation pattern selection unit 235 and the special symbol fluctuation control unit 233 will be described later.
Here, “reach” is an effect for causing a player to expect a big hit in a decorative pattern to be described later.
When the normal symbol lottery is performed, the normal symbol determination unit 232 determines whether the normal symbol lottery result is “winning or not”.
The normal symbol fluctuation control unit 237 controls the fluctuation of the normal symbol according to the lottery result of the normal symbol.
The electric tulip operation control unit 239 releases the electric tulip 123 for a predetermined time and a predetermined number of times when it is determined as “winning” by the normal symbol lottery, so that the game ball can be easily won at the second start port 122. Generate a state. Further, when it is determined as “displacement”, such an open state of the electric tulip 123 is not generated.
The special winning opening operation control unit 238 controls the opening operation of the special winning opening 125.
The prize ball processing unit 240 sets a command for controlling the number of prizes to be received for various types of winnings and lotteries, and a command for controlling the payout of prize balls according to the prize.
The output control unit 241 controls the output of control commands from the game control unit 200 to the effect control unit 300 and the payout control unit 400.
The random number control unit 242 controls updating of various random values used in processing by the main control unit.
[Basic operation of gaming machine]
Next, the basic operation of the pachinko gaming machine 100 configured as described above will be described.
The basic operation of the pachinko gaming machine 100 is performed by a game control unit 200 that is a main control means. Then, under the control of the game control unit 200, the effect control unit 300, which is a sub-control means, controls the game effect, and the payout control unit 400 controls the payout of the prize ball.
FIG. 5 is a flowchart showing main operations of the game control unit 200.
The game control unit 200 repeatedly executes each process shown in FIG. 5 at regular time intervals (for example, 4 milliseconds) in a normal operation except for special cases such as when the power is turned on or when the power is turned off. Referring to the figure, random number update processing, switch processing, symbol processing, electric accessory processing, prize ball processing, and output processing are sequentially executed (steps 501 to 506).
  In the random number update process (step 501), the random number control unit 242 of the game control unit 200 updates various random number values used in the process by the main control unit. Details of the setting of the random number and the update of the random value will be described later.
As the switch process (step 502), a start port switch process and a gate switch process are performed.
In the start port switch process, the random number acquisition unit 231 of the game control unit 200 monitors the state of the first start port switch 211 and the second start port switch 212 in FIG. A lottery process is executed.
In the gate switch process, the normal symbol determination unit 232 of the game control unit 200 monitors the state of the gate switch 214 of FIG. 3 and executes a process for normal symbol lottery when the switch is turned on.
The detailed contents of these switch processes will be described later.
As the symbol processing (step 503), special symbol processing and normal symbol processing are performed.
In the special symbol process, the special symbol variation control unit 233, the special symbol determination unit 234, and the variation pattern selection unit 235 of the game control unit 200 perform the special symbol variation and processing associated with this symbol variation.
In the normal symbol process, the normal symbol variation control unit 237 of the game control unit 200 performs a normal symbol variation and a process associated with the symbol variation.
The detailed contents of these symbol processes will be described later.
As the electric accessory process (step 504), a big prize opening process and an electric tulip process are performed.
In the special prize opening process, the special prize opening operation controller 238 of the game control unit 200 controls the opening operation of the special prize opening 125 based on a predetermined condition.
In the electric tulip process, the electric tulip operation control unit 239 of the game control unit 200 controls the opening operation of the electric tulip 123 based on a predetermined condition.
The detailed contents of these electric accessory processing will be described later.
In the winning ball process (step 505), the winning ball processing unit 240 of the game control unit 200 sets a command for controlling the number of winnings and a control for paying out a winning ball according to winning.
In the output process (step 506), the output control unit 241 of the game control unit 200 outputs a control command to the effect control unit 300 and the payout control unit 400. The control command is generated in each process up to step 505, set in the RAM 203, and output in this output process.
[Start-up switch processing in game control unit]
FIG. 6 is a flowchart showing the contents of the start port switch process in the switch process shown in step 502 of FIG.
In the start port switch process, a process for winning at the first start port 121 and a process for winning at the second start port 122 are sequentially performed. Referring to FIG. 6, the game control unit 200 first determines whether or not a game ball has won the first start port 121 and the first start port switch 211 is turned on (step 601). If the first start port switch 211 is turned on, the game control unit 200 next determines whether or not the number U of unreserved hold numbers in the winnings of the first start port 121 and the second start port 122 is less than the upper limit value. Is determined (step 602). In the example shown in FIG. 6, the upper limit value is eight. If the number U of reserves has reached the upper limit (No in step 602), it is not possible to hold any more unchanging winnings, so the process for winning at the first start port 121 is terminated.
Here, the unaltered reserve number U is a value obtained by adding the winning amount of the first starting port 121 and the winning amount of the second starting port 122.
  On the other hand, when the number of holdings U is less than the upper limit (Yes in Step 602), the game control unit 200 adds 1 to the value of the holding number U (Step 603). And the random number acquisition part 231 of the game control part 200 acquires the random value for the lottery by this time winning, and stores it in RAM203 (step 604). Here, since the first starting port 121 is won, a random number value for special symbol lottery is acquired. The random value acquired at this time is the value updated by the random number update process in step 501. Then, the result of the special symbol lottery is determined in the later special symbol processing by this random number value. Random values here include jackpot random numbers that determine jackpot, jackpot or loss, jackpot type (short or short state after jackpot game, short or short state, high probability state or low probability state, long hit, short Symbol random number value to determine the winning), jackpot symbol random value, variation pattern random value to identify the variation pattern in symbol variation (variation mode), reach to determine whether or not there is a reach with a loss Random number, etc. are included.
Next, the game control unit 200 performs a pre-determination process for giving a notice effect of a lottery result to a winning ball (holding ball) for which a special symbol variation display operation is pending (that is, an undrawn lottery). (Step 605). In this pre-determination process, the lottery result is determined not at the start of symbol variation but at the start opening prize (that is, at step 605). In addition, in the gaming machine that does not perform the notice effect based on the advance determination, the advance determination process may be omitted.
Thereafter, the game control unit 200 sets a hold number increase command for notifying the effect control unit 300 of the increase in the hold number U in step 603 in the RAM 203 (step 606), and a process for winning at the first start port 121 Exit. When the preliminary determination process in step 605 is performed, the information on the determination result of the preliminary determination obtained in step 605 is included in the pending number increase command.
  Next, a process for winning in the second start port 122 is performed. Referring to FIG. 6, the game control unit 200 next determines whether or not the game ball has won the second start port 122 and the second start port switch 212 is turned on (step 607). If the second start port switch 212 is turned ON, the game control unit 200 next determines whether or not the number U of unchanged hold numbers U in the second start port 122 and the second start port 122 winning is less than the upper limit value. Is determined (step 608). In the example shown in FIG. 6, the upper limit value is eight. If the number U of reserves has reached the upper limit value (No in step 608), it is not possible to hold any more unchanging winnings, and the process for winning at the second start port 122 is terminated.
  On the other hand, when the number of holdings U is less than the upper limit value (Yes in Step 608), the game control unit 200 adds 1 to the value of the holding number U (Step 609). Then, the random number acquisition unit 231 of the game control unit 200 acquires a random number value for the lottery by the current winning and stores it in the RAM 203 (step 610). Here, since the winning of the second starting port 122, as in the above step 604, random numbers for special symbol lottery (big hit random number value, big hit symbol random value), reach random number value, variation pattern random value, etc.) To be acquired. The random value acquired at this time is the value updated by the random number update process in step 501. Then, the result of the special symbol lottery is determined in the later special symbol processing by this random number value.
Next, the game control unit 200 performs a pre-determination process for giving a notice effect of a lottery result to a winning ball (holding ball) for which a special symbol variation display operation is pending (that is, an undrawn lottery). (Step 611). The contents of this pre-determination process are the same as in step 605 described above. This prior determination process may also be omitted in the pachinko gaming machine 100 that does not perform the advance notice based on the prior determination.
Thereafter, the game control unit 200 sets a hold number increase command for notifying the effect control unit 300 of the increase in the hold number U in step 609 in the RAM 203 (step 612), and a process for winning at the second start port 122 Exit. When the preliminary determination process in step 611 is performed, the information on the determination result of the preliminary determination obtained in step 611 is included in the pending number increase command.
[Gate switch processing in game control unit]
FIG. 7 is a flowchart showing the contents of the gate switch process when a game ball passes through the gate 124.
In this gate switch process, the game control unit 200 first determines whether or not the game ball has passed through the gate 124 and the gate switch 214 is turned on (step 701). If the gate switch 214 is turned on, the game control unit 200 next determines whether or not the unchanged holding number G is less than the upper limit value (step 702). In the example shown in FIG. 7, the upper limit value is four. If the number of reserves G has reached the upper limit (No in step 702), no more unchanging winnings can be reserved, and the gate switch processing is terminated.
  On the other hand, when the number of reservations G is less than the upper limit value (Yes in step 702), the game control unit 200 adds 1 to the value of the number of reservations G (step 703). Then, the random number acquisition unit 231 of the game control unit 200 acquires a random value for the lottery by the current winning and stores it in the RAM 203 (step 704). Here, since the gate 124 is won, a random number value (such as a winning random number value) for normal symbol lottery is acquired.
  After the random value is acquired in step 704, the game control unit 200 sets a hold number G increase command for notifying the effect control unit 300 of the increase in the hold number G in step 703 in the RAM 203 (step 705). The process for winning in the gate 124 is terminated.
[Special symbol processing in game control unit]
FIG. 8 is a flowchart showing the contents of the special symbol processing of the symbol processing shown in step 503 of FIG.
In this special symbol process, the special symbol variation control unit 233 of the game control unit 200 first checks whether or not the winning game flag is ON in the setting of a flag set in the RAM 203 (hereinafter, flag setting) ( Step 801). Here, the winning game flag is a flag that is set to identify that the result of the special symbol lottery is a big hit. Either the long winning game flag or the short winning game flag is set according to the type of winning. In the present embodiment, these are collectively called a winning game flag.
  When the winning game flag is ON, since the pachinko gaming machine 100 is already in a big hit, the special symbol processing is terminated without starting the special symbol variation (Yes in Step 801). On the other hand, if the winning game flag is OFF (No in Step 801), the special symbol variation control unit 233 next determines whether or not the current state of the pachinko gaming machine 100 is in the special symbol variation (Step 802). . If the special symbol is not changing (No in step 802), then the special symbol fluctuation control unit 233 performs processing related to the number U of the special symbols that have not been changed (see FIG. 6) (steps 803 to 804). In the present embodiment, since there is no distinction between the hold related to the winning of the first start port 121 and the hold related to the winning of the second start port 122, this processing is not performed individually for each corresponding start port. .
  Specifically, the special symbol variation control unit 233 determines whether or not the number U of holdings related to winning at the first start port 121 and the second start port 122 is 1 or more (step 803). When the number of reservations U is 1 or more (Yes in Step 803), the special symbol fluctuation control unit 233 subtracts 1 from the value of the number of reservations U (Step 804). On the other hand, if the number of holdings U = 0 (No in step 803), it means that there is no winning for starting the special symbol lottery, so the special symbol variation control unit 233 starts the special symbol variation. First, the customer waiting setting process of another routine is executed and the process is terminated (step 814).
  After subtracting the holding number U in step 804, the special symbol fluctuation control unit 233 turns off the customer waiting flag set in the flag setting of the RAM 203 (step 805). The customer waiting flag is a flag for identifying that the pachinko gaming machine 100 is in the customer waiting state, and is set in the customer waiting setting process (step 814, see FIG. 12).
  Next, the special symbol variation control unit 233 executes jackpot determination processing and variation pattern selection processing by separate routines (steps 806 and 807). As will be described in detail later, by the jackpot determination process and the variation pattern selection process, setting information for variation of the special symbol displayed on the first special symbol display 221 (a jackpot symbol, a gaming state, a variation pattern, etc.) is determined. Is done. These pieces of information are included in a change start command sent to the effect control unit 300.
  Thereafter, the special symbol variation control unit 233 is displayed by the first special symbol display unit 221 and the second special symbol display unit 222 shown in FIG. 2 based on the setting contents determined in the jackpot determination process and the variation pattern selection process. The special symbol change is started (step 808). Then, a change start command including setting information (a jackpot symbol, a gaming state, a change pattern, etc.) indicating the setting contents is generated and set in the RAM 203 (step 809). The variation start command set in step 809 is transmitted to the effect control unit 300 by the output process shown in step 506 of FIG.
  When it is determined in step 802 that the special symbol is changing (Yes in step 802), or after the change start command is set in step 809, the special symbol fluctuation control unit 233 determines whether or not the fluctuation time has elapsed. (Step 810). That is, it is determined whether or not the elapsed time from the start of the variation of the special symbol at step 808 has reached the variation time set in the variation pattern selection process at step 807. If the variation time has not elapsed (No in step 810), the special symbol variation is continued, and the special symbol processing is terminated as it is.
  On the other hand, when the fluctuation time has elapsed (Yes in step 810), the special symbol fluctuation control unit 233 first determines the special symbol fluctuation in the first special symbol display 221 and the second special symbol display 222 as a big hit in step 806. Stop at the symbol determined in the determination process (step 811). A change stop command for stopping a decorative design to be described later is set in the RAM 203 (step 812). Then, a stop routine process of another routine is executed (step 813). The contents of the stop process will be described later. The variable stop command set in step 812 is transmitted to the effect control unit 300 by the output process shown in step 506 of FIG.
[Big hit judgment processing by game control unit]
FIG. 9 is a flowchart showing the contents of the jackpot determination process (step 806 in FIG. 8).
In this jackpot determination process, the special symbol determination unit 234 of the game control unit 200 first determines a jackpot random number value in the current special symbol lottery (step 901), and determines whether or not the jackpot or small hit ( Steps 902, 905). The value of the jackpot random number acquired at step 604 or step 610 in FIG. 6 matches the value set as the winning value of the jackpot or the value set as the winning value of the jackpot. It is determined by judging whether or not (see FIG. 17A).
  If the result of the random number determination in step 901 is a big hit (Yes in step 902), then the special symbol determination unit 234 determines a big hit symbol random value (step 903). Depending on the result of this determination, the type of jackpot (high or low probability state, short or short state, short or short state, long or short hit) is determined. Which jackpot is determined is determined by whether the value of the jackpot symbol random number acquired in step 604 or 610 in FIG. 6 matches one of the preset values for each jackpot type (FIG. 17). (See (b)).
  After the above determination, the special symbol determination unit 234 sets the symbol representing the type of jackpot determined by the determination of the jackpot symbol random number (the jackpot symbol) as setting information in the RAM 203 (step 904).
  If the result of the random number determination in step 901 is a small hit (No in step 902, Yes in step 905), then the special symbol determination unit 234 displays a symbol indicating that it is a small hit (hereinafter referred to as a small hit symbol). The setting information is set in the RAM 203 (step 906).
  If the result of the random number determination in step 901 is neither big win nor small win (No in step 902 and step 905), then the special symbol determination unit 234 sets a symbol (hereinafter referred to as a loss symbol) indicating that the lottery has been lost. Information is set in the RAM 203 (step 907).
[Change pattern selection process by game control unit]
FIG. 10 is a flowchart showing the contents of the variation pattern selection process (step 807 in FIG. 8).
In this variation pattern selection process, the variation pattern selection unit 235 of the game control unit 200 first determines whether or not a big win has been won in this special symbol lottery using the determination result in step 902 of the jackpot determination process (FIG. 9). (Step 1001). If it is a big hit (Yes in Step 1001), the fluctuation pattern selection unit 235 reads the big hit fluctuation pattern table from the ROM 202 and sets it in the RAM 203 (Step 1002).
On the other hand, if the jackpot has not been won (No in step 1001), the variation pattern selection unit 235 then determines a random number value to determine whether or not to perform a so-called reach effect for causing the player to expect a jackpot. Perform (step 1003). Whether or not the reach effect is performed is determined by determining whether or not the reach random number value acquired in step 604 or step 610 in FIG. 6 matches a preset value (FIG. 17C). reference).
As a result of the determination using the random number value, when the reach effect is performed (Yes in Step 1004), the variation pattern selection unit 235 reads the variation pattern table for reach from the ROM 202 and sets it in the RAM 203 (Step 1005). When the reach effect is not performed (No in Step 1004), the variation pattern selection unit 235 reads the variation pattern table for loss from the ROM 202 and sets it in the RAM 203 (Step 1006).
Here, the variation pattern table is a table in which a plurality of variation patterns (variation times 10 seconds, 30 seconds, 60 seconds, 90 seconds, etc.) prepared in advance are associated with values of variation pattern random numbers.
  Next, the variation pattern selection unit 235 determines the variation pattern random value using the variation pattern random value acquired in Step 604 or Step 610 of FIG. 6 and the variation pattern table set in Steps 1002, 1005, and 1006. Perform (step 1007). That is, the fluctuation pattern selection unit 235 refers to the fluctuation pattern table set in the RAM 203 and selects a fluctuation pattern corresponding to the random value of the fluctuation pattern random number. Therefore, even if the same random number value is acquired, the variation referred to depending on the state difference such as whether or not the result of the special symbol lottery is a big hit or not and whether or not a reach effect is performed if it is not a big hit Since the pattern table is different, the determined variation pattern is different.
  Thereafter, the variation pattern selection unit 235 sets the variation pattern selected in Step 1007 in the RAM 203 as setting information (Step 1008). The variation pattern setting information set in step 1008 is included in the variation start command set in step 809 of FIG. 8, and is transmitted to the effect control unit 300 by the output process shown in step 506 of FIG.
[Processing during stop by game control unit]
FIG. 11 is a flowchart showing the contents of the stop process (step 813 in FIG. 8).
In this stop process, the game control unit 200 first checks whether or not a flag indicating that the time is short (hereinafter referred to as a short time flag) is ON in the flag setting of the RAM 203 (step 1101). If the time reduction flag is ON (Yes in step 1101), the game control unit 200 subtracts 1 from the value of the number of lotteries (number of fluctuations) J in the time reduction state (step 1102), and whether the number of lotteries J has become 0. Whether or not is checked (step 1103). If the number of lotteries J = 0 (Yes in Step 1103), the time reduction flag is turned OFF (Step 1104). It should be noted that the operation for turning on the hourly flag and the setting of the initial value of the lottery number J are performed in a game state setting process (FIG. 15) in a special winning opening process (FIG. 14) described later.
  If the time reduction flag is OFF (No in Step 1101), or after the time reduction flag is turned OFF in Step 1104, or if the value of the lottery count J is not 0 (No in Step 1103), the game control unit 200 next In the flag setting of the RAM 203, it is checked whether or not a flag indicating a high probability state (hereinafter, probability variation flag) is ON (step 1105). When both the probability variation flag and the previous time-short flag are ON, the high-probability short-time gaming state is established, and when the probability variation flag is ON and the time-short flag is OFF, the high-probability time-short no-game state.
  When the probability variation flag is ON (Yes in Step 1105), the game control unit 200 subtracts 1 from the value of the number of lotteries (number of variations) X in the high probability state (Step 1106), and the number of lotteries X becomes 0. It is checked whether or not (step 1107). If the number of times of lottery X = 0 (Yes in Step 1107), the probability variation flag is turned OFF (Step 1108). Note that the operation for turning on the probability change flag and the setting of the initial value of the lottery number X are performed in a game state setting process (FIG. 15) in a special prize opening process (FIG. 14) described later.
  If the probability change flag is OFF (No in step 1105), or after the probability change flag is turned OFF in step 1108, or if the value of the lottery count X is not 0 (No in step 1107), the game control unit 200 next Then, it is determined whether or not the special symbol lottery has been won (step 1109). If it is a big hit (Yes in step 1109), the game control unit 200 next determines whether or not the big hit type is a long win (step 1110).
  Here, the determination of whether or not the jackpot is possible can be made based on the determination result of the jackpot determination process (FIG. 9). For example, if any of the symbols shown in the diagram of FIG. 17B described later is set, “Yes” is determined in step 1109. If a lost symbol or a small bonus symbol is set in the RAM 203 by the big hit determination process, No in step 1109.
  When the jackpot type is a long hit (Yes in Step 1110), the game control unit 200 turns on the long hit game flag (Step 1111). Thereby, the setting of the gaming state in the RAM 203 becomes a jackpot gaming state (long winning gaming state) in which the jackpot type is long winning. In addition, here, in the long hit, it is not distinguished whether it is a high probability state or a low probability state. Whether the state is a high probability state or a low probability state is specified by turning on a corresponding flag in a game state setting process (FIG. 15) in a special prize opening process (FIG. 14) described later.
  When the big hit type is not long hit (No in Step 1110), the game control unit 200 turns on the short hit game flag (Step 1112). Thereby, the setting of the gaming state in the RAM 203 becomes a big hit gaming state (short winning gaming state) in which the big hit type is short hit. Similar to the case of long hit, the case of short hit does not distinguish between a high probability state and a low probability state.
  After turning on the winning game flag in step 1111 or step 1112, the game control unit 200 initializes the values of the lottery times J and X (step 1113). Further, the game control unit 200 turns off the time reduction flag when the time reduction flag is ON in step 1101 and the lottery count J is not 0 in step 1103 (step 1114). Similarly, if the probability variation flag is ON in step 1105 and the lottery count X is not 0 in step 1107, the probability variation flag is turned OFF (step 1114).
On the other hand, when the result of the special symbol lottery this time is not a big win (No in Step 1109), the game control unit 200 determines whether or not the result of the special symbol lottery this time is a big hit (Step 1115). ). If it is not a small hit (No in step 1115), the in-stop process is terminated.
On the other hand, if it is a small hit (Yes in step 1115), the game control unit 200 starts a small hit game (step 1116). Thereby, the setting of the gaming state in the RAM 203 becomes the small hit gaming state. In the small hit game, as described above, the special winning opening 125 is opened and closed a predetermined number of times, and is ended after a predetermined time has elapsed.
After initializing the values of the lottery times J and X in step 1113, the game control unit 200 starts an opening operation (step 1117). Here, the contents of the opening operation differ depending on which of steps 1111 and 1112 the winning game flag is turned on. That is, according to the state of the winning game flag, one of the opening operations set in each gaming state of the long winning game and the short winning game is performed.
Thereafter, the game control unit 200 sets an opening command for performing an effect in the opening operation according to the winning game flag in the effect control unit 300 in the RAM 203 (step 1118), and ends the stop process. This opening command is transmitted to the effect control unit 300 by the output process shown in step 506 of FIG.
[Customer waiting setting process by game control unit]
FIG. 12 is a flowchart showing the contents of the customer waiting setting process (step 814 in FIG. 8).
In this customer waiting setting process, the game control unit 200 first checks whether or not the customer waiting flag is ON in the flag setting of the RAM 203 (step 1201). Here, the customer waiting flag is a flag that is set to identify that the pachinko gaming machine 100 is in a customer waiting state.
  When the customer waiting flag is ON, since the pachinko gaming machine 100 is in the customer waiting state, the processing is ended as it is (Yes in step 1201). On the other hand, when the customer waiting flag is OFF, the game control unit 200 generates a customer waiting command and sets it in the RAM 203 (step 1202), and turns on the customer waiting flag (step 1203). The customer waiting command set in step 1202 is transmitted to the effect control unit 300 by the output process shown in step 506 of FIG. The customer waiting flag is set in a state where there is no suspension with the special symbol change stopped.
[Normal symbol processing by game control unit]
FIG. 13 is a flowchart showing the contents of the normal symbol processing in the symbol processing shown in step 503 of FIG.
In this normal symbol process, the normal symbol variation control unit 237 of the game control unit 200 first checks whether or not the auxiliary game flag is ON in the flag setting of the RAM 203 (step 1301). Here, the auxiliary game flag is a flag that is set when a normal symbol lottery is won. The state in which the auxiliary game flag is set is a state in which the electric tulip 123 is opened in accordance with the electric tulip process (FIG. 16) described later and it is easy to win the second start port 122 (auxiliary game state).
  When the auxiliary game flag is ON, since the auxiliary game state has already been reached and the normal symbol is stopped, the normal symbol processing is terminated without starting the normal symbol variation (Yes in step 1301). On the other hand, when the auxiliary game flag is OFF (No in step 1301), the normal symbol variation control unit 237 next determines whether or not the current state of the pachinko gaming machine 100 is in the normal symbol variation (step 1302). . If the normal symbol is not changing (No in step 1302), then the normal symbol change control unit 237 determines whether the number G of the normal symbols remaining unchanged (see FIG. 7) is 1 or more (step 1303). If the holding number G = 0 (No in step 1303), it means that there is no winning for starting the normal symbol lottery, and therefore the processing is terminated without starting the normal symbol variation.
  On the other hand, when the reserved number G is 1 or more (Yes in Step 1303), the normal symbol variation control unit 237 subtracts 1 from the value of the reserved number G (Step 1304), and the random number in the current normal symbol lottery It is determined whether or not the normal symbol lottery is won (step 1305). Whether or not the winner is won is determined by determining whether or not the value of the winning random number acquired in step 704 in FIG. 7 matches the value set as the winning value in the table shown in FIG. Determined by.
  Next, the normal symbol variation control unit 237 sets the normal symbol according to the result of the normal symbol lottery (step 1306). That is, when a normal symbol lottery is won, a symbol representing the winning (hereinafter referred to as a winning symbol) is set in the RAM 203 as setting information. On the other hand, when the normal symbol lottery is not won, a symbol indicating that the lottery has been lost (hereinafter referred to as a lost symbol) is set in the RAM 203 as setting information.
  Next, the normal symbol fluctuation control unit 237 sets the fluctuation time of the normal symbol (step 1307). This variation time is set based on the time reduction flag set in the processing of steps 1104 and 1114 in FIG. 11 and steps 1504 and 1507 in FIG. That is, when the time reduction flag is ON in the setting in step 1307, it is set to a short time (for example, 1.5 seconds), and when the time reduction flag is OFF, it is set to a long time (for example, 4.0 seconds). Is set. After this setting, the normal symbol fluctuation control unit 237 starts normal symbol fluctuations in the normal symbol display 223 shown in FIG. 2A and FIG. 3 based on the setting contents of step 1307 (step 1308).
  After starting normal symbol variation in step 1308 or when it is determined in step 1302 that normal symbol variation is in progress (Yes in step 1302), the normal symbol variation control unit 237 determines whether or not the variation time has elapsed. (Step 1309). That is, it is determined whether or not the elapsed time from the start of normal symbol fluctuation in step 1308 has reached the fluctuation time set in step 1307. If the fluctuation time has not elapsed (No in step 1309), the normal symbol variation is continued, and the normal symbol processing is terminated as it is.
  On the other hand, when the fluctuation time is over (Yes in step 1309), the normal symbol fluctuation control unit 237 stops the fluctuation of the normal symbol in the normal symbol display unit 223 (step 1310). Then, the normal symbol variation control unit 237 determines whether or not the normal symbol lottery is won based on the stopped normal symbol (step 1311). If it is elected (Yes in Step 1311), the auxiliary game flag is turned ON (Step 1312). On the other hand, if the lottery is off (No in step 1311), the normal symbol process is terminated without turning on the auxiliary game flag.
[Large winning mouth processing by game control unit]
FIG. 14 is a flowchart showing the contents of the big prize opening process in the electric accessory process shown in Step 504 of FIG.
In this special winning opening process, the special winning opening operation control unit 238 of the game control unit 200 first checks whether or not the winning game flag is ON in the flag setting of the RAM 203 (step 1401). If the winning game flag is OFF, there is no prize winning in the big prize opening 125, so the big prize opening process is terminated (No in step 1401). On the other hand, if the winning game flag is ON (Yes in Step 1401), the special winning opening operation control unit 238 next performs the operation control at the time of the big hit started in the pachinko gaming machine 100 being stopped (FIG. 11). It is determined whether or not the opening operation is in progress (step 1402).
  When the pachinko gaming machine 100 is opening (Yes in Step 1402), the next prize opening operation control unit 238 determines whether or not a predetermined time for opening operation (opening time) has elapsed. Judgment is made (step 1403). If the opening time has not elapsed, the opening operation at the special winning opening 125 is continued, and the special winning opening process is terminated (No in step 1403). On the other hand, if the opening time has elapsed (Yes in step 1403), the special winning opening operation control unit 238 next sets the operation of the special winning opening 125 (step 1404) and initializes the winning number C (C = 0) (step 1405), the value of the number of operation rounds R of the big prize opening 125 is incremented by 1 from the current value (step 1406), and the big prize opening 125 is started (opened) (step 1407).
  In the operation setting of step 1404, the operation pattern of the special winning opening 125 and the number of rounds (operation round number) operated by the operation pattern are set. As the case where the big prize opening 125 is operated, there are a case where it is a big win per long or short in a special symbol lottery and a case where it is a small win. The operation pattern and the number of rounds are variously set according to the hit type. In the case of a long hit, for example, 15 rounds (15R) are operated, and 29.5 seconds are released once in one round. In the case of a short hit, for example, 15 rounds (15R) are operated, and one round is performed once for 0.1 seconds. In the case of a small hit, for example, one round (1R) is operated, and 0.1 second is released 15 times in this round. Here, when the operation with short hits and the operation with small hits are compared in the above examples, both 0.1 seconds of opening is performed 15 times. That is, the action of the big winning opening 125 that can be seen by the player is the same for the case of short win and the case of small win, and the short win and the small win are distinguished only from the action of the big winning opening 125 on the game board 110. I can't do it.
  As another example, 15 rounds (15R) are activated per long, 29.5 seconds are released once per round, 2 rounds (2R) are activated per short, and 0 are rounded per round. .9 seconds are opened twice, and with a small hit, one round (1R) is operated, and 0.9 seconds is opened twice in this round. In this case as well, when the operation with short hits and the operation with small hits are compared, both 0.9 seconds are released twice, and the action of the big prize opening 125 that can be seen by the player is in the case of short hits. It is the same in the case of small hits.
  The law stipulates that the cumulative opening time of the special winning opening 125 must be set within 1.8 seconds for a small hit. On the other hand, in the case of a big hit (long hit or short win), the big winning opening 125 must be continuously opened a plurality of times. Therefore, when trying to make it difficult to visually distinguish the operation with a small hit and the operation with a short hit as described above, within the range that satisfies the cumulative open time within 1.8 seconds in one operation, An operation mode in which the big prize opening 125 is opened two or more times is set, and in the short win, the same number of rounds as the number of small hits is set.
  Next, the special winning opening operation control unit 238 determines whether or not the opening time in the operation pattern set in Step 1404 has elapsed (Step 1408). When the open state at the big prize opening 125 has not passed the opening time (No in step 1408), the big prize opening operation control unit 238 then determines that the number C of winning prizes to the big prize opening 125 is a predetermined number (for example, It is determined whether or not (9) or more (step 1409). If the opening time has not elapsed and the number C of winning prizes is less than the prescribed number, the operating state (opening state) of the big winning opening 125 is continued, so that the big winning opening process is terminated (step 1409). No). On the other hand, if the opening time has passed (Yes in Step 1408) or the winning number C has reached the specified number (Yes in Step 1409), the special winning opening operation controller 238 ends the operation of the special winning opening 125 ( (Step 1410).
  Next, the special winning opening operation control unit 238 determines whether or not the round number R of the operation of the special winning opening 125 has reached the maximum value set in Step 1404 (Step 1411). If the maximum value has not been reached, the remaining operations are performed, and the special winning opening process is terminated (No in step 1411).
If the number of rounds R of the operation of the special prize opening 125 reaches the maximum value (Yes in Step 1411), the special prize opening operation control unit 238 then starts the ending operation (Step 1412). Here, the content of the ending operation corresponds to the state of the winning game flag among the ending operations set in each gaming state of the long winning game and the short winning game.
Thereafter, the special winning opening operation control unit 238 sets an ending command for performing the effect in the ending operation according to the winning game flag in the effect control unit 300 in the RAM 203 (step 1413). This opening command is transmitted to the effect control unit 300 by the output process shown in step 506 of FIG.
  Next, the prize winning opening operation control unit 238 resets the round number R of the action of the prize winning opening 125 to 0 (step 1414), and then performs an ending operation in which an elapsed time from the start of the ending operation is set in advance. It is determined whether or not the time to be played (ending time) has passed (step 1417). If the ending time has not elapsed, the ending operation is continued, and thus the big prize opening process is terminated (No in step 1417). On the other hand, if the ending time has elapsed (Yes in step 1417), the special winning opening operation control unit 238 then performs a game state setting process by the game control unit 200 (step 1418), and then turns off the winning game flag. Then, the special winning opening process is terminated (step 1419). The contents of the game state setting process will be described later.
  If it is determined in step 1402 that the pachinko gaming machine 100 is not opening (No in step 1402), the special winning opening operation control unit 238 determines whether or not ending is in progress (step 1415). If ending is in progress (Yes in step 1415), the operations after step 1417 are executed.
On the other hand, if the pachinko gaming machine 100 is not ending (No in step 1415), the special prize opening operation control unit 238 determines whether or not the special prize opening 125 is operating (opening) (step 1416). . If it is not in operation (No in Step 1416), the operation after Step 1405 is executed. If it is in operation (Yes in Step 1416), the operation after Step 1408 is executed.
The effect performed in the small hit game described above is the same as the effect performed in the short hit game, and it is not possible to distinguish short hit and small hit from the effect.
[Game state setting process]
FIG. 15 shows the content of the game state setting process (step 1418) performed by the game control unit 200 when the ending time has elapsed (Yes in step 1417).
When the game state setting process is performed, the winning game flag is set to ON in step 1401 of FIG. Therefore, as shown in FIG. 15, the game control unit 200 first determines the type of the hit (steps 1501, 1502, 1503, 1506). These determinations can be made based on, for example, the type of symbol set as setting information in the RAM 203 in the jackpot determination process (FIG. 9). Since these determinations are substantially the same as steps 902, 903, and 905 of the jackpot determination process (FIG. 9), the determination results of steps 902, 903, and 905 may be used.
If it is a small hit (Yes in step 1501), the gaming state (internal state of the pachinko gaming machine 100) is not changed, so the gaming state setting process is terminated.
When the winning type is a big hit in the low probability short game state (No in Step 1501, Yes in Steps 1502 and 1503), the game control unit 200 turns on the short time flag (Step 1504). Thereby, the setting of the gaming state in the RAM 203 becomes the low gaming state with a low probability. In addition, the game control unit 200 sets an initial value of the lottery count J (step 1505), and ends the game state setting process. The initial value of the lottery number J is 100 in the illustrated example. Therefore, if the lottery in the low probability short game state is performed 100 times, the low probability short game state is ended and the low probability short short game state is entered.
  On the other hand, when the hit type is a big hit in the low probability short-time non-game state (No in step 1501, Yes in 1502, No in step 1503), the game control unit 200 performs processing without turning on both the short-time flag and the probability variation flag. Exit. Therefore, the setting of the game state of the RAM 203 for the game after the jackpot becomes a low probability short time no game state.
  When the winning type is a big hit with a high probability short-time gaming state (No in Steps 1501 and 1502, Yes in Step 1506), the game control unit 200 turns on the short-time flag (Step 1507), and the initial value of the number of lottery J Is set (step 1508). In this case, the initial value of the number of times of lottery J is 10,000 in the illustrated example. In addition, the game control unit 200 turns on the probability variation flag (step 1509) and sets the initial value of the number of lotteries X (step 1510). The initial value of the number of times of lottery X is 10,000 in the illustrated example. As a result, the setting of the gaming state in the RAM 203 becomes a high probability and short gaming state. If the lottery in the high probability short game state is performed 10,000 times, the high probability short game state is terminated and the low probability short short game state is entered.
  On the other hand, when the winning type is a big hit with a high probability short-time non-game state (No in steps 1501, 1502, and step 1506), the game control unit 200 turns on only the probability change flag (step 1509), An initial value (10000 times) is set (step 1510). Thereby, the setting of the gaming state in the RAM 203 becomes a high probability short time no gaming state. Then, if the lottery in the high probability short-time non-game state is performed 10,000 times, the high-probability short-time non-game state is finished and the low-probability short-time non-game state is entered.
[Electric tulip processing by game control unit]
FIG. 16 is a flowchart showing the contents of the electric tulip process in the electric accessory process shown in Step 504 of FIG.
In the electric tulip process, the electric tulip operation control unit 239 of the game control unit 200 first checks whether or not the auxiliary game flag is ON in the flag setting of the RAM 203 (step 1601). When the auxiliary game flag is OFF, the electric tulip 123 is not released, and thus the electric tulip process is terminated (No in step 1601). On the other hand, when the auxiliary game flag is ON (Yes in Step 1601), the electric tulip operation control unit 239 determines whether the electric tulip 123 is in operation (Step 1602).
  When the electric tulip 123 is not in operation (No in Step 1602), the electric tulip operation control unit 239 sets the operation pattern of the electric tulip 123 (Step 1603), and operates the electric tulip 123 with the set operation pattern ( Step 1604). Here, the operation pattern is set based on the time reduction flag set in the processing of steps 1104 and 1114 in FIG. 11, steps 1504 and 1507 in FIG. For example, when the time reduction flag is OFF at the time of setting in step 1603, an operation pattern that opens once with a release time of 0.15 seconds is set, and when the time reduction flag is ON, 1.80 seconds are set. An operation pattern that opens three times in the opening time is set. As described above, normally, when the hourly flag is ON (when the hourly gaming state is set), the electric tulip 123 is opened a plurality of times for a long time, and the winning support that makes it easy to win the second starting port 122 (electric chewing support) ) Is performed.
  When it is determined in step 1602 that the electric tulip 123 is in operation (Yes in step 1602), or after the electric tulip 123 is operated in step 1604, the electric tulip operation control unit 239 opens in the set operation pattern. It is determined whether time has passed (step 1605). If the opening time has not elapsed, the operation state (open state) of the electric tulip 123 is continued, and thus the electric tulip process is terminated (No in step 1605). On the other hand, if the opening time has elapsed (Yes in step 1605), the electric tulip operation control unit 239 sets the auxiliary game flag to OFF and ends the electric tulip process (step 1606).
[Random number judgment method]
Here, a determination method using random numbers performed in the jackpot determination process (FIG. 9), the variation pattern selection process (FIG. 10), the normal symbol process (FIG. 13), and the like will be described in detail.
FIG. 17 is a diagram illustrating a configuration example of random number determination (determination table) used in the present embodiment.
FIG. 17A shows a configuration example of jackpot random number determination, FIG. 17B shows a configuration example of jackpot symbol random number determination, FIG. 17C shows a configuration example of reach random number determination, and FIG. ) Each show a configuration example of the hit random number determination.
  Referring to FIG. 17 (a), as the determination value of the jackpot random number, two types of gaming states of the pachinko gaming machine 100, a jackpot with a low probability state and a jackpot with a high probability state, and a jackpot are set. The range of values of random numbers (big hit random numbers) is 300 from 0 to 299. In the case of a special symbol lottery in a low probability state (a jackpot lottery), only one winning value is set, and the winning probability is 1/300. In the case of a special symbol lottery in a high probability state, 10 winning values are set, and the winning probability is 10/300 (= 1/30). That is, in the example shown in the figure, if the winning symbols 121 and 122 are won in the high probability state and the special symbol lottery is performed, the winning probability is 10 times that in the case where the special symbol lottery is performed in the low probability state. Further, three winning values are set regardless of the low probability state or the high probability state, and the winning probability is 3/300 (= 1/100).
  Referring to FIG. 17 (b), five types of jackpot symbols are prepared: low probability symbol A, low probability symbol B, high probability symbol A, high probability symbol B, and latent symbol symbol. Here, the low-probability symbol A and the low-probability symbol B are symbols indicating that the low-probability state is a big hit. Of these, the low-probability symbol A is a long win (low-probability short-time gaming state), and the low-probability symbol B is Represents each short hit (low probability, short no-game state). The high-probability symbol A and the high-probability symbol B are symbols representing a jackpot of a high-probability state. Among these symbols, the high-probability symbol A is a long win (high-probability short-time gaming state), and the high-probability symbol B is a short-hit ( High probability short-time non-game state). The latent symbol is a symbol representing that it is a big hit in a high probability short-time no-game state. Therefore, the high probability symbol B and the latent probability symbol have the same gaming state after the jackpot game, but the latent probability symbol is a condition for performing a latent effect that does not clearly notify the player that the probability state is high. Therefore, it is provided separately from the high probability symbol B. The range of random number values is 250 from 0 to 249. In addition, in the jackpot symbol random number, a winning value is set for each of the first start port 121 and the second start port 122 that trigger the special symbol lottery.
In the low probability pattern A, 35 values are assigned as winning values in both the first start port 121 and the second start port 122. Therefore, the probability of winning with the low probability symbol A when winning a jackpot is 35/250 (= 7/50).
In the low probability symbol B, 15 values are assigned as winning values for both the first start port 121 and the second start port 122. Therefore, when winning the jackpot, the probability of winning with the low probability symbol B is 15/250 (= 3/50).
In the high probability symbol A, 25 values are assigned as winning values when winning in the first start port 121. Therefore, the probability of winning with the high-probability symbol A is 25/250 (= 1/10) in the case of winning the jackpot in the special symbol lottery started by winning the first starting port 121.
On the other hand, 175 values are assigned as winning values when winning at the second start port 122. Therefore, the probability of winning with the high-probability symbol A is 175/250 (= 7/10) in the case of winning the jackpot in the special symbol lottery started by winning the second starting port 122.
In the high probability symbol B, 75 values are assigned as winning values when winning in the first start port 121. Therefore, the probability of winning with the high-probability symbol B in the special symbol lottery started by winning the first starting port 121 is 75/250 (= 3/10).
On the other hand, 25 values are assigned as winning values when winning at the second start port 122. Therefore, the probability of winning with the high-probability symbol B in the special symbol lottery started by winning the second starting port 122 is 25/250 (= 1/10).
In the latent symbol, 100 values are assigned as winning values when winning at the first start port 121. Therefore, the probability of winning in the latent symbol when winning a big win in the special symbol lottery started by winning the first starting port 121 is 100/250 (= 2/5).
On the other hand, the winning value in the latent symbol is not assigned to the second starting port 122, and when winning in the second starting port 122, it is not won in the latent symbol.
  As described above, in the example shown in FIG. 17B, the jackpot when winning the first start port 121 has a probability of becoming a jackpot (high probability symbol B, latent probability symbol) of the high probability short-time non-game state. The probability that the jackpot when winning the second start port 122 is high is a jackpot (high probability symbol A) in the short game state with high probability is high. In this way, by making the winning probabilities of the jackpot types different when winning at the first start port 121 and when winning at the second start port 122, various game characteristics can be provided. Further, the arrangement of the first start port 121 and the second start port 122 on the game board 110 is devised so that it is easy to aim at either the first start port 121 or the second start port 122 in a specific state (mode). By configuring the above, it is possible to encourage the player to participate in more aggressive games.
Next, the determination of reach random numbers will be described.
Referring to FIG. 17 (c), the range of random number values is 250 from 0 to 249, and 22 random numbers are assigned to the lottery result (with reach) for performing the reach effect, and the reach effect is not performed. 228 random numbers are assigned to the result (no reach). In other words, in the illustrated example, when a special symbol lottery is not won, a reach effect is performed with a probability of 22/250 (= 11/125).
Next, the determination of the winning random number used for the normal symbol lottery will be described.
Referring to FIG. 17D, the range of the random number value is 10 from 0 to 9, and one value is assigned as the winning value when the time-short flag is OFF, and as the winning value when the time-short flag is ON. Nine values are assigned. Therefore, when the game ball passes through the gate 124 and the normal symbol lottery (open / close lottery) is performed in the timeless state, the player wins with a probability of 1/10. On the other hand, if the game ball passes through the gate 124 and the normal symbol lottery (open / close lottery) is performed in the short-time state, the player wins with a probability of 9/10.
A random value as determination information used for various types of lottery starts from a predetermined initial value and is incremented by one each time the random number update process (step 501) shown in FIG. 5 is performed. Then, the values at the time each lottery is performed are acquired by the start opening switch process (FIG. 6) and the gate switch process (FIG. 7), and used in the special symbol process (FIG. 8) and the normal symbol process (FIG. 13). The Note that this random value counter is an infinite loop counter, and returns to 0 again after reaching the maximum value of the set random number (for example, 1009 for the big hit random number). In addition, since the random number update process is performed at regular intervals, if the initial value of each random number is specified, the winning value may be estimated based on such information. Therefore, in general, a mechanism for randomly changing the initial value of each random number at an appropriate timing has been introduced.
Note that the random number range, winning value ratio, and winning value shown in the configuration example of each random number in FIG. 17 are merely examples, and are not limited to the illustrated values.
[Operation of production control unit]
Next, the operation of the effect control unit 300 will be described.
FIG. 18 is a flowchart showing the operation of the effect control unit 300 when a command is received from the game control unit 200.
The operation of the effect control unit 300 includes a main process shown in FIG. 18A and an interrupt process shown in FIG. Referring to FIG. 18A, the production control unit 300 first performs initial setting at the time of activation (step 1801), sets the cycle of the CTC (Counter / Timer Circuit) (step 1802), and then sets the cycle. Accordingly, the interrupt process is accepted while updating the random number used in the production control (step 1803).
  The interrupt process is periodically performed according to the period set in step 1802. Referring to FIG. 18B, in this interruption process, the effect control unit 300 receives a command from the game control unit 200 and performs a command reception process (step 1811). In this command reception process, an effect pattern is selected. In addition, the effect control unit 300 performs effect button processing for accepting operations such as an effect button by the player (step 1812). Thereafter, the effect control unit 300 transmits a command including information on the selected effect pattern to the image / sound control unit 310 and the lamp control unit 320 (step 1813). As a result, effects such as image display on the image display unit 114, sound output, operation of the movable accessory 115, light emission of the panel lamp 116 and the frame lamp 157 are performed.
[Command reception processing by the production control unit]
FIG. 19 is a flowchart showing the contents of the command reception process (step 1811 in FIG. 18B).
In this command reception process, the effect control unit 300 first determines whether or not the received command is a command for increasing the number of holds (holding number increase command) (step 1901). This pending number increase command is set in the start port switch process shown in FIG. 6 in the game control unit 200 (steps 606 and 612), and transmitted to the effect control unit 300 in the output process (step 506) shown in FIG. Is done. If the command is a command for increasing the number of holds (Yes in step 1901), the effect control unit 300 adds 1 to the value of the number of holds held in the RAM 303 (see FIG. 3) (step 1902), and the number of holds after the addition Is set in the RAM 303 (step 1903).
When the received command is not a pending number increase command (No in step 1901), or when a command is received after setting the pending number increase command in step 1903, the effect control unit 300 determines whether or not the received command is a change start command. Is determined (step 1904). This variation start command is set in the special symbol process shown in FIG. 8 in the game control unit 200 (step 809), and transmitted to the effect control unit 300 in the output process (step 506) shown in FIG.
When the received command is a change start command (Yes in Step 1904), the effect control unit 300 executes an effect selection process (Step 1905). Details of the effect selection process will be described later.
When the received command is not a change start command (No in Step 1901 and Step 1904), or when a command is received after the execution selection process in Step 1905 is executed, the effect control unit 300 determines whether or not the received command is a change stop command. Is determined (step 1906). This variation stop command is set in the special symbol process shown in FIG. 8 in the game control unit 200 (step 812) and transmitted to the effect control unit 300 in the output process (step 506) shown in FIG.
When the received command is a variation stop command (Yes in Step 1906), the effect control unit 300 executes a process during the end of the variation effect (Step 1907). Details of the process during the end of the variation effect will be described later.
When the received command is not the change start command and the change stop command (No in Step 1901, Step 1904, and Step 1906), or when the command is received after the execution of the changing effect end process in Step 1907, the effect control unit 300 It is determined whether or not the received command is an opening command for starting the opening in the jackpot effect (step 1908). This opening command is set in the stop process shown in FIG. 11 (step 1118), and transmitted to the effect control unit 300 in the output process (step 506) shown in FIG.
When the received command is an opening command (Yes in Step 1908), the effect control unit 300 executes a hit effect selection process (Step 1909). Details of the winning effect selection process will be described later.
If the received command is not a change start command, change stop command, or opening command (No in step 1901, step 1904, step 1906, and step 1908), or if a command is received after the execution effect selection process in step 1909, Control unit 300 determines whether or not the received command is an ending command for starting the ending in the jackpot effect (step 1910). This ending command is set in the big prize opening process shown in FIG. 14 (step 1413), and is transmitted to the effect control unit 300 in the output process (step 506) shown in FIG.
If the received command is an ending command (Yes in Step 1910), the effect control unit 300 executes an ending effect selection process (Step 1911). Details of the ending effect selection process will be described later.
  If the received command is not a variation start command, variation stop command, opening command, or ending command (No in step 1901, step 1904, step 1906, step 1908, and step 1910), or after the end of the ending effect selection process in step 1911 Next, the effect control unit 300 executes a customer waiting command reception process for shifting the received command to the customer waiting state (step 1912). Details of the customer waiting command reception process will be described later.
FIG. 20 is a diagram illustrating a setting example of the mode flag.
When an effect is performed by the effect control unit 300, various effect patterns are selected and executed based on the set effect mode. This effect mode is determined by a mode flag set in the RAM 303. Here, the mode flag is set to any value from 0 to 4, and five types of effect modes from A mode to E mode are assigned to each mode flag. The mode flag is set according to the lottery result of the special symbol lottery or the number of lotteries of the special symbol lottery.
Mode flag 1 for jackpot of high probability symbol A, mode flag 2 for jackpot of low probability symbol A, mode flag 3 for jackpot of high probability symbol B and low probability symbol B, jackpot of latent symbol symbol and A mode flag 4 is assigned to each small hit. Here, the types of these symbols are the same as those shown in FIG. No mode flag 0 is assigned to any of them. In mode flags 1 to 4, mode flag 0 is set by executing special symbol lottery a predetermined number of times.
Further, in the example shown in FIG. 20, the parameter M (M value) used in the process during the end of the changing effect is set individually for each mode except the A mode.
FIG. 21 is a flowchart showing the contents of the effect selection process (step 1905) of FIG.
In this effect selection process, the effect control unit 300 first analyzes the received variation start command (step 2101). Further, the effect control unit 300 refers to the current mode flag of the pachinko gaming machine 100 from the setting of the RAM 303 (step 2102), and subtracts 1 from the value of the number of holdings held in the RAM 303 (step 2103). Then, the effect control unit 300 is based on various setting information (information about jackpot type, gaming state after jackpot game, variation pattern, etc.) obtained from the analysis result of the change start command and the effect mode determined by the mode flag. Then, an effect pattern (fluctuation effect pattern) of the symbol variation by the image displayed on the image display unit 114 in the effect mode is selected (step 2104). Finally, the effect control unit 300 reads from the ROM 302 image data and sound data used for the effect by the selected effect pattern, and sets a change effect start command instructing the start of execution of the selected effect in the RAM 303 together with these data. Then, the effect selection process ends (step 2105).
  Although not described in detail, in the symbol variation effect pattern selection process in step 2104, the effect mode, the variation pattern, and the effect random number (one of the random numbers updated in step 1801 in FIG. The production pattern is determined based on the random number. Based on the effect pattern determined here, the decorative symbol variation display, the background effect, and the notice effect are determined. The decorative symbol variation display is an effect display performed by the image display unit 114 in accordance with the special symbol variation display performed by the first special symbol display 221 or the second special symbol display 222. In this variable display of decorative symbols, a reach effect or the like is executed.
FIG. 22 is a flowchart showing the contents of the changing effect end process (step 1907) of FIG.
In the process during the end of the change effect, the effect control unit 300 first analyzes the received change stop command (step 2201). Further, the effect control unit 300 refers to the current mode flag of the pachinko gaming machine 100 from the setting of the RAM 303 (see FIG. 3) (step 2202). Then, the production control unit 300 determines whether or not the lottery result of the special symbol lottery is based on the information indicating the type of the symbol when the special symbol variation obtained from the analysis result of the variation stop command is stopped (big hit or small hit). It is determined whether or not (step 2203). If it is any hit (Yes in Step 2203), the mode flag set in the RAM 303 is changed based on the setting example shown in FIG. 20 according to the type of hit (Step 2204).
  On the other hand, when the lottery result of the special symbol lottery is not successful (No in Step 2203), the effect control unit 300 next checks whether or not the value of the mode flag is 0 (Step 2205). When the mode flag is not 0 (No in Step 2205), the effect control unit 300 subtracts 1 from the parameter M (Step 2206), and checks whether the value of M has become 0 (Step 2207). If the value of M becomes 0 (Yes in Step 2207), the effect control unit 300 sets the mode flag to 0 (Step 2208).
  If the mode flag is 0 in Step 2205 (Yes in Step 2205), if the value of the parameter M is not 0 in Step 2207 (No in Step 2207), or the mode flag is set to 0 in Step 2208 After or after changing the mode flag in step 2204, the effect control unit 300 sets a change effect end command for instructing the end of the effect of symbol change in the RAM 303, and ends the process during the end of the change effect ( Step 2209). Here, referring to FIG. 20, when the mode flag is changed in step 2204, the effect mode after the end of the change effect is an effect mode corresponding to the winning type. When the mode flag is 0 in step 2205 and when the mode flag is set to 0 in step 2208, the effect mode after the end of the change effect is the A mode. If the value of the parameter M does not become 0 in step 2207, the previous production mode is continued.
FIG. 23 is a flowchart showing the contents of the hit effect selection process (step 1909) of FIG.
In the winning effect selection process, the effect control unit 300 first analyzes the received opening command (step 2301) and selects an effect pattern (winning effect pattern) according to the contents of the effect mode based on the mode flag (step 2301). 2302). Then, the effect control unit 300 reads out image data and sound data used for the effect by the selected effect pattern from the ROM 302, and sets a hit effect start command for instructing the selected effect in the RAM 303 together with these data. The effect selection process is terminated (step 2303). As a result, the performance during the big hit is determined.
FIG. 24 is a flowchart showing the contents of the ending effect selection process (step 1911) of FIG.
In this ending effect selection process, the effect control unit 300 first analyzes the received ending command (step 2401), and selects an effect pattern (ending effect pattern) according to the contents of the effect mode based on the mode flag (step 2401). 2402). Then, the effect control unit 300 reads out image data and sound data used for the effect by the selected effect pattern from the ROM 302, and sets an ending effect start command for instructing the selected effect in the RAM 303 together with these data. The effect selection process is terminated (step 2403).
FIG. 25 is a flowchart showing the contents of the customer waiting command reception process (step 1912) of FIG.
The production control unit 300 determines whether or not a customer waiting command for shifting to the customer waiting state has been received (step 2501). When the customer waiting command is received (Yes in step 2501), the effect control unit 300 starts measuring the elapsed time (step 2502) and turns on the measurement flag in the RAM 303 (step 2503). On the other hand, when the received command is not a customer waiting command (No in Step 2501), the effect control unit 300 determines whether or not the measurement flag held in the RAM 303 is ON (Step 2504). If the measurement flag is OFF (No in step 2504), the customer waiting command reception process is terminated.
  When the measurement flag is ON (Yes in step 2504 or after being turned ON in step 2503), the effect control unit 300 next determines whether or not the measurement time has reached a predetermined time-up time ( Step 2505). If the time is not up (No in step 2505), the customer waiting command reception process is terminated. On the other hand, when the time is up (Yes in Step 2505), the effect control unit 300 turns off the measurement flag held in the RAM 303 (Step 2506), and sets a customer waiting effect command for performing the customer waiting effect in the RAM 303. Then, the customer waiting command reception process ends (step 2507).
  When the customer waiting command reception process is completed as described above, the RAM 303 is set with any one of a variation effect start command, a variation effect end command, a winning effect start command, an ending effect start command, and a customer wait effect command. .
FIG. 26 is a flowchart showing the contents of the effect button process (step 1812 in FIG. 18B).
In the process during the end of the variation effect, the effect control unit 300 first determines whether or not an effect button or the like by the player has been operated (step 2601). Here, the operation of the effect button or the like includes turning on the effect button 161 and turning it on when the center key or the surrounding key of the effect key 162 is pressed. In addition, when an operation device other than the effect button 161 and the effect key 162 such as a touch panel is provided in the pachinko gaming machine 100, this includes detecting the operation of the device. The effect control unit 300 receives an operation signal from the controller of these devices and detects that an operation has been performed.
  If an effect button or the like is operated (Yes in step 2601), the effect control unit 300 sets an effect button command including information indicating the operation content of the effect button or the like in the RAM 303 (see FIG. 3), and effects button processing is performed. Is finished (step 2602).
  Thereafter, the effect control unit 300 performs the command transmission process (step 1813) of FIG. 18B, and the command set in the RAM 303 by the above-described command reception process and effect button process is transmitted to the image / sound control unit 310 and Transmit to the lamp controller 320. Then, the image / sound control unit 310 and the lamp control unit 320 display an image on the image display unit 114, sound output, operation of the movable accessory 115, light emission of the panel lamp 116 and the frame lamp 157 based on the received command. Is controlled to execute the set effect.
[About sorting device 10]
Next, the distribution device 10 (see, for example, FIG. 27) disposed on the front surface of the game board 110 will be described. The sorting device 10 here is used to advance a game ball launched into the game area 111 (see FIG. 1) in the direction of the first start port 121 or the second start port 122. In other words, the sorting device 10 is for sorting the game balls that have entered the sorting device 10 into either the direction of the first start port 121 or the direction of the second start port 122. The distribution device 10 is not shown in FIG.
In addition, in addition to a configuration in which the game balls distributed to any one always enter the start ports 121 and 122 on the distributed side (a so-called non-spilling configuration), a configuration that does not necessarily enter the ball (so-called spills). It is also possible to adopt a configuration).
  Such a distribution device 10 includes a distribution member 12 for distributing game balls (see, for example, FIG. 27), and the distribution device 10 can be classified by a mechanism in which the distribution member 12 moves. In other words, the sorting device 10 includes a case where the sorting member 12 moves by driving force input from the outside (driving force input), and a case where the sorting member 12 moves by the weight of game balls to be sorted (use of the game ball's own weight). are categorized.
Regarding the state switching of the sorting member 12 with respect to the start ports 121 and 122, the type of the sorting device 10 can be classified.
First, a state in which game balls are distributed in the direction of the first start port 121 (first start port distribution state) and a state in which game balls are distributed in the direction of the second start port 122 (second start port distribution state) are selected. An example of the sorting apparatus 10 configured to appear automatically.
In addition, the first start port distribution state, the second start port distribution state, and a state in which game balls are distributed in the direction of the first start port 121 or in the direction of the second start port 122 (substantially equal) And a sorting apparatus 10 configured to selectively appear.
Furthermore, a state (specific direction distribution state) in which the game balls are distributed in a predetermined direction among the direction of the first start port 121 and the direction of the second start port 122 and a substantially equal distribution state are selectively performed. A distribution device 10 configured to appear may be mentioned.
Thus, the game ball distribution state of the distribution device 10 changes according to the attitude of the distribution member 12 with respect to the start ports 121 and 122.
  Hereinafter, the distribution device 10 will be specifically described. That is, it demonstrates, showing the various structures about the distribution apparatus 10 mentioned above. Note that the configuration of the sorting apparatus 10 described later is an example thereof, and is not limited thereto, and can be appropriately modified without changing the gist thereof.
[First Configuration Example of Distribution Device 10]
First, the 1st structural example about the distribution apparatus 10 is demonstrated.
FIG. 27 is a front view illustrating the sorting apparatus 10 according to the first configuration example, and each of (a), (b), and (c) in FIG. 27 shows a different sorting state.
As shown in the figure, the distribution device 10 includes cover portions 10a and 10b for setting a part of the game area 111 as a distribution area. The cover portion 10 a is located on the left side of the sorting device 10 in a front view, and the cover portion 10 b is located on the right side of the sorting device 10.
Between the cover part 10a and the cover part 10b, an entrance 10c into which a flowing game ball enters is formed. And the 1st starting port 121 is located in the diagonally lower left of the entrance 10c located in the approximate center, and the 2nd starting port 122 provided with the electric tulip 123 is located in the diagonally lower right of the entrance 10c.
In addition, in the sorting apparatus 10, there is a region 10L from the entrance 10c to the first start port 121, and a region 10R from the entrance 10c to the second start port 122.
The distribution device 10 includes a game nail 11 positioned at the entrance 10c and a distribution member 12 that is positioned below the game nail 11 and that distributes game balls entering from the entrance 10c to the left and right.
The sorting member 12 is held on the game board 110 (see FIG. 1) so as to be rotatable around the rotation shaft 12a. The rotating shaft 12a is positioned closer to the lower end of the sorting member 12.
More specifically, a driving force of a motor (not shown) as a driving source is transmitted to the sorting member 12. More specifically, the motor (not shown) is drive-controlled by the lamp control unit 320 (see FIG. 3) under the control of the game control unit 200. Thus, the sorting member 12 rotates around the rotation shaft 12a by the driving force supplied from the outside, and changes the posture with respect to the first start port 121 and the second start port 122.
In this configuration example, the game nail 11 is provided in order to reduce the impact of the game ball on the sorting member 12, but a modification in which the game nail 11 is not provided is also conceivable.
Referring to (a) of FIG. 27, the sorting member 12 of the sorting apparatus 10 is positioned such that the upper end side is inclined to the right side and is in contact with the cover portion 10b. That is, in the sorting apparatus 10, while the communication between the entrance 10c and the area 10R is obstructed, the communication between the entrance 10c and the area 10L is ensured.
Thereby, it is difficult for a game ball that has entered the entrance 10c to enter the second start port 122 on the region 10R side, and to enter the first start port 121 on the region 10L side.
In the present embodiment, a game ball that flows down the right side of the sorting member 12 without entering the entrance 10c may enter the second start port 122 at the timing when the electric tulip 123 opens. That is, in the case shown in FIG. 27A, it is easy to enter the first starting port 121 from the entrance 10c, and the electric tulip 123 opens to enter the second starting port 122 without passing through the entrance 10c. A situation of a ball is also assumed.
As such a situation, for example, in the case of right-handed, the electric tulip 123 is opened by the winning of the normal symbol lottery performed with the entrance to the gate 124, so that it is possible to enter the second starting port 122. It is a scene.
Referring to (b) of FIG. 27, unlike (a) of FIG. 27, the upper end side of the sorting member 12 is inclined to the left and is in contact with the cover portion 10a. That is, the sorting member 12 prevents the communication between the entrance 10c and the region 10L, while maintaining the communication between the entrance 10c and the region 10R.
As a result, the launched game ball can easily enter the second starting port 122 from the entrance 10c, and it is difficult to enter the first starting port 121 from the entrance 10c. In addition, when the electric tulip 123 is opened, the ball entering from the entrance 10c to the second start port 122 becomes more reliable.
  Referring to (c) of FIG. 27, unlike (a) and (b) of FIG. 27, the upper end side of the sorting member 12 is not in contact with the cover portion 10a and is not in contact with the cover portion 10b. More specifically, the sorting member 12 is not inclined to either the left side or the right side, so that communication between the entrance 10c and the region 10L is maintained, and the entrance 10c and the region 10R are connected to each other. Communication between them is also maintained. Thereby, the game ball that has entered the entrance 10c enters the first start port 121 or enters the second start port 122 according to its own behavior in the sorting member 12.
More specifically, it can be said that the probability of entering the first starting port 121 from the entrance 10c and the probability of entering the second starting port 122 from the entrance 10c are substantially the same (equal entrance probability). . That is, in the case of (c) in FIG. 27, the entrance probabilities of the two start ports 121 and 122 are equal, and the entrance probabilities are biased to have a difference, as shown in (a) and (b) of FIG. This is different from the case (uneven pitch probability). In addition, in the case of (a) in the figure, the probability of entering the first start port 121 is high, and in the case of (b) in the figure, the probability of entering the second start port 122 is high.
The entrance probability described here is based on the assumption that the electric tulip 123 is closed.
  In the sorting apparatus 10 configured as described above, various types of switching control of the sorting mode of the sorting member 12 by the game control unit 200 can be considered. For example, when switching according to the result of the effect lottery in which any one of the three distribution modes is performed at a predetermined timing, or when switching in a predetermined order with the passage of time, for each ball entering the start ports 121 and 122 For example, when switching in a predetermined order.
Here, various modifications of the sorting apparatus 10 shown in FIG. 27 can be considered. That is, in the present embodiment, the sorting device 10 having three sorting modes is adopted, but various modified examples having any two of the three sorting modes.
As a modification, there is an example having the distribution mode shown in FIG. 27A and the distribution mode shown in FIG. 27B but not the equal distribution mode shown in FIG.
  As another modified example, an example having a distribution mode shown in FIG. 27A or FIG. 27B and a distribution mode shown in FIG. That is, an example having the distribution mode of (a) in the same figure and the distribution mode of (c) in the same figure, and an example having the distribution mode of (b) in the same figure and the distribution mode of (c) in the same figure It is.
More specifically, in the case where the contents of winning (for example, the type of jackpot or the number of winning balls) are different between the case where the ball enters the first starting port 121 and the case where the ball enters the second starting port 122, the game This is an example in which the distribution device 10 has a distribution mode and a uniform distribution mode that are more advantageous to the winner. That is, the sorting apparatus 10 is configured to selectively perform a state in which a ball is biased to one of the start ports 121 and 122 and a state other than that.
For example, when the ratio of the length per second is larger at the second start port 122 than at the first start port 121 (see FIG. 17B), the distribution mode is biased toward the second start port 122 (FIG. 27B). )) And a uniform distribution mode (see (c) of FIG. 4). Further, when the lottery (falling lottery) that falls with a low probability when the internal state is high probability is included in the winning contents of the second starting port 122 but is not included in the winning contents of the first starting port 121, it is distributed. The apparatus 10 has a distribution mode (see FIG. 27A) that is biased toward the first start port 121 and a uniform distribution mode (see FIG. 27C).
  Moreover, the distribution apparatus 10 has three distribution modes, and an example of controlling the distribution mode options according to the internal state is also conceivable. For example, normally, an example in which control is performed to select any one of three distribution modes and many game balls are distributed to the second start port 122 including the electric tulip 123 during a short period of time. (See (b) of FIG. 27).
[Second Configuration Example of Sorting Device 10]
Next, the 2nd structural example about the distribution apparatus 10 is demonstrated. Unlike the first configuration example described above, the sorting apparatus 10 according to the second configuration example does not include a drive source as will be described later.
  FIG. 28 is a front view illustrating the sorting apparatus 10 according to the second configuration example, and a series of sorting operations are performed in the order of (a), (b), (c), and (d) in FIG. . The second configuration example includes portions having the same configuration and function as the first configuration example described above. Therefore, the same reference numerals are used for the common portions, and descriptions and illustrations thereof are omitted. There is. Various modifications described above for the first configuration example may be applied to the second configuration example, and a part of the second configuration example may be applied to the first configuration example. It is not excluded to apply a part of the configuration example to the second configuration example.
  The sorting member 12 of the sorting device 10 rotates around the rotation shaft 12a by the action of the game ball that has entered the entrance 10c. That is, in the second configuration example, the distribution mode is switched using the weight and momentum of the game balls to be distributed. As described above, the second configuration example is different from the first configuration example in which the distribution mode is switched according to the driving force of the drive source. For this reason, the distribution member 12 in the second configuration example includes the first configuration example. This is different from the configuration example.
More specifically, the sorting member 12 includes a receiving portion 13a and a receiving portion 13b positioned below the rotating shaft 12a. The receiving portion 13a and the receiving portion 13b extend in different directions. More specifically, the receiving portion 13a extends in the direction of the region 10L, and the receiving portion 13b extends in the direction of the region 10R.
The receiving portions 13a and 13b are integrally formed with the sorting member 12, and when the sorting member 12 rotates about the rotation shaft 12a, the receiving portions 13a and 13b rotate with this. Further, the relative positional relationship between the receiving portions 13a and 13b does not change and is fixed.
  In the state shown in FIG. 28A, the upper end side of the sorting member 12 is tilted to the right side, thereby hindering communication between the entrance 10c and the region 10R. The receiving portion 13a of the sorting member 12 is positioned so as to partially partition the entrance 10c and the region 10L. That is, when the game ball is going from the entrance 10c to the area 10L, the receiving portion 13a gets in the way. On the other hand, as will be described later, with the rotation of the sorting member 12, the space between the entrance 10c and the area 10L is opened, and the game ball is allowed to go to the area 10L.
More specifically, when a flowing game ball enters the entrance 10c of the sorting apparatus 10, the receiving portion 13a of the sorting member 12 receives the game ball as shown in FIG. The receiving portion 13a, that is, the sorting member 12, rotates downward (rotation in the counterclockwise direction) as shown in FIG.
More specifically, due to the rotation of the sorting member 12, there is no partial partition between the entrance 10c and the region 10L by the receiving portion 13a, and the game ball falls toward the first start port 121. In this way, the game ball rotates the sorting member 12 by its own weight and its momentum, and forms a passage for the player to advance.
When the sorting member 12 rotates counterclockwise, the upper end side of the sorting member 12 comes into contact with the cover portion 10a and thereby stops rotating. In a state where the upper end side of the sorting member 12 is inclined to the left side, communication between the entrance 10c and the region 10L is hindered. The receiving portion 13b of the sorting member 12 is positioned so as to partially partition the entrance 10c and the region 10R.
In this state, when a subsequent game ball enters the entrance 10c, the receiving portion 13b receives the game ball as shown in FIG. And the receiving part 13b rotates downward (rotation clockwise) as shown in (d) of the figure with the dead weight of the game ball and its momentum. Thereby, there is no partial partition between the entrance 10c and the region 10R by the receiving portion 13b, and the game ball falls toward the second start port 122.
The clockwise rotation of the sorting member 12 stops when the upper end side of the sorting member 12 contacts the cover portion 10b. This state is the state shown in FIG.
As described above, in the sorting device 10 according to the second configuration example, the sorting member 12 performs a pendulum-like movement by the action of the game ball. Is done. That is, of the three distribution modes in the first configuration example described above, two distribution modes (uneven pitch probability) that bias the entrance probability of the start ports 121 and 122 to any one are alternately repeated ( (See (a) and (b) of FIG. 27).
In the second configuration example, since the driving source is not provided and the weight of the game ball is used, the configuration of the sorting device 10 can be easily simplified as compared to the first configuration example. In addition, the number of components can be reduced.
[Third Configuration Example of Sorting Device 10]
Furthermore, the 3rd structural example about the distribution apparatus 10 is demonstrated. The sorting apparatus 10 according to the third configuration example does not include the drive source provided in the first configuration example described above. That is, the sorting member 12 of the sorting apparatus 10 uses the weight and momentum of the game ball. In this respect, the third configuration example is common to the above-described second configuration example.
  FIG. 29 is a front view illustrating the sorting apparatus 10 according to the third configuration example, and each of (a), (b), and (c) in the same figure shows a different sorting state. In the third configuration example, since there are portions having the same configuration and function as the first to second configuration examples described above, the same reference numerals are used for the common portions, and descriptions and illustrations thereof are used. May be omitted. Various modifications described above for the first to second configuration examples may be applied to the third configuration example, and a part of the third configuration example may be applied to the first to second configuration examples. It does not exclude application or application of a part of the first or second configuration example to the third configuration example.
The sorting member 12 of the sorting apparatus 10 includes an extending portion 14a that extends downward from the rotating shaft 12a. The extending portion 14a has a curved portion 14b that curves in one direction at the lower end. The curved portion 14b is curved so that a game ball can be temporarily placed thereon.
More specifically, the curved portion 14b of the extending portion 14a is curved in the direction of the region 10L and is substantially J-shaped.
  Referring to (a) of FIG. 29, the upper end side of the sorting member 12 is not in contact with any of the cover portions 10a and 10b, and the communication between the entrance 10c and the region 10L is maintained and the entrance is made. Communication between the mouth 10c and the region 10R is also maintained. Therefore, the game ball that has entered the entrance 10c enters the first start port 121 on the region 10L side or enters the second start port 122 on the region 10R side according to its own behavior in the sorting member 12. Or a ball. In other words, in the case of (a) in the figure, the probability of entering the first start port 121 and the probability of entering the second start port 122 are substantially the same (equal entrance probability).
  More specifically, when the game balls are distributed from the entrance 10c to the area 10R, there is a high possibility that the game balls will enter the second start port 122, and the entrance probability is equal (see FIG. 29A). Is maintained.
In addition, when the game ball is distributed from the entrance 10c to the region 10L, the game ball may directly enter the first start port 121, or it may fall to the curved portion 14b of the distribution member 12 and temporarily enter the curved portion 14b. May be placed. In the former case, although the sorting member 12 does not swing or swings slightly, the state of uniform entrance probability is maintained.
However, in the latter case, the balance up to that time is lost due to the weight of the game ball and its momentum, and as shown in FIG. Rotate clockwise. As a result, the upper end side of the sorting member 12 comes into contact with the cover portion 10a. In other words, the sorting member 12 does not communicate between the entrance 10c and the region 10L, but communicates between the entrance 10c and the region 10R.
Therefore, when a game ball is placed on the curved portion 14b of the sorting member 12, the game ball that subsequently enters the entrance 10c can easily enter the second start port 122, It becomes difficult to enter the first start port 121. That is, the state shifts from a state with uniform entrance probability to a state with uneven entrance probability.
  Such a state of uneven probability of entering the ball is maintained until the game ball placed on the bending portion 14b falls off the bending portion 14b. That is, the game ball of the bending portion 14b is not stably placed, and the game ball is placed unstable due to the swinging of the sorting member 12 or the momentum of the bending portion 14b. As shown in 29 (c), it will eventually fall. When the game ball falls from the curved portion 14b, the balance returns to the balance of the sorting member 12 itself, and the state shifts to a state where the ball entry probability is equal as shown in FIG.
  As described above, in the sorting device 10 according to the third configuration example, the sorting member 12 performs a pendulum movement by the action of the game ball, thereby selectively dropping into the region 10L or the region 10R and moving to the region 10R. The sort of falling is performed. That is, among the three distribution modes in the first configuration example described above, a distribution mode (equal pitch probability) that makes the entrance probability of the start ports 121 and 122 substantially the same and a distribution that increases the entrance probability of the start port 122. The mode (uneven pitch probability) is alternately repeated (see (b) and (c) of FIG. 27).
As a matter of course, an example in which the state of uneven entrance probability is configured to increase the probability of entering the first start port 121 instead of increasing the probability of entering the second start port 122 is also conceivable.
In addition, the example comprised so that the possibility that the game ball | bowl (refer (c) of FIG. 29) which fell from the curved part 14b of the distribution member 12 may enter into the 1st starting port 121 can be considered. In addition, an example in which the sorting device 10 includes a damper (not shown) for suppressing fine movement in which the sorting member 12 moves small indefinitely is also conceivable.
[Description of Embodiment to which Distribution Device 10 is Applied]
As described above, in the pachinko gaming machine 100 according to the present embodiment, the upper limit of the total number of the reserved number for the first start port 121 and the reserved number for the second start port 122 is 8, and the first start An upper limit is not set for each of the number of reservations for the mouth 121 and the number of reservations for the second starting port 122.
In this case, the on-hold digestion is performed in the order in which the balls enter the start ports 121 and 122, and either the first start port 121 or the second start port 122 is not preferentially digested.
In the pachinko gaming machine 100 according to the present embodiment, the first start port 121 and the second start port 122 are arranged side by side (see, for example, FIG. 1), and the first start port 121 and the first start port 121 2 A sorting device 10 is provided for sorting the balls entering the starting port 122.
In addition, although the electric tulip 123 is provided in the 2nd starting port 122 (for example, refer FIG. 1), the structural example which provides the electric tulip 123 in another starting port (not shown) located outside the distribution apparatus 10 is also considered. .
  Various embodiments in the case of applying the sorting device 10 described above will be described below. Note that it is possible to apply all or part of the configuration and control in each of the embodiments described below to other embodiments without reference to this document. Various modifications of each embodiment will be described. However, it is possible to apply this modification to other embodiments even when there is no mention in this document.
[First Embodiment]
First, the first embodiment will be described with reference to FIG. In the first embodiment, the distribution mode of the distribution device 10 is changed corresponding to the special effect process.
In the first embodiment, a case will be described in which the distribution mode is changed by the driving force of a motor (not shown) using the distribution device 10 (see FIG. 27) according to the first configuration example described above.
[Special production processing]
Here, the special effect process is performed by an interrupt process (see (b) of FIG. 18) by the effect control unit 300, and more specifically, between the game effect mode and the special effect mode. Switch.
The game effect mode here refers to a mode in which a game effect is performed, and the game effect here is based on the progress of the game based on the result of a lottery performed in accordance with the entrance to the start ports 121, 122, etc. A game effect image, which is an image (such as a lottery result) used for a game effect, is displayed on the image display unit 114 (see FIG. 1), and a sound (such as a sound effect) used for the game effect is displayed on a speaker 156 (FIG. 1). See).
The special effect mode here refers to a mode for performing a special effect that is an effect executed separately from the effect performed based on the progress of the game based on the result of the lottery at a predetermined date and time. 3), and shifts in accordance with the time information provided. In addition, the special effect is performed when a predetermined condition other than the result of the lottery performed according to the entry to the start ports 121 and 122 is satisfied, and the effect is performed based on the progress of the game based on the result of the lottery. Is not included.
As an example of the special production, the performance content is a musical performance that is a singing stage of the singer group. In such a case, a special effect image that is an image (such as a stage image) used for the special effect is displayed on the image display unit 114, and sound (such as music) used for the special effect is output from the speaker 156.
The transition to the special effect mode is performed by synchronizing a plurality of pachinko gaming machines 100. Normally, a plurality of pachinko gaming machines 100 of the same model in a hall are arranged in a state where a plurality of pachinko gaming machines 100 called islands are arranged in a line. By performing a special effect by synchronizing a plurality of pachinko gaming machines 100, images of the special effects are simultaneously displayed on each image display unit 114 of the pachinko gaming machine 100, and the sound used for the special effects is output from each speaker 156. It is swept away all at once.
[Regarding mode transition control in special effect processing]
FIG. 30 is a time chart illustrating mode transition in the first embodiment, (a) illustrates an example of transition timing of the special effect mode, and (b) is after transition of the special effect mode. An example of the contents of the production will be described.
As shown to (a) of the figure, when the power of the pachinko gaming machine 100 (see FIG. 1) is turned on, the game effect mode is set. Thereafter, when a predetermined time is reached, the game effect mode is shifted to the special effect mode. When the special effect in the first special effect mode ends, the special effect mode shifts to the game effect mode. Such a transition to the special effect mode is performed a plurality of times in a time zone in which a game can be played in the hall store.
  As shown in FIG. 30A, when the power is turned on at 9:30 and the game effect mode is set, at 10:29, the first special effect mode is entered. When the special effect in the first special effect mode ends, the game effect mode is entered again. Moreover, when it becomes 11:29, it transfers to the 2nd special production mode, and when the special production of the 2nd special production mode is complete | finished, it transfers to a game production mode again. Then, at 21:29, the transition to the last twelfth special effect mode is executed. In this way, an interruption for shifting to the special performance mode is performed every hour.
The transition to the special effect mode is managed based on the time measured by the timer and the time information provided from the RTC 304 (see FIG. 3).
First, the timing for shifting to the special effect mode is performed based on the time measured by the timer. The timer is set to start measurement when power is turned on. When the time measured by the timer reaches a predetermined value, it is time to shift to the special effect mode. The time measured by the timer is set as many times as the number of times of transition to the special performance mode.
  For example, when the time measured by the timer in advance becomes 0 ° 59'00 ", the first special performance mode is set to shift to 10:29. If the power is turned on at 9:30, the first special effect mode is entered at 10:29 after 59 minutes.
In addition, based on the time of RTC 304 (see FIG. 3), a permission state for permitting the transition to the special effect mode is set. Then, the transition to the special effect mode is permitted only during the time when the transition to the special effect mode based on the time measurement by the timer is in the permission state set by the RTC 304 (see FIG. 3). On the other hand, if the timing of shifting to the special effect mode based on the time measurement by the timer is outside the permitted time, the special effect mode is not transferred.
For example, as shown in FIG. 30B, for the first special effect mode in which the set time is 10:29, a time width of 30 seconds before and after is provided, and the time of RTC 304 (see FIG. 3). The period from 10:28:30 to 10:29:30 is set as the permitted period.
In addition to the time measurement by the timer, the date and time when the special effect mode is actually shifted is managed by taking into account the time of the RTC 304 (see FIG. 3).
As a result, it is possible to set the state where the music announcement is made to wait until a predetermined date, and the music announcement is made after that date. Even after that date, if the power is turned on at a timing different from the scheduled power-on time, the transition to the special effect mode at an unscheduled timing is not performed.
  In addition, you may comprise so that the synchronous effect of several pachinko gaming machines 100 may be performed based on the time of RTC304 (refer FIG. 3). However, the RTC 304 may cause a slight time lag due to the difference in individual. Therefore, in the present embodiment, the timing for shifting to the special effect mode is synchronized between the plurality of pachinko gaming machines 100 by using a timer that starts measurement upon power-on.
As shown in FIG. 30 (b), the special performance mode is composed of a performance notification mode for performing a performance announcement, which is a notification of a music performance, and a music performance mode for performing a music performance.
The performance announcement mode in the special performance mode is a mode that is set for a certain time (period from 60 seconds before the start time to the start time of the music performance) before the set time of the music performance mode, and the music performance will be performed soon. A performance announcement is made using an image displaying a message to that effect.
For example, when the start time of the music performance in the first special performance mode is set to 10:30, the setting period of the first performance notification mode is set to a period from 10:29 to 10:30. . And when performance announcement is started, it is executed at any timing in the period from 10:29 to 10:30. Note that, for example, whether or not the set time for the performance announcement mode in the first special performance mode has been reached is determined based on the elapsed time from the power-on measured by the timer as described above.
Note that the timing of actually publicizing the performance in the performance announcement mode varies depending on the progress of the game based on the lottery result. Depending on the progress of the game based on the result of the lottery, the performance announcement may not be performed within the set time of the performance announcement mode.
The music performance mode in the special performance mode refers to a mode in which a music performance is performed at a predetermined date and time. In the music performance mode, the music performance is always executed at a predetermined date and time, regardless of the progress of the game based on the result of the lottery, for example. In this embodiment, the music performance is set to be performed for 300 seconds.
As shown in FIG. 30 (b), when the start time of the music performance in the first special performance mode is set to 10:30, the time when the first music performance is 10:30 Start with. Note that, for example, whether or not the start time of the music performance in the first special performance mode is reached is based on the elapsed time from the power-on measured by the timer as described above.
[Changing the distribution mode associated with mode transition control]
Corresponding to the switching between the game effect mode and the special effect mode by such special effect processing, the distribution mode of the distribution device 10 is changed. In other words, the game control unit 200 controls the distribution device 10 so that the distribution mode in the game effect mode and the distribution mode in the special effect mode are different from each other.
In other words, the control of the game control unit 200 is realized by the game control unit 200 including the RTC 304 and the timer included in the effect control unit 300 and acquiring the mode transition timing.
More specifically, as shown in FIG. 30B, the distribution mode of the distribution device 10 is changed between the section L1 and the section L2. In the case of the game effect mode, it is the section L1, and the case of the performance announcement mode in the special effect mode is also included in the section L1. In the case of the music performance mode in the special performance mode, it is the section L2.
In addition, the modification which includes in the area L2 the case of the performance notification mode in special production mode is also considered.
  As a way of changing the distribution mode of the distribution device 10, the distribution mode in the section L2 is more advantageous to the player than the distribution mode in the section L1. For example, when the ratio per length is greater in the second start port 122 than in the first start port 121 (see FIG. 17B), the entrance probability of the second start port 122 is set to be greater than that in the section L1. A control of changing the probability of entering to be increased in the section L2 can be given.
In order to realize such control of changing the probability of entering the ball, for example, it is difficult to enter the second start port 122 in the section L1 and to enter the second start port 122 in the section L2. Conceivable. As an example, in the section L1, the entrance probability of the second start port 122 with respect to the entrance probability of the first start port 121 is 1/5, whereas in the section L2, the entrance of the first start port 121 The entrance probability of the second start port 122 with respect to the probability is 5.
In addition to fixing the bias of the probability of entering a ball to a predetermined value, a plurality of options with a biased probability of entering a ball are prepared, and any one of the options is selected by lottery. It is also possible to decide.
As a method for forming such a biased entrance probability, control is performed so that the time during which the sorting member 12 of the sorting device 10 tilts to the right is increased in the section L1 and the time to tilt to the left is increased in the section L2. Can be considered.
As an example of the control, in the section L1, the state in which the sorting member 12 is tilted to the right and stopped (see FIG. 27A) is tilted to the left (see FIG. 27B) and any The section L2 is controlled so as to be maintained longer than the state that is not inclined (see (c) in the figure), and the section L2 is inclined to the left and is stopped to the right and is inclined to the right. It is controlled so that it is maintained longer than the state where it is not.
As another control example, when the sorting member 12 continuously reciprocates in the left direction and the right direction, the section 12 is positioned on the right side from the state in which the sorting member 12 stands up (see FIG. 27C). The operation when doing is slower than the operation when it is located on the left side. And it becomes reverse in the section L2, and the operation when the sorting member 12 is located on the left side is slower than the operation when it is located on the right side.
In order to realize the above-described control of the change in the probability of entering the ball, for example, it is conceivable to make it easier to enter the second start port 122 in the section L2 than in the section L1. As an example, in the section L1, the sorting device 10 is set so that the entrance probability of the first start port 121 and the entrance probability of the second start port 122 are substantially the same (see FIG. 27C). In the section L2, the entrance probability of the second start port 122 is increased (see (b) in the figure).
As another example, when the sorting member 12 of the sorting device 10 continuously reciprocates in the left direction and the right direction, the moving speed of the sorting member 12 is constant in the section L1, while the section In L2, a control example in which shifting is performed so that the state assigned to the second start port 122 is longer than in the case of the section L1 is also conceivable.
[Various variations]
Note that, instead of the distribution device 10 according to the first configuration example (see FIG. 27), the distribution device 10 according to the third configuration example (see FIG. 29) may be applied. More specifically, in the section L1 shown in FIG. 30 (b), the sorting member 12 rotates about the rotation axis 12a so as to maintain a uniform entrance probability state (see FIG. 27 (c)). (Do not rotate) Then, in the section L2 shown in FIG. 30B, the sorting member 12 is allowed to rotate around the rotation shaft 12a (rotation allowed). Such mutual change between the prohibition of rotation and the allowance of rotation can be realized by providing a mechanism (not shown) for temporarily fixing the sorting member 12 and performing the operation of the mechanism under the control of the game control unit 200. .
In the first embodiment, a case has been described in which a special effect performed every predetermined time is used as a timing for changing the distribution mode in the distribution device 10 (switching timing). It can be considered that the same applies to the case where it is performed every hour. In such a case of every predetermined time or every predetermined time after the power is turned on, the distribution mode is changed in synchronization with other pachinko gaming machines 100.
Further, as another case of changing the distribution mode, the distribution mode in the case of the section L2 (see FIG. 30B) from when the power is turned on until the predetermined rotation speed is reached, and when the predetermined rotation speed is reached, the section It is also conceivable to adopt a sorting mode in the case of L1 (see (b) in the figure).
As another case, it is conceivable that after a predetermined number of rotations after a big hit (see FIG. 31B in the second embodiment described later). That is, the distribution mode in the section L2 (see FIG. 30B) from the time when the predetermined number of revolutions after the jackpot is reached to the time when a further number of revolutions elapses is used, and the other section L1 (( In the case of b), the distribution mode is as follows.
[Significance of the first embodiment]
Next, the significance of the first embodiment will be described again.
If you keep playing games in hall stores for a long time, it will be difficult to maintain your concentration. Therefore, conventionally, for example, various attempts have been made to produce and maintain the player's concentration. However, since the effects associated with such games are not related to the prize ball, it is expected that the effect cannot be expected.
A configuration for solving such a problem is a gaming machine 100 in which a game ball is launched into the game area 111 and is played, and is arranged in the game area 111, and a big hit lottery is performed when the game ball enters. The first start port 121 and the second start port 122, the first distribution state in which the game ball easily enters one of the first start port 121 and the second start port 122, and A distribution means 10 having a second distribution state that is a state other than the first distribution state with respect to the distribution of game balls between the first start port 121 and the second start port 122; It is a feature.
Here, when a predetermined condition is satisfied, the distribution unit 10 switches from the first distribution state to the second distribution state or switches from the second distribution state to the first distribution state. A switching control unit 201 may be further provided.
The distribution unit 10 may further include a ratio control unit 201 that controls the first distribution state and the second distribution state to appear at a predetermined ratio.
In addition, the pachinko gaming machine 100 (see FIG. 1) according to the first embodiment is an example of a gaming machine.
The first start port 121 (see FIG. 1, FIG. 27, FIG. 28 or FIG. 29) is an example of the first start port, and the second start port 122 (see FIG. 1, FIG. 27, FIG. 28 or FIG. 29) is It is an example of the 2nd starting opening. The distribution device 10 (see FIG. 27, FIG. 28 or FIG. 29) is an example of a distribution unit.
In FIG. 27, when the state shown in (a) is an example of the first distribution state, the state shown in (b) or (c) is an example of the second distribution state.
In FIG. 28, when the state shown in (a) is an example of the first distribution state, the state shown in (b) is an example of the second distribution state, and the state shown in (b) in FIG. When it is an example of a 1st distribution state, the state shown to (a) is an example of a 2nd distribution state.
In FIG. 29, the state shown in (b) is an example of the first distribution state, and the state shown in (a) is an example of the second distribution state.
The CPU 201 (see FIG. 3) of the game control unit 200 is an example of a switching control unit and an example of a ratio control unit.
According to the first embodiment, it is possible to effectively maintain and recover the concentration of the player who is playing the game.
That is, in the first embodiment, in the pachinko gaming machine 100 including the sorting device 10 (see FIGS. 27 to 29) that can change the probability of entering the starting ports 121 and 122, the pachinko gaming machine 100 is more than the second starting port 122. A state in which it is easy to enter the first starting port 121 (see, for example, FIG. 27A) and a state in which it is easier to enter the second starting port 122 than the first starting port 121 (for example, FIG. 27B). 29 (b) and (c)) and the probability of entering the first start port 121 and the probability of entering the second start port 122 are substantially equal (for example, FIG. 27 (c), FIG. 29 (see (a)), at least any two of them are configured to be switchable, so that it is possible to improve game playability.
As a result, it is possible to provide an attractive state for the player, and to give the player an incentive to start the game from the opening of the hall store.
[Second Embodiment]
Next, a second embodiment will be described using FIG. 31 and FIG. In the second embodiment, the production table used to determine the production content is changed according to the distribution mode of the distribution device 10. More specifically, when the number of symbol variations by the special symbol variation control unit 233 reaches a predetermined number after the end of the game when the opening operation of the special winning opening 125 (see FIG. 1) ends, a predetermined number of symbol variations occur. The distribution mode is controlled to be different from the previous one only while it is performed.
In the second embodiment, a case will be described in which the distribution mode is changed by the driving force of a motor (not shown) using the distribution device 10 (see FIG. 27) according to the first configuration example described above.
[Distribution control processing]
FIG. 31 is a diagram for explaining the distribution control process in the second embodiment, (a) is a time chart for explaining a scene in which the distribution control process is executed, and (b) is a game control unit. 10 is a flowchart for explaining a distribution control process by 200.
As shown in (a) of the figure, in the jackpot game, when a plurality of rounds are repeated after the jackpot start, the ending operation is performed and the jackpot game is ended. Then, after the jackpot game is over, the game control unit 200 controls to shift to the high probability state until the number of fluctuations reaches a predetermined number. Then, the game control unit 200 controls to shift to the low probability state when the predetermined number of times is reached.
More specifically, it becomes a high probability state until the number of fluctuations after the jackpot ends reaches the threshold value K2, and it becomes easy to hit the jackpot.
In such a model, a distribution control process (see FIG. 31B) and an effect table selection process (see FIG. 32), which will be described later, are performed.
In the distribution control process shown in FIG. 31B, the game control unit 200 determines whether or not the ending operation by the special winning opening operation control unit 238 (see FIG. 4) has been started (step 3101). The start of the ending operation is performed in the big prize opening process in the electric accessory process (see step 1412 in FIG. 14), and the winning game is thereby ended.
When the ending operation is started in the big prize opening process, an ending command is set in the RAM 203 (see step 1413 in the figure) and transmitted to the effect control unit 300 (see step 506 in FIG. 5).
  When the ending operation is started (Yes in Step 3101), the game control unit 200 initializes a variable Y (Y = 0) for counting the number of changes in the special symbol (Step 3102), and proceeds to Step 3103. . If the ending operation is not started (No in step 3101), the process proceeds to step 3103.
Then, the game control unit 200 determines whether or not the special symbol variation is started by the special symbol variation control unit 233 (see FIG. 4) (step 3103). The start of the special symbol variation is performed in the special symbol processing of the symbol processing (see step 808 in FIG. 8), and thereby the second special symbol display 222 (see (a) in FIG. 2). The special symbol changes.
When the special symbol variation is started in the special symbol processing, a variation start command is set in the RAM 203 (see step 809 in FIG. 8) and transmitted to the effect control unit 300 (see step 506 in FIG. 5).
In addition, the special symbol variation does not distinguish whether it corresponds to entering the first starting port 121 or corresponding to entering the second starting port 122. However, a control example for making such a distinction is also conceivable.
When the special symbol change is started (Yes in Step 3103), the game control unit 200 adds 1 to the current value of the variable Y (Step 3104), and determines whether or not the value of the variable Y is less than the threshold value K1. Judgment is made (step 3105). When the value of the variable Y has not reached the threshold value K1 (Yes in Step 3105), the normal distribution state is set (Step 3107).
If the value of the variable Y has reached the threshold value K1 (No in step 3105), it is further determined whether or not it is less than the threshold value K2 (step 3106). This threshold value K2 is larger than the threshold value K1 (K2> K1). The difference (K2−K1) between the threshold value K2 and the threshold value K1 is set, for example, in relation to the number of holds, and for example, it is conceivable to adopt 8 that is the upper limit value of the number of holds.
When the value of the variable Y has not reached the threshold value K2 (Yes in Step 3106), the specific distribution state is set (Step 3108). If the value of the variable Y has reached the threshold value K2 (No in step 3106), the normal distribution state is set (step 3107).
If special symbol variation is not started (No in step 3103), the value of the variable Y is left as it is, and the distribution control process is terminated.
Thus, the variable Y is initialized by the end of the jackpot game (steps 3101 and 3102), and 1 is added by the start of the special symbol variation (steps 3103 and 3104). Then, the value of the variable Y after the addition is evaluated using the threshold values K1 and K2 (steps 3105 and 3106), and one of the normal distribution state and the specific distribution state is selected according to the evaluation result (steps 3107 and 3108). ).
That is, when the variable Y is less than the threshold value K1 (Yes in Step 3105) and when the variable Y is equal to or greater than the threshold value K2 (No in Step 3106), the normal distribution state is selected. On the other hand, when the variable Y is not less than the threshold value K1 and less than the threshold value K2 (No in step 3105 and Yes in step 3106), the specific distribution state is selected.
  The normal distribution state and the specific distribution state here are states in which the probability of entering the first starting port 121 and the probability of entering the second starting port 122 are different from each other, and the specific distributing state is more advantageous for the player. State. That is, the normal distribution state corresponds to the distribution mode in the section L1 (see FIG. 30B) in the first embodiment described above, and the specific distribution state is the section L2 (in the same figure). It can be said that this corresponds to the distribution mode in (b). Therefore, description of the normal distribution state and the specific distribution state is omitted.
Further, it is conceivable that the threshold value K1 and the threshold value K2 used in the distribution control process are set in advance according to the content of the game control. For example, in a model (ST machine) that employs game control that shifts to a low-probability state when a predetermined number of revolutions is reached when the internal state becomes a high-probability state after the jackpot ends, the predetermined rotation that sets the threshold K2 to a low-probability state The threshold value K1 is set to a value slightly smaller than the threshold value K2.
As an example, in a model that falls to a low probability state after 54 rounds after the big hit, the threshold value K2 is set to “55”, and the threshold value K1 is set to “51”, which is four less than that. In addition, a control example in which the variation time of the special symbol is 4 seconds until 50 rotations after the big hit is finished, and the remaining 4 times is 8 seconds can be considered.
[Direction table selection processing]
FIG. 32 is a flowchart for explaining the effect table selection process, and shows the contents of control by the effect control unit 300.
In the processing example shown in the figure, the effect control unit 300 determines whether or not an ending command (see step 1413 in FIG. 14) from the game control unit 200 indicating that the winning game has ended has been received (step 3201). ).
When receiving the ending command (Yes in Step 3201), the effect control unit 300 initializes a variable Z (Z = 0) for counting the number of changes in the special symbol (Step 3202), and proceeds to Step 3203. If no ending command is received (No in step 3201), the process proceeds to step 3203.
Next, the effect control unit 300 determines whether or not a variation start command (see step 809 in FIG. 8) from the game control unit 200 indicating that the special symbol variation has started has been received (step 3203).
When the change start command is received (Yes in Step 3203), the effect control unit 300 adds 1 to the value of the variable Z from the current value (Step 3204). If the change start command is not received (No in step 3203), the effect table selection process is terminated.
It should be noted that such a change start command does not distinguish whether it corresponds to entering the first starting port 121 or corresponding to entering the second starting port 122. However, a control example for making such a distinction is also conceivable.
Thereafter, the effect control unit 300 evaluates the value of the variable Z after addition (steps 3205 and 3206). That is, it is determined whether or not the variable Z is less than the threshold K1 (step 3205). If the value of the variable Z has reached the threshold K1 (No in step 3205), then whether or not the variable Z is less than the threshold K2 Is determined (step 3206).
The threshold value K2 is larger than the threshold value K1 (K2> K1). The threshold values K1 and K2 used here can be the same as those used in the distribution control process (see FIG. 31).
When the value of the variable Z has not reached the threshold value K1 (Yes in Step 3205) or has reached the threshold value K2 (No in Step 3206), the effect control unit 300 selects the effect table 1 (Step 3207). On the other hand, when the value of the variable Z has not reached the threshold value K2 (Yes in Step 3206), the effect control unit 300 selects the effect table 2 (Step 3208).
The effect table 1 or the effect table 2 selected in this way is used when determining the effect contents (see step 2104 in FIG. 21). In other words, the effect table 1 and the effect table 2 are used for determining a variation mode in which the result of the jackpot lottery is indicated by symbol variation and stoppage.
  In this way, either one of the effect table 1 and the effect table 2 is selected according to the value of the variable Z for counting the number of fluctuations of the special symbol after the big hit. Then, by using the same values as the values for changing the distribution state of the distribution device 10 for the threshold values K1 and K2, it becomes possible to match the timing of changing the content of the effect with the timing of changing the game content.
The contents of the production table 1 and the production table 2 here are different from each other. That is, the effect table 1 is effect content corresponding to the normal distribution state of the distribution device 10, and the effect table 2 is effect content corresponding to the specific distribution state of the distribution device 10.
To explain further, the production table 2 is a state in which the jackpot lottery is not given in the jackpot lottery after the end of the jackpot, and if the jackpot lottery is not made in the next few jackpot lotteries, the high probability state falls to a low probability state. Is selected. That is, the production table 2 is selected in a situation where the player is in a psychological state with a desire to win a big game and is playing a game with high concentration.
In such a scene, as described above, the distribution device 10 is changed to a distribution mode advantageous to the player, giving the player a hope that it may be a big hit. And on the production side, the game side and the production side can be integrated by setting the content to support the player in such a psychological state while scolding.
Therefore, the effect table 2 includes effect data including resentment and support for the player.
Thus, it can be said that the production table 2 is a dedicated table selected under a predetermined condition, and is not selected unless such a predetermined condition is satisfied.
The production table 2 may be selected according to the result of the special symbol lottery after the big hit, and may not be selected. In other words, when the variable Z after the big hit is less than the threshold value K1 and does not become a big hit (see steps 3205 and 3206 in FIG. 32), the effect table 2 is selected, while the variable Z after the big hit is less than the threshold value K1 and the big hit When it becomes, the production table 2 is not selected. For this reason, it can be said that the production table 2 changes the production surface according to the special symbol after the big hit.
In addition, the effect table 1 and the effect table 2 are different from each other in the variation time in the effect control unit 300. The variation time mentioned here is the variation time of the decorative symbol, and coincides with the variation time of the special symbol in the game control unit 200 described above.
Specifically, the effect table 1 and the effect table 2 include data for defining the variation time of the decoration symbol, and the variation time in the effect table 1 is all uniform, for example, 4 seconds.
On the other hand, the production table 2 has a longer variation time than the production table 1. For example, the variation time in the effect table 2 is set to 8 seconds, which is longer than 4 seconds, and it is possible to secure the time necessary for performing an effective effect on the player.
  Note that not only the fluctuation time in the production control unit 300 but also the fluctuation pattern is included in the production table 1 and the production table 2. In the effect table 2 (dedicated effect table), a variation example in which the variation time is fixed at, for example, 8 seconds and a predetermined effect such as a roulette effect is executed for each variation is conceivable.
[Significance of the second embodiment]
Next, the significance of the second embodiment will be described again.
If you keep playing games in hall stores for a long time, it will be difficult to maintain your concentration. Therefore, conventionally, for example, various attempts have been made to produce and maintain the player's concentration. However, since the effects associated with such games are not related to the prize ball, it is expected that the effect cannot be expected.
  A configuration for solving such a problem includes a first start port 121 and a second start port 122 in which a big hit lottery is performed by a lottery means 234 when a game ball is detected, and a game using a game ball A first allocation state in which a game ball easily enters one of the first start port 121 and the second start port 122, and the first distribution state. The distribution means 10 having a second distribution state that is a state other than the first distribution state with respect to the distribution of game balls between the start port 121 and the second start port 122, and a big hit by the lottery means 234 Holding means 302 for holding the first data (effect table 1) and the second data (effect table 2) used to determine the variation mode indicating the lottery result by the variation and stop of the symbol; When the number of variable effects after the end of the winning game when winning by the big win lottery by the lottery means 234 reaches a predetermined number, between the first distribution state and the second distribution state in the distribution means 10 When the switching is performed by the switching unit 201, the data used for determining the configuration of the variation effect is the first data (effect table 1) held by the holding unit 302. And changing means 301 for changing between the second data (effect table 2).
In addition, the pachinko gaming machine 100 (see FIG. 1) according to the second embodiment is an example of a gaming machine.
The special symbol determination unit 234 (see FIG. 4) of the game control unit 200 is an example of a lottery means. The first start port 121 (see FIG. 1, FIG. 27, FIG. 28 or FIG. 29) is an example of the first start port, and the second start port 122 (see FIG. 1, FIG. 27, FIG. 28 or FIG. 29) is It is an example of the 2nd starting opening. The distribution device 10 (see FIG. 27, FIG. 28 or FIG. 29) is an example of a distribution unit.
In FIG. 27, when the state shown in (a) is an example of the first distribution state, the state shown in (b) or (c) is an example of the second distribution state.
In FIG. 28, when the state shown in (a) is an example of the first distribution state, the state shown in (b) is an example of the second distribution state, and the state shown in (b) in FIG. When it is an example of a 1st distribution state, the state shown to (a) is an example of a 2nd distribution state.
In FIG. 29, the state shown in (b) is an example of the first distribution state, and the state shown in (a) is an example of the second distribution state.
The ROM 302 (see FIG. 3) of the effect control unit 300 is an example of holding means, the effect table 1 (see FIG. 32) is an example of first data, and the effect table 2 (see FIG. 3) is the second. It is an example of data.
The CPU 201 (see FIG. 3) of the game control unit 200 is an example of a switching control unit, and the CPU 301 (see FIG. 3) of the effect control unit 300 is an example of a changing unit.
According to the second embodiment, it is possible to effectively maintain and recover the concentration of the player who is playing the game.
In other words, in the second embodiment, the distribution device 10 (see FIG. 27) that can change the probability of entering the starting ports 121 and 122 is provided, and the symbol variation after the big hit is high only until a predetermined number of times is reached. In the pachinko gaming machine 100 that shifts to the probability state, the player starts to have an uneasy psychological state that, as the number of fluctuations after the jackpot increases, it may shift to a low probability state without becoming a jackpot. Or it is expected to start to have a sense of expectation (pounding feeling) that it may be a big hit again before shifting to a low probability state. Then, when a big hit lottery in a high probability state is finally performed, for example, only for a reserved digest without hitting the jackpot, the player is expected to have a higher sense of tension.
Such a player's psychological state can be enhanced by performing an effect that further increases the player's feeling of thrill with the switching of the distribution state by the distribution device 10. This makes it possible to provide an attractive state for the player.
[Third Embodiment]
Next, a third embodiment will be described with reference to FIGS. 33, 34 and 35. FIG. The third embodiment relates to a hold display indicating that the special symbol lottery corresponding to the entry into the first start port 121 or the second start port 122 is held until the end of the variable display operation. .
In the third embodiment, the sorting device 10 according to the first configuration example (see FIG. 27), the sorting device 10 according to the second configuration example (see FIG. 28), or the sorting according to the third configuration example. Any of the devices 10 (see FIG. 29) can be used.
[Hold display effect processing]
FIG. 33 is a flowchart for explaining the hold display effect process in the third embodiment, and shows the contents of control by the effect control unit 300.
In the processing example shown in the figure, the effect control unit 300 first determines whether or not a variation start command (see step 809 in FIG. 8) has been received from the game control unit 200 (step 3301). This variation start command indicates that the special symbol variation has started, and is set in the RAM 203 when the special symbol variation is started by the special symbol processing by the game control unit 200 (see step 809 in FIG. 8). Is transmitted to the production control unit 300 (see step 506 in FIG. 5).
When the change start command is received (Yes in Step 3301), the effect control unit 300 acquires and holds time information (Step 3302). That is, time information is provided from the RTC 304 (see FIG. 3), and thereby time information that is information for specifying the time when the change start command is received is acquired. Further, the time information from the RTC 304 is written in the RAM 303 (see FIG. 3) in this way.
Such acquisition and retention of time information is performed every time a change start command is received. Note that the time information to be acquired may be provided from a timer (not shown) instead of the information provided from the RTC 304.
  Then, the effect control unit 300 reads time information when the previous variation start command is received from the RAM 303 (step 3303), and calculates a time difference Δt when the current variation start command is received from when the previous variation start command is received. .
  The effect control unit 300 evaluates the time difference Δt thus calculated. That is, it is determined whether or not the time difference Δt is smaller than the time threshold value T (step 3304). The time threshold T here is set in advance and is stored in the ROM 302. Note that, in addition to fixing the time threshold value T, a variable control example is also conceivable.
As a timing for evaluating the time difference Δt, in addition to a case where it is performed every time a change start command is received (see FIG. 33), a case where it is performed every time a predetermined time elapses can be considered.
A supplementary explanation will be given for the case where the evaluation is performed every time the predetermined time elapses. Although the time information at the time of receiving the variation start command is sequentially stored in the RAM 303, the time difference is triggered by the reception of the variation start command after the predetermined time has elapsed. An example of calculating and evaluating Δt can be considered. Further, an example is conceivable in which the time difference Δt is calculated when the change start command is received, the calculated time difference Δt is stored in the RAM 303, and the time difference Δt is evaluated when a predetermined time has elapsed.
Here, as the value set as the time threshold T, for example, the time interval of entering the first start port 121 or the second start port 122 during model development is measured, and the average value (arithmetic average value) or center It is conceivable to adopt either a value or a mode value.
Further, as the time threshold T, for example, a value slightly smaller than the arithmetic average value, more specifically, any value between the minimum value and the arithmetic average value among the measured values may be adopted. Further, for example, a value slightly larger than the arithmetic average value, more specifically, any value between the maximum value and the arithmetic average value among the measured values may be adopted.
By determining whether or not the time difference Δt is small with respect to the value set in this way, the effect mode of the hold display is determined. More specifically, it is considered that the evaluation result of the time difference Δt reflects the adjustment of the game nail disposed in the game area 111 (see FIG. 1).
That is, if the entry environment is almost the same as that assumed at the time of model development or an environment close to that (when the entry environment is within the assumed range), the evaluation result that the time difference Δt is smaller than the time threshold T tends to be obtained. is there. On the other hand, when the game nail is adjusted so that it is difficult to enter the first starting port 121 or the second starting port 122 (when the entering environment is outside the assumed range), the time difference Δt is smaller than the time threshold T. It tends to be difficult to obtain an evaluation result. And, if it is within the assumed range, the hold display is set to a different display mode (dedicated hold display mode), and if it is outside the assumed range, the hold display is set to the normal display mode (normal hold display mode). .
Of course, there are variations in the evaluation results, and it is expected that the evaluation results will change during the game even if the entry environment is within the assumed range. However, if the game is continued for a while, if the entry environment is within the assumed range, the entry situation is good and the tendency to change to a dedicated on-hold display mode becomes significant. On the other hand, when the entry environment is outside the assumed range, the tendency to change to the dedicated hold display mode is not remarkable, and there is a possibility that it does not change to the dedicated hold display mode.
As described above, the hold display mode displayed on the image display unit 114 allows the player to easily grasp the entry environment for the first start port 121 or the second start port 122.
The description of the processing procedure shown in FIG. 33 is continued. When the time difference Δt is smaller than the time threshold value T (Yes in Step 3304), the effect control unit 300 selects a dedicated hold display mode (Step 3305), whereby the image display unit 114 determines the number of holds. A special holding effect is performed (see FIG. 34B).
When the time difference Δt is not smaller than the time threshold T (No in Step 3304), the effect control unit 300 selects a normal hold display mode (Step 3306). Thus, the hold display effect process ends.
If no change start command is received (No in step 3301), the hold display effect process ends.
More specifically, as the timing for determining the effect mode of the hold display (timing when the effect mode of the hold display is switched), in addition to the case where the change start command is received (see FIG. 33), the change start command is used. The case where it does not perform every time it receives is considered.
Further, as the latter case, it is conceivable to perform it every time a change start command is received a predetermined number of times, or to perform it every time the number of holdings reaches a predetermined number or when it reaches a predetermined number or more. As a specific control example, the evaluation result of the time difference Δt, that is, whether it is smaller (◯) or smaller (×) than the time threshold T is stored for each evaluation. That is, the evaluation result of the time difference Δt over a plurality of times (aside from ○ or ×) is stored in the RAM 303. Then, when the timing of determining the production mode is reached, an example is considered in which a dedicated hold display mode is selected when ○ is a predetermined ratio (for example, a majority), and a normal hold display mode is selected when the predetermined ratio is not reached. It is done.
Here, in the processing example shown in FIG. 33, the time difference Δt to be evaluated is a value when entering one of the first starting port 121 and the second starting port 122, and the entering ball is the first starting port 121. Or the second start port 122 is not distinguished. However, the modification which performs such distinction can be considered. That is, an example in which the time difference Δt is related to entering the first starting port 121 and the case of entering the second starting port 122 can be considered, and the time difference Δt is related to entering the second starting port 122. An example in which the case of entering the first start port 121 is excluded can be considered.
In the case where the time difference Δt is calculated only by any one of such a ball entering the first start port 121 and a ball entering the second start port 122, the first start port 121 is connected to the second start port 122 more than the first start port 121. When the entry is more advantageous to the player, it is conceivable to set the time threshold T to a smaller value.
  In the present embodiment, the maximum value of the number of reservations is 8. However, the present invention can be applied to a model in which the maximum value of the number of reservations is 4. In this case, there can be considered a modification in which the calculation of the time difference Δt, the evaluation thereof, and the determination of the hold display mode are performed separately for the first start port 121 and the second start port 122.
Also, the time difference Δt, which is the time interval between entering the first start port 121 and / or entering the second start port 122, is applied to effect control other than effect control used for determining the effect mode of the hold display. It is also possible.
For example, when the time difference Δt exceeds a certain threshold value (for example, 8 seconds to 9 seconds), a control example of displaying an image (an image other than the hold image) suggesting that the image display unit 114 is not normal can be considered. As such an image, for example, an image of an animal that is not in good condition and can be advanced only slowly can be considered. In addition to such an image, it is conceivable to display on the image display unit 114 the cumulative value of the number of suspensions that have occurred so far.
  Here, the time difference Δt between the successive entrances to the start ports 121 and 122 is used to determine the holding display mode for the entrance to the first start port 121 and the entrance to the second start port 122. However, various application examples are also conceivable.
More specifically, for example, in the case of performing a holding display for a ball entering the gate 124 (see FIG. 1), an application example in which the time difference Δt between the adjacent balls to the gate 124 is used to determine the holding display mode. is there. That is, when the time difference Δt for entering the ball is smaller than the time threshold T (see Yes in step 3304), the display is held in a dedicated manner, and when the time difference Δt is not smaller than the time threshold T (see No in step 3304). Control to hold display in a normal manner.
Such a hold display of the gate is not performed in a normal case, and a control example performed under a certain condition is conceivable. For example, it is a control example in which the dedicated hold display mode is displayed when it is in the short time state and is not displayed when it is not in the short time state. By performing the hold display control only when the time is short and short, by performing the gate hold display in a situation where attention is paid to entering the gate 124 (see FIG. 1), It can be interesting.
As will be described later, it is also conceivable to reflect in the effect using a winning interval (a time difference Δt of winning balls) to the big winning opening 125.
[Specific example of hold display]
Next, an effect mode of the hold display will be described.
FIG. 34 is a diagram for explaining an effect mode of the hold display selected by the hold display effect process, and (a) is an example of a hold image (icon) when a normal hold display mode is selected, (B) is an example of a hold image (icon) when a dedicated hold display mode is selected.
In the case shown in (a) of the figure, the first normal image 21, the second normal image 22, the third normal image 23, the fourth normal image 24, and the fifth normal image 25 are displayed, and the number of holds is five. This is a normal hold display mode. These normal images 21 to 25 are all images having a circular outer shape and the same diameter.
Note that the maximum value of the number of holdings is “8” (8 holdings), and the remaining three holdings are not displayed in FIG.
In the case shown in FIG. 34 (b), a first dedicated image 31 corresponding to the first normal image 21 and the second normal image 22 (see FIG. 34 (a)) is displayed. That is, in the case of the normal hold display mode, the two images displayed in a circular shape are, in the dedicated hold display mode, an image obtained by viewing one car from the side as shown in FIG. Replaced.
34B, the second dedicated image 32 corresponding to the third normal image 23 and the fourth normal image 24 (see FIG. 34A), and the fifth normal image 25 (same as the above). A third dedicated image 33 corresponding to (a) in the figure is displayed. In the dedicated hold display mode, a hold image that allows the player to clearly distinguish from the normal hold display mode is displayed.
[Various application examples]
Next, an example in which the third embodiment is applied to an effect other than the hold display effect will be described.
For example, when the time difference Δt of the incoming ball is smaller than the time threshold T (see Yes in step 3304), the display is held in a dedicated manner, or instead of the hold display, the sound of the incoming ball is different from usual. It is possible to change the sound such as making sound.
In addition, the sound of the panel lamp 116 and the frame lamp 157 (see FIG. 1 or FIG. 3) is changed normally, and the movement of the movable accessory 115 (see FIG. 1 or FIG. 3) is changed. Can be considered.
Another application example will be described. More specifically, in the case of performing a display effect on the number of winning prizes at the grand prize opening 125 (see FIG. 1), this is an application example in which the time difference Δt of the consecutive winning balls to the big prize opening 125 is reflected in the display effect. . In other words, this is an example applied to the winning number display effect, and the winning time interval is used to determine the winning number display mode.
In such an application example, when the time difference Δt for entering the big winning opening 125 is smaller than the time threshold T (see Yes in step 3304), the number of winnings is displayed in a dedicated manner and is not smaller than the time threshold T. In such a case (see No in step 3304), an example of controlling to display the number of winnings in a normal manner is conceivable.
In addition, it is added when the time difference Δt of entering the winning prize opening 125 is smaller than the time threshold T (see Yes in step 3304), while it is not smaller than the time threshold T (see No in step 3304). An example in which a counter (not shown) (counting unit, counting means) that is not shown is provided and control is performed so as to display a value by the counter can be considered.
As an application example of the third embodiment, an effect on the normal winning opening 126 (see FIG. 1) can be considered.
FIG. 35 is a diagram for explaining an effect mode of winning number display according to the application example, and FIG. 35A is an example of an effect mode for displaying the number of winnings in the big winning opening 125 (see FIG. 1). ) Is another example of such effects.
FIG. 35 shows an example of displaying on the small display unit 118 when the game board 110 (see FIG. 1) includes the small display unit 118 in addition to the image display unit 114 as an image display device. Of course, displaying on the image display unit 114 is also conceivable.
In addition, an example in which the effect mode shown in FIG. 35A or 35B is applied to the case where the number of balls entering the gate is displayed during the above-described time reduction is also conceivable.
  The production mode shown in (a) of FIG. 35 is the total bar 40 indicating the total number of winnings in the grand prize winning opening 125 within one round (unit round), and the time difference of winning to the big winning opening 125 out of the total number. A time limit bar 50 indicating the number of cases where Δt is smaller than the time threshold T (see Yes in step 3304) is displayed side by side on the image display unit 114. Both the total bar 40 and the time limit bar 50 are displayed in a meter format extending in one direction, ie from bottom to top.
More specifically, the light emitting elements 41, 42, 43, 44, and 45 are displayed in the total bar 40 in FIG. That is, five game balls have won in the current round. Then, the prescribed number that is the upper limit value (see step 1409) of the number C of winning prizes C to the big winning opening 125 is 8, and three game balls can be won during the current round.
In the time limit bar 50, the light emitting elements 51 and 52 are displayed. Therefore, of the five winnings shown in the total bar 40, there are only two winnings whose time difference Δt is smaller than the time threshold T. For this reason, for example, it can be said that the adjustment state of the game nail is difficult to enter the winning prize opening 125 and the entry environment is outside the assumed range.
The effect mode shown in (b) of FIG. 35 displays the total bar 40 in (a) of the same figure, and does not display the time limit bar 50. More specifically, the total bar 40 indicates that the total number of winnings in the current round is 5 by the light emitting elements 41 to 45.
More specifically, in the total bar 40, the light emitting elements 42 and 45 and the light emitting elements 41, 43 and 44 have different display forms. That is, the winning time difference Δt related to the light emitting elements 42, 45 is smaller than the time threshold value T, and the winning time difference Δt related to the light emitting elements 41, 43, 44 is not smaller than the time threshold value T. For this reason, the light emitting elements 42 and 45 have a different display form from the light emitting elements 41, 43 and 44. More specifically, the display form is color-coded so that the light emitting elements 42 and 45 are more prominent than the light emitting elements 41, 43 and 44, and conversely, the light emitting elements 41, 43 and 44 are more prominent than the light emitting elements 42 and 45. A display form that is color-coded can be considered.
[Significance of the third embodiment]
Next, the significance of the third embodiment will be described again.
In the hall store where the gaming machine is installed, if the difference between the gaming machines is larger than that in the hall shop, the contents of the game differ from the manufacturer's model development, which is not preferable. And if it becomes possible to grasp the state of such a model, it may be convenient for the hall store side or the player side.
  A configuration for solving such a problem is a gaming machine 100 in which a lottery and / or payout of prize balls is performed when detection means 211, 212, 214, 215, 217 detects entry of a game ball. Acquisition means 301, 304 for acquiring time information when the entry is detected by means 211, 212, 214, 215, 217, and input information specified by time information acquired before and after by the acquisition means 301, 304. An effect changing means 300 for changing the effect depending on whether the time interval Δt of the sphere is less than a predetermined value T or more than the predetermined value T is provided.
In addition, the pachinko gaming machine 100 (see FIG. 1) according to the third embodiment is an example of a gaming machine.
The first start port switch 211, the second start port switch 212, the gate switch 214, the big winning port switch 215, and the normal winning port switch 217 (see FIG. 3) are examples of detecting means.
The CPU 301 and the RTC 304 (see FIG. 3) of the effect control unit 300 are examples of acquisition means. The effect control unit 300 (see FIG. 3) is an example of effect changing means.
According to the third embodiment, it is possible to grasp the state of each gaming machine in the hall store.
That is, in the third embodiment, a configuration is adopted in which the time difference between the successive entrances to the start ports 121, 122, etc. is reflected in the effect, and the effect is produced according to the individual difference regarding the entrance in the pachinko gaming machine 100. Since it changes, the player can easily grasp the situation of entering the ball.
Conventionally, a configuration has been proposed that includes a display device that can grasp the state of the pachinko gaming machine 100 by displaying past data such as a variable rotation speed and a big hit count. However, although it is a guide because it is past data from another person's game, it is not known unless the game is actually played.
On the other hand, in the third embodiment, since the player can actually play the game and confirm the contents of the production, it is possible to evaluate the adjustment of the game nail in the pachinko gaming machine 100 based on his game. . That is, since the effects displayed on the image display unit 114 and the like are different between a game table that is easy to enter and a game table that is not so, it is possible to predict whether or not it is easy to enter with or without a dedicated effect. Become.
In addition, it becomes possible for other players to easily grasp the situation of entering the ball by examining the effects of the pachinko gaming machine 100 that is being played by other people, which is used as a guideline when selecting a game stand to play. It is possible.
Furthermore, the hall store can check the state of the entry environment for each of the pachinko gaming machines 100 during the hall operation, and can be reflected in the subsequent sales. .
[Fourth Embodiment]
A fourth embodiment will be described with reference to FIGS. The fourth embodiment relates to effect control for changing the continuous notice effect (zone effect) based on the result of the preliminary determination based on the hold according to the number of holds.
In the fourth embodiment, the distribution device 10 according to the first configuration example (see FIG. 27), the distribution device 10 according to the second configuration example (see FIG. 28), or the distribution according to the third configuration example. Any of the devices 10 (see FIG. 29) can be used.
[Read ahead]
First, reservation prefetching will be described.
The pachinko gaming machine 100 according to the fourth embodiment performs a so-called pre-read notification and a pre-read notification effect for notifying the result of the pre-read reservation and the result of the pre-read reservation.
The pre-reading refers to making a determination (preliminary determination) similar to various determinations in the special symbol process when the symbol variation is started, not when the symbol variation starts. That is, when a game ball enters the first start port 121 or the second start port 122 (start port winning), the game control unit 200 acquires various random numbers for performing a big hit determination process or the like (FIG. 6). Steps 604 and 610 of FIG. At this time, if the special symbol change display is performed by the special symbol process associated with another start opening prize, the special symbol process associated with the current start opening prize is not immediately performed but is held (see FIG. 8). . With respect to the reserved ball for which the right to receive the jackpot determination is suspended, the special symbol processing is performed in the order in which it is suspended (winning order) every time the special symbol variation display ends. In the present embodiment, the special symbol process associated with the second start opening prize is not processed in preference to the special symbol process associated with the first start opening prize.
On the other hand, the pre-reading (preliminary determination) is performed immediately without waiting until the start of symbol variation (see steps 605 and 611 in FIG. 6).
[Configuration of RAM of Game Control Unit and Prediction Control Unit for Preserving Pre-Reading]
In order to execute such hold prefetching, the RAM 203 of the game control unit 200 and the RAM 303 of the effect control unit 300 in the present embodiment have the following configurations.
FIG. 36 is a block diagram illustrating a configuration example of the RAM 203 (see FIG. 3) of the game control unit 200 according to the fourth embodiment. (A) of the same figure is a block diagram which shows the structure of the memory | storage area | region 204, (b) is a block diagram which shows each structure of the memory | storage part shown to (a).
  As shown to (a) of the figure, RAM203 is provided with the storage area 204 as a special symbol holding | maintenance storage area which memorize | stores the jackpot random number acquired by the jackpot random number lottery. The storage area 204 has eight storage units corresponding to the maximum number of reserves of the first start port 121 and the reserve number of the second start port 122. Specifically, the storage area 204 includes a first storage unit 204a, a second storage unit 204b, a third storage unit 204c, a fourth storage unit 204d, a fifth storage unit 204e, a sixth storage unit 204f, and a seventh storage. Part 204g and eighth storage part 204h.
  Further, as shown in (b) of the figure, each of these storage units 204a to 204h includes an area for storing the number of fluctuations N when winning the jackpot, and a winning start port (first start port 121). Or an area in which information indicating the second start port 122) is stored. Each of the storage units 204a to 204h includes an area for storing the acquired jackpot random number, an area for storing a design random number, and an area for storing a reach random number. That is, each of the storage units 204a to 204h stores a jackpot random number, a design random number, and a reach random number. In addition, each of the storage units 204a to 204h has an area for storing prior determination information. The pre-determination information is information obtained by the pre-determination process based on each random number (see steps 605 and 611 in FIG. 6). The content of the pre-determination information is the same as the information obtained as various determination results in the special symbol processing (see FIG. 8), and specifically, the type of winning (big hit, small hit, off) and big hit In this case, the type of jackpot and the content of the production are information for indicating whether the production is a reachable production or a non-reach production.
  Here, each random number is stored in order from the first storage unit 204a. More specifically, for example, when no random number is stored in any of the first storage unit 204a to the eighth storage unit 204h, the acquired random number is stored in the first storage unit 204a. Further, for example, when random numbers are already stored in the first storage unit 204a to the fourth storage unit 204d, the acquired random number is stored in the fifth storage unit 204e.
FIG. 37 is a block diagram illustrating a configuration example of the RAM 303 (see FIG. 3) of the effect control unit 300. FIG. 37A is a block diagram showing the configuration of the reserved storage area 305, and FIG. 37B is a block diagram showing the configuration of each storage unit shown in FIG.
As shown in (a) of FIG. 37, the RAM 303 includes a holding storage area 305 as a holding status storage area for storing a holding status of the holding ball. The holding storage area 305 has eight storage units corresponding to the maximum values of holding for winning in the first starting port 121 and holding for winning in the second starting port 122. Specifically, the reserved storage area 305 includes a first storage unit 305a, a second storage unit 305b, a third storage unit 305c, a fourth storage unit 305d, a fifth storage unit 305e, a sixth storage unit 305f, and a seventh storage. Part 305g and an eighth storage part 305h.
  Further, as shown in FIG. 5B, each of these storage units 305a to 305h includes a hold flag storage area for turning on / off the hold flag, a notification flag storage area for turning on / off the notification flag, have. The hold flag is a flag for identifying the presence or absence of a hold ball for each of the storage units 305a to 305h. That is, for example, when the number of holds due to winning at the first start port 121 is 3 and the number of holds due to winning at the second start port 122 is 0, three holds of the first to third storage units 305a, 305b, 305c The hold flag is turned on in the flag storage area. The notification flag is a flag for identifying the presence / absence of a notification command of a pre-read result to be described later for each reserved ball. That is, for example, when a pre-determination process (see steps 605 and 611 in FIG. 6 and FIG. 37 described later) is performed on the above three reserved balls, and a notification command is set for the third reserved ball, In the notification flag storage area of the three storage unit 305c, the notification flag is turned ON.
  That is, the RAM 203 and the RAM 303 function as a holding ball information storage unit that stores information (holding ball information) including a result of a prior determination regarding the holding ball in the game control unit 200 and the effect control unit 300. In addition, the game control unit 200 is a lottery unit that performs a lottery lottery, and is a preliminary determination unit that performs a preliminary determination process. The effect control unit 300 is an effect control means for performing a prefetch notification effect.
[Preliminary judgment processing]
Here, the pre-determination process (see steps 605 and 611 in FIG. 6) in the case of hold prefetching will be described in detail.
First, a determination method using random numbers in the prior determination process will be described.
FIG. 38 is a diagram illustrating a configuration example of a random number used in the prior determination process.
(A) of the figure is a configuration example of jackpot random numbers in the pre-determination process, (b) is a configuration example of symbol random numbers in the pre-determination process, and (c) is a configuration example of reach random numbers in the pre-determination process. Are shown respectively.
Referring to (a) in the figure, two types of jackpot random numbers are set: a low probability gaming state (normal gaming state) and a high probability gaming state (probability varying gaming state). The range of random number values is 601 from 0 to 600. Furthermore, two types of jackpot random numbers are set for the jackpot and the jackpot for the low probability gaming state and the high probability gaming state, respectively. That is, as a random number determination table used in the prior determination process, a low probability random number determination table used for determination of a big hit random number in a low probability gaming state and a high number used for determination of a big hit random number in a high probability gaming state And a random number determination table for probability.
In the case of the low probability gaming state, both the big win winning value and the small win winning value are set, the big win winning probability is 2/601, and the small win winning probability is also 2/601. In the case of a high-probability gaming state, 20 jackpot winning values are set, the jackpot winning probability is 20/601, two small hit winning values are set, and the small win winning probability is 2/601. . In other words, in the example shown in the figure, when the special symbols lottery is performed by winning the starting holes 121 and 122 in the probability variation gaming state, the jackpot winning probability is 10 times as compared with the case where the special symbol lottery is performed in the low probability gaming state. .
In the present embodiment, the low-winning random number determination table and the high-probability random number determination table have small winning winning values of 50 and 100, respectively. Therefore, regardless of whether the game state is a low-probability game state or a high-probability game state, it is determined that the jackpot number is 50 or 100 when the jackpot random number is 50 or 100.
(B) of the same figure shows the symbol random number at the time of jackpot by the 1st starting opening prize, the symbol random number at the time of jackpot by the 2nd starting slot winning, and the symbol random number at the time of small hitting.
Referring to (b) of the figure, the types of jackpots for the first starting entrance prize are as follows: per length with high probability short-time, long per length with normal time, short per short with high probability time, short per short with normal time, high probability short-time There are six types available, one per short and the other per normal time. The range of random number values is 251 from 0 to 250. And since the value of 0-100 is allocated per length with high probability shortening, the probability of being per length with high probability shortening is 101/251 when performing pre-reading preserving of the first start opening prize. Moreover, since the value of 101-150 is normally assigned per length with a short time, the probability that it is per length with a normal time is 50/251 when the pre-reading reservation of the first start opening prize is performed. In addition, per value with a short time with a high probability, a short value with a short time with a normal time, a short value with a short time without a high probability, and a value with a short time without a short time with a normal probability, values of 151 to 175, 176 to 200, 201 to 225, 226 to 250, respectively. Are assigned, the probabilities are all 25/251.
  In addition, referring to (b) of the figure, there are two types of jackpots for the second start opening winning, one per length with high probability and the other with a length with normal time. The range of random number values is 251 from 0 to 250. And since the value of 0-150 is allocated per length with high probability time shortening, the probability per length with high probability time shortening will be 151/251 when performing pre-reading reservation of the 2nd start opening prize. In addition, since the values of 151 to 250 are assigned per length with a normal time, the probability of being with the time length with a normal time is 100/251 when preserving the second start opening prize preemption.
Here, the reason why the control is performed so as to win only the long probability with a short time or the long length with a normal time at the time of the big hit by the second start opening prize will be described.
That is, in the non-short game state, almost no game ball enters the second start port 122. In other words, in the non-short-time gaming state, most of the jackpot lottery is performed when a game ball enters the first start port 121. Therefore, in the non-time-saving gaming state, any one of the six types of jackpots is won to enhance the fun of the game.
On the other hand, even if a game ball enters the second start port 122, if six types of jackpots are won, the player's willingness to play is reduced by providing a short-time game state. There is a risk of letting you. For example, if you win a short chance with high probability short-term and become short-time gaming state, if you win further per short with normal time or short with no normal time, you win a short chance with high probability It is impossible to enjoy the game value by the player, and the player's willingness to play is reduced at once. Also, for example, if a player wins a short win with a high probability and enters a short play state, the player will win a lot of prize balls if he frequently wins one of the “short wins” again. It may be difficult to achieve the maximum goal of the game, and the willingness to play may decline at once. Such a situation frequently occurs in the short-time gaming state.
Therefore, in order to prevent such a situation from frequently occurring, the second start opening prize is won only for either the high probability per short length or the normal short length.
In addition, referring to (b) of the figure, two types of small hits A and small hits B are prepared as the types of small hits at the time of the small hit. The range of random number values is 251 from 0 to 250. Since a value of 0 to 120 is assigned to the small hit A, the probability of the small hit A is 121/251 when performing pre-holding preemption in the first starting opening prize or the second starting opening winning. . In addition, since the value of 121 to 250 is assigned to the small hit B, the probability is 130/251.
It should be noted that the small hit A and the small hit B are exactly the same in the contents of the small hit game executed thereafter, and the difference is that in the case of the small hit A, the special symbol indicators 221 and 222 (see FIG. 3) The special symbol that is stopped and displayed on the screen and the special symbol that is stopped and displayed on the special symbol indicators 221 and 222 in the case of the small hit B are different.
Also, referring to (c) of FIG. 38, the range of reach random number values is 251 from 0 to 250. A reach random number determination table is prepared for the case with reach and the case without reach. That is, a value of 0 to 24 is assigned with reach, and a value of 25 to 250 is assigned without reach. Accordingly, the probability of having a reach when performing a pre-reading preemption in the first start opening prize or the second start opening winning is 25/251, and the probability of having no reach is 226/251.
More specifically, the reach random number is determined based on the reach random number determination table only when the jackpot random number is determined to be lost. As described above, at the time of losing, the probability that the non-reach effect is executed increases, while the so-called gas reasure effect that gives the player a sense of expectation is executed with a probability of about 10%. On the other hand, since the reach presence effect is always executed at the time of big hit and small hit, in the present embodiment, the reach random number is acquired, but the reach random number is not determined.
It should be noted that the effect with reach and the effect without reach determined by the reach random number indicate a mode of effect performed in the image display unit 114. That is, during the variation display of special symbols, for example, three columns of symbols consisting of a number sequence in which numbers 1 to 9 are continuously written in the vertical direction are displayed, and the variation display of special symbols is started. At the same time, these symbols start to scroll.
Then, in the effect with reach, when the scrolling is stopped and the symbols are stopped and displayed after elapse of a predetermined time after the start of the scrolling, any two symbols (sequences) are stopped first. At this time, the same number is stopped and displayed on a straight line extending horizontally or diagonally, and the last one row gradually decreases the scrolling speed, and there is a sense of expectation that three identical numbers will be aligned on the straight line. Give to the player. Such an effect with reach includes a so-called super reach effect in which various characters appear or a story develops before the last line of scrolling stops. On the other hand, unlike the effect with reach, the effect without reach does not produce an effect that gives the player a sense of expectation, and the symbols stop and display in a state where the same numbers are not aligned on a straight line extending horizontally or diagonally. Is.
As described above, the reach random number is used to determine whether to perform an effect with reach or an effect without reach in the image display unit 114 when the determination result of the jackpot random number is a loss. A reachable effect appears with a probability, so that the player is appropriately expected.
In addition, when a big win is won, a reachable effect is always performed, and finally the decorative symbols are stopped and displayed in a state where the same numbers are aligned on a straight line extending horizontally or diagonally. On the other hand, in the case of winning with a small win or loss, the decorative symbols are stopped and displayed in a state where the same numbers are not aligned on the straight line.
[Preliminary judgment processing by game control unit]
FIG. 39 is a flowchart showing the contents of the pre-determination process (steps 605 and 611 in FIG. 6).
In the flowchart shown in FIG. 39, the CPU 201 of the game control unit 200 determines whether or not the internal state is a high-probability gaming state (step 3901), and determines that the internal state is a high-probability state (Yes in step 3901). It is determined how many jackpot lottery rights have been acquired since the jackpot lottery right acquired in the switch process (see FIG. 6) has shifted to the current high probability gaming state.
In other words, if the winning of the jackpot (per length with high probability short-time, short per short with high probability short-time, short per short without high-probability time) is confirmed, the number of changes when winning the jackpot N is set to the reference number M. For example, if “Long per long with high probability” is won by the 200th jackpot lottery (special symbol fluctuation display) after turning on the power, the data “200” is stored in the RAM 203, and Along with this, the internal state becomes a high probability gaming state. Therefore, the jackpot lottery performed at the 201st time after turning on the power corresponds to the first jackpot lottery after shifting to the high probability gaming state, and similarly, the jackpot lottery performed at the 210th time Corresponds to the tenth jackpot lottery after shifting to the high probability gaming state. In this way, it is calculated how many jackpot lotteries the right of the jackpot lottery acquired by the start opening switch process (see FIG. 6) corresponds to the high probability gaming state. Specifically, the CPU 201 obtains the calculated value Z by subtracting the reference number M from the variation number N (step 3902).
Then, the CPU 201 determines whether or not the calculated value Z is equal to or less than the predetermined number X (step 3903). The predetermined number X here is an upper limit number of times that a big hit random number is determined based on the high probability hourly determination table.
Here, in the present embodiment, if the subsequent game state is won with a big win that becomes a high probability gaming state, then the big hit random number is determined based on the high probability hourly determination table with the upper limit being 100 times. . Therefore, in the present embodiment, the predetermined number X is set to 100, and it is determined whether or not the calculated value Z is 100 or less.
That is, whether the jackpot random number acquired by the start switch processing (see FIG. 6) is determined based on the high probability hourly determination table, or the high probability gaming state ends and the low probability hourly determination table It is determined here whether it is determined based on the above.
For example, suppose that a winning hit with a short time with a high probability is won by the 200th jackpot lottery (the number of fluctuations N = 200) after turning on the power. Thereafter, 98 jackpot lotteries have been performed since entering the high probability gaming state, and in a situation where the jackpot has not yet been won, the variation number N = 299 hold A, the variation number N = 300 hold B, the variation number It is assumed that N = 301 hold C is stored in the RAM 203. At this time, since the reference number M = 200 is set, the hold A is the calculated value Z = 99, the hold B is the calculated value Z = 100, and the hold C is the calculated value Z = 101. Accordingly, hold A and hold B are determined as “YES” in step 3903, and hold C is determined as “NO” in step 3903.
In this way, the processing of Step 3902 and Step 3903 makes it possible to make a jackpot determination based not on the current internal state but on the internal state at the time of special symbol processing. Therefore, an accurate determination result can be derived even when the gaming state changes from the high probability gaming state to the low probability gaming state.
When the CPU 201 determines that the calculated value Z is equal to or less than the predetermined number of times X (Yes in step 3903), the prior determination information related to the “big hit” for changing the subsequent internal state to the low-probability gaming state is the start-up switch process ( It is determined whether it is stored before starting (see FIG. 6) (step 3904). For example, when random numbers are stored in the fifth storage unit 204e (see FIG. 36) of the storage area 204 in step 605 of the start port switch process (see FIG. 6), the first storage unit 204a to the fourth storage unit 204d. It is determined whether or not pre-determined information related to any one of the normal time-shortened length, the normal time-shortened short-hit, and the normal timeless / short-time-shortest is stored (see FIG. 5). That is, it is determined whether there is a reserve ball that is digested prior to the reserve ball retained in the start port switch process (see FIG. 6) to change the gaming state to the low probability gaming state. This is because if such a reserved ball is reserved first, the gaming state becomes a low-probability gaming state when digesting the reserved ball reserved in the start port switch process (see FIG. 6). Because.
Therefore, if it is determined Yes in step 3904, the high probability random number determination table is selected (step 3906). If it is determined No in step 3904, the low probability random number determination table is selected (step 3906). Step 3907).
Here, when the current gaming state is a low-probability gaming state (No in step 3901), or even if the current gaming state is a high-probability gaming state, it is determined that the calculated value Z exceeds the predetermined number X. In the case (No in step 3903), the following processing is performed. That is, the CPU 201 stores, in the storage area 204 of the RAM 203 (see FIG. 36), prior determination information related to the jackpot for changing the subsequent gaming state to the high-probability gaming state before starting the start-up switch processing (see FIG. 6). It is determined whether it is stored (step 3905). For example, when random numbers are stored in the sixth storage unit 204f (see FIG. 36) of the storage area 204 in step 605 of the start port switch process (see FIG. 6), the first storage unit 204a to the fifth storage unit 204e. It is determined whether or not pre-determination information related to any one of high probability time-short / long, high probability time / short / long, and high probability time / short / short is stored in (see FIG. 6). That is, it is determined whether there is a reserve ball that is digested prior to the reserve ball retained in the start port switch process (see FIG. 6) to change the internal state to the high probability gaming state. This is because if such a reserved ball is retained first, the internal state becomes a high-probability gaming state when digesting the retained ball retained in the start port switch process.
Therefore, when it is determined No in step 3905, the low probability random number determination table is selected (step 3907), and when it is determined Yes, the high probability random number determination table is selected (step 3906).
  Although not shown in detail, in step 3904 and step 3905, the storage area 204 includes a jackpot for changing the subsequent gaming state to the high probability gaming state and a jackpot for changing the subsequent gaming state to the low probability gaming state. In the case of being stored in (see FIG. 36), a determination is made based on prior determination information relating to the reserved ball to be digested later among these two jackpots. For example, the first storage unit 204a (see the same figure) stores the advance determination information relating to the length with a high probability time shortening, and the third storage unit 204c (see the same figure) stores the advance determination information relating to the normal length with a time reduction. Suppose that it is remembered. In this case, in order to make a determination based on the pre-determination information stored in the third storage unit 204c (see the same figure), “Yes” is determined in Step 3904, and “No” is determined in Step 3905.
  As described above, the processing of step 3904 and step 3905 makes it possible to determine the jackpot based on the internal state during the special symbol processing. Therefore, when the internal state changes from a high probability gaming state to a low probability gaming state, or when the internal state changes from a low probability gaming state to a high probability gaming state, an accurate prejudgment result is derived. Can do.
  Each random number is determined based on a table selected from the low probability random number determination table and the high probability random number determination table (step 3908), and the determination result is stored in the storage area 204 (FIG. 36) as prior determination information. (See step 3909). Then, it is determined whether or not the result of the pre-judgment is a big hit or a small hit (step 3910). If it is a big hit or a small win (Yes in step 3910), a predictive command is set (step 3911). If it is lost (No in step 3910), a normal command is set (step 3912). Thereby, the preliminary determination process is completed. The set prior determination command is transmitted to the effect control unit 300 in the output process (see step 506 in FIG. 5).
  Here, these pre-determination commands are used to transmit information indicating that the number of the first hold or the second hold is changed to the effect control unit 300, and the result of the pre-determination is Information on whether it is a big hit, a small hit or a loss is included.
[Operation of production control unit]
Next, an operation performed by the effect control unit 300 in response to each command transmitted from the game control unit 200 will be described. Specifically, in the present embodiment, effect control unit 300 performs an advance determination command reception process, an effect execution command reception process, and an effect control process. In these processes, the CPU 301 of the effect control unit 300 reads a program stored in the ROM 302 and is executed by the program.
FIG. 40 is a flowchart showing a part of the operation of the effect control unit 300. Various commands transmitted from the game control unit 200 by the output process (see step 506 in FIG. 5) are temporarily stored in a command storage unit (not shown) provided in the RAM 303 of the effect control unit 300. Then, the CPU 301 of the effect control unit 300 goes to see commands stored in a command storage device (not shown) at predetermined intervals and controls the effects based on the stored commands.
The effect control unit 300 repeatedly executes each process shown in FIG. 40 at regular time intervals (for example, 4 milliseconds) during a normal operation except for special cases such as when the power is turned on or when the power is turned off. Referring to the drawing, the advance determination command reception process, the effect execution command reception process, and the effect control process are sequentially executed (steps 4001 to 4003).
As shown in the figure, when the effect control unit 300 receives a pre-determining command from the game control unit 200, it performs pre-determination command reception processing (step 4001), and when it receives an effect execution command from the game control unit 200, the effect execution command Reception processing is performed (step 4002). Then, the effect control unit 300 performs effect control processing thereafter (step 4003).
The detailed contents of the prior determination command reception process, the effect execution command reception process, and the effect control process will be described later.
[Pre-judgment command reception processing by the production control unit]
FIG. 41 is a flowchart showing the contents of the advance determination command reception process (step 4001 in FIG. 40) in the effect control unit 300.
In the flowchart shown in the figure, the CPU 301 determines whether or not a prior determination command is stored in a command storage unit (not shown) (step 4101). If it is determined that a prior determination command is stored (Yes in step 4101), the CPU 301 turns on the hold flag in the hold flag storage area (see FIG. 37B) of the hold storage area 305 of the RAM 303 (step 4102). ).
Note that if the advance determination command is not stored (No in step 4101), the advance determination command reception process is terminated.
  Next, the CPU 301 determines whether or not the predictor flag is ON in any of the storage units 305a to 305h (see FIG. 37) of the reserved storage area 305 of the RAM 303 (step 4103). As a result, if the CPU 301 determines that the predictor flag is ON in any of the storage units 305a to 305h (see the same figure) (Yes in step 4103), the CPU 301 sets a hold number predictor display command (step 4104), a specific effect command process is performed (step 4105). The specific effect command process is a process for setting a specific effect, and details thereof will be described later.
On the other hand, when it is determined that the predictor flag is not turned on in any of the storage units 305a to 305h (see FIG. 37) (No in step 4103), the hold number normal display command is set (step 4106). .
Note that the hold number sign display command and the hold number normal display command are for informing the player of the hold number in the effect control process, and have information related to the first hold and the second hold. The hold number predictor command also includes information indicating in which storage unit the predictor flag is turned on.
When the command is set in this way, the prior determination command reception process is terminated.
[Specific production command processing]
FIG. 42 is a flowchart showing the contents of the specific effect command process (step 4105 in FIG. 41).
Here, the specific effect refers to what is performed as a prefetch notification effect. When the result of the prefetching is advantageous to the player, the player can be given a sense of expectation for the big hit after the next change accompanying the digestion of the hold by performing the control to enter the pending prefetching continuous notice. In such a specific effect, the background image displayed on the image display unit 114 (see FIG. 1) is changed to content that suggests the result of prefetching.
The specific effect includes an additional effect that is executed when a predetermined condition is satisfied. The additional effect mentioned here refers to a promotion effect that is a dedicated effect for further enhancing the expectation of jackpot. In the promotion effect, a background image different from the background image displayed in the specific effect so far is displayed on the image display unit 114 (see FIG. 1).
As described above, in the specific effect command processing, the content of the specific effect is determined, and settings for such an additional effect (promotion effect) are also performed. This will be described below.
  In the flowchart shown in FIG. 42, the CPU 301 of the effect control unit 300 first checks whether or not the specific effect is being executed (step 4201). If the specific effect is not being executed (No in step 4201), a lottery regarding the promotion effect in the specific effect is performed (step 4202). The promotion lottery is for selecting a table used for determining the contents of a specific effect. That is, a table is selected according to the result of the promotion lottery.
More specifically, the CPU 301 acquires a random number for promotion lottery and determines whether or not it is a winner by determining the random number (step 4203). Depending on the result of the promotion lottery, whether or not the promotion effect in the specific effect is permitted (promotion permission or not), and if so, what conditions should be executed for the promotion effect (Promotion effect execution conditions, promotion conditions) are defined.
In addition, when a plurality of contents of the promotion effect are prepared, it is also conceivable to define a correspondence relationship such as which of the plurality of promotion effect contents is executed under what condition.
  If the promotion lottery is won (Yes in Step 4203), the first additional effect table is selected (Step 4204). If not selected (No in Step 4203), the second additional effect table is selected (Step 4203). 4205). In addition to the control example in which the winning probabilities of the promotion lottery are uniformly the same, for example, a control example that can be varied by selecting according to the gaming state or the internal state is also conceivable.
More specifically, it is conceivable that the selection between the first additional effect table and the second additional effect table is performed according to the hit type or according to whether the long hit or short hit. In addition, examples of control for performing an additional effect when the number of holds at the start of a specific effect is a predetermined value (for example, six) or more, and conversely, an example of control without performing an additional effect are possible. An example of control in which an additional effect is not performed when the number of holds is 1 is also conceivable.
Moreover, the example of the control which increases the number of holdings after the start of a specific effect or performs an additional effect when a win occurs during the specific effect is also conceivable. In addition, an example of control in which an additional effect is performed based on the change when winning a prize or the next change is also conceivable.
  Then, the CPU 301 determines the content of the specific effect (step 4206), and sets the specific effect command related to the determined content (step 4207). Thereafter, the specific effect command process is terminated.
In addition, when the specific effect is being executed (Yes in Step 4201), the CPU 301 of the effect control unit 300 confirms the current number of holds (Step 4208) and acquires a random number related to the promoted effect (Step 4209).
It should be noted that the above-mentioned number-of-holds confirmation in step 4208 is because the current number of holds is acquired by processing (see steps 1901 to 1903) associated with reception of the number-of-holds increase command from the game control unit 200 in the command receiving process. Done by examining it.
  In other words, a control example may be considered in which notification or suggestion that a promotion effect may be performed when a predetermined number of reserves are accumulated during execution of a specific effect is displayed on, for example, the image display unit 114 (see FIG. 1). A control example in which such notification or suggestion is not displayed is also conceivable.
  Here, the confirmed number of holds and the acquired random number (see steps 4208 and 4209) are used when referring to the additional effect table selected by the result of the promotion lottery. An outline of such an additional effect table will be described.
FIG. 43A is a diagram illustrating an outline of the additional effect table. (A) of the figure is for the first additional effect table (see step 4204), and (b) is for the second additional effect table (see step 4205).
Referring to (a) and (b) of the figure, each item of the first additional effect table and the second additional effect table is a selection ratio (%) and a type of effect. Note that the total of the selection ratios is 100.
In the first additional effect table or the second additional effect table shown in the figure, it is determined whether or not a promotion effect or an unpromoted effect is performed in the specific effect. The promotion in the specific performance can make the player expect that the result of the jackpot lottery will be advantageous to the player.
As mentioned above, the promotion effect refers to a special effect to further increase the expectation of jackpot by being promoted, and expects a bigger hit than the effect at the beginning of the specific effect (the effect before promotion) It is an effect that makes it easy to do. Further, the non-elevated effect is a dedicated effect intended to give the player a sense of expectation for promotion that the player may be promoted. In other words, the promotion effect is a scene that is actually promoted, and the non-promotion effect is a scene that does not lead to promotion.
As will be described later, in the first additional effect table, it is determined whether or not the promotion effect is performed, and in the second additional effect table, it is determined whether or not the non-promotion effect is performed. That is, when the first additional effect table is selected (see step 4204), the unpromoted effect is not executed, and when the second additional effect table is selected (see step 4205), the promotion is performed. The production is never executed.
Even when the first additional effect table is selected, an unpromoted effect may be executed. Conversely, when the second additional effect table is selected, the promoted effect may be executed. A table example is also conceivable.
  In the first additional effect table shown in (a) of FIG. 43-1 and the second additional effect table shown in (b) of FIG. When performing (conditional execution), when performing a promotion effect or an unpromoted effect regardless of satisfying a predetermined condition (unconditional execution), and executing a promotion effect and an unpromoted effect regardless of satisfying a predetermined condition There is a case of not performing (non-execution).
The predetermined condition here relates to the number of held balls (the number of held balls), for example, the number of held balls reaches a predetermined number (the number of held balls reaches a predetermined value). And as above-mentioned, the upper limit of the number of holding | maintenance is set about the total number of the holding | maintenance number of the 1st starting port 121 and the holding number of the 2nd starting port 122, The upper limit is 8 pieces. is there. That is, the upper limit value (for example, four) of the number of reservations is not set for each of the start ports 121 and 122.
For this reason, regardless of whether the holding ball for the first starting port 121 or the holding ball for the second starting port 122, when the total number of the holding balls reaches a predetermined number, a promotion effect or a non-promotion effect is given as a specific effect. Added.
More specifically, the timing at which the promotion effect or the non-promotion effect is interrupted during execution of the specific effect is after the predetermined condition is satisfied. More specifically, in addition to a control example in which a promotion effect or an unpromoted effect is executed when the total number of held balls reaches a predetermined number (immediate execution), a promotion effect or an unpromoted effect is executed at a timing caused by a specific effect. An example of such control is conceivable.
Referring to the first additional effect table shown in (a) of FIG. 43-1, the predetermined conditions in the conditional execution of the promotion effect are that the number of holds is 8, the number of holds is 6, and the hold is The number is three. More specifically, the effect of executing the promotion effect when the number of holds reaches 8 is selected with a probability of 70%. Then, the effect of executing the promotion effect when the number of holds reaches 6 is selected with a probability of 10%, and the effect of executing the promotion effect when the number of reservations becomes 4 is Selected with 10% probability.
In the case of executing regardless of the number of holds (unconditional execution), that is, the effect of immediately executing the promotion effect is selected with a probability of 5%. Further, an effect that the promotion effect is not executed (the non-elevation effect is not executed) is selected with a probability of 5%.
In addition, it can be said that the 1st additional production | presentation table has defined the timing which performs a promotion production | production in a specific production.
Referring to the second additional effect table shown in (b) of FIG. 43-1, the predetermined condition in the conditional execution of the unpromoted effect is 8 as in the case of the first additional effect table. That the number of holds becomes 6 and the number of holds becomes 4. More specifically, an effect of executing an unpromoted effect when the number of holds reaches 8 is selected with a probability of 40%. The effect of executing the unpromoted effect when the number of holds reaches 6 is selected with a probability of 30%, and the effect of executing the unpromoted effect when the number of holds becomes 4 Are selected with a probability of 20%.
In addition, an effect that an unpromoted effect is not executed (the promotion effect is not executed) is selected with a probability of 10% regardless of the number of holds.
In addition, it can be said that the 2nd additional production | presentation table has defined the timing which performs an unpromoted production | presentation in a specific production.
Here, FIG. 43-2 is a diagram for explaining an example of an image displayed on the image display unit 114 in accordance with the specific effect, and more specifically, in FIG. 43A, FIG. , (D), and (e).
When the specific effect is started, the image shown in FIG. 5A, that is, the text “Please make eight holds!” Is displayed. Thereby, the player has a sense of expectation that there may be something if he keeps hitting without stopping the launch of the game ball and increases the hold.
Then, the image displayed on the image display unit 114 is selected based on the confirmation of the number of reservations and the type of effect based on the additional effect table. For example, when the type of effect is “execute a promotion effect immediately” in the first additional effect table, the image shown in FIG. An example of displaying “winning” instead of “promotion” is also conceivable.
Further, when the type of effect is “execute promotion effect when the number of holds reaches 8, 6, or 4” in the first additional effect table, the image shown in FIG. That is, the text “If you increase a little more, you will be promoted!” Is displayed. If the predetermined number of holds has already been reached, the image example (a) in the figure is displayed.
In addition, when the type of effect is “execute an unpromoted effect when the number of holds reaches 8, 6, or 4” in the second additional effect table, the image shown in FIG. In other words, the characters “may be promoted if increased a little more” are displayed.
Further, when the type of effect is “do not execute promotion effect and non-elevation effect” in the first additional effect table and the second additional effect table, the image shown in FIG. Characters are displayed.
In addition, these image examples show the example, and the control which displays an image other than this on the image display part 114 is also considered.
Returning to FIG. 42, the description of the specific effect command process will be continued.
The CPU 301 of the effect control unit 300 checks whether or not the additional effect table selected as a result of the promotion lottery (see step 4203) is the first additional effect table (step 4210).
If the first additional effect table is selected (Yes in step 4210), the CPU 301 determines whether or not the first execution condition is satisfied (step 4211).
  The first execution condition here refers to a condition for executing the promotion effect, and more specifically, when the conditional execution is selected, it means that the above-mentioned predetermined condition is satisfied, and unconditional Indicates that execution has been selected. Note that when non-execution is selected, the first execution condition is not satisfied.
The first execution condition is set when the above-mentioned predetermined condition is satisfied when the conditional execution for executing the promotion effect is selected when the number of holdings reaches the predetermined number, or when the unconditional execution for immediately executing the promotion effect is selected. (Yes in step 4211), the content of the promotion effect is determined (step 4212), and a promotion effect command corresponding to the determined promotion effect is set (step 4213). Then, the specific effect command process ends.
If the first execution condition is not satisfied (No in step 4211), the specific effect command process is terminated.
When the second additional effect table is selected (No in step 4210), the CPU 301 determines whether or not the second execution condition is satisfied (step 4214).
The second execution condition here refers to a condition for executing an unpromoted effect, and more specifically, like the first execution condition, the above-mentioned predetermined condition is satisfied when conditional execution is selected. And that unconditional execution has been selected. When non-execution is selected, the second execution condition is not satisfied.
When the second execution condition is satisfied (Yes in step 4214), the CPU 301 determines the content of the unpromoted effect (step 4215), and sets the unpromoted effect command corresponding to the determined unpromoted effect (step 4216). ), The specific effect command process is terminated.
If the second execution condition is not satisfied (No in step 4214), the specific effect command process is terminated.
As described above, when the first additional effect table or the second additional effect table is selected, the determination as to which one of the plurality of effects set as the effect type is made is an obtained random number (step 4209). If the determination result is conditional execution, it is further determined whether or not the number of holds (see step 4208) reaches a predetermined value, and it is determined whether or not a promotion effect or a non-promotion effect is executed.
Further, when the determination result is unconditional execution, it is determined to execute the promotion effect or the non-promotion effect (Yes in Step 4211, Yes in Step 4214). It is determined not to execute the promotion effect (No in step 4211, No in step 4214).
That is, based on the additional effect table, the type of effect is selected using the acquired random number (see step 4209), and if the selected effect type is conditional execution, the number of holds is also determined (see step 4208). Decide whether or not to promote.
  Here, in the first additional effect table and the second additional effect table shown in FIG. 43-1, the predetermined condition in the conditional execution is set in advance. That is, the number of holds is eight, the number of holds is six, and the number of holds is four, and the selection probability for each is set in advance (pre- Configuration). However, it is also conceivable to make a decision regarding an additional effect using another additional effect table.
For example, it is a control example of performing lottery for the type of effect and lottery for a predetermined condition (setting by lottery). More specifically, the configuration example includes an additional effect table and a predetermined condition table (not shown).
That is, in the additional effect table, “execute a promotion effect (non-promotion effect) when a predetermined condition is met”, “execute a promotion effect (non-promotion effect) immediately” and “execute an promotion effect and an un-promotion effect” The type of effect “No” is set together with the selection ratio. Further, in a predetermined condition table (not shown) which is a table different from the additional effect table, predetermined conditions such as 8, 7, 6, 5, and 4 are set together with the selection ratio. .
In the random effect acquisition in the specific effect command process (see step 4209), the random number for the additional effect table and the random number for the predetermined condition table are acquired. In the former, the type of effect is determined according to the additional effect table, and in the latter, the predetermined condition is determined according to the predetermined condition table.
By adopting such a control example, it becomes difficult for the player to predict the appearance of the promotion effect in the specific effect, and it becomes possible to further enhance the interest.
[Production execution command reception processing by the production control unit]
FIG. 44 is a flowchart showing the contents of the effect execution command reception process (step 4002 in FIG. 40) in the effect control unit 300.
In the flowchart shown in FIG. 44, the CPU 301 of the effect control unit 300 determines whether or not an effect execution command is stored in the RAM 303 (step 4401). The effect execution command mentioned here refers to a command generated by special symbol processing (see step 503 in FIG. 5). Information related to at least “big hit”, “small hit”, “losing” big hit judgment results, and special It has information related to the symbol variation time and the aspect of the effect (the effect with reach or the effect without reach). More specifically, the effect execution command has information on the contents of the special symbol from which the variable display will be started, that is, whether the special symbol variable display related to the big hit, the small hit, or the loss is started. . In addition, the effect execution command includes information on whether the effect performed in the special symbol variation display is the effect with reach or the effect without reach, and further the time of the reach effect.
When CPU 301 determines that an effect execution command is stored (Yes in step 4401), CPU 301 selects one effect table from the plurality of effect tables stored in ROM 302 based on the effect execution command (step 4402). ).
The ROM 302 of the effect control unit 300 stores a long hit effect table, a short hit and small hit effect table, an effect table with loss reach, and an effect table without lose reach.
  Thereafter, the CPU 301 randomly extracts and acquires one random number from 0 to 250 (step 4403), and determines the random number based on the selected effect table. In this effect table, a random number and an effect pattern are associated with each other, and one effect pattern is determined from a number of effect patterns according to the random number. Thereby, CPU301 determines the production content (step 4404). More specifically, the decorative design pattern in the image display unit 114, the operation pattern of the movable accessory 115, the irradiation pattern of the panel lamp 116 and the frame lamp 157, and the sound pattern output from the speaker 156 are determined.
  In this way, after the effect pattern to be performed during the special symbol variation display is determined, the CPU 301 sets an effect confirmation command related to the determined effect pattern (step 4405). Then, the CPU 301 performs a shift process for the reserved storage area 305 of the RAM 303 (step 4406). For example, when a flag is stored in the first storage unit 305a to the fourth storage unit 305d and an effect execution command related to the first hold is received, the flag stored in the fourth storage unit 305d is stored in the third storage. The data is shifted and stored in the unit 305c. Then, the flag stored in the third storage unit 305c is shifted and stored in the second storage unit 305b, and the flag stored in the second storage unit 305b is shifted and stored in the first storage unit 305a. In this case, the flag stored in the first storage unit 305a is deleted.
  The CPU 301 determines whether or not the predictor flag is turned on in any of the storage units 305a to 305h in the holding storage area 305 (step 4407). If it is determined that the predictor flag is ON in any of the storage units 305a to 305h (Yes in step 4407), the CPU 301 sets a hold number predictor display command (step 4408). If it is determined that this is not the case (No in step 4408), the hold number normal display command is set (step 4409). These commands are for informing the player of the number of holds in the effect control process, and have information related to the number of holds on the first hold and the number of holds on the second hold. The hold number predictor command also has information indicating which of the storage units 305a to 305h stores the predictor flag.
Although not specifically illustrated, when the CPU 301 of the effect control unit 300 executes a routine process, a prior determination command and an effect execution command may be received simultaneously. In this case, in step 4104 or step 4106 of the prior determination command reception process shown in FIG. 41, the hold number sign display command or the hold number normal display command is already set. On the other hand, in the effect execution command reception process shown in FIG. 44, the hold number predictor display command or the hold number normal display command based on the information after the shift process in step 4406, separately from the prior determination command reception process. Set. Therefore, the command set in step 4104 or step 4106 is different from the command set in step 4408 or step 4409.
As described above, when the advance determination command and the effect execution command are received simultaneously, the command set in the advance determination command reception process is deleted, and then a new command is set in the effect execution command reception process. It becomes.
When the command is set in this way, the effect execution command reception process is terminated.
FIG. 45 is a flowchart showing the contents of the effect control process (step 4003 in FIG. 40) in the effect control unit 300.
In the flowchart shown in the figure, when the hold number sign display command is set in the above-described prior determination command reception process or effect execution command reception process, the CPU 311 of the image / sound control unit 310 reads the program from the ROM 312. Then, the effect display device control as the hold number sign display control is started for the image display unit 114 (step 4501). That is, a predetermined image is displayed while the decorative design of the image display unit 114 is changing. When the hold number display is displayed on the image display unit 114, the hold number display is changed.
In addition, the CPU 321 of the lamp control unit 320 reads out the program from the ROM 322 and starts the production effect device control as the reserved number sign display control for the movable accessory 115 (step 4502). Similarly, the CPU 321 of the lamp control unit 320 starts the effect lighting device control as the hold number sign display control for the panel lamp 116 and the frame lamp 157 (step 4503). Further, the CPU 311 of the image / sound control unit 310 starts sound output device control as hold number sign display control for the speaker 156 (step 4504).
In addition, when the hold number normal display command is set, the CPU 311 performs the effect display device control (step 4501) as the hold number normal display control of the image display unit 114, and the CPU 321 holds the movable accessory 115 normally. Performing effect device control (step 4502) is performed as display control. Further, the lighting device control for production as the display number normal display control of the panel lamp 116 and the frame lamp 157 by the CPU 321 (step 4503), and the sound output device control as the display number normal display control of the speaker 156 by the CPU 311 (step 4504). I do.
[Significance of the fourth embodiment]
Next, the significance of the fourth embodiment will be described again.
The continuous notice based on the result of the preliminary determination by the holding ball is performed over a plurality of symbol variations, and such a continuous notice is not always performed. Until the jackpot lottery result is displayed, it is assumed that the game ball is temporarily stopped to enjoy the continuous notice. However, such temporary stoppage of game balls is not preferable because it may lead to a decrease in operating rate at the hall store.
  The configuration for solving such a problem is that the first detection means 211 detects the entrance of the game ball to the first start port 121 and the entrance of the game ball to the second start port 122 is the first. The game machine 100 in which the determination means 234 performs the jackpot determination in the order of entering when the two detection means 212 detects, and the display means 114 displays the design indicating the result of the jackpot determination together with the background image, the determination means Storage means 203 for storing a holding ball on which the right to receive the jackpot determination by 234 is held, and a prior determination means for making a prior determination before the jackpot determination related to the holding ball stored by the storage means 203 is performed. 201 and the display unit 114 before the result of the jackpot determination performed corresponding to the holding ball stored in the storage unit 203 is displayed. The background image is changed by the background display control unit 301 that changes the background image at 114 to a content that suggests the result of the prior determination by the prior determination unit 201 corresponding to the reserved ball, and the background display control unit 301 changes the background image. When the number of the reserved balls stored by the storage unit 203 reaches a predetermined value during the determination, the background display control unit 301 determines whether to change the background image to another background image. Means 301 is provided.
In addition, the pachinko gaming machine 100 (see FIG. 1) according to the fourth embodiment is an example of a gaming machine.
The first start port 121 (see FIG. 1, FIG. 27, FIG. 28 or FIG. 29) is an example of the first start port, and the second start port 122 (see FIG. 1, FIG. 27, FIG. 28 or FIG. 29) is It is an example of the 2nd starting opening. The first start port switch 211 (see FIG. 3) is an example of first detection means, and the second start port switch 212 (see FIG. 3) is an example of second detection means.
The special symbol determination unit 234 (see FIG. 4) of the game control unit 200 is an example of a determination unit. The image display unit 114 (see FIG. 1 or FIG. 3) is an example of a display unit.
The RAM 203 (see FIG. 3 or FIG. 36) of the game control unit 200 is an example of a storage unit, and the CPU 201 (see FIG. 3) is an example of a prior determination unit.
The CPU 301 (see FIG. 3) of the effect control unit 300 is an example of a background display control unit and an example of a determination unit. The background image resulting from the promotion effect is an example of another background image.
According to 4th Embodiment, it becomes possible to suppress the fall of the operation rate in the hall store resulting from production.
In other words, in the fourth embodiment, it is determined whether or not the promotion effect as the additional effect is executed according to the number of holdings after the continuous notice effect is started. The player who does not stop the launch of the ball will show a promotion effect that does not appear much. Therefore, the player who understands the significance of continuing the game during the continuous notice effect does not stop the game ball firing, and it is possible to suppress a decrease in the operating rate at the hall store.
In addition, up to eight holding balls can be accumulated, and the upper limit is not set for each of the start ports 121 and 122. Therefore, the time from the start of the continuous notice effect until the change becomes longer, and it can be said that the influence due to the stop of the game ball is larger. Therefore, the fourth embodiment is expected to increase the effect of suppressing the reduction in operating rate. From a different perspective, it is possible to secure a long time for the promotion effect executed according to the number of holds, and it is possible to execute the promotion effect attractive to the player.
[Fifth Embodiment]
A fifth embodiment will be described with reference to FIGS. 46 to 48. The fifth embodiment relates to a hold display indicating that a special symbol lottery corresponding to entering the first start port 121 or the second start port 122 is held until the end of the variable display operation. .
In the fifth embodiment, the sorting device 10 according to the first configuration example (see FIG. 27), the sorting device 10 according to the second configuration example (see FIG. 28), or the sorting according to the third configuration example. Any of the devices 10 (see FIG. 29) can be used.
[Hold display mode selection process]
FIG. 46 is a flowchart showing the contents of the hold display mode selection process in the fifth embodiment, and shows a processing procedure for selecting any one of a plurality of hold display modes. More specifically, the hold display mode selection process switches between the first hold display mode (see FIG. 47A) and the second hold display mode (see FIG. 47B). is there.
In addition, the 1st hold display aspect here is a display format normally used as a hold display. The second hold display mode here is a special display format that is not normally displayed. Although the details will be described later, the first hold display mode is a display mode in which it is easy to distinguish whether the hold is due to entering the first start port 121 or whether the hold is due to entering the second start port 122. The second hold display mode is a display mode in which such distinction is more difficult than in the case of the first hold display mode.
  In the processing example shown in FIG. 46, the effect control unit 300 determines whether or not a predetermined change condition is satisfied (step 4601). The change condition here refers to a condition for determining whether or not to change the hold display mode from a normal one (first hold display mode) to a special one (second hold display mode). Therefore, in step 4601, the timing for switching to the special hold display mode is checked.
If the change condition is satisfied (Yes in step 4601), the effect control unit 300 changes to the second hold display mode (step 4602). Thereafter, the hold display mode selection process is terminated.
If the change condition is not satisfied (No in step 4601), the effect control unit 300 determines whether or not a predetermined return condition is satisfied (step 4603). The return condition here refers to a condition for determining whether or not to change the hold display mode from a special one (second hold display mode) to a normal one (first hold display mode). Therefore, in step 4603, the timing for switching to the normal hold display mode is checked.
When the return condition is satisfied (Yes in Step 4603), the effect control unit 300 changes to the first hold display mode (Step 4604) and ends the hold display mode selection process.
If the return condition is not satisfied (No in step 4603), the hold display mode selection process is terminated. That is, when the change condition is not provided and the return condition is not provided, the current hold display mode is maintained instead of the timing for switching the hold display mode.
Here, specific examples of the change condition and the return condition will be described. That is, the switching timing of the hold display mode will be described.
For example, regarding the reach production, the change condition is “reach is established”, the return condition is “reach production ends” or “the jackpot production is finished”, “the short-time production after the jackpot is finished” Etc. By setting such a change condition, when the reach symbol is established, switching to the second hold display mode in which it is difficult to distinguish the hold by the start ports 121 and 122 than the first hold display mode is performed.
As another example of the change condition and the return condition, switching at the time of mode change or switching based on prior determination can be considered.
For example, in the case of switching related to the pre-reading continuous notice, the change condition is “to enter a continuous notice effect performed across multiple symbol fluctuations”, and “the end of the continuous notice effect” is a return condition. is there.
[About the first hold display mode and the second hold display mode]
47A and 47B are diagrams for explaining a hold display mode switched by a hold display mode selection process, in which FIG. 47A is a first hold display mode (first hold display format), and FIG. 47B is a second hold display mode (first 2 hold display formats).
Note that the hold images 61 and 63 shown in (a) in the figure and the hold images 71 and 73 shown in (b) in the figure are due to the entrance of the first start port 121, and (a) in the figure. It is assumed that the hold images 62, 64, 65 shown in FIG. 6 and the hold images 72, 74, 75 shown in FIG.
Moreover, in (a) and (b) of the figure, although the example in the case where the hold images 61-65 and 71-75 are displayed on the image display part 114 is illustrated, when displaying on another display part It is also possible to apply to the case of displaying with a lamp.
  47A, the first hold image 61, the second hold image 62, the third hold image 63, the fourth hold image 64, and the fifth hold image 65 are displayed on the image display unit 114. The number of holds is 5. In addition, in (a) of the same figure, it is illustrated with a broken line that three more holds are possible.
More specifically, in FIG. 47 (a), the first hold image 61 and the third hold image 63, and the remaining hold images, that is, the second hold image 62, the fourth hold image 64, and the fifth hold image 65, Are different from each other. More specifically, it is possible to easily distinguish whether the displayed hold is from the first start port 121 or the second start port 122. That is, the hold images 61 and 63 and the hold images 62, 64, and 65 are displayed in different colors or different patterns, for example.
As another display, there may be a control example in which the reserved images have different shapes, or the same shape but different sizes.
  47B, the image display unit 114 corresponds to the first reserved image 71 corresponding to the first reserved image 61 (see FIG. 47A) and the second reserved image 62. The second reserved image 72, the third reserved image 73 corresponding to the third reserved image 63, the fourth reserved image 74 corresponding to the fourth reserved image 64, and the fifth reserved image corresponding to the fifth reserved image 65. 75 is displayed.
More specifically, in FIG. 47 (b), it is not possible to easily distinguish whether the displayed suspension is due to the first start port 121 or the second start port 122. In other words, such distinction is more difficult in the case of (b) in the figure than in the case of (a) in the figure.
More specifically, the reserved images 71 and 73 are displayed as round graphics, while the reserved images 72, 74, and 75 are displayed as round graphics and small dots positioned above the graphics. Yes. That is, whether there is a small point or not is indicated by the first start port 121 or the second start port 122.
Therefore, at first glance, it is difficult to distinguish between the reserved images 71 and 73 and the reserved images 72, 74, and 75. More precisely, the second hold display mode shown in (b) of the figure can distinguish whether the hold is made by the first start port 121 or the second start port 122, but ( It is harder to distinguish than in the case of the first hold display mode shown in a).
In this manner, the pachinko gaming machine 100 displays the first hold display mode (normal display format) and the first hold display mode so that the distinction of which one of the start ports 121 and 122 is on hold becomes clear. The second hold display mode (special display format) is displayed so as to be more difficult to distinguish from each other.
That is, in the case of the first hold display mode, the player can easily determine whether or not the hold is due to the second start port 122, while in the case of the second hold display mode, the player holds the first hold. 2 It is difficult to determine whether or not it is due to the start port 122.
To explain further, a model in which the content of the big hit when the result of the big hit lottery is a big hit lottery by the second start port 122 is more advantageous for the player than the case of the big hit lottery by the first start port 121 is a conventional model Known from. For example, in the model in which the upper limit setting of the number of prize balls to be paid out in the jackpot game performed in the case of jackpot is more in the case of the jackpot lottery by the second start port 122 than in the case of the jackpot lottery by the first start port 121 is there.
As such settings, for example, the number of rounds of jackpot game, the probability that the internal state after the jackpot game ends is a high probability state, the number of short times after the jackpot game ends, etc. It can be mentioned that there are more cases with two start ports 122.
For example, when a reach is established in a game of such a model, the player tries to check whether the reach is due to the first start port 121 or the second start port 122 by a hold display. Since the player sometimes sees the hold display, it is possible to determine whether or not the change that has been put on hold is due to the second start port 122 based on the current hold display. .
Players tend to feel disappointed when it is assumed that they are not caused by the second starting port 122, and win many prize balls when it is estimated that they are caused by the second starting port 122. They tend to have expectations that they may be able to. That is, the player's psychological state may be affected by the hold display before the jackpot lottery is notified.
  Moreover, in addition to the model in which there is a bias between the first start port 121 and the second start port 122 with respect to such a big hit lottery, the result of the preliminary determination based on the holding ball enters the first start port 121. Conventionally, a model that is more advantageous for the player in the case of holding by entering the second start port 122 than in the case of holding by the fact is also known.
  In a game with such a model, if a predetermined effect (for example, continuous advance notice by prefetching) is started on the assumption that the result of the pre-determination is advantageous to the player, the player determines that the pre-determination result is based on the first start port 121. An attempt is made to confirm by a hold display whether the object is from the second start port 122. From such a player's psychology, when the hold display is seen and it is found that it is not due to the hold of the second start port 122, it becomes a disappointing feeling. There is a risk that you will not be able to fully enjoy the production. In this manner, the player's psychological state may be affected by the hold display before the hold related to the prior determination result is digested.
  Therefore, in a scene where the player tries to confirm the hold display again to determine whether or not the change is caused by the second start port 122, the first hold display mode (see FIG. 47A). ) Rather than the second hold display mode (see (b) of the figure). As a result, it becomes difficult to confirm whether or not the winning or pre-determination result related to reach establishment is due to the suspension of the second start port 122, so it becomes possible to enjoy the subsequent production with a thrilling feeling, It becomes possible to suppress that the effect of a production falls.
  More specifically, in the case of reach, an example of effect control is considered in which the first hold display mode that has been displayed so far is erased from the image display unit 114 and switched to the second hold display mode at the timing of redisplaying the hold display. Such an effect control example may be applied to the case of a prior determination result.
In addition, although the case where the thing by the 2nd start port 122 is a model more advantageous for a player than the thing by the 1st start port 121 was demonstrated, the reverse case, ie, the thing by the 1st start port 121 is the 2nd start port 122. It can be similarly applied to a model that is more advantageous to the player than that according to.
In other words, for the models where the setting relating to the winning ball (the jackpot lottery, jackpot content, pre-judgment result, etc.) is advantageous / disadvantageous for the player, depending on whether the first start port 121 or the second start port 122 is used. Can be applied.
[About the third hold display mode]
Here, as another switching timing for the hold display mode, it can be mentioned at the time of restoration of power interruption. Hereinafter, the hold display mode at the time of power failure recovery will be described.
FIG. 48 is a diagram for explaining another hold display mode, and more specifically, the first hold display mode (see (a) of FIG. 47) and the second hold display mode (see (b) of FIG. 47). This is a third on-hold display mode different from that shown in FIG.
That is, in the third hold display mode shown in FIG. 48, the first hold image 81, the second hold image 82, the third hold image 83, the fourth hold image 84, and the fifth hold image 85 are displayed on the image display unit 114. As in the case of FIG. 47, the number of holds is 5. More specifically, each of the on-hold images 81 to 85 cannot be distinguished from which of the start ports 121 and 122 is on-hold.
  Such a third hold display mode is a display different from the first hold display mode and the second hold display mode. More specifically, the reserved images 81 to 85 are all the same display, for example, an image displayed in a specific color, pattern, shape, or the like. As an example, it is conceivable that the control of the reserved images 81 to 85 is unified with a yellow circular figure. That is, in the third hold display mode, although the number of holds is displayed, it is not displayed whether it is due to the first start port 121 or the second start port 122.
More specifically, before the power interruption, the image is displayed in the first hold display mode or the second hold display mode (see the hold images 61 to 65 and 71 to 75 in FIG. 47). The display on display unit 114 disappears. Then, when the power interruption is recovered, the display is switched to the third hold display mode (see the hold images 81 to 85 in FIG. 48).
Note that a control example in which any one of the first hold display mode, the second hold display mode, and the third hold display mode is determined in advance as a mode in which the hold display is performed at the time of power failure recovery.
Here, the technical meaning of displaying the third hold display mode will be described.
If the pachinko gaming machine 100 is disconnected while the hall store is open, the effect control unit 300 of the pachinko gaming machine 100 cannot hold information for specifying the state before the interruption. That is, in the production control unit 300, information related to the hold, information related to the result of the pre-determination, and the like are deleted, and it is unclear whether there was a hold, for example, whether there was a hold (presence of hold), etc. In such a state, it is not possible to perform an effect related to the hold.
  When power is restored, the power-on process is started, and various commands are transmitted from the game control unit 200 to the effect control unit 300 in a predetermined procedure. In such a power-on process, the timing at which information regarding suspension is transmitted to the effect control unit 300 differs for each manufacturer or model. In other words, whether transmission of information related to hold to the effect control unit 300 is performed all at once or in stages is a matter related to specifications, and is not uniformly defined.
Therefore, in the power-on process, the production control unit 300 acquires information specifying whether or not there is a hold and information specifying the number of holds (for example, 5 holds). There may be a situation in which information for identifying is not acquired. In spite of this situation, there may be a scene where a hold display is performed as an effect.
In such a scene, the production control unit 300 performs the hold display on the image display unit 114 in the third hold display mode (see the hold images 81 to 85 in FIG. 48) for the time being. Then, at the stage of acquiring information specifying which of the start ports 121, 122 is on hold from the game control unit 200, the effect control unit 300 is in the first hold display mode or the second hold display mode (FIG. 47). To the reserved images 61 to 65 and 71 to 75).
In this way, the production control unit 300 cannot perform accurate hold display until it acquires information related to hold through the command from the game control unit 200 after recovery, but it is necessary to perform hold display. Effect control is performed so that the hold display is performed in the third hold display mode, not the first hold display mode or the second hold display mode.
The significance of displaying the third hold display mode is, for example, as described above.
[Significance of the fifth embodiment]
Next, the significance of the fifth embodiment will be described again.
Conventionally, various on-hold displays have been proposed, but if on-screen display is performed on an image display unit that displays an effect image, depending on the effect contents, the presence of the on-hold display may be reduced and the effect of the effect may be reduced.
The configuration for solving such a problem is that the first detection means 211 detects the entrance of the game ball to the first start port 121 and the entrance of the game ball to the second start port 122 is the first. A game machine in which the lottery means 234 performs the big hit lottery when the second detection means 212 detects, and the big hit lottery of the lottery means 234 is performed corresponding to the incoming ball detected by the first detection means 211 Generation of the first holding ball that is held and the occurrence of the second holding ball that holds the big hit lottery of the lottery means 234 performed corresponding to the incoming ball detected by the second detection means 212 Acquisition means 301 for acquiring the reserved ball generation information, and a hold display based on the hold ball generation information acquired by the acquisition means 301, and the hold display is the first reserved ball and the first 2 The first state in which the case of the holding ball is distinguished from each other ((a) of FIG. 47), and the case of the first holding ball and the case of the second holding ball are more than the first state. The holding display means 114, 301 having a second state (FIG. 47B) that is difficult to distinguish from each other is provided.
Here, the upper limit setting of the number of winning balls to be paid out in the jackpot game performed when the result of the jackpot lottery by the lottery means 234 is a jackpot is more than that in the case of the jackpot lottery by the first start port 121. In the case of the big hit lottery by the start opening 122, there are more cases.
Further, the holding display means 114, 301 displays the holding display after power interruption in a third state (FIG. 48) in which the case of the first holding ball and the case of the second holding ball are not distinguished from each other. It can be characterized by doing.
In addition, the pachinko gaming machine 100 (see FIG. 1) according to the fifth embodiment is an example of a gaming machine.
The first start port 121 (see FIG. 1, FIG. 27, FIG. 28 or FIG. 29) is an example of the first start port, and the second start port 122 (see FIG. 1, FIG. 27, FIG. 28 or FIG. 29) is It is an example of the 2nd starting opening. The first start port switch 211 (see FIG. 3) is an example of first detection means, and the second start port switch 212 (see FIG. 3) is an example of second detection means. The special symbol determination unit 234 (see FIG. 4) of the game control unit 200 is an example of a lottery means.
The CPU 301 (see FIG. 3) of the effect control unit 300 is an example of an acquisition unit. The CPU 301 (see FIG. 3) of the image display unit 114 and the effect control unit 300 is an example of a hold display unit.
The hold display mode shown in (a) of FIG. 47 is an example of the first state, and the hold display mode shown in (b) is an example of the second state. The hold display mode shown in FIG. 48 is an example of the third state.
According to the fifth embodiment, it is possible to reduce the influence of the hold display on the effect.
That is, in the fifth embodiment, the distinction between the hold when the ball is sorted by the sorting device 10 and enters the first start port 121 and the hold when the ball enters the second start port 122 is clear. The first hold display mode to be displayed and the second hold display mode to display such distinction as being less clear than the first hold display mode, so select the hold display mode according to the content of the production It becomes possible to do.
In particular, in a model that displays the number of holdings of 8 pieces and holds them in order of entry, the player determines whether the holding is made by entering the first starting port 121 or by putting the second starting port 122. There is a tendency to confirm. In addition, in the case where the model hits the first starting port 121 and the second starting port 122 enter the second starting port 122, the jackpot probability of the jackpot lottery differs or the number of time reductions differs. There is a tendency to pay attention to whether there is. Therefore, in such a model, it is possible to further enhance the effect by switching the hold display mode according to the situation.
In addition, by having a third hold display mode that displays so as not to distinguish between the hold of the first start port 121 and the second start port 122, the hold display at the time of power recovery can be performed more quickly and It becomes possible to carry out stably.
[Sixth Embodiment]
A sixth embodiment will be described with reference to FIGS. In the sixth embodiment, the continuous notice effect (zone effect) based on the result of the preliminary determination by holding, the symbol change effect based on the result of the jackpot lottery, etc. This relates to the effect control which is changed depending on the case where the starting port 122 enters the ball.
In the sixth embodiment, the distribution device 10 according to the first configuration example (see FIG. 27), the distribution device 10 according to the second configuration example (see FIG. 28), or the distribution according to the third configuration example. Any of the devices 10 (see FIG. 29) can be used.
[Specific production command processing]
FIG. 49 is a flowchart for explaining the specific effect command processing in the sixth embodiment, corresponding to the specific effect command processing (see step 4105 in FIG. 41, FIG. 42) according to the fourth embodiment described above. Is.
The specific effect command processing here is for determining the content of the specific effect, and although FIG. 49 does not mention the setting of the promotion effect, it can be applied to the case of setting the promotion effect. It is done.
In the processing procedure shown in FIG. 49, the CPU 301 checks whether or not the newly stored predictor flag ON is for a hold due to entering the second start port 122 (step 4901).
If it is not due to the entrance of the second start port 122 (No in step 4901), the CPU 301 selects the first effect table (step 4902). In addition, when it is due to the ball entering the second start port 122 (Yes in step 4901), the second effect table is selected (step 4903).
The first effect table and the second effect table are for determining the content of the continuous notice effect by prefetching, and the outline thereof will be described later (see FIG. 50).
Thus, the table used for the continuous notice effect straddling a plurality of fluctuating effects based on the result of the prior determination is selected depending on whether or not the hold is due to the second start port 122. As described above, there is a bias between the first start port 121 and the second start port 122 with respect to the jackpot lottery, and therefore, in the case of a model having a similar bias for the prior determination, such a bias. Will be reflected on the production side.
Such a bias is not only a setting that makes it more advantageous for the player to enter the ball by the second starting port 122, but also a setting that makes it more advantageous for the player to enter the ball by using the first starting port 121. Conceivable.
  The CPU 301 acquires a random number (effect random number) used for the effect (step 4904), and determines the content of the specific effect based on the acquired random number and the selected effect table (step 4905). And the specific effect command about the determined content is set (step 4906), and a specific effect command process is complete | finished.
[Outline of production table]
FIG. 50 is a diagram showing an outline of the effect table. (A) of the figure is for the first effect table (see step 4902), and (b) is for the second effect table (see step 4903).
Referring to FIGS. 4A and 4B, the items in the first effect table and the second effect table are the selection ratio (%) and the type of effect, and the effect shown in FIG. Same as table. Note that the total of the selection ratios is 100.
  In the first effect table shown in FIG. 50 (a) and the second effect table shown in FIG. 50 (b), there are cases where the specific effect is executed and the specific effect is not executed as the type of effect. . More specifically, in the former case, the specific effects are divided into high expectation, medium expectation, and low expectation. That is, in the case of performing a specific effect, three types of “execute a specific effect with a high expectation level”, “execute a specific effect with a medium expectation level”, and “execute a specific effect with a low expectation level” are included. .
Referring to the first effect table shown in FIG. 50 (a), the high expectation specific effect is selected with a probability of 0%, and the medium expectation specific effect is selected with a probability of 20%. The specific performance is selected with a probability of 50%. Further, an effect that the specific effect is not executed is selected with a probability of 30%.
Thus, in the first effect table, the specific effect with high expectation is not executed, and when it is executed, either the medium expectation or the low expectation is obtained.
Referring to the second effect table shown in FIG. 50 (b), the high expectation specific effect is selected with a probability of 30%, and the medium expectation specific effect is selected with a probability of 50%. The specific performance is selected with a probability of 0%. Further, an effect that the specific effect is not executed is selected with a probability of 20%.
In this way, the second effect table does not execute the specific effect of low expectation, and when it is executed, it becomes either high expectation or medium expectation.
When the first effect table in FIG. 50A and the second effect table in FIG. 50B are compared with each other, when the specific effect is executed, the former is 70%. The latter is 80%.
In addition, the high expectation specific effect does not appear unless it is the second effect table, and does not appear in the first effect table. Also, the low expectation specific effect does not appear in the second effect table, but appears in the first effect table. Furthermore, the proportion of execution of the specific expectation of medium expectation is 20% in the first effect table, whereas it is 50% in the second effect table. The production table for 2 is more likely to appear.
In this way, by using the first effect table and the second effect table shown in FIG. 50, it is possible to execute an effect that the player can enjoy more when entering the second starting port 122. Increases nature.
The degree of expectation here refers to the degree to which a player can expect a prize ball in the future by continuing the game, and can also be regarded as the degree of expectation of profit by jackpot. More specifically, as the expectation level, the expectation level of whether or not it is a big hit, the expectation level of whether or not to shift to a high probability state (whether or not), whether or not to shift to a low probability state Expectation can be raised. In addition, as the expectation level, an expectation level as to whether or not a short time is attached, an expectation level as to whether or not the number of short times is large, and an expectation level as to whether or not there are many balls are cited.
More specifically, it can be said that the second effect table has a relatively high degree of expectation compared to the first effect table. In either case of the first effect table or the second effect table, the specific effect is not always executed, and the specific effect may not be executed.
[About specific effects]
In this case, the specific effects differ between the case of holding by entering the first starting port 121 and the case of holding by entering the second starting port 122. For example, it is conceivable that the background images in the continuous notice are different from each other and the hold display is different from each other for the first start port 121 and the second start port 122.
Also, the entrance pattern of the first start port 121 and the entrance of the second start port 122 may have different fluctuating symbols, different movements of the actors, different music or sounds. Can be considered.
In addition, a configuration including a first accessory (not shown) and a second accessory (not shown) is employed, and the first accessory moves when the first start port 121 is put on hold to enter the second start. It is also conceivable that the second accessory moves in the case of holding due to the entrance of the mouth 122.
Further, although the effect image displayed on the image display unit 114 does not change between the entrance of the first start port 121 and the entrance of the second start port 122, the small display unit 118 (provided separately from the image display unit 114) It is also conceivable to change the effect image displayed in FIG. 35) between the first start port 121 and the second start port 122.
In the effect table shown in FIG. 50 described above, the probability of executing the specific effect as the continuous notice is changed between the entrance of the first start port 121 and the entrance of the second start port 122.
  As described above, the effect control for the continuous notice effect by the prior determination of the hold has been described, but it is also conceivable to apply the effect control to the symbol variation display effect in the variation. For example, depending on whether the entry related to the jackpot lottery is due to the first start port 121 or the second start port 122, the effect at the time of changing to notify the result of the jackpot lottery is mutually This is an example of controlling differently.
In the case of a model that also has a third start port (not shown), the result of the big hit lottery by the third start port or the result of the pre-judgment is notified to the case of the first start port 121 and the second start port 122. An example of controlling differently is also possible.
In addition, in a model that performs an effect according to the entrance to the gate 124 and includes a plurality of gates 124, an example in which the entrance effect to the gate 124 is different depending on the gate 124 that has entered is also conceivable. .
[Significance of the sixth embodiment]
Next, the significance of the sixth embodiment will be described again.
A plurality of detection units for detecting the entrance of the launched game ball are provided, and when a lottery or determination is performed by detection of any one of the detection units, and an effect that informs or suggests the result is performed, the result is determined. If the production control is performed so as to stimulate the player's sense of expectation and anxiety, the enjoyment of the game can be further enhanced.
A configuration for solving such a problem is a gaming machine 100 that produces an effect according to a game, and includes a first detection unit 211 that detects the entry of a game ball into the first start port 121, and a second The second detection means 212 for detecting the entrance of the game ball into the starting port 122 of the vehicle, the case where the first detection means 211 detects the entrance of the ball, and the case where the entrance is detected by the second detection means 212 When a lottery is performed, a lottery means 234 that performs a big hit lottery order in the order of entering the ball, and generation of a holding ball that holds the big hit lottery of the lottery means 234 performed in response to the incoming ball detected by the first detecting unit 211 And acquisition means 201 for acquiring on-holding ball generation information on the generation of a holding ball on which the big hit lottery of the lottery means 234 is held corresponding to the ball detected by the second detection means 212; Take Notification or suggestion of a result of a prior determination performed before the jackpot lottery by the lottery means 234 and / or a result of the jackpot lottery by the lottery means 234 with respect to the incoming ball related to the reserved ball generation information acquired by the means 201 And a control means 301 for controlling the production to be performed differently depending on whether the first detection means 211 and the second detection means 212 are different from each other. To do.
Here, the first distribution state (FIG. 27 (a), FIG. 28 (a)) and the game ball enter the second start port 122 where the game ball easily enters the first start port 121. The second distribution state (FIG. 27 (b), FIG. 28 (b)) that is easy to enter the ball may further include a distribution unit 10 that switches alternately when the ball enters.
In addition, the upper limit setting of the number of prize balls to be paid out in the jackpot game performed when the result of the jackpot lottery by the lottery means 234 is a jackpot is more than that in the case of the jackpot lottery by the first start port 121. It can be characterized that there are more cases of the big hit lottery by the start port 122.
The internal state after the jackpot game performed when the result of the jackpot lottery by the lottery means 234 is a jackpot game state is a high-probability gaming state than in the case of the jackpot lottery by the first start port 121. In the case of the jackpot lottery by the second start port 122, there are more cases.
In addition, the pachinko gaming machine 100 (see FIG. 1) according to the sixth embodiment is an example of a gaming machine.
The first start port 121 (see FIG. 1, FIG. 27, FIG. 28 or FIG. 29) is an example of the first start port, and the first start port switch 211 (see FIG. 3) is an example of the first detection means. is there.
The second start port 122 (see FIG. 1, FIG. 27, FIG. 28 or FIG. 29) is an example of the second start port, and the second start port switch 212 (see FIG. 3) is an example of the second detection means. is there. The special symbol determination unit 234 (see FIG. 4) of the game control unit 200 is an example of a lottery means.
The CPU 201 (see FIG. 3) of the game control unit 200 is an example of an acquisition unit.
The CPU 301 (see FIG. 3) of the effect control unit 300 is an example of a control unit.
The distribution device 10 (see FIG. 27 or FIG. 28) is an example of a distribution unit. In FIG. 27, the state shown in (a) is an example of the first distribution state, and the state shown in (b) is an example of the second distribution state. In FIG. 28, the state shown in (a) is the first distribution state, and the state shown in (b) is an example of the second distribution state.
According to the sixth embodiment, it is possible to further stimulate the player's sense of anxiety and anxiety with the effect of informing or suggesting the result of the lottery or determination performed in association with entering the ball.
In other words, the sixth embodiment differs from the conventional one by performing effect control that switches the effect table between the case of entering the first start port 121 and the case of entering the second start port 122. It becomes possible to make a new production.
In particular, when the distribution table 10 (see FIG. 27 or FIG. 28) is provided in which the distribution of game balls to the first start port 121 and the distribution of game balls to the second start port 122 are performed alternately, It will be switched almost alternately, and it becomes possible to make the variation effect and the prefetch effect different from the conventional contents. In addition, when a lottery or determination is made that either one is advantageous / disadvantageous for the player between the case of entering the first start port 121 and the case of entering the second start port 122, such advantage / It becomes possible to devise in terms of production due to disadvantages, and it becomes possible to further improve interest.
DESCRIPTION OF SYMBOLS 100 ... Pachinko machine, 114 ... Image display part, 121 ... 1st starting port, 122 ... 2nd starting port, 200 ... Game control part, 201 ... CPU, 203 ... RAM, 211 ... 1st starting port switch, 212 ... 2nd start port switch, 234 ... special symbol determination unit, 300 ... production control unit, 301 ... CPU

Claims (1)

  1. The big hit determination is determined when the first detection means detects the entry of the game ball into the first start opening and when the second detection means detects the entry of the game ball into the second start opening. A game machine in which the means performs in order of entry and the display means displays a symbol indicating the result of the jackpot determination together with a predetermined image including at least a background image,
    Storage means for storing a holding ball on which the right to receive the jackpot determination by the determination means is held;
    Prior determination means for performing a preliminary determination before the jackpot determination related to the holding ball stored by the storage means;
    Before the result of the jackpot determination performed corresponding to the holding ball stored in the storage unit is displayed on the display unit, at least a part of the predetermined image on the display unit is displayed on the holding ball. First specific effect control means for controlling the execution of the first specific effect to change to the content suggesting the prior determination result of the corresponding prior determination means;
    A second specific presentation control means for controlling the execution of the second specific effect of changing at least a part of said predetermined image displayed in the previous SL first specific effect,
    With
    The second specific effect control means is
    While the first specific effect is being executed, it is determined whether or not the second specific effect can be executed at a predetermined rate, and the determination determines that the second specific effect can be executed. the number of cases, the hold balls stored in the storage means by the ball entrance of the number of the pending sphere stored in the storage means by the ball entrance to the first start hole to the second start hole was gaming machine characterized in that the sum of the runs the reach Then the second specific effect to a predetermined value.
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