JP5877941B2 - Game machine - Google Patents

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JP5877941B2
JP5877941B2 JP2010229827A JP2010229827A JP5877941B2 JP 5877941 B2 JP5877941 B2 JP 5877941B2 JP 2010229827 A JP2010229827 A JP 2010229827A JP 2010229827 A JP2010229827 A JP 2010229827A JP 5877941 B2 JP5877941 B2 JP 5877941B2
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game
variable
probability
state
variation
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JP2012081068A (en
JP2012081068A5 (en
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雅隆 長野
雅隆 長野
祐樹 森口
祐樹 森口
俊宏 馬場
俊宏 馬場
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株式会社ニューギン
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Description

  The present invention relates to a gaming machine that determines any one of a plurality of types of winning games and determines whether or not to give a probability change state and a variable state after the winning game ends.
  Conventionally, a pachinko machine that is a kind of gaming machine has a variable display of a liquid crystal display type, for example, and a symbol change game that changes a symbol on the variable display when triggered by detection of a game ball at a start winning opening Has been done. Then, the player can recognize a big hit or a loss from the symbol combination finally stopped and displayed in the symbol variation game. As a general rule, a big hit game in which a big winning opening is opened a predetermined number of times is given, and an opportunity for paying a large number of prize balls can be obtained.
  In addition, after the big hit game is over, there is a case where the lottery probability of the big hit lottery is shifted to a probability variation state (probability variation state) in which the probability is changed to a higher probability than the normal state. In such a pachinko machine, even if a probability variation state is given, it is proposed to set a concealment period for concealing without notifying the player whether or not the probability variation state has been imparted until a predetermined condition is satisfied (For example, refer to Patent Document 1).
JP 2004-65388 A
  By the way, in such a gaming machine, a variation shortened state (variable state) may be given after the big hit game is over. When this variable state is given, the possibility of playing a symbol variation game can be increased compared to the normal state, such as the opening operation of the opening and closing blades being controlled to an advantageous operation, and the number of game balls can be greatly reduced The symbol variation game can be continued.
  However, it is possible for the player to recognize whether or not the variable state is given by the operation of the opening and closing blades. For this reason, even if a variable state is given after the end of the big hit game, the symbol change game of the number of variable states that can continue the variable state is ended and the variable state is no longer given. When recognized, there is a possibility that the player's willingness to continue the game may be reduced even if the probability variation state is given.
  The present invention has been made paying attention to such problems existing in the prior art, and its purpose is to improve the interest of the game by improving the playability related to the variable state. It is to provide a game machine that can be used.
In order to solve the above problems, a first aspect of the present invention, display means for displaying the symbol variation game performed at varying FIG pattern, a starting means having a start hole, game balls into the startup port A hit determination means for determining whether or not the symbol variation game is a win when the ball has entered, and the start means includes an opening operation and a start for allowing a game ball to easily enter the start port. In the gaming machine in which a starting means having an opening / closing means capable of closing the game ball to be difficult to enter the mouth is included. When it is determined that the winning determination means is a winning, the winning type determining means for determining which winning game is to be given among a plurality of types of winning games, and when the winning determining means determines that the winning is determined Change the lottery probability to a higher probability than normal Prediction condition is established when it is determined that the winning variation state is determined based on the determination result of the hit type determining unit, the effect executing unit for executing the specific effect, and the hit determining unit. As a trigger, regardless of whether or not the gaming state after the winning game is in a probable state, the effect control means for controlling the effect executing means to execute the specific effect, and the winning determination means determines that the winning is achieved. In such a case, a variable state that can increase the opening operation time of the opening / closing means per unit time is given based on the determination result of the hit type determining means, and when the variable state is given, The change giving means for setting the upper limit period for continuing the change state after the end based on the determination result of the hit type determination means, and the expectation that the probability change state is given as the current gaming state And a mode transition control means for controlling the migration of the effect mode as shown, wherein the plurality of types per game of a first Hentan per game to continue the varying short state after completion of per game the first period as the upper limit The second variable winning game that is continued after the end of the game with the second period being smaller than the first period as the upper limit, and the variable state is continued beyond the first period. Possible third variable short-term games, and the first variable short-time games and the second variable short-time games are different hit games with different probability variation expectations, which are the expected expectations of the probability variation state. In addition, the third variable winning game can be determined only when a certain change state is given after the winning game is finished, and the effect control means is provided when the first variable winning game is given. , After the first variable hit game is over, the second As the symbol variation game for a period of time is played, control is performed to cause the effect execution means to execute a variable duration continuation effect indicating the continuation of the variable state, and the effect execution means is a specific corresponding to the effect mode. The mode transition control means is provided with the second variable winning game until the end of the symbol variable game for the second period when the first variable winning game is provided. In the case where the symbol variation game for the second period is completed and until the symbol variation game for the second period is completed in the case where the third variable change game is awarded, the same first When control is performed so as to be able to transition to the production mode and the first variable winning game is awarded, when the symbol variable game for the first period is completed, and when the second variable winning game is awarded Second stage If in the case where minute symbol variation game ends, and transition control to allow the same second effect mode, when the first Hentan per game is granted, or when the third Hentan per game has been given In the above, after the symbol variation game for the second period is completed and before the symbol variation game for the first period is completed, it is possible to shift to the third effect mode different from the first effect mode. If the game is controlled and the third variable winning game is awarded, when the symbol variation game for the first period is completed, it is possible to shift to the fourth effect mode in which it is possible to recognize that the probability variation state is given. The gist of the control is as follows.
  According to the present invention, it is possible to improve the interest of the game by improving the playability related to the variable state.
The front view which shows the game board of a pachinko machine. Explanatory drawing explaining the kind of jackpot game. The block diagram which shows the electrical constitution of a pachinko gaming machine. Explanatory drawing which shows a fluctuation pattern. (A)-(d) is a timing chart which shows the execution aspect of opening and closing of a big prize opening door. Explanatory drawing which shows production mode. Explanatory drawing which shows the transition transition of effect mode. The flowchart which shows production mode transfer control processing. The flowchart which shows production mode transfer control processing. (A) And (b) is explanatory drawing which shows a ceiling time production mode determination table. (A) And (b) is explanatory drawing which shows an effect mode determination table. (A) And (b) is explanatory drawing which shows an effect mode determination table. Explanatory drawing which shows the transition suggestion effect determination table. Explanatory drawing which shows the transition suggestion effect timing determination table. Explanatory drawing which shows the transition suggestion production content determination table. (A)-(h) is a timing chart which shows the execution timing of a symbol change game and production. Explanatory drawing which shows the hit effect production mode determination table.
[First Embodiment]
A first embodiment in which the present invention is embodied in a pachinko gaming machine will be described below with reference to FIGS.
  As shown in FIG. 1, an effect display device 11 as an effect executing means having a liquid crystal display type image display unit GH is disposed at substantially the center of a game board 10 of a pachinko gaming machine. The effect display device 11 includes a symbol variation game (hereinafter referred to as “variable game”) that is displayed by variably displaying a plurality of symbol sequences (three columns in this embodiment), and is executed in association with the variation game. Various display effects are displayed as images. In the present embodiment, in the variation game of the effect display device 11, a symbol combination including a plurality of columns (three columns in the present embodiment) is derived. Note that the variation game of the effect display device 11 is performed using decorative symbols (effect symbols, hereinafter referred to as “decorative symbols”) for diversifying display effects.
  In addition, a 7-segment first special symbol display device 12a and a second special symbol display device 12b are arranged at the lower right of the effect display device 11. In the first special symbol display device 12a or the second special symbol display device 12b as the display means, a variation game is performed in which a special symbol (hereinafter referred to as “special symbol”) is displayed while being varied. The special figure is a notification pattern showing the result of the internal lottery (big hit lottery) for whether or not the big hit, and the result of the internal lottery (small hit lottery) for whether or not the small hit. In the present embodiment, the variable game is executed once on each display device 12a, 12b from when the special figure variable display is started until the fixed stop display is displayed. Hereinafter, the variation game performed on the first special symbol display device 12a is referred to as "first variation game (first symbol variation game)", and the variation game performed on the second special symbol display device 12b is referred to as "second variation game ( 2nd symbol variation game) ".
  In the present embodiment, one special figure corresponding to the lottery results of the big hit lottery and the small hit lottery is selected from among a plurality of special figures (106 kinds in the present embodiment) for each display device 12a, 12b. The selected special figure is individually displayed in a fixed stop state when the variable game ends. The 106 types of special charts are 100 types of big hit symbols (corresponding to the big hit display result) that can recognize big hits, and five types of small hit symbols (small hit display results) that can be used to recognize small hits. )) And is classified into one type of off-symbol that can be recognized as a symbol. Further, when the big hit symbol is displayed in a fixed stop state, the big hit game is given to the player. Further, when the small hit symbol is displayed in a fixed stop state, the player is given a small hit game.
  In the present embodiment, the effect display device 11 displays seven types of numbers [1] to [7] as decorative drawings for each of a plurality of symbol rows. In the present embodiment, the effect display device 11 is configured with a larger display area than the display devices 12a and 12b, and the decorative drawing is displayed much larger than the special drawing. Yes. For this reason, the player can recognize a big hit or a loss from the symbol that is confirmed and stopped on the effect display device 11.
  And the display result according to the display result of each display apparatus 12a, 12b is displayed on the production | presentation display apparatus 11. FIG. Specifically, when the big hit symbol (big hit display result) is displayed on the first special symbol display device 12a or the second special symbol display device 12b in a definite stop display, as a general rule, the big hit symbol is also displayed on the effect display device 11. (Big hit display result) is displayed as a fixed stop. In the present embodiment, the jackpot symbol based on the decoration diagram is a symbol combination in which symbols in all rows are the same symbol (for example, [222] [777]).
  In addition, in the case where a deviated symbol (outlier display result) is displayed on the first special symbol display device 12a or the second special symbol display device 12b as a fixed stop display, as a general rule, the offender symbol (outlier display result) is also displayed on the effect display device 11. ) Is displayed as a fixed stop. In the present embodiment, in principle, as an out-of-line design by a decorative drawing, a symbol combination (for example, [135] [246], etc.) in which the symbols in all the rows are different, or a symbol in one row is a symbol in the other two rows. Is a symbol combination that is a different symbol (for example, [151] [767]).
  Further, when the small hit symbol (small hit display result) is displayed on the first special symbol display device 12a or the second special symbol display device 12b in a fixed stop display, the effect display suggestion symbol (probable change suggestion display result) is displayed on the effect display device 11. The fixed stop is displayed. In addition, even when a big hit symbol that can recognize a big hit (a big hit display result) is displayed on the first special symbol display device 12a or the second special symbol display device 12b in a definite stop display, the probable change suggestive symbol (probable change suggestion) is displayed. Display result) may be displayed as a fixed stop. The probability variation suggestion symbol is a probability variation state (hereinafter, 40/1583 in this embodiment) where the lottery probability of the jackpot lottery varies from a low probability (normal state, 4/1583 in this embodiment) to a high probability (in this embodiment, 40/1583). , Indicated as “probable change state”). In the present embodiment, as the probability change suggestion symbol by the decorative drawing, a predetermined symbol combination corresponds to a symbol combination in which symbols in all the columns are different (in this embodiment, [123] or the like).
  Further, in the effect display device 11, the variable display of symbols stops in the order of left column → right column → middle column as viewed from the player side, and two specific columns (two columns on the left and right in this embodiment) are displayed. ), The reach is formed when the same symbol is temporarily stopped and displayed. Here, the temporary stop display is a state in which the image display unit GH is displayed in a fluctuation state, and is distinguished from a fixed stop display in which the symbol is fixed and stopped in the image display unit GH. In this embodiment, among the plurality of symbol columns, the left column is the first stop column, the right column is the second stop column (previous stop column), the middle column is the third stop column (final stop column), and the left column and the right column A column forms a reach forming column that forms a reach.
  Above the second special symbol display device 12b, a first special symbol hold display device 13a having a plurality of (two in this embodiment) first special symbol hold light emitting units is disposed. The first special symbol hold display device 13a notifies the player of the stored number of special reserved start balls (first start hold balls) in the first variation game stored in the machine. In the following description, the number of special reserved starting balls stored in the first variation game is referred to as “first reserved memory number”. The first reserved memory number is incremented by “1” when a game ball wins a first starting winning opening 14 as a starting means (first starting means) disposed on the game board 10, while the first fluctuation is added. “1” is subtracted at the start of the game. Therefore, when a game ball wins the first start winning opening 14 during the first variation game, the first reserved memory number is further added and accumulated up to a predetermined upper limit number (“4” in the present embodiment). . Thus, the first reserved memory number indicates the number of executions of the first variable game that is pending execution.
  On the right side of the first special symbol hold display device 13a, a second special symbol hold display device 13b having a plurality of (two in this embodiment) second special figure hold light emitting units is disposed. The second special symbol hold display device 13b notifies the player of the number of special reserved start balls (second start hold balls) stored in the second variation game stored inside the machine. In the following description, the number of special reserved starting balls in the second variation game is referred to as “second reserved memory number”. The second reserved memory number is incremented by “1” when the game ball wins the second starting winning opening 15 as the starting means (second starting means) disposed on the game board 10, while the second fluctuation “1” is subtracted at the start of the game. Accordingly, when a game ball wins the second start winning slot 15 during the second variation game, the second reserved memory number is further added and accumulated up to a predetermined upper limit number (“4” in the present embodiment). . Thus, the second reserved memory number indicates the number of executions of the second variable game that is pending execution.
  Also, a normal symbol display device 20 is disposed below the first special symbol display device 12a and the second special symbol display device 12b. In the normal symbol display device 20, a normal symbol variation game is displayed in which a plurality of types of normal symbols are displayed in a variable manner. The normal symbol is a notification symbol indicating the result of an internal lottery (normal lottery) for determining whether or not the game is a normal hit. In the following, the normal symbol is indicated as “normal figure”, and the normal symbol game is indicated as “normal figure game”.
  Between the second special symbol display device 12b and the first special symbol hold display device 13a, a normal symbol hold display device 21 having a plurality of (two in the present embodiment) general symbol hold light emitting units is disposed. Has been. The normal symbol hold display device 21 notifies the player of the stored number of start reserved balls for general use (common figure start hold balls) stored inside the machine. In the following description, the memory number of the general-purpose start-up holding ball is referred to as “the general-purpose hold memory number”. The number of stored general-purpose drawings is incremented by “1” when a game ball passes (enters) the operation gate 19 provided on the game board 10, and is decremented by “1” when the general-game is started. . Therefore, when the game ball passes to the operation gate 19 during the ordinary game, the ordinary figure storage number is further added and accumulated up to a predetermined upper limit number (“4” in the present embodiment). The number-of-usual-pending memory indicates the number of times that the usual-pending game is pending.
  In the present embodiment, the first variation game and the second variation game are configured not to be executed at the same time. When the variation game (the first variation game or the second variation game) is finished, the first reserved memory is stored. When both the number and the second reserved memory number are “1” or more, the second variable game based on the second reserved memory number is preferentially executed. In the present embodiment, the variable game and the usual game can be executed simultaneously.
  Below the effect display device 11, a first start winning opening 14 having a first winning opening 14a (first entry opening) for a game ball is arranged. A first start opening switch SW1 (shown in FIG. 3) for detecting a winning game ball is disposed in the back of the first start winning opening 14. The first start winning opening 14 gives a start condition for the first variation game and a payout condition for game balls as a predetermined number of prize balls by detecting the winning game ball with the first start opening switch SW1. obtain.
  Further, below the first start winning opening 14, a second starting winning opening 15 having a second winning opening 15a (second entry opening) for game balls is arranged. The second start winning opening 15 is an ordinary electric accessory, and includes an opening / closing blade 16 as an opening / closing means for performing an opening / closing operation by the operation of an ordinary electric accessory solenoid SOL1 (shown in FIG. 3). The second start winning opening 15 is in an open state (first state) where the entrance is expanded by the opening operation of the opening / closing blade 16 and the game ball is likely to win (win), while the opening / closing blade 16 is closed. The entrance is not expanded, and the game ball is in a closed state (second state) in which it is difficult to win. A second start port switch SW2 (shown in FIG. 3) for detecting a winning game ball is disposed behind the second start winning port 15. The second start winning opening 15 gives a start condition for the second variation game and a payout condition for a game ball as a predetermined number of prize balls by detecting the winning game ball with the second start opening switch SW2. obtain.
  An operation gate 19 is disposed on the left side of the effect display device 11. Behind the operation gate 19, a gate switch SW4 (shown in FIG. 3) for detecting a passed game ball is disposed. The actuating gate 19 can give the start condition for the usual game by detecting the passed game ball with the gate switch SW4. The usual game is performed to derive a lottery result indicating whether or not the opening / closing blade 16 of the second start winning opening 15 is opened (whether a game ball can be won in the second starting winning opening 15). Production. The second start winning opening 15 is always in a closed state in which the entrance is closed by the opening / closing blade 16, and in this closed state, the game ball cannot be won. On the other hand, when the second start winning opening 15 is won in the normal winning lottery, the opening and closing blades 16 are opened to open the second starting winning opening 15 so that the game ball can be won. That is, when winning the normal winning lottery, it is possible to win a game ball in the second start winning opening 15 by opening the opening and closing blades 16, so that it becomes easier for the player to win a game ball in the second start winning opening 15. It is possible to obtain an opportunity to easily acquire the start condition and the prize ball of the second variation game.
  Also, below the second start winning opening 15, a large winning opening (special winning opening) 18 provided with a large winning opening door 17 that opens and closes by the operation of the large winning opening solenoid SOL2 (shown in FIG. 3) is arranged. It is installed. A count switch SW3 (shown in FIG. 3) for detecting a winning game ball is disposed in the back of the big winning opening 18. The big winning opening 18 can give a payout condition of game balls as a predetermined number (for example, 9) of winning balls by detecting the winning game balls. The big winning opening 18 is opened by the opening operation of the big winning opening door 17 during the big hit game, and the winning of the game ball is allowed. For this reason, during the big hit game, the player can obtain a chance to win a prize ball.
  This jackpot game is won by a jackpot lottery, and the jackpot symbol is confirmed and stopped in the first variation game of the first special symbol display device 12a or the second variation game of the second special symbol display device 12b. It starts after the end. When the big hit game is started, an opening effect indicating the start of the big hit game is first performed. After the opening effect, the round game in which the special winning opening 18 is opened is performed a plurality of times with the predetermined number of rounds as the upper limit. One round game is until the grand prize opening 18 is opened and closed a predetermined number of times, and a predetermined number (the upper limit number of prizes) of game balls are won in the big prize opening 18 during one round game. Or until the specified time (round game time) elapses. In the round game, a round effect is performed. When the specified number of round games are finished, an ending effect indicating the end of the jackpot game is performed, and the jackpot game is finished.
  In addition, in the pachinko gaming machine according to the present embodiment, a probable change state that is advantageous to the player may be given after the big hit game is over. The probability variation state is given on condition that the type of jackpot symbol (special symbol) displayed in a fixed stop state is a predetermined probability variation symbol. In this probability change state, the lottery probability (winning probability) of the big hit lottery varies from a low probability (4/1583 in the present embodiment) to a high probability (40/1583 in the present embodiment) after the big hit game ends. In this embodiment, a jackpot to which a probability variation state is given after the jackpot game ends is a probability variation jackpot, and a jackpot to which a probability variation state is not imparted is a non-probability variation jackpot.
  In addition, the probability variation state is given after the jackpot game is over until the next jackpot is generated when the probability variation jackpot is reached. In this way, the probability variation state is advantageous for the player because the lottery probability of the jackpot lottery fluctuates with a high probability and the jackpot is likely to be generated, and the player plays the game while expecting to become a probability variation jackpot. Is going.
  In addition, after the big hit game is over, a variation shortened state (hereinafter referred to as “variable state”) may be given. In this variable state, the variation time of the variable game in which the display result is confirmed and stopped may be shortened as compared to when the variable state is not given (non-variable state). In the variable state, the variation time of the usual game for deriving a lottery result indicating whether or not to open / close the blade 16 is shortened compared to the non-variable state. Further, in the variable state, the lottery probability (winning probability) of the normal lottery of the ordinary game is low (normal state, 15/233 in the present embodiment) to high probability (232/233 in the present embodiment). Fluctuates. In the variable state, when the normal winning lottery is won, the open / close blade 16 is opened and closed with an operation pattern different from that when the variable state is not given. In this embodiment, when the normal state lottery is won when the variable state is not given (in the non-variable state), the opening / closing blade 16 opens once, and 200 ms elapses after the open. Until the open state is maintained. On the other hand, when the normal lottery is won in the variable speed state, the opening / closing blade 16 is opened three times, and the open state is maintained until 1500 ms elapses after the opening in one opening. ing. In other words, the open / close blade 16 is set to operate in an advantageous manner for the player in the variable state when the total open time corresponding to one normal hit is longer than in the non-variable state.
  The open / close blades 16 are opened when a normal hit is reached, but the open / close blades 16 are closed when the upper limit number of game balls (for example, 10 balls) have won even before closing. It has become. Similarly, the opening / closing blade 16 is closed when the upper limit number of game balls has been won even if it has not been opened a predetermined number of times. Further, the variable state may be given until a predetermined number of times (30, 40, 50, or 10000 times) of the variable game is performed in this embodiment.
Next, the big hit game and the small hit game specified for the pachinko gaming machine of this embodiment will be described below with reference to FIG.
The big hit game is started after the big hit symbols are displayed on the display devices 11, 12a and 12b in a variable game. When the big hit game is started, an opening effect indicating the start of the big hit game is first performed. After the opening effect, the round game in which the special winning opening 18 is opened is performed a plurality of times with a predetermined number of rounds as an upper limit (13 rounds or 2 rounds in this embodiment). One round game is until the grand prize opening 18 is opened and closed a predetermined number of times, and during one round game, the big prize opening 18 is until a predetermined number of game balls are won. Or until the specified time (round game time) elapses. In round games, round effects are performed. Then, an ending effect indicating the end of the jackpot game is performed, and the jackpot game is ended.
  Then, in the pachinko gaming machine according to the present embodiment, when the big hit lottery is won, one big hit game is determined from the 12 types of big hit games shown in FIG. 2, and the determined big hit game is given. It has become. Of the 12 types of jackpot games, which jackpot game will be awarded is determined according to the type of special figure (big jackpot symbol) that is determined when the jackpot lottery is won. In the present embodiment, the big hit symbols of 100 types of special figures that are confirmed and stopped displayed on the first special symbol display device 12a and the second special symbol display device 12b are classified for each special figure as shown in FIG.
  In the symbol A, 20 types of jackpot symbols are distributed among the jackpot symbols displayed on the first special symbol display device 12a. Similarly, seven types of jackpot symbols among the jackpot symbols displayed on the first special symbol display device 12a are displayed on the first special symbol display device 12a. In the symbol C, two types of jackpot symbols are distributed among the jackpot symbols displayed on the first special symbol display device 12a. 46 kinds of big hit symbols are distributed to the symbol D among the big hit symbols displayed on the first special symbol display device 12a. One type of jackpot symbol among the jackpot symbols displayed on the first special symbol display device 12a is displayed on the first special symbol display device 12a. Five types of jackpot symbols among the jackpot symbols displayed on the first special symbol display device 12a are displayed on the first special symbol display device 12a. One type of jackpot symbol among the jackpot symbols displayed on the first special symbol display device 12a is displayed on the first special symbol display device 12a. Among the jackpot symbols displayed on the first special symbol display device 12a, the symbol J is assigned 18 types of jackpot symbols. Further, in the symbol M shown in FIG. 2, five types of special symbols (small bonus symbols) corresponding to the small hit game are distributed.
  On the other hand, 27 types of jackpot symbols among the jackpot symbols that are confirmed and stopped on the second special symbol display device 12b are distributed to the symbol a. Similarly, one type of jackpot symbol among the jackpot symbols displayed on the second special symbol display device 12b is displayed on the second special symbol display device 12b. Of the jackpot symbols that are confirmed and stopped on the second special symbol display device 12b, 17 types of jackpot symbols are assigned to the symbol c. Thirty types of big hit symbols among the big hit symbols that are confirmed and stopped on the second special symbol display device 12b are distributed to the symbol d. Of the jackpot symbols that are confirmed and stopped on the second special symbol display device 12b, one type of jackpot symbol is assigned to the symbol f. Three types of jackpot symbols among the jackpot symbols displayed on the second special symbol display device 12b are displayed on the second special symbol display device 12b. Two types of jackpot symbols among the jackpot symbols displayed on the second special symbol display device 12b are displayed on the second special symbol display device 12b. One type of jackpot symbol among the jackpot symbols displayed on the second special symbol display device 12b is displayed on the second special symbol display device 12b. Of the jackpot symbols that are confirmed and stopped on the second special symbol display device 12b, four types of jackpot symbols are assigned to the symbol j. Six types of jackpot symbols among the jackpot symbols that are confirmed and stopped on the second special symbol display device 12b are distributed to the symbol k. Eight types of jackpot symbols among the jackpot symbols that are confirmed and stopped on the second special symbol display device 12b are allocated to the symbol l. Further, in the symbol m shown in FIG. 2, five types of special symbols (small hit symbols) corresponding to the small hit game are distributed.
  When the jackpot symbol classified as symbols A to D is confirmed and stopped on the first special symbol display device 12a, or the jackpot symbol classified as symbols a to d is confirmed and stopped on the second special symbol display device 12b. The jackpot game awarded at the time of hitting is a 13-round jackpot game. This 13 round jackpot game is a jackpot game in which the specified number of rounds is set to “13” and the total opening time of the big winning opening 18 corresponding to one jackpot is relatively long. Hereinafter, this 13-round jackpot game is referred to as “13R jackpot game”. Further, hereinafter, when the big hit symbol classified as the symbol A is confirmed and stopped displayed on the first special symbol display device 12a, or the big hit symbol classified as the symbol a is confirmed and stopped displayed on the second special symbol display device 12b. The jackpot game that is given when the player hits the game is shown as “13R special probability variable jackpot game”. Further, hereinafter, when the big hit symbol classified as the symbol B is displayed on the first special symbol display device 12a as a fixed stop display, or the big hit symbol classified as the symbol b is displayed as a fixed stop display on the second special symbol display device 12b. The jackpot game that is given at the time of hitting is indicated as “jump-up jackpot game”. Further, hereinafter, when the big hit symbol classified as the symbol C is displayed on the first special symbol display device 12a as the fixed stop display, or the big hit symbol classified as the symbol c is displayed as the fixed stop on the second special symbol display device 12b. The jackpot game that is given at the time of playing is shown as “step-up jackpot game”. Further, hereinafter, when the big hit symbol classified as the symbol D is displayed on the first special symbol display device 12a in a fixed stop state, or the big hit symbol classified as the symbol d is displayed on the second special symbol display device 12b as a fixed stop display. The jackpot game that is given at the time of hitting is shown as “substantially 7R probability variable jackpot game”. In addition, although this 7R probability variation big hit game is a 13R big hit game, it is a big hit game that plays a prize ball substantially equivalent to a seven round big hit game. In the present embodiment, the 13R special probability variable big hit game corresponds to the “special open per game”.
  In the 13R jackpot game, the upper limit number of winnings in one round game is set to “9 balls”. In addition, in the 13R special probability variation jackpot game, the step-up jackpot game, and the substantial 7R probability variation jackpot game, the opening time is set to “10.552 (seconds)” and the ending time is set to “10.52 (seconds)”, respectively. Yes. On the other hand, in the jump-up jackpot game, “0.020 (seconds)” is set as the opening time, and “10.052 (seconds)” is set as the ending time.
In the 13R special probability variable big hit game, “1” is set as the number of times of opening of the big prize opening 18 in each round game, and “25 (seconds)” is set as each round game time.
In the jump-up jackpot game, “3 times” is the number of times of opening the grand prize opening 18 in the first round, and “1 time” is the number of times of opening the big prize opening 18 in each round except the first round. “25 (seconds)” is set as the game time for each round up to the 13th round. In the jump-up jackpot game, in the first round, the opening time of the first opening and the second opening is “0.3 (seconds)”, and the opening time of the third opening is “24.4 (seconds)”. , Each is set. Also, “2.0 (seconds)” as the interval time between the first opening and the second opening, “9.1 (seconds)” as the interval time between the second opening and the third opening, Each is set. Thereby, the total opening time of the first round of the jump-up jackpot game is set to “25 (seconds)” consisting of “0.3 (seconds) +0.3 (seconds) +24.4 (seconds)”. It will be.
  In the step-up jackpot game, “7 times” is the number of times that the grand prize opening 18 is opened in the eighth round, and “1 time” is the number of times the big prize opening 18 is opened in each round except the eighth round. “25 (seconds)” is set as each round game time. In the step-up jackpot game, in the eighth round, the opening time from the first opening to the sixth opening is “0.3 (seconds)”, and the opening time of the seventh opening is “23.2 (seconds)”. Respectively. Also, between the first opening and the second opening, between the second opening and the third opening, between the third opening and the fourth opening, between the fourth opening and the fifth opening, the fifth opening and the sixth opening. In the meantime, “2.92 (seconds)” is set as the interval time, and “2.0 (seconds)” is set as the interval time between the sixth and seventh opening times. Thus, the total opening time of the eighth round of the step-up jackpot game is set to “25 (seconds)” consisting of “0.3 (seconds) × 6 + 23.2 (seconds)”.
  Also, although not shown in FIG. 2, the interval time between rounds (interval between rounds) in the 13R special probability variable jackpot game, the jump-up jackpot game, and the step-up jackpot game is “2.0 (seconds)”, respectively. Is set. Note that each round game may end when a maximum number of game balls is won. For this reason, in the 13R special probability variable jackpot game, the jump-up jackpot game, and the step-up jackpot game, “25 (seconds)” is the maximum time as the total opening time of one round game.
  In the real 7R probable big hit game, “1” is the number of times the grand prize opening 18 is released in each round game, and “25 (seconds)” is the round game time from the 1st round to the 7th round. “0.3 (seconds)” is set as each round game time from the first to the 13th round.
  In addition, in the real 7R probability variation big hit game, each interval time until the 7th and 8th rounds is not shown in FIG. 2, but is “2.0 (seconds)”, the 8th and 9th rounds. As shown in FIG. 2, each interval time from between is set to “2.92 (seconds)”. Note that each round game may end when a maximum number of game balls is won. For this reason, “25 (seconds)” is the maximum time for the total opening time of one round game in the substantial 7R probability variation big hit game. However, since “0.3 (seconds)” is set as the opening time from the eighth round to the thirteenth round, there is a possibility that each round game will be finished before the game ball wins the big winning opening 18. high. For this reason, in the substantial 7R probability variable big hit game, a prize ball substantially equivalent to the seven round big hit game is played. In addition, in this way, in the substantial 7R probability variable jackpot game, the opening mode (opening time, number of times of opening) of the big winning opening 18 from the opening of the first round to the seventh opening of the eighth round in the step-up jackpot game is as follows: It is the same.
  Further, in the 13R big hit game, regardless of the game state at the time of winning the big hit lottery, a probable change state is given after the big hit game ends. In the 13R big hit game, regardless of the game state at the time of winning the big hit lottery, the variable state is given with the maximum number of times until 10,000 variable games are ended after the big hit game is ended. In FIG. 2, when the variable state is given with a predetermined number of times (in this embodiment, 30 times, 40 times, 50 times, and 10,000 times) as the upper limit number, the number of times is shown. In FIG. 2, when the variable state is not given, “0 times” is indicated. Further, hereinafter, the upper limit number of times of continuing the variable state is referred to as “variable continuous upper limit number of times”.
  Further, as described above, according to the distribution of the jackpot symbol, when the 13R jackpot game is awarded, the second variation game (45/75) has a higher probability than the first variation game (29/75). Thus, a big hit game other than the 7R probability variable big hit game is awarded. As described above, the total opening time in the 13R jackpot game is advantageously defined because the second variation game is more likely to be longer than the first variation game.
  When the jackpot symbol classified as symbols E to G, J is confirmed and stopped on the first special symbol display device 12a, or the jackpot symbol classified as symbols f to l is confirmed and stopped on the second special symbol display device 12b. The jackpot game that is given when displayed has the specified number of rounds set to “2”. Such a jackpot game is a two-round jackpot game in which the total opening time of the jackpot 18 corresponding to one jackpot is relatively short compared to the 13R jackpot game. Hereinafter, this 2-round jackpot game is referred to as “2R jackpot game”. The jackpot game given when the jackpot symbol classified as the symbol E is confirmed and stopped on the first special symbol display device 12a is one open time of the jackpot 18 in the 2R jackpot game. A relatively short 2-round shortened jackpot game. On the other hand, when the big hit symbol classified into symbols F, G, J is displayed on the first special symbol display device 12a as a fixed stop display, or the big hit symbol classified into symbols f to l is the second special symbol display device. The jackpot game that is awarded when the final stop display is displayed at 12b is a 2-round extended jackpot game that has a relatively long opening time of the jackpot 18 among the 2R jackpot games.
  Hereinafter, the 2-round shortened jackpot game is referred to as “2R shortened jackpot game”, and the two-round extended jackpot game is referred to as “2R extended jackpot game”. In the present embodiment, the 2R extended jackpot game corresponds to a “game per long time opening”, and the 2R shortened big hit game corresponds to a “game per short time opening”. Further, hereinafter, the jackpot game given when the jackpot symbol classified as the symbol E is confirmed and stopped on the first special symbol display device 12a is referred to as “2R shortened probability variable jackpot game”. Also, hereinafter, when the big hit symbol classified as the symbol F is displayed on the first special symbol display device 12a in a fixed stop display, or the big hit symbol classified as the symbol f is displayed on the second special symbol display device 12b in a fixed stop display. The jackpot game that is given when the player hits the game is indicated as “special 2R probability variable jackpot game”. In addition, hereinafter, when the big hit symbol classified as the symbol G is displayed on the first special symbol display device 12a as a fixed stop display, or the big hit symbol classified as the symbol g is displayed as a fixed stop display on the second special symbol display device 12b. The jackpot game that is given when the game is played is shown as “first 2R probability variable jackpot game”. Further, hereinafter, the big hit game given when the big hit symbol classified as the symbol h is confirmed and stopped on the second special symbol display device 12b will be referred to as "second 2R probability variable big hit game". Further, hereinafter, the big hit game given when the big hit symbol classified as the symbol i is confirmed and stopped on the second special symbol display device 12b is referred to as "third 2R probability variable big hit game". In addition, hereinafter, when the jackpot symbol classified as symbol J is displayed on the first special symbol display device 12a as a fixed stop display, or the jackpot symbol classified as symbol j is displayed as a fixed stop display on the second special symbol display device 12b. The jackpot game that is given at the time of playing is shown as “first 2R non-probable big hit game”. Further, hereinafter, the big hit game given when the big hit symbol classified as the symbol k is confirmed and stopped on the second special symbol display device 12b will be referred to as "second 2R non-probability big hit game". Further, hereinafter, the big hit game given when the big hit symbol classified as the symbol l is confirmed and stopped on the second special symbol display device 12b will be referred to as “third 2R non-probability big hit game”.
  In the 2R jackpot game, the upper limit number of winnings in one round game is set to “9 balls”. In the 2R jackpot game, “1 time” is set as the number of times the grand prize winning opening 18 is opened in each round game.
  In addition, in the 2R shortened probability variation big hit game, the opening time is “0.020 (seconds)”, the round game time of one round game is “0.3 (seconds)”, and the ending time is “12.736 ( Sec) ”is set. On the other hand, in the 2R extended jackpot game, the opening time is “0.020 (seconds)”, the round game time of one round game is “25 (seconds)”, and the ending time is “0.936 (seconds). ) ”Is set. Although not shown in FIG. 2, the interval time between rounds (inter-round interval) in the 2R jackpot game is set to “2.0 (seconds)”.
  In the 2R shortened probability variable big hit game, the special 2R probability variable big hit game, the first 2R probability variable big hit game, the second 2R probability variable big hit game, and the third 2R probability variable big hit game, regardless of the game state at the time of winning the big hit lottery, A probable change state is given after the end of the big hit game. On the other hand, in the first 2R non-probabilistic big hit game, the second 2R non-probable big hit game, and the third 2R non-probable big hit game, regardless of the gaming state at the time of winning the big hit lottery, Is not given a probabilistic state.
  Further, in the 2R big hit game, when the game state at the time of winning the big hit lottery is the non-changeable state, the variable state is not given after the end of the big hit game. On the other hand, in the 2R shortened probability variable big hit game and the special 2R probability variable big hit game, if the game state at the time of winning the big hit lottery is a variable state, the time until 10,000 variable games are ended after the big hit game ends. A variable state is assigned as the continuation upper limit number of times. In the first 2R probable big hit game and the first 2R non-probable big hit game, if the game state at the time of winning the big hit lottery is a variable state, the change is made until 50 variable games end after the big hit game ends. The short state is given as the short duration upper limit number of times. In the second 2R probable big hit game and the second 2R non-probable big hit game, when the game state at the time of winning the big hit lottery is variable, the change is made until 40 variable games are completed after the big hit game ends. The short state is given as the short duration upper limit number of times. In the third 2R probable big hit game and the third 2R non-probable big hit game, if the game state at the time of winning the big hit lottery is a variable state, after the big hit game is over, the game will be changed until 30 variable games are over. The short state is given as the short duration upper limit number of times.
  In this way, the opening mode of the big winning opening 18 of each round game in the 2R extended jackpot game is the same. In particular, the upper and lower times of variable duration that the variable state is given after the first 2R probability variable big hit game and the first 2R non-probable big hit game are the same. Similarly, the upper and lower times of the variable speed continuation to which the variable state is given after the second 2R probability variable big hit game and the second 2R non-probable variable big hit game are the same. Further, the upper limit number of times the variable speed is continued after the third 2R probability variable big hit game and the third 2R non-probable big hit game are given is the same. In other words, the first 2R probability variation jackpot game and the first 2R non-probability variation jackpot game are visually the same. Also, the second 2R probability variation big hit game and the second 2R non-probability big hit game are visually the same. Furthermore, the third 2R probability variation jackpot game and the third 2R uncertain variation jackpot game are visually the same.
  In this way, in the 2R extended jackpot game in which the opening mode (long-time opening mode) of the grand prize winning opening 18 is the same, the upper / lower limit of the variable speed continuation for continuing the variable speed state is 30, 40, 50, or 10,000. Times can be set. Specifically, when the special 2R probability variation big hit game is awarded in the variable state, the variable upper limit number of times is 10,000. When the first 2R probability variable big hit game or the first 2R non-probable big hit game is awarded in the variable state, the variable upper limit number of times of the variable is 50 times. When the second 2R probability variable big hit game or the second 2R non-probable variable big hit game is given in the variable state, the variable number of continuous change upper limit number is 40 times. When the third 2R probability variable big hit game or the third 2R non-probable big hit game is awarded in the variable state, the variable upper limit number of times becomes 30.
  When a 2R extended jackpot game is awarded in the second variation game, the special 2R probability variable jackpot game is selected with a probability of 1/100, and the first 2R probability variable jackpot game is selected with a probability of 3/100. The second 2R probability variation jackpot game is selected with a probability of 2/100, and the third 2R probability variation jackpot game is selected with a probability of 1/100. Meanwhile, the first 2R non-probable big hit game is selected with a probability of 4/100, the second 2R non-probable big hit game is selected with a probability of 6/100, and the third 2R with a probability of 8/100. A non-probable big hit game is selected.
  For this reason, after the 2R extended jackpot game is over, if the shortage state ends in 30 variable games, the probability change expectation is determined from the selection probability of the third 2R probability variable big hit game and the third 2R non-probable big hit game. The degree is 1/9. Similarly, when the variable state is completed in 40 variable games, the probability of expected change is 2/8 based on the selection probabilities of the second 2R probability variable big hit game and the second 2R non-variable big hit game. . Further, when the variable state is completed in 50 variable games, the probability of expected change is 3/7 based on the selection probabilities of the first 2R probability variable big hit game and the first 2R non-probable big hit game. In addition, when the variable state is not completed in 51 variable games, it is determined that the certain variable state is given. In other words, it is defined that the probability that the probability variation state is given increases as the number of times of variable duration continuation increases.
  As described above, when the variable state continues in the 31st variation game after the 2R extended jackpot game ends, the probability change probability becomes higher than when the variable state ends. In addition, when the variable state continues in the 41st variable game after the end of the 2R extended jackpot game, the probability change probability is higher than when the variable state ends. Furthermore, when the variable state continues in the 51st variable game after the end of the 2R extended jackpot game, the provision of the certainly variable state is confirmed. In this way, the player can be made to recognize the probability change expectation depending on whether or not the variable state continues. In addition, when the variable state is continued, the probability of probability change is increased in addition to the continuation of the variable state, so that it is possible to improve the interest of the game.
  In addition, when a 2R extended jackpot game is awarded, there is a case where a probability change state is not given after the end, but when a 2R shortened big hit game is awarded, a probability change state is always given after the end. In addition, when the 2R shortened big hit game is awarded, the upper limit number of times the variable duration continues is selected that is greater than or equal to that when the 2R extended big hit game is awarded.
  Further, as described above, according to the distribution of the big hit symbol, the probability of giving the 2R shortened big hit game and the 2R extended big hit game is different between the first variable game and the second variable game. Specifically, in the first variation game (for example, 1/100), the 2R shortened big hit game is awarded with a higher probability than the second variation game (for example, 0/100), and the second variation game (for example, for example, 1/100). 25/100), the 2R extended jackpot game is awarded with a higher probability than the first variable game (for example, 24/100). Note that the probability of selecting the 13R probability variation big hit is the same between the first variation game and the second variation game (for example, 75/100).
  Further, in the first variation game, the second 2R probability variation big hit game, the third 2R probability variation big hit game, the second 2R non-probability variation big hit game, and the third 2R non-probability big hit game are not given, and the second variation game Then, 2R shortening probability variation big hit game is not given. For this reason, in the first variation game, a larger variable duration upper limit number of times is determined with a higher probability than in the second variation game. Specifically, in the first variation game (6/100), 10,000 times are selected as the variable duration continuation upper limit number of times with a higher probability than the second variation game (1/100). Further, in the second variation game, 30 times and 40 times are selected as the variable duration continuation upper limit number, but in the first variation game, 30 times and 40 times are not selected as the variable duration continuation upper limit number. As described above, the upper limit number of times of change / change duration is regulated advantageously because the first variation game is more likely to be larger than the second variation game.
  In the present embodiment, for example, a relatively large variable duration continuation upper limit number, such as 50, corresponds to the “first variable variation continuation upper limit number”. In addition, for example, a relatively small variable duration continuation upper limit number, such as 40, corresponds to a “second variable variation continuation upper limit number”. Further, for example, the largest variable duration continuation upper limit number, such as 10,000, corresponds to the “maximum variable variation continuation upper limit number”. In addition, the first 2R probability variable big hit game and the first 2R non-probable big hit game in which the first variable speed change upper limit number is determined correspond to the “first variable short hit game”. Further, the second 2R probability variable big hit game and the second 2R non-probable variable big hit game in which the second variable shortening continuous upper limit number of times is determined correspond to the “second variable short hit game”. Further, the special 2R probability variable big hit game in which the maximum number of times of continuous variable change is determined corresponds to the “special variable change per game”.
  In addition, when the small hit symbol classified as the symbol M is displayed on the first special symbol display device 12a as a fixed stop display, or the small hit symbol classified as the symbol m is displayed on the second special symbol display device 12b as a fixed stop display. In the small hit game awarded at the time of winning, the upper limit number of winning (count number) is set to “9 balls”.
  In the small hit game, “0 (seconds)” is set as the opening time, and “12.764 (seconds)” is set as the ending time. In addition, in the small hit game, “twice” is set as the number of times of opening of the big winning opening 18. In the small hit game, the opening time of the first opening and the second opening is set to “0.3 (seconds)”, and the interval time between the first opening and the second opening is “2. “0 (seconds)” is set. Thus, in the small hit game, the opening / closing time from the first opening to the second closing is “2.6 (seconds)” consisting of “0.3 (seconds) +2.0 (seconds) +0.3 (seconds)”. ) ”.
  Further, in the small hit game, the game state after the end of the small hit game is continued in the game state at the time of winning the small hit lottery. That is, in the small hit game, if the probability variation state is given at the time of winning the small hit lottery, the probability variation state is continuously given even after the small hit game is finished, while if the probability variation state is not granted, Probability status is not given after completion. In addition, in the small hit game, if the variable state is given at the time of winning the small hit lottery, the variable state is continuously given even after the small hit game ends, while if the short state is not given, the small state is small. No change state is given after the hit game ends.
  In this way, from the opening of the first round in the jump-up jackpot game to the closing of the second round, from the opening of the first round to the closing of the second round in the 2R shortened probability variation jackpot game, and the first opening in the jackpot game From the first to the second closing, the opening mode (opening time, opening frequency) of the special winning opening 18 is the same. In particular, whether or not the variable state is given after the end of the 2R shortened probability variable big hit game and the small hit game is the same.
Next, the control configuration of the pachinko gaming machine will be described with reference to FIG.
A main control board 30 that controls the entire pachinko gaming machine is disposed on the back side of the pachinko gaming machine of the present embodiment. The main control board 30 executes various processes for controlling the entire pachinko gaming machine and outputs various control commands (control commands) according to the process results. Further, an overall control board 31, a display control board 32, a lamp control board 33, and a sound control board 34 are disposed on the rear side of the machine. The overall control board 31 comprehensively controls the display control board 32, the lamp control board 33, and the sound control board 34 based on a control signal (control command) output from the main control board 30. The display control board 32 is based on the control signals (control commands) output from the main control board 30 and the overall control board 31, and the display mode of the effect display device 11 (display images such as symbols, various background images, characters, characters, etc.) ) To control. The lamp control board 33 controls the light emission mode (lighting (flashing) / lighting off timing, etc.) of the decorative lamp 23 based on the control signal (control command) output from the main control board 30 and the overall control board 31. . The voice control board 34 controls the voice output mode (sound output timing, etc.) of the speaker 24 based on control signals (control commands) output from the main control board 30 and the overall control board 31.
Here, specific configurations of the main control board 30, the overall control board 31, and the display control board 32 will be described below.
First, the main control board 30 will be described below with reference to FIG.
  The main control board 30 has a main control CPU 30a for executing control operations in a predetermined procedure, a main control ROM 30b for storing a main control program for the main control CPU 30a, and a main control capable of writing and reading necessary data. A RAM 30c is provided. The main control CPU 30a is connected such that various switches SW1 to SW4 can detect and output detection signals from the game balls. The main control CPU 30a includes a first special symbol display device 12a, a second special symbol display device 12b, a first special symbol hold display device 13a, a second special symbol hold display device 13b, a normal symbol display device 20, The symbol hold display device 21, the ordinary electric accessory solenoid SOL1, and the special prize opening solenoid SOL2 are connected.
  Further, the main control CPU 30a executes a random number update process (random number generation process) for updating values of various random numbers such as a hit determination random number, a special figure distribution random number, and a reach determination random number at predetermined intervals. The winning determination random number is a random number used in the big hit lottery (big hit determination) and the small hit lottery (small hit determination). The special figure distribution random number is a random number used in determining the type of special figure that becomes a big hit symbol. The reach determination random number is a reach lottery (reach determination) to determine whether or not to form a reach in the case of a big hit lottery when the big hit is not won, or when the small hit lottery is not won for the big win It is a random number used in. The main control RAM 30c stores (sets) various pieces of information (random numbers, timer values, flags, etc.) that are appropriately rewritten during the operation of the pachinko gaming machine. For example, the main control RAM 30c stores a small hit symbol distribution random number used when determining the type of special figure that becomes a small hit symbol when determining the small hit. The main control RAM 30c stores a normal hit determination random number used when determining whether or not the normal game is a normal hit.
  The main control ROM 30b stores a main control program and various determination values (such as a big hit determination value, a small hit determination value, and a reach determination value). The jackpot determination value is a determination value used in the jackpot lottery, and is determined from numerical values (a total of 1583 different integers from 0 to 1582) that the hit determination random number can take. In this embodiment, four values are set as jackpot determination values in the non-probable variation state, and the probability of winning in the jackpot lottery is 4/1583. On the other hand, in the probability variation state, 40 values as jackpot determination values are set. The value is set, and the probability of winning in the big hit lottery is 40/1583. Further, the small hit determination value is a determination value used in the small hit lottery, so that it does not overlap with the big hit determination value from the numerical values (all 1583 integers from 0 to 1582) that the random number for winning determination can take. It has been established. In the present embodiment, five values are set as the small hit determination value regardless of whether or not the probability variation state, and the probability of winning in the big hit lottery is 5/1583. In addition, the reach determination value is a determination value used in internal lottery (reach determination) on whether or not to form a reach when determining a loss, and is a numerical value that can be taken by a random number for reach determination (all 239 from 0 to 238). It is determined from the integers of the street).
  The main control ROM 30b stores a plurality of types of variation patterns. The variation pattern is a pattern that serves as a base for effects (display effects, light-emitting effects, sound effects) from the start of the change game to the end of the change game. The fluctuation time (direction time) can be specified. In the present embodiment, the plurality of types of variation patterns can be classified into a variation pattern for big hit variation, a variation pattern for probability variation suggestion variation, a variation pattern for outlier reach variation, and a variation pattern for outlier variation. The jackpot fluctuation is performed when it is determined that a 13R special probability variable jackpot game, a step-up jackpot game, or a real 7R probability variable jackpot game is granted, and after reaching the reach, the variable game finally stops the jackpot symbol. It is an effect developed so as to be displayed. Probable change suggestion variation is performed when it is determined that a jump-up jackpot game, 2R jackpot game, or jackpot game will be granted, and after reaching the reach, the floating game finally determines the jackpot symbol or jackpot symbol This is an effect developed to stop display. The loss reach variation is an effect that is performed when it is determined that the big hit game and the small hit game are not given, and through the reach effect, the variable game is developed so that the final symbol is finally stopped and displayed. Out-of-bounds fluctuation is an effect that is performed when it is determined that the big hit game and the small hit game are not awarded, and the variable game is developed so as to finally stop and display the symbols in the final state without reaching the reach effect. . There are a plurality of types of variation patterns for jackpot variation, probability variation suggestion variation, outlier reach variation and outlier variation, and one of them is selected.
  In the present embodiment, when the 13R special probability variable jackpot game, the step-up jackpot game, or the substantial 7R probability variable jackpot game is determined, the variation pattern for the same jackpot variation is determined. Therefore, it is impossible to specify which of the 13R special probability variable big hit game, the step-up big hit game, and the real 7R probability variable big hit game is given from the contents of the effect of the variable game. In the present embodiment, when the jump-up jackpot game, the 2R jackpot game, or the jackpot game is determined, the variation pattern for the same probability suggestion variation is determined. Therefore, it is impossible to specify which of the jump-up jackpot game, the 2R jackpot game, and the jackpot game is given from the contents of the variation game.
Here, the fluctuation pattern in the pachinko gaming machine of the present embodiment will be described below with reference to FIG.
In the present embodiment, as shown in FIG. 4, variation patterns P11 to P14, P22, P23, P31 to P33, P41, and P42 are set as the variation patterns.
  Any one of these variation patterns P11 to P14, P22, P23, P31 to P33, P41, and P42 is selected in both the first variation game and the second variation game. Further, the variation patterns P11 to P14, P22, P23, P31 to P33, P41, and P42 are selected depending on the type of hit game that is given and whether or not the reach effect is executed.
  Specifically, the fluctuation patterns P11 to P14 are defined as fluctuation patterns for big hit fluctuation. Further, variation patterns P22 and P23 are defined as variation patterns for probability variation suggestion variation. In addition, the fluctuation patterns P31 to P33 are defined as fluctuation patterns for deviation reach fluctuation. Further, the fluctuation patterns P41 and P42 are defined as fluctuation patterns for deviation fluctuation.
  Then, variation patterns P11 and P31 are defined as variation patterns for executing a normal reach (hereinafter referred to as “NR”) effect. In addition, variation patterns P12, P22, and P32 are defined as variation patterns for executing Super Reach 1 (hereinafter referred to as “SR1”) effects. In addition, variation patterns P13, P23, and P33 are defined as variation patterns for executing Super Reach 2 (hereinafter referred to as “SR2”) effects. In addition, a variation pattern P14 is defined as a variation pattern for executing the super reach 3 (hereinafter, referred to as “SR3”) effect. The variation patterns P41 and P42 are variation patterns that do not execute reach effects.
  In such reach production, the big hit expectation differs depending on the type. The jackpot expectation is the ratio of the appearance rate when a jackpot game is given to the total appearance rate when the appearance rate when a jackpot game is given and the appearance rate when no jackpot game is given Is. Specifically, when the NR effect is executed, the jackpot expectation is low, when the SR1 effect is executed, the jackpot expectation is medium, and when the SR2 effect is executed, the jackpot expectation is high, When the SR3 effect is executed, the big hit expectation is the highest. Since the SR3 effect is executed only when the variation pattern for the big hit variation is selected, it is determined that the 13R big hit game is given. In addition, when the variation pattern for the variation variation is selected, the reach effect is not executed and the big hit game is not given, so the big hit expectation is the lowest (none).
  In addition, when the deviation variation is selected, the variation pattern P41 having a relatively long variation time and the variation pattern P42 having a relatively short variation time based on whether or not the variation state is given and the number of reserved memories. Either one is selected. In other words, in the present embodiment, as a result of selecting the variation pattern based on whether or not the variation state is given and the number of reserved storages, the variation time in the deviation variation is shortened.
Next, the overall control board 31 will be described below with reference to FIG.
The overall control board 31 has an overall control CPU 31a that executes control operations in a predetermined procedure, an overall control ROM 31b that stores an overall control program for the overall control CPU 31a, and overall control that can write and read necessary data. A RAM 31c is provided. The general control RAM 31c stores (sets) various pieces of information (random numbers, timer values, flags, etc.) that are appropriately rewritten during the operation of the pachinko gaming machine. In addition, a display control board 32, a lamp control board 33, and an audio control board 34 are connected to the overall control CPU 31a. When receiving various control commands, the overall control CPU 31a executes various controls based on the overall control program.
Next, the display control board 32 will be described below with reference to FIG.
The display control board 32 has a display control CPU 32a for executing a display control operation in a predetermined procedure, a display control ROM 32b for storing a display control program of the display control CPU 32a, and a display capable of writing and reading necessary data. A control RAM 32c is provided. The display control ROM 32b stores various image data (image data such as symbols, various background images, characters and characters). The display control RAM 32c stores (sets) various pieces of information (random numbers, timer values, flags, etc.) that are appropriately rewritten during the display operation of the pachinko gaming machine. In addition, the effect display device 11 is connected to the display control CPU 32a. When various control commands are input, the display control CPU 32a executes various controls based on the display control program.
  Next, various processes such as a special symbol input process and a special symbol start process executed by the main control CPU 30a of the main control board 30 based on the main control program will be described below. In the present embodiment, the main control CPU 30a executes various processes every predetermined control cycle (for example, 4 ms). In this embodiment, the main control CPU 30a that executes various processes described below functions as a hit determination means, a hit type determination means, a change content determination means, a probability change determination means, and a change determination means.
First, the special symbol input process will be described below.
First, the main control CPU 30a determines whether or not a game ball has won the first start winning opening 14 based on whether or not a detection signal is input from the first start opening switch SW1. When the determination result is affirmative, the main control CPU 30a determines whether or not the first reserved storage number stored in the main control RAM 30c is less than the upper limit number “4”. When the first reserved memory number is less than “4”, the main control CPU 30a adds “1” to the first reserved memory number. The main control CPU 30a that has updated the first reserved memory number (added “1”) controls the display content of the first special symbol hold display device 13a so as to display the updated first updated memory number (after addition). To do. Next, the main control CPU 30a reads and acquires various random number values (in this embodiment, the value of the big hit determination random number, etc.) from the main control RAM 30c, and acquires the value from the main control corresponding to the first reserved memory number. To a predetermined storage area of the RAM 30c. Thereafter, the main control CPU 30a ends the special symbol input process.
  On the other hand, when the game ball does not win the first start winning opening 14, or when the game ball wins the first start winning opening 14 but the first reserved memory number is not less than "4", the main control CPU 30a Based on whether or not a detection signal is input from the 2 start opening switch SW2, it is determined whether or not a game ball has won the second start winning opening 15; When this determination result is affirmative, the main control CPU 30a determines whether or not the second reserved storage number stored in the main control RAM 30c is less than the upper limit number “4”. When the second reserved memory number is not less than “4”, the main control CPU 30a ends the special symbol input process. On the other hand, when the second reserved memory number is less than “4”, the main control CPU 30a adds “1” to the second reserved memory number. The main control CPU 30a that has updated the second reserved memory number ("1" added) controls the display content of the second special symbol hold display device 13b so as to display the updated second updated memory number (after addition). To do. Next, the main control CPU 30a reads and acquires various random number values (in this embodiment, the value of the big hit determination random number, etc.) from the main control RAM 30c, and acquires the value from the main control corresponding to the second reserved memory number. To a predetermined storage area of the RAM 30c. Thereafter, the main control CPU 30a ends the special symbol input process.
Next, the special symbol start process will be described below.
First, the main control CPU 30a determines an execution condition as to whether or not a variable game is being executed or a big hit game is being executed. If this determination result is affirmative (during a variable game or a big hit game), the main control CPU 30a ends the special symbol start process.
  On the other hand, if this determination result is negative (not in a variable game and not in a big hit game), the main control CPU 30a has the second reserved memory number stored in the main control RAM 30c “0”. The second hold determination process for determining whether or not the value is larger than the threshold value is executed. When the second reserved memory number is “1” or more, the main control CPU 30a has the second variable game being held, and therefore the special symbol change processing flag assigned to the predetermined storage area of the main control RAM 30c is set. A value “1” indicating that the second variation game is to be executed is set. Then, the main control CPU 30a subtracts “1” from the second reserved memory number, and controls the display content of the second special symbol hold display device 13b so as to display the updated (after subtraction) second reserved memory number. To do. Then, the main control CPU 30a reads the value of the random number for hit determination stored in a predetermined storage area of the main control RAM 30c in association with the second reserved storage number.
  Subsequently, the main control CPU 30a compares the hit determination random number associated with the second reserved storage number with the jackpot determination value, and determines whether or not both values match. In the present embodiment, the main control CPU 30a has a low probability (4/1583 in the present embodiment) in the non-probable variation state and a high probability (40 in the present embodiment) in the probabilistic variation state. / 1583), the big hit determination is performed. In the present embodiment, a common value is used as the jackpot determination value for the first variation game and the second variation game.
  If the determination result of the big hit determination is affirmative, the main control CPU 30a sets “1” to the big hit flag indicating that the game is a variable game that is a big hit, and causes the second variable game to be a big hit fluctuation to be executed. Big hit variation processing is executed. In the big hit variation process, the main control CPU 30a reads the special figure distribution random number value associated with the second reserved memory number from the main control RAM 30c, and based on the special figure distribution random number value, A big hit symbol is determined as a special symbol (final stop symbol) to be displayed on the symbol display device 12b. Subsequently, when the symbol a, symbol c, or symbol d is determined as the jackpot symbol, the main control CPU 30a selects and determines one of the variation patterns for the jackpot variation. On the other hand, when the symbol b or symbols f to l is determined as the big hit symbol, the main control CPU 30a selects and determines one of the variation patterns for the probability variation suggestion variation. Thereafter, the main control CPU 30a ends the special symbol start process.
  On the other hand, when the determination result of the jackpot determination is negative, the main control CPU 30a compares the hit determination random number value associated with the second reserved storage number with the small hit determination value, and the two values match. Judge whether or not to hit. In the present embodiment, the main control CPU 30a makes a small hit determination at 5/1583 regardless of whether or not the small hit probability of the variable game is in a probable change state.
  When the determination result of the small hit determination is affirmative, the main control CPU 30a sets “1” in the small hit flag indicating that the game is a variable game that is a small hit, and plays the second variable game that is a small hit variation. A small hit variation process is executed for execution. In the small hit variation processing, the main control CPU 30a reads the value of the small hit symbol distribution random number associated with the second reserved memory number from the main control RAM 30c, and based on the value of the small hit symbol distribution random number, A small hit symbol is determined as a special symbol to be confirmed and stopped on the second special symbol display device 12b. Subsequently, the main control CPU 30a selects and determines one of the variation patterns for the probability variation suggestion variation. Thereafter, the main control CPU 30a ends the special symbol start process.
  On the other hand, when the determination result of the small hit determination is negative, the main control CPU 30a specifies a deviation because the value of the random number for hit determination is not a value for the big hit or the small hit. Therefore, the main control CPU 30a reads the reach determination random number value associated with the second reserved storage number, compares the reach determination random number value with the reach determination value, and determines whether the two values match. Make a reach determination. As the reach determination value, a different value is determined depending on the type of the variation game (first variation game or second variation game), whether the probability variation state or the variation state is given, and the number of reserved memories after the subtraction. The probability of determining whether or not to execute the reach effect may be different.
  If the determination result of the reach determination is affirmative, the main control CPU 30a has won the reach determination, and therefore executes a reach variation process for executing a variation game that causes a loss reach variation. In the reach variation processing, the main control CPU 30a determines a special symbol to be confirmed and stopped on the second special symbol display device 12b, and selects and determines one of the variation patterns for the deviation reach variation. . Thereafter, the main control CPU 30a ends the special symbol start process.
  On the other hand, if the determination result of the reach determination is negative, the main control CPU 30a has not won the reach determination, and therefore reads the value from the operation flag, and based on the value, plays a variation game that causes a deviation variation. A deviation variation process is executed for execution. In the deviation variation process, the main control CPU 30a determines a deviation symbol as a special figure to be displayed on the second special symbol display device 12b with fixed stop. Subsequently, the main control CPU 30a selects and determines one of the variation patterns for deviation variation. Thereafter, the main control CPU 30a ends the special symbol start process.
  On the other hand, when the determination result in the second hold determination process described above is negative (the second hold storage number is not “1” or more), the main control CPU 30a stores the first hold CPU 30a stored in the main control RAM 30c. A first hold determination process is performed to determine whether or not the 1 hold storage number is greater than “0”. When the first reserved memory number is “1” or more, the main control CPU 30a has the first variable game being held, so the special symbol variation processing flag assigned to the predetermined storage area of the main control RAM 30c is displayed. A value “0” indicating that the first variation game is to be executed is set. Then, the main control CPU 30a subtracts “1” from the first reserved memory number, and controls the display content of the first special symbol hold display device 13a so as to display the updated (after subtraction) first reserved memory number. To do. Then, the main control CPU 30a reads the value of the hit determination random number stored in the predetermined storage area of the main control RAM 30c in association with the first reserved storage number.
Subsequently, the main control CPU 30a compares the hit determination random number associated with the first reserved storage number with the jackpot determination value, and determines whether or not both values match.
When the determination result of the big hit determination is affirmative, the main control CPU 30a sets “1” in the big hit flag indicating that the game is a variable game that is a big hit, and executes the first variable game that is a big hit fluctuation. Big hit variation processing is executed. In the big hit variation process, the main control CPU 30a reads the value of the special figure distribution random number associated with the first reserved memory number from the main control RAM 30c, and based on the value of the special figure distribution random number, The big hit symbol is determined as a special symbol (final stop symbol) to be displayed on the symbol display device 12a. Subsequently, when the symbol A, symbol C, or symbol D is determined as the jackpot symbol, the main control CPU 30a selects and determines one of the variation patterns for the jackpot variation. On the other hand, when the symbol B, symbols E to G, or symbol J is determined as the jackpot symbol, the main control CPU 30a selects and determines one of the variation patterns for the probability variation suggestion variation. . Thereafter, the main control CPU 30a ends the special symbol start process.
  On the other hand, if the determination result of the big hit determination is negative, the main control CPU 30a compares the value of the random number for hit determination associated with the first reserved storage number with the small hit determination value, and the two values match. Judge whether or not to hit. In the present embodiment, the main control CPU 30a makes a small hit determination at 5/1583 regardless of whether or not the small hit probability of the variable game is in a probable change state.
  When the determination result of the small hit determination is affirmative, the main control CPU 30a sets “1” in the small hit flag indicating that the game is a variable game that is a small hit, and plays the first variable game that is a small hit variation. A small hit variation process is executed for execution. In the small hit variation processing, the main control CPU 30a reads the value of the small hit symbol distribution random number associated with the first reserved memory number from the main control RAM 30c, and based on the value of the small hit symbol distribution random number, A small hit symbol is determined as a special symbol to be confirmed and stopped on the first special symbol display device 12a. Subsequently, the main control CPU 30a selects and determines one of the variation patterns for the probability variation suggestion variation. Thereafter, the main control CPU 30a ends the special symbol start process.
  On the other hand, when the determination result of the small hit determination is negative, the main control CPU 30a specifies a deviation because the value of the random number for hit determination is not a value for the big hit or the small hit. Therefore, the main control CPU 30a reads the reach determination random number value associated with the first reserved storage number, compares the reach determination random number value with the reach determination value, and determines whether the two values match. Make a reach determination.
  If the determination result of the reach determination is affirmative, the main control CPU 30a has won the reach determination, and therefore executes a reach variation process for executing a variation game that causes a loss reach variation. In the reach variation processing, the main control CPU 30a determines a special symbol to be confirmed and stopped on the first special symbol display device 12a, and selects and determines one of the variation patterns for the deviation reach variation. . Thereafter, the main control CPU 30a ends the special symbol start process.
  On the other hand, if the determination result of the reach determination is negative, the main control CPU 30a has not won the reach determination, and therefore reads the value from the operation flag, and based on the value, plays a variation game that causes a deviation variation. A deviation variation process is executed for execution. In the deviation variation processing, the main control CPU 30a determines a deviation symbol as a special figure to be displayed on the first special symbol display device 12a with a fixed stop. Subsequently, the main control CPU 30a selects and determines one of the variation patterns for deviation variation. Thereafter, the main control CPU 30a ends the special symbol start process.
  On the other hand, when the determination result in the first hold determination process described above is negative (the first hold storage number is not “1” or more), the main control CPU 30a ends the special symbol start process.
  Thereafter, in a process different from the special symbol start process, the main control CPU 30a sends a control command generated according to the determined items determined in the special symbol start process to the general control board 31 (general control CPU 31a) at a predetermined timing. Output. Specifically, the main control CPU 30a first outputs a variation pattern designation command instructing the variation pattern and instructing the start of the variation game at the start of the variation game. Further, the main control CPU 30a outputs a special figure designation command for designating a special figure, after outputting the variation pattern designation command. In addition, the main control CPU 30a outputs a total symbol stop command to the overall control board 31 when displaying the special symbol fixed stop.
Further, as described above, the main control CPU 30a determines the type of winning game in each of the first variable game and the second variable game.
In particular, when a 2R extension jackpot game is determined in which the variable speed continuation upper limit number of times is 10,000, the main control CPU 30a always gives a probability change state after the end of the 2R extension jackpot game. In addition, when the 2R extended jackpot game is determined such that the upper limit of the number of times of change is 30 times, 40 times, or 50 times, the main control CPU 30a gives a probability change state after the end of the 2R extended jackpot game. Either a 2R extension jackpot game or a 2R extension jackpot game that is not granted is determined. In addition, the main control CPU 30a is more likely to change when the 2R extension jackpot game with the variable upper limit number of times of 50 is determined than when the 2R extension jackpot game with 40 times is determined. Give state. Then, the main control CPU 30a is more likely to change when the 2R extended jackpot game with the variable upper limit number of times of 40 is determined than when the 2R extended jackpot game with 30 times is determined. Give state.
  Further, the main control CPU 30a determines the 13R big hit game with the same probability in the first variation game and the second variation game, but the first variation game has a higher probability than the second variation game and is substantially 7R. Determine the probable big hit game. For this reason, when the 13R jackpot game is awarded, the total opening time of the big winning opening 18 is more likely to be longer in the second variation game than in the first variation game, which is advantageous to the player.
  In addition, the main control CPU 30a determines a 2R big hit game in which the first variation game has a higher probability of the variable duration upper limit number of 10000 times than the second variation game. Further, the main control CPU 30a does not determine the 2R big hit game in which the number of variable duration continuation upper limit times is 30 times and 40 times in the first variation game, but in the second variation game, the number of variable duration continuation upper limit numbers is 30 times. The 2R big hit game that will be 40 times is decided. For this reason, when the 2R big hit game is awarded, the first variation game is more likely to be larger in the first variation game than in the second variation game, which is advantageous to the player.
  As described above, when the main control CPU 30a determines the winning (big hit or small winning), after the end of the variation game based on the determined variation pattern, the type of hit game (the big hit game) specified based on the final stop symbol Or a small hit game) is started, and a predetermined control command is output to the overall control CPU 31a of the overall control board 31 at a predetermined timing. The main control CPU 30a outputs an opening command when the variable game ends. The main control CPU 30a outputs a round command every time a round starts. Further, the main control CPU 30a outputs an opening signal when opening the special winning opening 18, and outputs a closing signal when closing the special winning opening 18. The main control CPU 30a outputs an ending command after the interval time has elapsed when the round game of the last round is completed. Then, after the ending time has elapsed, the main control CPU 30a sets (clears) the big hit flag or the small hit flag to “0” and ends the hit game.
  The main control CPU 30a clears the probability variation flag, the operation flag, and the number of operations (sets “0”) at the start of the big hit game, regardless of the type of the big hit game. This number of operations is a counter for counting the number of times that the variable state is given.
  In addition, the main control CPU 30a sets “1” to the probability variation flag when the probability variation state is to be imparted after the big hit game is finished, and sets “0” to the probability variation flag when the probability variation state is not imparted. Set. Then, the main control CPU 30 a outputs a probability change designation command corresponding to the probability change flag to the overall control board 31. The probability variation designation command is a command indicating whether or not a certain probability variation state is given.
  Further, the main control CPU 30a sets “1” to the operation flag indicating that the variable state is to be given, and does not give the variable state, when the variable state is given after the end of the big hit game. In this case, “0” is set in the variable speed flag. Then, the main control CPU 30 a outputs a variable length designation command corresponding to the operation flag to the overall control board 31. The change designation command is a command indicating whether or not a change state is given.
  Further, the main control CPU 30a, when a variable state is given with a predetermined number of times (30, 40, 50, or 10,000 times in this embodiment) A value indicating the number of times is set as a number of operation times in a predetermined storage area of the main control RAM 30c. Further, the main control CPU 30a subtracts “1” the number of times of operation every time the variable game is executed, and clears the operation flag (sets “0”) when the value becomes “0”. An end command is output to the overall control board 31. This change end command is a command indicating that the change state has ended. In the case of a small hit game, since the game state at the time of winning a small hit is continued, the main control CPU 30a continues the current state of both the probability variation flag and the operation flag (does not set a new value).
Here, the control when the 2R shortening probability variation big hit game is given will be described in detail with reference to FIG.
When the variable game is over, the main control CPU 30a outputs an opening command and starts measuring the opening time (0.02 seconds). Next, when the opening time elapses, the main control CPU 30a outputs a round command corresponding to the first round in order to start the first round game, and at the same time the round game time T11 ( Measurement of max 0.3 seconds) is started. The main control CPU 30a outputs an open signal. Then, the main control CPU 30a measures the time since the grand prize opening 18 is opened (first opening), and if the round gaming time T11 (0.3 seconds) has elapsed, the first round A closing signal is output to end the game.
  Next, the main control CPU 30a measures the time from the end of the first round game. At this time, the main control CPU 30a measures the interval time INa (2.0 seconds) of the interval between rounds set between the first round game and the second round game. Next, when the interval time INa elapses, the main control CPU 30a outputs a round command corresponding to the second round to start the second round game, and the round game shown in FIG. 5 (a). The measurement of time T11 (max 0.3 seconds) is started. The main control CPU 30a outputs an open signal. Then, the main control CPU 30a measures the time after the grand prize opening 18 is opened (second opening), and if the round game time T11 (0.3 seconds) has elapsed, the round of the second round A closing signal is output to end the game.
  Next, the main control CPU 30a measures the time from the end of the second round game. Then, when the round game of the second round ends, the main control CPU 30a outputs an ending command after the elapse of the interval time INa (2.0 seconds) and starts measuring the ending time EDa (12.736 seconds). To do. After the ending time elapses, the main control CPU 30a sets (clears) the jackpot flag to “0” and ends the jackpot game.
On the other hand, the control when the small hit game is given will be described in detail below with reference to FIG.
When the symbol variation game ends, the main control CPU 30a outputs a round command corresponding to the first release (a command indicating an effect in the opening / closing time in the small hit game) in order to start the first release, and FIG. The measurement of the opening / closing time T21 (max 2.6 seconds) shown in (b) is started. In this embodiment, as shown in FIG. 5B, the main control CPU 30a opens the grand prize winning opening 18 at most twice on condition that the upper limit number of game balls have not entered. Let The numbers “1” and “2” in FIG. 5B indicate the number of times of opening. The main control CPU 30a that starts the first opening outputs the opening signal as the opening of the first big winning opening 18 first. Then, the main control CPU 30a measures the time after opening the first prize opening 18 (first opening), and if the opening time T22 (0.3 seconds) has elapsed, the first big prize opening In order to finish opening 18, a close signal is output.
  Next, the main control CPU 30a measures the time from when the special winning opening 18 is closed (first closing). At this time, the main control CPU 30a measures an interval time INb (2.0 seconds that is the same as INa) set between the first and second opening of the special winning opening 18. Next, when the interval time INb has elapsed, the main control CPU 30a outputs an opening signal as opening the second prize winning opening 18. Then, the main control CPU 30a measures the time after the grand prize opening 18 is opened (second opening), and when the opening time T22 (0.3 seconds) has elapsed, the second big prize winning opening. In order to finish opening 18, a close signal is output. Thereby, the opening of the big winning opening 18 in the small hit game is completed.
  Next, the main control CPU 30a measures the time after the opening of the special winning opening 18 is finished. The main control CPU 30a outputs an ending command after the elapse of the interval time INa (2.0 seconds) and starts measuring the ending time EDb (12.764 seconds). After the ending time has elapsed, the main control CPU 30a ends the small hit game. Then, the main control CPU 30a sets (clears) the small hit flag to [0].
  By executing the big hit game and the small hit game in this way, in this embodiment, a state is created in which the 2R-probability big hit game and the small hit game are the same as the open mode of the big prize opening 18. Specifically, as shown in FIG. 5 (a), in the 2R shortened probability variable big hit game, the first round game time T11 (0.3 seconds) + interval time INa (2.0 seconds) + second round The special winning opening 18 is opened twice over the round game time T11 (0.3 seconds) = 2.6 (seconds). Further, as shown in FIG. 5B, in the small hit game, the first opening time T22 (0.3 seconds) + interval time INb (2.0 seconds) + second opening time T22 (0.3 seconds) ) = Opening of the special winning opening 18 is performed twice over an opening / closing time T21 (2.6 seconds). That is, the time from the start of the first opening of the big winning opening 18 in the 2R shortened probability variable big hit game and the small hit game to the end of the second open is both set to “2.6 (seconds)”. ing. That is, in the 2R shortening probability variation big hit game and the small hit game, the big winning opening 18 is opened in the same opening mode for “2.6 (seconds)”.
  From the above, in the pachinko gaming machine according to the present embodiment, even if the open state of the big winning opening 18 is visually confirmed, it is not possible to distinguish between the 2R shortened probability variable big hit game and the small hit game. As a result, even if the big winning opening 18 is opened twice in a short time (0.3 seconds), the player can change either the 2R shortened probability variation big hit game or the small hit game from the open mode (short time open mode). Cannot be distinguished.
Further, the control when the 2R extended probability variation big hit game is given will be described in detail below with reference to FIG.
When the variable game is over, the main control CPU 30a outputs an opening command and starts measuring the opening time (0.02 seconds). Next, when the opening time has elapsed, the main control CPU 30a outputs a round command corresponding to the first round in order to start the first round game, and at the same time the round game time T3 ( measurement of max 25.0 seconds) is started. The main control CPU 30a outputs an open signal. Then, the main control CPU 30a measures the time since the grand prize opening 18 is opened (first opening), and if the round gaming time T3 (25.0 seconds) has elapsed, the first round A closing signal is output to end the game. Of course, when the maximum number of winning games (9 balls) has won the big winning opening 18, the round game is ended before the round gaming time T3 (25.0 seconds) elapses.
  Next, the main control CPU 30a measures the time from the end of the first round game. At this time, the main control CPU 30a measures the interval time INa (2.0 seconds) of the interval between rounds set between the first round game and the second round game. Next, when the interval time INa has elapsed, the main control CPU 30a outputs a round command corresponding to the second round to start the second round game, and the round game shown in FIG. 5C. Measurement of time T3 (max 25.0 seconds) is started. The main control CPU 30a outputs an open signal. Then, the main control CPU 30a measures the time after the grand prize opening 18 is opened (second opening), and if the round game time T3 (25.0 seconds) has elapsed, the second round A closing signal is output to end the game. Also in this case, when the upper limit number (9 balls) of game balls wins the big winning opening 18, the round game is ended before the round game time T3 (25.0 seconds) elapses.
  Next, the main control CPU 30a measures the time from the end of the second round game. Then, when the round game of the second round ends, the main control CPU 30a outputs an ending command after the elapse of the interval time INa (2.0 seconds) and starts measuring the ending time EDc (0.936 seconds). To do. After the ending time elapses, the main control CPU 30a sets (clears) the jackpot flag to “0” and ends the jackpot game.
Further, the control when the 13R special probability variable big hit game is awarded will be described in detail below with reference to FIG.
When the variable game is over, the main control CPU 30a outputs an opening command and starts measuring the opening time (10.552 seconds). Next, when the opening time has elapsed, the main control CPU 30a outputs a round command corresponding to the first round in order to start the first round game, and at the same time the round game time T3 ( measurement of max 25.0 seconds) is started. The main control CPU 30a outputs an open signal. Then, the main control CPU 30a measures the time since the grand prize opening 18 is opened (first opening), and if the round gaming time T3 (25.0 seconds) has elapsed, the first round A closing signal is output to end the game. Of course, when the maximum number of winnings (9 balls) wins the big winning opening 18, the round game is ended before the round game time T3 (25.0 seconds) elapses.
  Next, the main control CPU 30a measures the time from the end of the first round game. At this time, the main control CPU 30a measures the interval time INa (2.0 seconds) of the interval between rounds set between the first round game and the second round game. Next, when the interval time INa has elapsed, the main control CPU 30a outputs a round command corresponding to the second round to start the second round game, and the round game shown in FIG. Measurement of time T3 (max 25.0 seconds) is started. Then, the main control CPU 30a similarly performs such control from the second round to the thirteenth round.
  Next, the main control CPU 30a measures the time from the end of the 13th round game. When the round game of the 13th round is finished, the main control CPU 30a outputs an ending command after the elapse of the interval time INa (2.0 seconds) and starts measuring the ending time EDd (10.52 seconds). To do. After the ending time elapses, the main control CPU 30a sets (clears) the jackpot flag to “0” and ends the jackpot game.
  In this way, when the 2R shortened jackpot game (2R shortened probable big hit game) and the 2R extended jackpot game having the same prescribed number of rounds are compared, the opening time and round interval time are the same, and the opening in one jackpot game is the same The number of times is the same at twice. On the other hand, the 2R extended jackpot game has a longer round game time and a shorter ending time than the 2R shortened jackpot game.
  Further, when the 2R extended jackpot game and the 13R special probability variable jackpot game are compared, the round game time and the round interval time are the same. On the other hand, in the 2R extended jackpot game, the opening number and the ending time are shortened as compared with the 13R probability variable jackpot game in which the number of opening in the specified round number and one jackpot game is less.
  Therefore, a lot of prize balls are played in the 13R jackpot game including the 13R special chance variable jackpot game, and the control for giving the probability change state or the variable state is performed with almost no prize ball in the 2R shortened jackpot game. . In addition, in order to make up for a prize ball that was not sufficient with a 2R extended jackpot game alone in the 2R extended jackpot game, it is possible to efficiently provide an opportunity to win a prize ball and to quickly develop the game.
Next, the normal symbol input process related to the ordinary game will be described below.
In the normal symbol input process, when the main control CPU 30a determines that the game ball has passed through the operation gate 19, the number of the common figure reserved storage stored in the main control RAM 30c is less than the upper limit “4”. It is determined whether or not. If the determination result is affirmative (the number of reserved general-use reserved memory <“4”), the main control CPU 30a adds “1” to the number of general-purpose reserved memory, and rewrites the number of general-purpose reserved memory. Subsequently, the main control CPU 30a reads and obtains the value of the random number for determining normal hits from the main control RAM 30c, and stores the value in a predetermined storage area of the main control RAM 30c associated with the general-purpose reserved memory number. Set the normal symbol input process.
  Next, the main control CPU 30a executes the following processing every predetermined control cycle (for example, 4 ms). First, the main control CPU 30a sets the number of the general-purpose reserved memory number to “1” when the read general-purpose reserved memory number is larger than “0” in the case where the normal figure is not being displayed in a variable display or a normal hit game. ”Is subtracted, and the value of the random number for determining the normal hit stored in the predetermined storage area of the main control RAM 30c is obtained in association with the number of reserved ordinary maps. Then, the main control CPU 30a determines whether the acquired normal hit determination random number matches the normal hit determination value stored in the main control ROM 30b, performs normal hit determination, and determines the determination result. The corresponding general symbol is determined as the final stop symbol to be displayed on the normal symbol display device 20 with a fixed stop. Then, the main control CPU 30a executes various processes related to the normal game, such as controlling the display contents of the normal symbol display device 20 so as to start the normal variable display.
  Then, when determining the normal hit, the main control CPU 30a executes the control related to the normal hit game after the usual game ends. Further, the main control CPU 30a controls the ordinary electric accessory solenoid SOL1 so as to open the opening / closing blade 16 in an opening mode that differs depending on whether or not the variable state is given when the normal game is started.
  In the present embodiment, the main control CPU 30a has a low probability (15/233 in the present embodiment) of the normal winning lottery of the ordinary game in the non-variable state and a high probability in the variable state. (In this embodiment, normal hit determination is performed at 232/233). Further, the main control CPU 30a selects and determines a variation pattern of the usual game according to whether or not the variable state is given. Thereby, the main control CPU 30a performs control so that the variation time of the usual game is shortened in the variable state in comparison with the non-variable state. Further, the main control CPU 30a performs control so that the total opening time corresponding to one normal hit is opened longer in the variable state than in the non-variable state.
Next, the contents of control executed by the overall control CPU 31a to execute a variable game including various effects will be described below.
When a predetermined control command is input from the main control CPU 30a at a predetermined timing, the overall control CPU 31a performs control according to the input control command based on the overall control program. Specifically, when the CPU 31a for overall control inputs a variation pattern designation command, the overall control CPU 31a outputs the variation pattern designation command to each of the control boards 32-34. Similarly, when the opening control command, the round command, and the ending command are input, the overall control CPU 31a outputs the opening command, the round command, and the ending command to the control boards 32 to 34, respectively. Further, when the CPU 31a for overall control inputs a certain change designation command, a change designation command, and a change end command, it sets a value corresponding to the command in the overall control RAM 31c.
  When the central control CPU 31a inputs the variation pattern designation command and the special figure designation command, the overall control CPU 31a produces an effect based on the variation pattern designated by the variation pattern designation command and the final stop symbol designated by the special figure designation command. A decoration to be displayed on the display device 11 is determined.
  More specifically, if the designated final stop symbol is a jackpot symbol that is classified into symbols A and a, the overall control CPU 31a determines a decorative symbol from the jackpot symbols. In the present embodiment, the big hit symbol is determined from [111] [222] [333] [444] [555] [666] [777].
  In addition, when the designated final stop symbol is a jackpot symbol that is classified into symbols C, D, c, and d, the overall control CPU 31a determines a decorative symbol from the jackpot symbols. In the present embodiment, the big hit symbol is determined from [111] [222] [444] [555] [666].
  Thereby, when the decoration drawing is [333] [777], it can be specified that the 13R special probability variation big hit game is given. On the other hand, when the decoration diagram is [111] [222] [444] [555] [666], any of the 13R special probability variable big hit game, the step-up big hit game, and the real 7R probability variable big hit game is awarded. It is not possible to determine what will be done.
  Further, when the designated final stop symbol is a jackpot symbol that is classified into symbols B, E to G, J, b, and f to l, the overall control CPU 31a determines a decoration diagram from among the probable change suggestion symbols. . In the present embodiment, the probability variation suggestion symbol is determined from among [123] and the like. In this way, when the decoration diagram is [123] or the like, it is impossible to specify which winning game is awarded among the 2R big hit game and the small hit game.
  In addition, the overall control CPU 31a determines that the designated final stop symbol is an outlier symbol, and if a variation pattern for variation in outlier reach is designated, the ornamental symbol is out of reach (excluding the probability change suggestion symbol). Decide from within. In addition, the overall control CPU 31a determines that the designated final stop symbol is an outlier symbol, and if a variation pattern for deviation variation is designated, the decorative symbol is removed from the symbol (excluding the probability variation suggestion symbol). Determine from. Then, the overall control CPU 31a outputs a decorative design designation command for designating the determined decorative design to the display control board 32. In addition, when the overall control CPU 31a inputs an all symbols stop command, the overall control CPU 31a outputs the command to the display control board 32.
Next, various processes executed by the display control CPU 32a of the display control board 32 based on the display control program will be described below.
When a control command is input from the overall control board 31 (overall control CPU 31a), the display control CPU 32a performs control according to the input control command based on the display control program. Specifically, when the display control CPU 32a inputs a variation pattern designation command, the effect display device 11 starts the variation game by displaying the decorative drawing in a variation pattern designated by the variation pattern designation command. Control display content. Then, when the display control CPU 32a inputs the all symbols stop command, the display control CPU 32a controls the display content of the effect display device 11 so that the decoration designated by the ornament design designation command is displayed in a fixed stop manner. By this control, a variation game is performed in the effect display device 11.
  In the present embodiment, as the variation pattern designation command and the special figure designation command, commands are separately defined for the first variation game and the second variation game. On the other hand, as the all symbols stop command, a common command is defined for the first variation game and the second variation game. In the display control board 32, the display control CPU 32a matches the variation pattern designation command and the special figure designation command from the overall control board 31 for either the first variation game or the second variation game. When all symbols stop command is input, normal operation is performed. On the other hand, the display control CPU 32a does not perform normal operation when the variation pattern designation command and the special figure designation command from the overall control board 31 are not matched or when various commands are not inputted. To control.
  Specifically, when the variation pattern designation command and the all symbol stop command are input, but when the special symbol designation command is not input, when the all symbol stop command is input, the display control CPU 32a Performs communication error control processing. In the communication error control process, the display control CPU 32a controls the display content of the effect display device 11 so as to display an image indicating a communication error without displaying a decorative drawing.
  Next, when the fluctuation pattern designation command and special figure designation command are input in a consistent manner, but when all symbols stop command is not entered, or when the variation pattern designation command is entered, the special figure designation command and all symbols are entered. When no stop command is input, the display control CPU 32a performs standby control processing. In the standby control process, the display control CPU 32a causes the effect display device 11 to display the decorative drawings in a variable manner, starts a variable game, and waits while the decorative drawings are displayed in a variable manner.
  Next, when the fluctuation pattern designation command and the special figure designation command are input without being matched, or when the fluctuation pattern designation command is inputted, the special figure designation for the first variation game and the second variation game is specified. When both commands are input, the display control CPU 32a performs communication error control processing when a special figure designation command is input. After that, when the all symbol stop command is input, the display control CPU 32a performs the communication error control process again when the all symbol stop command is input, while the all symbol stop command is input. If not, the communication error control process is not performed again.
  Finally, when the variation pattern designation command is not inputted and the special figure designation command is inputted, the display control CPU 32a performs the communication error control process when the special figure designation command is inputted. After that, when the all symbol stop command is input, the display control CPU 32a performs the communication error control process again when the all symbol stop command is input, while the all symbol stop command is input. If not, the communication error control process is not performed again. Further, when the all symbol stop command is input without inputting the variation pattern specifying command and the special symbol specifying command, the display control CPU 32a performs the communication error control processing when the all symbol stop command is input. I do.
Thus, even if a communication error occurs, the player's confusion can be suppressed by performing the communication error control process.
Next, when the opening command is input, the display control CPU 32a controls the display content of the effect display device 11 so as to execute the opening effect. Further, when a round command is input, the display control CPU 32a controls the display content of the effect display device 11 so as to execute each round effect (effect in the opening / closing time in the small hit game). Further, when the ending command is input, the display control CPU 32a controls the display content of the effect display device 11 so as to execute the ending effect.
  In particular, when the 2R extended jackpot game is given, the display control CPU 32a displays the same display mode as when the 2R shortened big hit game or the small hit game is given from the input of the opening command to the middle of the first round ( The display content of the effect display device 11 is controlled in the effect mode). As a result, when the 2R extended jackpot game is awarded and when the 2R shortened jackpot game or the jackpot game is awarded, the display mode is the same until the opening stage and the middle of the round stage. For this reason, it cannot be distinguished whether the 2R extended probability variable big hit game, the 2R shortened probability variable big hit game, or the small hit game is given from the display mode until the middle of the opening effect and the round effect.
  In addition, when the 2R extended jackpot game is awarded, the display control CPU 32a controls the display contents in the same manner as when the 2R shortened jackpot game is awarded, and then the display mode (effects in the 2R extended jackpot game is given. The display content of the effect display device 11 is controlled in the mode). Specifically, the display control CPU 32a controls the display content of the effect display device 11 so as to display an image indicating that the game ball is won in the special winning opening 18. Thus, when a 2R extended jackpot game is awarded, unlike the case where a 2R shortened jackpot game is awarded, it is possible to prompt the player to launch a game ball, and to prevent a decrease in interest in the game.
  In the present embodiment, the effect mode is shifted mainly after the end of each big hit game and the small hit game. The effect mode indicates a probability variation expectation level (possibility that a certain probability variation state has been imparted) suggesting that a certain probability variation state has been imparted. The effect mode corresponds to the type of background image of the effect display device 11 in the variable game, and can be easily recognized by the player based on the background image. In addition, the effect mode can be executed over a plurality of continuous variation games.
Here, such an effect mode will be described below with reference to FIG.
As shown in FIG. 6, in this embodiment, there are a plurality of types of effect modes with different probability of expected change. The probability variation expectation indicates the ratio of the appearance rate in the probability variation state to the total appearance rate obtained by adding the appearance rate in the probability variation state and the appearance rate in the non-probability variation state. The plurality of effect modes are roughly classified into four types: a normal effect mode, a normal-time probability variation / secret effect mode, a probability change / secret effect mode, and a probability change confirmation effect mode. Further, the normal effect mode includes three effect modes A1 to A3. In addition, the normal-time probability variation concealment effect mode includes three effect modes B1 to B3. In addition, the probabilistic and concealment production mode includes three production modes C1 to C3. In addition, the certain change confirmation effect mode includes one effect mode D1.
  The production modes A1 to A3, B1 to B3, and C1 to C3 can be stayed depending on whether the probability variation state is given or not given, and there is a possibility that the probability variation state may be given. is there. The effect mode D1 is an effect mode in which it is possible to stay only when the probability variation state is given, and it is determined that the probability variation state is assigned. In addition, in the production modes A1 to A3, B1 to B3, and C1 to C3, the same background image is displayed for each production mode regardless of whether or not the production mode is in the probability variation state. It is difficult for the player to recognize whether or not. As described above, the background images in the production modes A1 to A3, B1 to B3, and C1 to C3 are equivalent to the specific production in which it is not possible to recognize whether the background image is in the probability variation state or not regardless of whether it is in the probability variation state. To do. The production modes A1 to A3 and B1 to B3 are production modes when the variable state is not assigned, and the production modes C1 to C3 and D1 are production modes when the variable state is assigned. is there.
  Moreover, these several production modes A1-A3, B1-B3, C1-C3, D1 have the function which shows the probability change expectation which suggests the possibility that the probability change state is provided. In the non-variable state where the variable state is not assigned, the production modes A1 to A3 (lowest), the production mode B1 (low), the production mode B2 (medium), and the production mode B3 (high) are expected to change. It is set to be high. In addition, the production mode D1 has a probability variation expectation (highest) higher than that in the production mode B3 (high), although the production variation state is always given and the shortage state is given. On the other hand, when the variable state is given, the probability change expectation is set higher in the order of the production mode C1 (low), the production mode C2 (medium), and the production mode C3 (high). The production mode D1 has a higher probability of change (highest) than the production mode C3 (high). As described above, the production mode includes a plurality of types of production modes A1 to A3, B1 to B3, C1 to C3, and D1 having different probability of expected change.
  Next, transition transition of various production modes accompanying the progress of the game will be described below with reference to FIG. Moreover, in FIG. 7, in order to classify | categorize several production modes, it has shown using the broken line. Note that the type of winning game is indicated by a capital letter regardless of whether the game is a first variation game or a second variation game.
  When the variable state is given, the user stays in any one of the production modes C1 to C3 and D1. On the other hand, when the variable state is not given, the user stays in any one of the production modes A1 to A3 and B1 to B3. When various big hit games or small hit games are won, the effect mode is shifted to the start of the first variable game after the end of the game.
  When winning 13R jackpot game (designs A to D, a to d), even if the player stays in any of the production modes A1 to A3, B1 to B3, C1 to C3, D1, the production mode D1 is set. It is supposed to migrate. It should be noted that after the 13R big hit game is over, a variable state is given with 10,000 variable games as the upper limit.
  Next, if you are staying in any of the production modes C1 to C3 and D1 and win the 2R extended jackpot game (symbols F to L), the production will be performed regardless of whether or not the probability change state is given. The mode is shifted to mode C1.
  Next, if you are staying in the production modes C1 to C3 and D1 and you win the 2R shortened probability variation big hit game (design E) or the small hit game (design M), you will stay in the production modes C1 to C3 , D1 is continued. It should be noted that after the 2R shortened probability variable big hit game is over, the variable state is given with 10,000 variable games as the upper limit, but after the small hit game is over, the upper limit of the number of times the variable continues is continued. The Rukoto.
  Next, during the stay in the production modes A1 to A3 and B1 to B3, when the 2R big hit game (designs E to L) and the small hit game (design M) are won, the production mode B1 is entered. In addition, when the 2R big hit game (designs E to L) and the small hit game (design M) are won while the production modes B1 to B3 are staying, the mode is shifted to one of the production modes B1 to B3.
  In addition, when the user is staying in any one of the production modes C1 to C3 and the variable state ends, the normal production mode (the production mode A1 in the present embodiment) is shifted to. On the other hand, after the end of the big hit game, if the big hit game (except for the 2R shortened big hit) is not given in the 50th variable game, and the variable state is continuously given in the 51st variable game, With the start of the 51st variation game, the mode is shifted to the production mode D1.
As described above, when the big hit game or the small hit game is awarded, the effect mode may be shifted (noted as “normal” in the drawing) in addition to the case of the variable state.
While staying in any of the normal effect modes (effect modes A1 to A3), there may be a case of shifting to another normal effect mode. In particular, in the normal production mode (production modes A1 to A3), there may be a transition in a predetermined order. Specifically, when the user is staying in the effect mode A1, the operation mode is shifted to the effect mode A2, while when the user is staying in the effect mode A2, the operation mode is A3. Further, when staying in any one of the normal production modes (production modes A1 to A3), there may be a case of transition to any one of the production modes B2 and B3.
  Next, during the stay in the production mode B1, there is a case where the production mode is shifted to any one of the production modes A1, B2, and B3. In addition, during the stay in the production mode B2, there is a case where the mode is changed to either the production mode A2 or B3. In addition, during the stay in the production mode B3, there are cases where the production mode A3 is entered. In this way, in the normal-time probability variable concealment production mode (production modes B1 to B3), there are cases in which the normal production mode corresponding to each of the modes is shifted. May migrate.
  Next, during the stay in the production mode C1, there are cases where the production mode C2 is entered. In addition, during the stay in the production mode C2, there are cases where the production mode C3 is entered. While staying in the production mode C3, there may be a transition to any one of the production modes A1 and D1 depending on whether or not the shortage state is given. Without changing to another production mode. As described above, in the probability variation secret rendering mode (direction modes C1 to C3), there is a case where the probability variation expectation is shifted in the order of increasing.
  Next, an effect mode transition control process executed by the overall control CPU 31a of the overall control board 31 based on the overall control program will be described below with reference to FIGS. This effect mode transition control process is a process for controlling the transition of the effect mode. The overall control CPU 31a executes this process at predetermined intervals. In the present embodiment, the overall control CPU 31a that executes various processes described below functions as a game number counting means, a mode transition control means, and an effect control means.
  First, as shown in FIG. 8, the overall control CPU 31a determines whether or not a change pattern designation command has been input (step S101). If the determination result in step S101 is affirmative (the change pattern designation command has been input), the overall control CPU 31a proceeds to step S102. On the other hand, if the determination result in step S101 is negative (no change pattern designation command is input), the overall control CPU 31a ends the effect mode transition control process.
  In step S102, the overall control CPU 31a reads out a value from the winning effect mode flag assigned to the overall control RAM 31c, and determines whether the value is a value indicating an effect mode to be shifted in the immediately preceding variable game. It is determined whether or not it is a win. The after-hit effect mode flag is a flag that is set when a win (big hit or small win) is reached, and is an effect that is shifted in a variable game after the end of the win game (big hit game or small hit game). It is a flag indicating the mode. The after-hit effect mode flag is normally set to “0” as an initial value, but a value that specifies the effect mode to be shifted is set in addition to “0” when a hit is made. If the determination result of step S102 is negative (not hit in the immediately preceding variable game), the overall control CPU 31a proceeds to step S105. On the other hand, if the determination result in step S102 is affirmative (winning in the immediately preceding variable game), the overall control CPU 31a shifts to the start of the current variable game based on the value of the hit effect mode flag. A value indicating the effect mode to be set is set in the effect mode flag. Then, the overall control CPU 31a sets an effect mode specifying command for specifying the effect mode in the overall control RAM 31c (step S103). The effect mode flag is a flag indicating an effect mode for staying in the current variation game, and is assigned to the overall control RAM 31c. The effect mode designation command is a command for designating the effect mode to be transferred. Subsequently, the overall control CPU 31a initializes the number of hit games by setting a predetermined value (for example, “100”) in a counter game number counter assigned to the overall control RAM 31c. . The overall control CPU 31a initializes the number of stay games by setting a value (the number of ceilings) corresponding to the transition destination effect mode in the stay game number counter assigned to the overall control RAM 31c. Note that the overall control CPU 31a does not initialize the stay game number counter only when the 2R shortened big hit game or the small hit game is given in the variable state, and does not initialize the stay game number counter, The stay game number counter is initialized unless a small hit game is awarded. This is because the effect mode is continued even if the 2R shortened big hit game or the small hit game is given while staying in the probability change concealment effect mode and the probability change confirmation effect mode. Thereafter, the overall control CPU 31a proceeds to step S104. Further, in a process different from the effect mode transition control process, the overall control CPU 31a outputs to the display control board 32 the effect mode designation command set in the overall control RAM 31c in step S103.
  In step S104, the overall control CPU 31a reads the values corresponding to the stay game number counter, the winning game number counter, the effect mode flag value, the probability variation designation command, and the variation designation command assigned to the overall control RAM 31c. . Then, the overall control CPU 31a checks the number of stay games, the number of hit games, the current state (whether it is in a probable change state or a change state), and the effect mode in which the user stays, and step S111. Migrate to
  In step S111, the overall control CPU 31a determines whether or not the current state is the variable state based on the result of the probability change in step S104. If the determination result of step S111 is affirmative (the current state is a variable state), the overall control CPU 31a proceeds to step S112. On the other hand, if the determination result of step S111 is negative (the current state is not the variable state), the overall control CPU 31a proceeds to step S121.
  In step S112, the overall control CPU 31a determines whether or not the stay game count exceeds the ceiling count corresponding to the effect mode. Specifically, the overall control CPU 31a reads values from the effect mode flag and the stay game number counter assigned to the overall control RAM 31c. Then, when the overall control CPU 31a stays in the probability-changing concealment production mode (production modes C1 to C3), it refers to the ceiling-time production mode determination table (time change) shown in FIG. It is determined whether or not the number of ceilings corresponding to the current production mode has been exceeded. This ceiling effect mode determination table (variable time) is a table for determining the effect mode to be shifted when the number of stay games exceeds the number of ceilings corresponding to the effect mode in the variable state. The overall control CPU 31a continues the effect mode when staying in the effect mode D1.
  If the determination result in step S112 is negative (the number of stay games does not exceed the ceiling number corresponding to the effect mode), the overall control CPU 31a proceeds to step S141 in FIG. 9 without executing steps S113 and S114. . On the other hand, if the determination result in step S112 is affirmative (the number of stay games exceeds the ceiling number corresponding to the effect mode), the effect mode to be shifted with reference to the ceiling effect mode determination table (change time) Is determined (step S113). Then, the overall control CPU 31a sets a value indicating an effect mode to be shifted at the start of the current variable game in the effect mode flag, and sets an effect mode specifying command for specifying the effect mode in the overall control RAM 31c (step). S114). The overall control CPU 31a initializes the number of stay games by setting a value (the number of ceilings) corresponding to the effect mode of the transition destination in the stay game number counter assigned to the overall control RAM 31c. Thereafter, the overall control CPU 31a proceeds to step S141 in FIG. Further, in a process different from the effect mode transition control process, the overall control CPU 31a outputs the effect mode designation command set in the overall control RAM 31c to the display control board 32 in step S114.
  On the other hand, in step S121, if the overall control CPU 31a inputs a variable end command indicating that the variable state ends in the previous (immediately preceding) variable game, the general control CPU 31a displays the variable state in the previous variable game. It is determined whether or not the process has ended. If the determination result in step S121 is negative (the variable state has not ended in the previous variation game), the overall control CPU 31a proceeds to step S131 in FIG. 9 without executing steps S122 and S123. On the other hand, if the determination result in step S121 is affirmative (the variable state has been completed in the previous variation game), the overall control CPU 31a shifts to the normal performance mode (production mode A1 in the present embodiment). Determine (step S122). Then, the overall control CPU 31a sets a value indicating the presentation mode to be shifted in the current fluctuation game in the presentation mode flag, and provides an effect mode designation command for designating the presentation mode to be shifted in the current fluctuation game to the overall control RAM 31c. Setting is made (step S123). The overall control CPU 31a initializes the number of stay games by setting a value (the number of ceilings) corresponding to the effect mode of the transition destination in the stay game number counter assigned to the overall control RAM 31c. Thereafter, the overall control CPU 31a proceeds to step S131 in FIG. Further, in a process different from the effect mode transition control process, the overall control CPU 31a outputs to the display control board 32 the effect mode designation command set in the overall control RAM 31c in step S122.
Here, the ceiling-time effect mode determination table (at the time of change) stored in the overall control ROM 31b will be described below with reference to FIG.
As shown in FIG. 10A, the ceiling effect mode determination table (at the time of change) is associated with the effect mode in which the user stays, the number of ceilings in the effect mode, and the destination effect mode. As described above, when the number of stay games exceeds the number of ceilings corresponding to the effect mode in which the user is staying, a transition is made to the specified effect mode.
  Specifically, 30 times is defined as the number of ceilings in the production mode C1, and when the number of stay games is 31 after staying in the production mode C1, if the variable state continues, the operation mode shifts to the production mode C2. To do. For example, when a 2R extended jackpot game is granted while staying in the production mode with the variable speed state, and when the transition is made to the production mode C1 with the variable speed state again, the 2R extended big hit game ends. After that, in the 1st to 30th variation game, the effect mode C1 is continued, and when the variable state continues in the 31st variation game, the effect mode C2 is entered. In other words, when a 2R extended jackpot game is awarded with a variable duration continuation upper limit of 40, 50, or 10000, the variable state continues in the 31st variable game, and the mode shifts to the production mode C2. To do. On the other hand, when the 2R extended jackpot game with the variable upper limit number of times of 30 is given, since the variable state ends in the 31st variable game, without shifting to the production mode C2, It will transfer to normal production mode (production mode A1).
  Similarly, when the ceiling mode is defined as 10 in the rendering mode C2, and the staying game count is 11 after staying in the rendering mode C2, the transition to the rendering mode C3 occurs when the variable state continues. To do. Also, for example, after the 2R extended jackpot game ends, in the 31st to 40th variable games, the effect mode C2 is continued, and when the variable state continues in the 41st variable game, the effect mode C3 is entered. It will be. In other words, when a 2R extended jackpot game is awarded that has a variable speed continuation upper limit count of 50 or 10,000, the variable speed state continues in the 41st variable game, and the process shifts to the effect mode C3. On the other hand, when a 2R extended jackpot game with a variable speed continuation upper limit count of 40 is given, the variable state ends in the 41st variable game, so the transition to the production mode C3 is not possible. It will transfer to normal production mode (production mode A1).
  Moreover, 10 times is prescribed | regulated as the number of ceilings in production mode C3, and when the number of stay games is 11 times staying in production mode C3, if a variable state continues, it will transfer to production mode D1. Also, for example, after the 2R extended jackpot game is over, the production mode C3 is continued in the 41st to 50th variation games, and when the variable state is continued in the 51st variation game, the production mode D1 is entered. It will be. In other words, when a 2R extended jackpot game with a maximum number of times of change duration of 10000 is given, the change state continues in the 51st change game, and the process shifts to the production mode D1. On the other hand, when the 2R extended jackpot game with the variable upper limit number of times of 50 is given, the variable state ends in the 51st variable game, and therefore, without changing to the production mode D1, It will transfer to normal production mode (production mode A1).
  Therefore, in the probability-variant concealment production mode (production modes C1 to C3), the number of hit games after the 2R extended jackpot game is given is the number of times (30, 40, 50) that the variable state is continued. At the start of the fluctuating game immediately after, the production mode is shifted. In addition, as described above, when the number of variable duration continuation upper limit is 50, the probability change expectation is higher than when the number of variable duration continuation upper limit is 40, and when the number of variable duration continuation upper limit is 40 The probability variation expectation is set to be higher than that when the number of variable duration continuation upper limit is 30. In addition, the background image (specific effect) corresponding to each of the effect modes C1 to C3 corresponds to a variable duration continuous effect indicating continuation of the variable state.
  Returning to the description of the effect mode transition control process, in step S131 of FIG. 9, the overall control CPU 31a determines whether or not the number of stay games exceeds the number of ceilings corresponding to the effect mode. Specifically, the overall control CPU 31a reads values from the effect mode flag and the stay game number counter assigned to the overall control RAM 31c. Then, the overall control CPU 31a refers to the ceiling-time effect mode determination table (non-changeable time) shown in FIG. 10B, and determines whether or not the number of ceilings corresponding to the staying effect mode has been exceeded. It will be. This ceiling effect mode determination table (non-changeable time) is a table for determining the effect mode to be shifted when the number of stay games exceeds the number of ceilings corresponding to the effect mode in the non-changeable state. is there.
  If the determination result in step S131 is negative (the number of stay games does not exceed the ceiling number corresponding to the effect mode), the overall control CPU 31a proceeds to step S133. On the other hand, if the determination result in step S131 is affirmative (the number of staying games exceeds the number of ceilings corresponding to the effect mode), refer to the ceiling time effect mode determination table (non-changeable time) and change this time An effect mode to be transferred during the game is determined (step S132), and a value indicating the effect mode to be transferred during the current changing game is set in the changing effect mode flag. This changing effect mode flag is a flag indicating an effect mode to be shifted during the current changing game, separately from the effect mode flag, and is assigned to the overall control RAM 31c. If the effect mode does not shift during the current variation game, the same value as the effect mode flag is set as the effect mode flag during change.
Here, the ceiling effect mode determination table stored in the overall control ROM 31b will be described below with reference to FIG.
In the ceiling effect mode determination table, as shown in FIG. 10B, the staying effect mode, the number of ceilings in the effect mode, and the transition destination effect mode are associated with each other. As described above, when the number of stay games exceeds the number of ceilings corresponding to the effect mode in which the user is staying, a transition is made to the specified effect mode.
  Specifically, 30 times is defined as the number of ceilings in the normal effect mode (effect modes A1 to A3), and the number is determined in advance when the number of stay games is 31 times staying in any of the normal effect modes. It shifts to the next normal performance mode in the order given. As the predetermined order, the mode shifts to the mode A2 during the stay in the mode A1, the mode A3 shifts to the mode A2, and the mode A1 shifts to the mode A3 during the mode A3. It is prescribed as follows.
  Similarly, 30 times is defined as the number of ceilings in the production mode B1, and when the number of stay games is 31 after staying in the production mode B1, the mode is shifted to the production mode B2. Moreover, 20 times is prescribed | regulated as ceiling frequency in production mode B2, and when staying in production mode B1 and the stay game frequency will be 21 times, it transfers to production mode A2. Moreover, 20 times is prescribed | regulated as ceiling frequency in production mode B3, and when it stays in production mode B3 and the stay game frequency becomes 21 times, it transfers to production mode A3.
  In this way, in the normal performance mode and the normal time probability change secret display mode (effect modes A1 to A3, B1 to B3), when the stay game count exceeds the ceiling count, the transition to another effect mode is made. In addition, based on the number of ceilings thus defined, the normal production mode and the production mode B1 are production modes that are relatively easy to stay, and the production modes B2 and B3 are production modes that are relatively difficult to stay. It is. This is because it is difficult to recognize whether or not the probability variation state is given by making it difficult to stay in the performance mode with a high probability variation expectation than the performance mode with a low probability variation expectation. It can enhance the feeling and improve the interest of the game.
  Returning to the description of the effect mode transition control process, in step S133, the overall control CPU 31a refers to the effect mode determination table shown in FIG. 11 and FIG. The production mode to be shifted during the variable game is determined. This effect mode determination table is a table for determining the effect mode to be shifted when the stay game count does not exceed the ceiling count in the non-changeable state.
Here, the effect mode determination table stored in the overall control ROM 31b will be described below with reference to FIGS.
In the effect mode determination table, as shown in FIGS. 11 and 12, for each effect mode that is staying, whether or not the probability variation state is given as the current state and the number of hit games, the transition destination effect mode The probability of selecting the transition destination production mode is associated. In particular, the probability of selection is associated with each stay game count in the effect mode. For this reason, for each staying effect mode, the effect mode to be shifted is determined based on whether or not the number of hit games, the number of stay games, and the probability variation state are given.
  Specifically, the case where the user is staying in any of the normal effect modes (effect modes A1 to A3) and the number of hit games is 1 to 40 will be described as a representative. As shown in FIG. 11A, when the probability variation state is not given and the stay game number is 1 to 10, the effect mode is maintained with a probability of 230/233 and a probability of 2/233. Transition to effect mode B2 and shift to effect mode B3 with a probability of 1/233. On the other hand, in the case where the probability variation state is not given, when the stay game frequency is 11 times to the ceiling frequency (30 times), the effect mode is maintained with a probability of 224/233 and effect with a probability of 8/233 Transition to mode B2 and transition to rendering mode B3 with a probability of 1/233. In addition, when the probability variation state is given, when the stay game number is 1 to 10, the effect mode is maintained with a probability of 213/233, and the effect mode B2 is transferred with a probability of 10/233. Transition to production mode B3 with a probability of / 233. On the other hand, when the probability variation state is given and the stay game frequency is 11 times to the ceiling frequency (30 times), the effect mode is maintained with the probability of 163/233, and the effect is with the probability of 20/233. Transition to mode B2 and transition to rendering mode B3 with a probability of 50/233. Even if it is determined to maintain the effect mode, it may be determined in step S134 whether or not to shift to another effect mode again.
  In this way, for each staying effect mode, the effect mode to be shifted is determined based on whether or not the number of hit games, the number of stay games, and the probability variation state are given.
  Further, as shown in FIGS. 11 and 12, when the stay game number is small (1 to 10 times), the effect mode is set with a higher probability or the same probability as when the stay game number is large (11 to the ceiling number). It is prescribed to maintain. For this reason, when the number of stay games is large, the effect mode is shifted with a higher probability than when the stay game is small, and the transition frequency of the effect mode is increased. In particular, when the number of hit games is 1 to 40, regardless of the effect mode in which the game is staying, when the stay game number is small, the effect is higher or the same probability as when the stay game number is large. It is specified to maintain the mode. That is, when the stay game frequency is relatively large, the overall control CPU 31a performs control to shift to another effect mode with a higher probability than when the stay game number is relatively small.
  Further, in each production mode, when the number of hit games is 1 to 40, when the probability variation state is given, the probability of high probability variation expectation with a higher probability than when the probability variation state is not granted. It is specified to enter the mode. On the other hand, when the probability variation state is not given, it is defined to shift to the effect mode with a low probability variation expectation with a higher probability than when the probability variation state is given. Of course, even if the number of hit games is 41 times or more, there are cases where the same is prescribed.
  When the number of hit games is 101 or more, regardless of the number of stay games, while staying in the normal performance mode, as shown in FIG. It is stipulated that the production mode is always maintained, and the production mode B2 and B3 may be shifted when the certain change state is given. On the other hand, while staying in the production modes B2 and B3, as shown in FIG. 12, when the probability variation state is not given, the transition to the normal performance mode (production modes A2 and A3) is surely performed. It is defined that the production mode is always maintained or the production mode is shifted to B3 when it is given. In other words, when the number of hit games is 101 or more, and when the probability variation state is not given, a performance mode with a high probability change expectation (normal effect mode) from a performance mode with a low probability variation expectation (normal effect mode) (effect mode B2, There is no transition to B3). In addition, when the probability variation state is given, there is no transition from the effect mode (effect modes B2 and B3) having a high probability change expectation to the effect mode (normal effect mode) having a low probability change expectation. For this reason, when the number of hit games is 101 times or more, the probability change expectation corresponding to the staying production mode is more likely to match whether or not the probability variation state is actually given. Increased migration accuracy. In other words, the overall control CPU 31a switches to the effect mode in which the probability variation probability is high when the probability variation state is given with a higher probability when the number of hit games is relatively large than when it is relatively small. When staying (transferring) is performed and the probability variation state is not given, control for staying (transitioning) in the effect mode with a low probability variation expectation is performed.
  Further, when staying in the production mode B1, as shown in FIG. 11 (b), when the number of hit games is 41 or more regardless of whether or not the stay game count and the probability variation state are given. It is defined that the production mode is not maintained. As described above, when the number of hit games is 1 to 40, the effect mode may be maintained. When the number of hit games is 41 or more, the display mode is shifted to another effect mode. .
  In addition, while staying in any one of the normal time probability change secret display modes (effect modes B1 to B3), as shown in FIG. 11B and FIG. 12, the number of hit games is small (1 to 60 times), and When the number of stay games is small (1 to 10 times), the game does not shift to the normal performance mode with a low probability change expectation. For this reason, it is possible to control the number of games staying in the normal-time probability-variation concealment effect mode.
  Further, while staying in the production mode B1, as shown in FIG. 11B, regardless of whether the stay game number and the probability variation state are given, the number of hit games is 41 to 60 times. Is defined to shift to a production mode B2 with a high probability of expectation. On the other hand, when the number of hit games is 61 or more, it is stipulated to shift to the production mode A1 with a low probability of expected change. In addition, when the number of hit games is 1 to 40, it is possible to shift to the production mode B3 with high probability change expectation, but when the number of hit games is 41 times or more, the probability change expectation degree is high. It is defined not to shift to the high production mode B3. For this reason, when it changes to another production mode immediately after staying in production mode B1, it will transfer to a different production mode for every number of hit games, and it has diversity in the destination of production mode. Can do.
  In the present embodiment, 100 times in the number of hit games corresponds to the “first number”. In the present embodiment, 10 times of the number of games corresponds to the “second number”, the ceiling number corresponds to the “third number”, and is a number greater than the “second number”.
  Returning to the description of the effect mode transition control process, when it is determined in step S134 that the overall control CPU 31a maintains the effect mode in step S133, the transition suggestion effect determination table shown in FIG. A lottery process is executed. In this process, the overall control CPU 31a determines again whether to change the effect mode, whether to change the effect mode when changing, and whether to execute the transition suggestion effect. The transition suggestion effect is an effect that suggests the transition of the effect mode during the variation game. This transition suggestion effect includes a first transition suggestion effect (transition) that is executed when the effect mode is actually changed, and a second transition suggestion effect (gase) that is executed when the effect mode is not changed. Yes. Specifically, in the second transition suggestion effect (gase), for example, a sign effect (special effect) that suggests the transition of the effect mode is executed, and the transition effect that actually shifts the effect mode is not performed. On the other hand, in the first transition suggestion effect (transition), for example, the transition effect is executed after the predictive effect is executed. In addition, in the first transition suggestion effect (transition) and the second transition suggestion effect (gase), since the sign effect is performed in the same effect mode, the effect mode from the start of the effect to the middle is the same effect mode. .
Here, the transition suggestion effect determination table stored in the overall control ROM 31b will be described below with reference to FIG.
In the transition suggestion effect determination table, as shown in FIG. 13, the fluctuation pattern, the staying effect mode, whether or not to execute the transition suggestion effect (including the type of the transition suggestion effect), Probabilities for selecting types are associated with each other. In this way, based on the variation pattern and the staying effect mode, whether or not to execute the transition suggestion effect and the type of the transition suggestion effect are determined.
  Specifically, when the change patterns P41 and P42 that do not execute the reach effect are determined while staying in the normal effect mode, there is no transition suggestion effect with a probability of 139/151, and a second transition suggestion with a probability of 10/151. The first transition suggesting effect (transition) is selected with a probability of 2/151 for the effect (gase). Further, when the fluctuation patterns P11 and P31 for executing NR are determined, the probability of 136/151 is no transition suggestion effect, the probability of 10/151 is the probability of the second transition suggestion effect (gase) is 5/151 Thus, the first transition suggestion effect (transition) is selected. Further, when the variation patterns P12, P22, and P32 for executing SR1 are determined, no transition suggestion effect is generated with a probability of 130/151, and a second transition suggestion effect (gase) is generated with a probability of 10/151, 11/151. The first transition suggestion effect (transition) is selected with the probability of. In addition, when the variation patterns P13, P23, and P33 for executing SR2 are determined, no transition suggestion effect with a probability of 119/151 is obtained, but a second transition suggestion effect (gase) with a probability of 10/151 is 22/151. The first transition suggestion effect (transition) is selected with the probability of. When the variation pattern P14 for executing SR3 is determined, the transition suggestion effect is not generated with a probability of 104/151, the second transition suggestion effect (gase) is with a probability of 10/151, and the probability is 37/151. One transition suggestion effect (transition) is selected.
  In addition, when the variation patterns P41 and P42 are determined while staying in the production mode B1, there is no transition suggestion effect with a probability of 114/151, and a second transition suggestion effect (gase) with a probability of 37/151, respectively. Selected. In addition, when a pattern other than the variation patterns P41 and P42 is determined, no transition suggestion effect is selected with a probability of 141/151 and a second transition suggestion effect (gase) is selected with a probability of 10/151. On the other hand, when the variation patterns P41 and P42 are determined while staying in the production mode B2, there is no transition suggestion effect with a probability of 131/151, and a second transition suggestion effect (gase) with a probability of 20/151. , Respectively. In addition, when a pattern other than the variation patterns P41 and P42 is determined, no transition suggestion effect is selected with a probability of 141/151 and a second transition suggestion effect (gase) is selected with a probability of 10/151.
  In addition, when the first transition suggestion effect (transition) is selected, the next normal effect mode is defined as the transition destination in a predetermined order. Note that the first transition suggestion effect (transition) is not selected during the stay in the effect modes B1 to B3, and in particular, the second transition suggestion effect (gase) is not selected during the stay in the effect mode B3.
  Thus, when a variation pattern with a high jackpot expectation level is determined, the first transition suggestion effect (transition) is selected with a higher probability than when a variation pattern with a low jackpot expectation level is determined. In addition, when a transition suggestion effect including a second transition suggestion effect (gase) and a first transition suggestion effect (transition) is executed, when a variation pattern with a high jackpot expectation is determined, a variation pattern with a low jackpot expectation The first transition suggestion effect (transition) is selected with a higher probability than when it is determined. In other words, when the sign effect is executed, when the effect mode shifts, a variation pattern with a high probability of jackpot is determined with a higher probability than when the effect mode does not shift.
  Returning to the description of the effect mode transition control process, in step S135, the overall control CPU 31a determines whether or not to execute the transition suggestion effect. In this process, the overall control CPU 31a executes the transition suggestion effect when it is determined to shift the effect mode in steps S132 to S134, or when it is determined to execute the second transition suggestion effect (gasse) in step S134. It will be determined that it will be. If the determination result of step S135 is negative (no transition suggestion effect is executed), the overall control CPU 31a proceeds to step S141 without executing steps S136 and S137. On the other hand, if the determination result of step S135 is affirmative (the transition suggestion effect is executed), the overall control CPU 31a proceeds to step S136.
  In step S136, the overall control CPU 31a refers to the transition suggestion effect timing determination table shown in FIG. 14 and determines the execution timing of the transition suggestion effect. In particular, the overall control CPU 31a reads out the effect mode flag assigned to the overall control RAM 31c, the effect mode at the start of the variable game is the effect mode B1, and executes the second transition suggestion effect (gasse). In this case, the execution content of the transition suggestion effect is determined with reference to the transition suggestion effect content determination table shown in FIG. Thereby, in the production mode B1, the type of the production mode to be transferred next is suggested as the indication production. In the normal effect mode and the effect modes B2 and B3, there is no suggestion of the type of effect mode to be transferred next as the sign effect.
  Then, the overall control CPU 31a sets an effect mode designation command indicating an effect mode to be transferred during the current variation game in the overall control RAM 31c (step S137). In particular, the overall control CPU 31a not only changes the effect mode, but also executes the second suggestion effect (gase) that does not change the effect mode, and the execution timing and execution contents of the transition suggestion effect. An effect mode designation command indicating that is set. Also, the overall control CPU 31a sets a value (the number of ceilings) corresponding to the transition destination production mode in the stay game number counter assigned to the overall control RAM 31c only when the production mode is actually shifted. Then, the number of stay games is initialized. Thereafter, the overall control CPU 31a proceeds to step S141. Further, in a process different from the effect mode transition control process, the overall control CPU 31a outputs to the display control board 32 the effect mode designation command set in the overall control RAM 31c in step S137.
Here, the transition suggestion effect timing determination table stored in the overall control ROM 31b will be described below with reference to FIG.
As shown in FIG. 14, in the transition suggestion effect timing determination table, whether or not the effect mode is actually shifted is selected, the determined variation pattern, the execution timing of the transition suggestion effect, and the execution timing of the transition suggestion effect are selected. Probabilities are associated. In this way, the execution timing of the transition suggestion effect is determined with a predetermined probability based on whether or not the effect mode actually shifts, and based on the determined variation pattern.
  Specifically, when the effect mode is actually shifted, when the variation pattern P42 is determined, the effect pattern EP01A is always determined (with a probability of 23/23) as the execution timing of the transition suggestion effect. This is because the variation time of the variation game based on the variation pattern P42 is shortened, and the selection of the effect patterns EP02A and EP03A is restricted. Also, in the case where the production mode is actually shifted, when a pattern other than the fluctuation pattern P42 is determined, the production pattern EP01A is determined with a probability of 6/23 as the execution timing of the transition suggestion production, and the production with a probability of 15/23. The pattern EP02A is determined, and the effect pattern EP03A is determined with a probability of 2/23. On the other hand, in the case where the effect mode does not actually shift, when the variation pattern P42 is determined, the effect pattern EP01B is always determined (with a probability of 23/23) as the execution timing of the transition suggestion effect. This is because the variation time of the variation game based on the variation pattern P42 is shortened, and the selection of the effect patterns EP02B and EP03B is restricted. Further, in the case where the production mode does not actually shift, when a pattern other than the variation pattern P42 is determined, the production pattern EP01B is determined with a probability of 5/23 as the execution timing of the transition suggestion production, and the production with a probability of 13/23. The pattern EP02B is determined, and the effect pattern EP03B is determined with a probability of 5/23.
Here, the transition suggestion effect content determination table stored in the overall control ROM 31b will be described below with reference to FIG.
As shown in FIG. 15, the transition suggestion effect content determination table is associated with the content of the transition suggestion effect and the probability of selecting the content of the transition suggestion effect. Thus, the content of the transition suggestion effect is determined with a predetermined probability. Specifically, as the content of the transition suggestion effect, the effect mode B2 is selected with a probability of 30/47, and the effect mode B3 is selected with a probability of 17/47.
Here, an example of an execution mode of the change game and the transition suggestion effect will be described below with reference to FIG.
First, when a variation pattern excluding the variation patterns P41 and P42 is determined, a variation game is started (ET0) as shown in FIG. 16A, and reach is established during the variation game (ET7). The reach effect is executed, and the variable game ends (ET8). When the variation pattern P42 is determined, the variation time is shortened, so that the variation game is started (ET0) as shown in FIG. 16B, and the reach effect is executed in FIG. Before, the variation game ends.
  When the variation pattern is determined as shown in FIG. 16 (a), when the effect pattern EP01A is selected as the transition suggestion effect, as shown in FIG. 16 (c), the predictive effect is executed during the change game. (ET1). Thereafter, the reach effect is executed without executing the transition effect (ET7). In this case, the effect mode at the start of the variable game is continued during the variable game. On the other hand, when the effect pattern EP01B is selected as the transition suggestion effect, as shown in FIG. 16D, the predictive effect is executed at the same timing as the effect pattern EP01A (ET1). It is executed (ET2), and the production mode shifts during the changing game (ET3). Then, a reach effect is executed (ET7). In this case, the effect mode shifts during the change game from the effect mode at the start of the change game.
  When the production patterns EP02A and EP02B are selected as the transition suggestion production, as shown in FIG. 16 (e), the sign production and the transition production are executed at timings different from those when the production patterns EP01A and EP01B are selected. The When the effect pattern EP02A is selected as the transition suggestion effect, the predictive effect is executed during the changing game (ET4). Thereafter, the reach effect is executed without executing the transition effect (ET7). In this case, the effect mode at the start of the variable game is continued during the variable game. On the other hand, when the effect pattern EP02B is selected as the transition suggestion effect, as shown in FIG. 16 (f), the sign effect is executed at the same timing as the effect pattern EP02A (ET4). It is executed (ET5), and the production mode is shifted during the changing game (ET6). Then, a reach effect is executed (ET7). In this case, the effect mode shifts during the change game from the effect mode at the start of the change game.
  When the production patterns EP03A and EP03B are selected as the transition suggestion production, as shown in FIG. 16G, the production patterns EP01A and EP01B are selected, and the production patterns EP02A and EP02B are selected. The sign effect and the transition effect are executed at both timings. When the effect pattern EP03A is selected as the transition suggestion effect, the first predictive effect is executed during the variable game (ET1), and the second predictive effect is executed (ET4). Thereafter, the reach effect is executed without executing the transition effect (ET7). In this case, the effect mode at the start of the variable game is continued during the variable game. On the other hand, when the effect pattern EP03B is selected as the transition suggestion effect, as shown in FIG. 16 (h), the first predictive effect is executed during the variable game (ET1), and the second predictive effect is executed. (ET4). Thereafter, the transition effect is executed (ET5), and the effect mode shifts during the changing game (ET6). Then, a reach effect is executed (ET7). In this case, the effect mode shifts during the change game from the effect mode at the start of the change game.
  Thus, before the reach effect is executed, the transition suggestion effect is executed at a plurality of types of timing. Even when the variation pattern P41 is determined, one of the effect patterns EP01A, EP01B, EP02A, EP02B, EP03A, and EP03B may be selected in the same manner. On the other hand, when the variation pattern P42 is determined, since the variation time is shortened, selection of the effect patterns EP02A, EP02B, EP03A, EP03B is restricted, and any one of the effect patterns EP01A, EP01B is selected. There is a case.
  As described above, one of the effect patterns EP01A, EP01B, EP03A, and EP03B is selected from the selection probability of the effect pattern in the transition suggestion effect timing determination table shown in FIG. 14, and the predictive effect is executed at the timing of ET1. Then, the production mode shifts with a probability of 10/18. On the other hand, if one of the production patterns EP02A and EP02B is selected and the indication effect is not executed at the timing of ET1, the indication mode is shifted with a probability of 13/28 when the indication effect is executed at the timing of ET4. Will be. For this reason, there are a plurality of timings for executing the indication effect, and when the indication effect is executed at the first timing, the possibility that the effect mode is shifted is higher than when the indication effect is not executed.
  In addition, when one of the effect patterns EP01A and EP01B is selected and the predictive effect is executed only at the timing of ET1, the effect mode is shifted with a probability of 5/11. On the other hand, when one of the effect patterns EP03A and EP03B is selected and the predictive effect is executed at both the timings of ET1 and ET4, the effect mode is shifted with a probability of 5/7. For this reason, there are a plurality of timings for executing the indication effect, and when the indication effect is executed at the first timing and the last timing, the effect mode is more effective than when the indication effect is executed only at the first timing. There is a high probability of migration.
  Returning to the description of the effect mode transition control process, in step S141, the overall control CPU 31a determines whether or not the variation pattern is a win (big hit or small win) based on the special figure designation command input together with the variation pattern designation command. Determine whether. If the determination result of step S141 is affirmative (this is a winning variation pattern), the overall control CPU 31a proceeds to step S142. On the other hand, if the determination result of step S141 is negative (not a winning variation pattern), the overall control CPU 31a proceeds to step S144 without executing steps S142 and S143.
  In step S142, the overall control CPU 31a determines the type of the special figure designated by the special figure designation command, the current state (whether or not the probable state and the short state are given), and the current variation. Check the production mode you are staying in the game. Then, the overall control CPU 31a determines an effect mode to be shifted based on the confirmation result. Subsequently, the overall control CPU 31a sets a value indicating the determined effect mode in the after-effect effect mode flag assigned to the overall control RAM 31c (step S143). The after-hit effect mode flag is read in the above-described step S103 at the start of the first variation game after the end of the winning game (when the next variation pattern designation command is input). Thereafter, the overall control CPU 31a proceeds to step S144.
  Specifically, when the 13R big hit game is awarded, the overall control CPU 31a sets the effect mode D1 as the effect mode to be shifted to after the end of the hit game regardless of the current state and the effect mode in which the player stays. decide. In addition, when the 2R shortened big hit game or the small hit game is awarded in the variable speed state, the overall control CPU 31a maintains the effect mode in which the user stays and the 2R extended jackpot game is granted. Determines the production mode C1 as the production mode to be shifted to after the end of the winning game. In particular, when the 2R big hit game or the small hit game is given in the non-changing state, the overall control CPU 31a refers to the after-hit effect mode determination table shown in FIG. Will be determined.
  In step S144, the overall control CPU 31a updates the values of the stay game number counter and the stay game number counter allocated to the overall control RAM 31c (subtract "1" in this embodiment), thereby Count the number of games after hit. Thereafter, the overall control CPU 31a ends the effect mode transition control process.
Here, the hit / reward effect mode determination table stored in the overall control ROM 31b will be described below with reference to FIG.
As shown in FIG. 17, the after-hit effect mode determination table includes the type of the big hit game or the small hit game, the state at the time of winning the big hit game or the small hit game, the staying effect mode, the effect mode to be transferred, The probability of selecting the effect mode to be transferred is associated. As a result, the effect mode to be shifted with a predetermined probability is determined based on the type of the big hit game or the small hit game, the state at the time of winning, and the effect mode stayed at the time of winning. When a 2R big hit game is awarded, an effect mode to be transferred is determined regardless of whether or not it is in a promising state at the time of winning, and when a small hit game is awarded, it is in a promising state at the time of winning. The production mode to be shifted is determined according to whether or not there is. That is, after the big hit game or the small hit game to be given is ended, the effect mode to be shifted is determined in accordance with whether or not the probability variation state is given.
  Specifically, in the case of staying in the production mode B1, when a 2R jackpot game to which a probable change state is given after the jackpot game is finished (symbols E to G, f to i), a probability of 10/97 The effect mode is maintained (shifts to the effect mode B1), the effect mode B2 is shifted to the probability of 47/97, and the effect mode B3 is shifted to the probability of 40/97. In addition, when the 2R jackpot game that is not given a probability change state after the end of the jackpot game is given when the player is staying in the stage mode B1 (patterns J, j to l), the stage mode is maintained with a probability of 1/97. (Transition to production mode B1), transition to production mode B2 with a probability of 86/97, and transition to production mode B3 with a probability of 10/97. In the case where the player is staying in the production mode B1, when the small hit game is given (symbols M and m), when the probability variation state is given at the time of winning, the probability mode 87 is set to the production mode B2. Transition to the production mode B3 with a probability of 10/97. On the other hand, when a small hit game is awarded (symbols M and m), if the probability variation state is not granted at the time of winning, the mode shifts to the production mode B2 with a probability of 57/97 and with a probability of 40/97. Transition to production mode B3.
  Thus, when staying in the production mode B1, when the probability variation state is given after the end of the 2R big hit game or the small hit game, the mode changes to the production mode B3 with a higher probability than when the probability variation state is not given. To do. On the other hand, when staying in the production mode B1, when the probability variation state is not given after the end of the 2R big hit game or the small hit game, the mode changes to the production mode B2 with a higher probability than when the probability variation state is given. To do. In addition, when staying in the production mode B1, when the probability variation state is given after the end of the 2R big hit game or the small hit game, the production mode is maintained with a higher probability than when the probability variation state is not given (production) Transition to mode B1).
  Similarly, when staying in the production mode B2, when the probability variation state is given after the end of the 2R big hit game or the small hit game, the production mode B3 has a higher probability than when the probability variation state is not given. Migrate to On the other hand, in the case of staying in the production mode B2, if the probability variation state is not given after the end of the 2R big hit game or the small hit game, the production mode is maintained with a higher probability than when the probability variation state is given. (Transition to production mode B2).
  In addition, when staying in one of the normal performance modes (production modes A1 to A3), when a 2R big hit game or a small hit game is awarded, it is sure to be sure whether it is in a promising state at the time of winning or not. Transition to production mode B1 (with a probability of 97/97). In addition, in the case of staying in the production mode B3, when the 2R big hit game or the small hit game is awarded, the production mode is always (with a probability of 97/97) regardless of whether or not it is in a promising state at the time of winning. Is maintained (transition to production mode B3).
  Therefore, after the end of the hit game, the normal mode probability change concealment effect mode is defined such that the effect mode B3 has a higher probability of expectation change than the effect mode B2, and the effect mode B2 is higher than the effect mode B1. It is stipulated to have a probable change expectation.
  Next, various processes executed by the display control CPU 32a of the display control board 32 based on the display control program will be described below. In the present embodiment, the display control CPU 32a that executes various processes described below functions as an effect control unit.
  The display control CPU 32a determines whether or not an effect mode designation command is input. If the determination result is affirmative (the effect mode specification command is input), the background image corresponding to the input effect mode specification command is output. Control to display on the display device 11 is performed. In particular, when the display control CPU 32a inputs an effect mode designation command for shifting the effect mode during the variable game, the control for causing the effect display device 11 to display the sign effect image and the transition effect image at the timing corresponding to the command. I do. In addition, when the display control CPU 32a is staying in other than the effect mode D1, the effect display device 11 displays a background image corresponding to the effect mode regardless of whether or not the probability variation state is given. This makes it difficult to recognize whether or not a certain variation state is given. In addition, when the display control CPU 32a is staying in the probability-changing concealment production mode (production modes C1 to C3), the display control CPU 32a supports the production mode while the variable state is continued, regardless of the upper limit number of times the variable is continued. The background image to be displayed is displayed on the effect display device 11. As a result, while the variable state is being given, it becomes difficult to recognize the maximum number of times the variable continues.
As described above in detail, the present embodiment has the following effects.
(1) The 2R extended jackpot game (long), in which the number of times of opening of the big prize opening 18 (special prize opening) corresponding to one big hit game is the same, but the opening time of one time of the big prize opening 18 is relatively long It is determined whether to give either a game per time open) or a 2R shortened big hit game (game per short-time release) with a relatively short opening time of the big winning opening 18. For this reason, giving a 2R extended jackpot game gives an opportunity to win a prize ball during a winning game, while giving a 2R shortened jackpot game can suppress a significant increase in the chance, and a decrease in interest in the game Can be prevented.
  (2) Also, in the 2R extended jackpot game and the 2R shortened jackpot game, the number of times of opening of the big winning opening 18 corresponding to one hit game is the same, the number of the big winning opening 18 corresponding to one big hit game is Do not increase the number of closures. For this reason, it is possible to increase the opening time without increasing the closing time corresponding to one big hit game, efficiently giving an opportunity to win a prize ball during the big hit game, and rapidly developing the game. It is possible to prevent a decrease in interest in games.
  (3) When at least one of the 2R extended jackpot game and the 2R shortened jackpot game is determined, it is difficult to recognize whether or not the probability variation state is given. For this reason, it is possible to guess whether or not a probable change state has been granted, and by giving a 2R extended jackpot game, giving a chance to win a prize ball during a winning game, giving a 2R shortened jackpot game It is possible to suppress a significant increase in opportunities, and to prevent a decrease in interest in games.
  (4) When a 2R extended jackpot game is awarded, the game may enter a non-probable change state. However, when a 2R shortened jackpot game is awarded, the game does not enter a non-probability change state. For this reason, it is possible to provide a variety of gaming characteristics that balance the provision of the probable change state and the opportunity to obtain a prize ball, and it is possible to improve the interest of the game.
  (5) 2R shortened big hit games are awarded with different probabilities between the first and second variation games. For this reason, the 2R shortened big hit game is given according to the type of the variable game, so that an opportunity to win a prize ball can be given during the win game, and a decrease in interest in the game can be prevented. . Also, in the first variation game, even if it is disadvantageous compared to the second variation game, it is easy to be given 2R shortened big hit game, can raise the expectation for being given a probable change state, and the interest for the game Improvements can be made.
  (6) When a 2R shortened big hit that makes it difficult to win a prize ball is awarded, the upper limit of the number of times that the variable can continue is increased with a higher probability than when a long open time is given that gives an opportunity to win a prize ball. An abbreviated state is given so that becomes larger. For this reason, it is possible to have a variety of playability that balances giving a change state with a large upper limit number of change times and giving an opportunity to win a prize ball. Improvements can be made.
  (7) A decision is made to increase the variable duration continuation upper limit number of times with different probabilities for the first and second variation games. For this reason, by giving a variable state with the variable time continuation upper limit number of times according to the type of variable game, attention can be paid to the type of variable game, and the interest of the game can be improved. In the first variation game, even if it is disadvantageous compared to the second variation game, it is easy to be given a variable state with a large upper limit number of variable durations, and to raise the expectation for the provision of the variable state. Can improve the interest of the game.
  (8) Even in a small hit game (a game per short-time continuation game) in which the state continues after the end of the hit game, the big winning opening 18 is opened in the same manner as in the 2R shortened big hit game, so the 2R reduced big hit game and the small hit game It is difficult to recognize whether the winning game is given or not from the opening of the special winning opening 18. For this reason, it is possible to guess whether or not the probability variation state has been granted, and regarding the provision of the probability variation state, there is no disadvantage compared to the previous after the end of the hit game. It is possible to provide a variety of games that are balanced with giving an opportunity to acquire the game, and to improve the interest of the game.
  (9) Also, the 13R jackpot game (game per special opening) with a long total opening time of the jackpot 18 corresponding to one jackpot game, the jackpot corresponding to one hit game compared to the 13R jackpot game It is determined whether to give one of 18 2R extended jackpot games or 2R shortened jackpot games with a total opening time of 18. For this reason, in a winning game in which the total opening time of the big winning opening 18 corresponding to one winning game is shorter than the 13R big winning game, an opportunity to win a prize ball during the winning game is given by giving the 2R extended big winning game. On the other hand, by giving 2R shortened big hit games, it is possible to suppress a significant increase in the opportunity, and to prevent a decrease in interest in the games.
  (10) Probability change expectation to which the probability change state is given is different for each big hit game with the same upper limit number of change durations for continuing the change state (the first change per game and the second change per game). Therefore, the possibility that the probability variation state is given varies depending on the number of times the variation continues. For this reason, the expectation for the probable change state can be enhanced, and furthermore, the attention can be paid to the upper limit number of times of the change, and the playability related to the change state can be improved to improve the interest of the game. Can do.
  (11) When the first variable short-range game (the first 2R probability variable big hit game or the first 2R non-variable large hit game) is given, the second variable short-range game (second 2R probability variable big hit game, The probability variation expectation is higher than the case where the third 2R probability variation big hit game, the second 2R non-probability big hit game, or the third 2R non-probability big hit game) is given. For this reason, in the case where the provision of the variable state is continued after the same number of variable games as the second variable variable continuation upper limit number (for example, 40 times) has been completed, the provision of the variable state is terminated. There is a high possibility that the probability variation state is given. Therefore, by continuing the provision of the variable state, not only can the expectation for the variable state be raised, but also the expectation for the probable state can be enhanced, and the playability of the variable state and the probable state is improved. By doing so, it is possible to improve the interest of the game.
  (12) In a variation game immediately after a variation game of the same number (for example, 40) as the second variation / continuation upper limit number of times is performed, another variation mode (effect mode C3) to which a variation state is given Force migration. Then, a specific effect (change-continuation effect) corresponding to the shifted effect mode is executed. As a result, the granting of the variable state is continued, and it is recognized that the first variable winning game has been granted with a large variable shortening upper limit number (for example, 50) instead of a big hit game with a small variable continuing upper limit number. Can be made. For this reason, it becomes possible not only that the provision of the variable state has been continued by the transition of the production mode, but also that the probability change probability is high. Therefore, by shifting to another production mode, not only can the expectation for the variable state be enhanced, but also the expectation for the probable state can be enhanced, and the playability regarding the variable state and the probable state can be improved. Thus, it is possible to improve the interest of the game. Furthermore, the specific effect corresponding to the effect mode to which the variable state is given is continuously executed even after the variable game immediately after the variable game having the same number of times as the second variable time limit upper limit is performed. As a result, it is possible to continuously recognize that the first winning game has been awarded, not only to raise the expectation for the variable state, but also to raise the expectation for the probable state. It is possible to improve the interest of the game by improving the playability regarding the short state and the probable change state.
  (13) Giving a special 2R probability variable big hit game (special variable change per game) to continue the variable state with the maximum variable variable continuous number of times (for example, 10,000) as the upper limit, where the variable variable upper limit number of times is the upper limit, It is determined only when granting. For this reason, when the provision of the variable state is completed after the first variable game is completed, it is difficult to recognize whether or not the certain variable state is provided, but the provision of the variable state is continued. If it is, it is determined that the probability variation state is given. For this reason, it is possible to enhance the expectation for the determination of granting the probability change state, and further to pay attention to the upper limit number of times of change, and to improve the gameability related to the change state, Improvements can be made.
  (14) Regardless of the type of jackpot game given, it is possible to shift to the same production mode when the variable state ends, and therefore, when changing to the same production mode, the difference in expected change expectation is recognized from the production mode. And making it possible to recognize the difference in the expected probability of change from the upper limit of the number of times of change. For this reason, attention can be paid to the upper limit of the number of times of change, and by improving the playability related to the change state, it is possible to improve the interest of the game.
  (15) When the number of hit games is increased, the player is allowed to stay in the production mode with a high probability change expectation when the probability change state is given, and is kept in the effect mode with a low probability change expectation when the probability change state is not given. When the number of stay games increases, a transition is made to another production mode with a high probability. For this reason, it is possible to control the transition accuracy and transition frequency of the production mode as intended by the designer in consideration of the game result of the number of hit games and the production result of the stay game number of production modes. Therefore, by performing the transition control of the production mode in accordance with the result of the game up to now and the result of the production, it is possible to improve the interest in the game.
  (16) When the number of hit games exceeds 100 (first number), the number of hit games is controlled by controlling the transition of the effect mode depending on whether or not the probability variation state is given. When it becomes larger, it is possible to show the expected probability of change with high accuracy by the staying production mode. For this reason, it is possible to control the transition accuracy of the effect mode as intended by the designer in consideration of the game result of the number of hit games after the end of the previous hit game. Therefore, it is possible to improve the interest of the game by performing the transition control of the effect mode in accordance with the result of the game up to now.
  (17) When the number of stay games exceeds 10 (second number), a control is performed to shift to another effect mode with a high probability when the number of stay games increases by shifting to another effect mode with a high probability. It can be carried out. For this reason, it is possible to control the transition frequency of the rendering mode as intended by the designer in consideration of the rendering result of the number of stay games in the rendering mode. Therefore, by performing the transition control of the production mode in accordance with the results of the production up to now, it is possible to improve the interest of the game.
  (18) The transition control of the effect mode is performed so that the predetermined ceiling number (third number) is the upper limit of the stay game number. For this reason, it is possible to control the transition frequency of the rendering mode as intended by the designer in consideration of the rendering result of the number of stay games in the rendering mode. Therefore, by performing the transition control of the production mode in accordance with the results of the production up to now, it is possible to improve the interest of the game.
  (19) Also, for example, when the number of ceilings is greater than 10, it can be divided into three stages: when the number of stay games exceeds 10 times, and after exceeding 10 times, the number of ceilings exceeds. As the number of stay games increases in a plurality of stages, control is performed to shift to another effect mode with a high probability, and finally, it is possible to forcibly shift to another effect mode. For this reason, it is possible to control the transition frequency of the effect mode as the designer intends, considering the result of the effect of the number of stay games in the effect mode step by step. Therefore, by performing the transition control of the production mode in accordance with the results of the production up to now, it is possible to improve the interest of the game.
  (20) Also, for example, the type of the production mode in which the user stays, such as a production mode with a low probability of expected change (for example, a normal production mode) and a production mode with a high probability of expected change (for example, production modes B2 and B3). Is configured to vary the number of ceilings. Thereby, the transition frequency of effect mode can be controlled as a designer intends according to the kind of effect mode, and the improvement of the interest with respect to a game can be aimed at.
  (21) When the number of stay games does not exceed the number of ceilings, during another stay in a production mode (eg, production mode A1) with a low probability change expectation, another production mode (eg, normal production mode A2, B2) is entered. Transition. In this case, when the variation pattern with a high jackpot expectation level (for example, variation pattern P13) is shifted to another production mode with a higher probability than the variation pattern with a low jackpot expectation level (for example, variation pattern P11). Let For this reason, when the number of stay games does not exceed the number of ceilings, during the stay in the production mode with a low probability change expectation, the production mode is changed by changing to another production mode, and the big hit expectation is high Even if the variation pattern can be predicted and the user is staying in a production mode with a low probability of change probability, the interest in the game can be improved.
  (22) When transitioning to another production mode (for example, production modes A2 and B2), the sign production (special production) is executed at a timing before the transition to the other production mode, and another production is performed. Even when the mode is not shifted to, the control that can execute the indication effect is performed at the same timing. In addition, when a predictive effect is executed, it is easy to shift to another effect mode if the variation pattern (for example, variation pattern P13) with a high expectation level for jackpots is obtained. For this reason, by executing the predictive effect, it is possible to predict a transition to another effect mode and a variation pattern with a high expectation degree of jackpot, and an effect mode (for example, effect mode A1) with a low expected probability of change. Even if you are staying in the game, you can improve your interest in games.
  (23) While staying in a production mode with a low probability of change expectation (for example, production mode A1), by changing to another production mode (for example, production modes A2 and B2), a reach production with a high expectation degree for big hits (for example, , SR3 effect) can be predicted to be executed, and even if the user is staying in the effect mode with a low probability of change, the interest in the game can be improved.
  (24) A transition is made to another effect mode (for example, effect modes A2 and B2) between the start of the variable game and the reach is formed. Thereby, it can be predicted that a reach effect (for example, SR3 effect) with a high jackpot expectation will be executed, and even if the user is staying in an effect mode (for example, effect mode A1) with a low expected change expectation, It is possible to improve the interest in games.
  (25) Also, for example, in the case of executing the indication effect, the indication effect is executed in order based on the start of the variable game, and the operation is shifted to another effect mode (for example, the effect modes A2 and B2). There is a reach, and reach production is executed. In this way, it is possible to predict step by step that a reach effect with a high jackpot expectation level (for example, an SR3 effect) is executed, such as execution of a predictive effect and transition to another effect mode, and a low probability change expectation. Even when staying in the production mode, it is possible to improve the interest of the game.
[Second Embodiment]
Next, a second embodiment embodying the present invention will be described. In the following description, the same reference numerals are given to the same configurations and the same control contents as those of the already described embodiments, and the overlapping description is omitted or simplified.
  In the second embodiment, when a variation pattern with a high jackpot expectation is determined while staying in the normal performance mode with a low probability change expectation, the probability is higher than when a variation pattern with a low jackpot expectation is determined. , It is possible to shift to the normal-time probability variation concealment production mode with a high probability variation probability.
  Specifically, in step S134, the overall control CPU 31a shifts to the next normal effect mode in a predetermined order when executing the first transition suggestion effect (transfer) while staying in the normal effect mode. As described above, any one of the next normal production mode and the normal time certain change secret production mode is selected. Further, the overall control CPU 31a selects a production mode having a high probability of expectation change with a higher probability when the probability variation state is assigned than when the probability variation state is not imparted. On the other hand, when the probability variation state is not assigned, the overall control CPU 31a selects a rendering mode with a lower probability of probability variation with a higher probability than when the probability variation state is imparted.
According to the second embodiment, in addition to the effects (1) to (25) of the second embodiment, the following effects can be obtained.
(26) While staying in a production mode with a low probability of change expectation (for example, production mode A1), recognizing that the probability of expectation of change has increased by shifting to a production mode with a high probability of expectation change (for example, production mode B2). Therefore, even if the user is staying in the production mode with a low probability of expectation, the interest in the game can be improved.
[Third Embodiment]
Next, a third embodiment embodying the present invention will be described. In the following description, the same reference numerals are given to the same configurations and the same control contents as those of the already described embodiments, and the overlapping description is omitted or simplified.
  In the third embodiment, it is not the number of after-hit games of the variable game counted after the last winning game is awarded, but the variation game from the time of the previous winning game to the time of the previous winning game being played. Refer to the number of hit games.
  Specifically, in the effect mode determination table stored in the overall control ROM 31b, not the number of hit games shown in FIGS. 11 and 12 but the number of hit games is defined. In addition, when a winning game is awarded, the overall control CPU 31a sets the same value as the hit game number counted so far as the hit game number and initializes the hit game number. Then, the overall control CPU 31a counts the number of after-games for each input of the variation pattern designation command. In step S133, the overall control CPU 31a refers to the number of hit games without referring to the number of hit games. Then, the overall control CPU 31a determines the effect mode to be shifted based on whether or not the effect mode in which the user stays, the number of hit games, the number of stay games, and the probability variation state are given.
According to the said 3rd Embodiment, in addition to the effect (1)-(26) of each embodiment, the following effects can be acquired.
(27) When the number of hit games is large, it is highly probable to stay in a production mode with a high probability change expectation when the probability change state is given, and when the probability change expectation is not given, the effect with a low probability change expectation When the number of stay games is increased, the mode is shifted to another production mode with a high probability. For this reason, it is possible to control the transition frequency and transition accuracy of the production mode as intended by the designer in consideration of the result of the game called the number of hit games and the result of the production called the number of stay games in the production mode. Therefore, by performing the transition control of the production mode in accordance with the result of the game up to now and the result of the production, it is possible to improve the interest in the game.
In addition, the said embodiment can be embodied in another embodiment (another example) as follows.
-In each embodiment, a variation pattern designation command, special figure designation command, all symbols stop command are input, but if the variation pattern designation command and the special figure designation command are not unified, a communication error will not occur. A decorative drawing may be displayed. In this case, a slip-off symbol may be displayed as a decorative drawing. Moreover, it is preferable to use [1] [2] [4] [5] [6] as this off symbol without using [3] [7].
  -In each embodiment, you may determine the content of the transition suggestion production | presentation based on whether the probability variation state is provided. As a specific example, when the probability variation state is assigned, the rendering mode B3 is selected as the content of the transition suggestion effect with a higher probability than when the probability variation state is not imparted. On the other hand, when the probability variation state is not assigned, the effect mode B2 is selected as the content of the transition suggestion effect with a higher probability than when the probability variation state is imparted.
  In each embodiment, the first transition suggestion effect (transition) may be selectable when not only in the normal effect mode but also in the normal time variation / secret display effect mode. Also in that case, if the probability variation is given, the production mode with a higher probability of probability variation is selected with a higher probability than the case where the probability variation is not given, while the probability variation is not given. A production mode with a lower probability of probability variation may be selected with a higher probability than when probability variation is given.
-In each embodiment, after the reach in a variable game is formed, you may make it transfer to another production mode.
In each embodiment, the same reach effect is executed but different variation patterns, and when a variation pattern with a high jackpot expectation is determined, it is higher than when a variation pattern with a low jackpot expectation is determined You may perform control which transfers to another production | presentation mode by probability.
In each embodiment, the indication effect may be executed at different timings based on the start of the variable game depending on whether or not to shift to another effect mode.
In each embodiment, when transitioning to another presentation mode, when not transitioning to another presentation mode, it is possible to execute a sign presentation or transition presentation, and on the other side, perform a sign presentation or transition presentation. It may not be executed.
  In each embodiment, the sign effect may be executable regardless of whether or not to shift to another effect mode. In each embodiment, it is not necessary to execute the sign effect or the transition effect itself. That is, it is not necessary to execute special effects.
  -In each embodiment, when the number of hit games exceeds 100, when the probability variation state is assigned, the probability mode has a higher probability than the case where the probability variation state is not imparted, and from the production mode with a low probability variation expectation. You may make it transfer to the production mode with a high probability change expectation. On the other hand, when the probability variation state is not provided, the production mode may be shifted from the effect mode with a high probability variation expectation to the effect mode with a low probability variation expectation with a higher probability than when the probability variation state is imparted.
  In each embodiment, the first number may not be 100 times, the second number may be 10 times, and the third number may not be the ceiling number. Also, the first number and the second number may be set to the same value, and the first number and the third number may be set to the same value. In addition, the number of ceiling games for forcibly shifting to another effect mode may not be provided in the number of stay games.
  In each embodiment, the first variable game and the second variable game may be selectable for the first variable game. In addition, the first variable game per game and the second variable game per game may not be selectable for the second variable game.
-In each embodiment, you may control so that it may not transfer to the same production mode, when a change state is complete | finished by the 1st change change game and the 2nd change change game.
-In each embodiment, when a variable state is provided, there may be a plurality of variable continuous upper limit times at which the provision of a certain variable state is determined. For example, the assignment of the probability variation state is not fixed at 30 times and 50 times, but the assignment of the probability variation state may be confirmed at 40 times and 10,000 times. In addition, when the variable state is given, the maximum variable number of times of continuous change upper limit number at which the provision of the certain variable state is fixed may not be the largest. In addition, when the variable state is given, the type of the big hit game may be determined so that the certainty state is not surely given.
  -In each embodiment, the variable duration effect that indicates the continuation of the variable state is continuously displayed in all the variable games from the variable game immediately after the variable state continues to the variable game where the variable state ends. You do not have to do this. In addition, it is not necessary to perform the variable duration continuation between the variable game immediately after the variable state continues and the variable game where the variable state ends.
  -In each embodiment, it is not necessary to prescribe | regulate so that a probability change expectation degree may become high in an ascending order as the number of times of change continuous upper limit becomes large. For example, it is not necessary to define the probability variation expectation in descending order. Further, for example, the probability variation expectation may be defined differently, not in ascending order or descending order. Also, the type of jackpot game is defined so that there are at least two types of upper limit of the number of times of change that it is difficult to recognize whether or not the probability change state is given at least after the change state is given. It only has to be.
  -In each embodiment, after a 2R extension jackpot game is complete | finished, you may be surely provided with a probability change state. In addition, after the 2R shortened big hit game is finished, there may be a case where the probability variation state is given or not.
  In each embodiment, when a 2R shortened jackpot game is awarded, a larger variable upper limit number of times of change may be determined with a lower probability or the same probability as when a 2R extended jackpot game is awarded.
In each embodiment, the second variation game is executed with priority over the first variation game. However, the first variation winning slot 14 may be in the order of winning in the second starting prize opening 15.
-In each embodiment, when the variable state is given, the fluctuation time of a usual game does not need to be shortened compared with a non-variable state. Further, the lottery probability of the normal lottery of the usual game need not change from a low probability to a high probability. Further, when the normal winning lottery is won, the opening / closing blades 16 need not be opened / closed with different operation patterns. Moreover, these combinations may be sufficient. That is, the variable state may be a state in which the variable time of the variable game can be shortened.
  -In each embodiment, if the 2R shortened jackpot game and the 2R extended jackpot game have the same number of times of opening, different prescribed round numbers may be used. Also, in the 2R shortened big hit game and the 2R extended big hit game, if the total opening time of the big winning opening 18 corresponding to one hit game is shorter than the 13R special probability variable big hit game, the number of times of opening, one opening time Regardless of the number of specified rounds. Also, there is no need for 13R big hit games including 13R special probability variable big hit games.
  -In each embodiment, it is good also as the selection probability of the type of jackpot game and the number of times of continuous variable change for the 1st variation game and the 2nd variation game. You may comprise so that a small hit game may not be provided, and the kind of big hit game can also be changed suitably.
Next, a technical idea that can be grasped from the above embodiment and another example will be added below.
(A) In a gaming machine comprising display means for displaying a symbol variation game performed by varying symbols and a hit determination unit for determining whether or not the symbol variation game is a win, If the determination result is affirmative, among a plurality of types of winning games, a special winning opening corresponding to a single winning game and a special winning opening corresponding to a single winning game corresponding to a single winning game are combined. The total opening time is shorter than the game per special opening and the number of opening of the special prize opening corresponding to one game is the same, but the opening time of one special winning opening is relatively long. A gaming machine comprising a hit type determining means for determining whether to give a game per long-time opening or a game per short-time opening of a special winning opening that is relatively short.
(B) Display unit for displaying a symbol variation game performed by varying symbols, and hit determination unit for determining whether or not the symbol variation game is won at the start of the symbol variation game, the hit determination When the determination result of the means is affirmative, in a gaming machine in which a winning game is performed, when the determination result of the hit determination means is affirmative, a probability variation state is provided in which the winning lottery probability is changed to a higher probability than the normal state. In the effect mode, the probability change determining means for determining whether or not to perform, the mode transition control means for controlling the transition of the effect mode indicating the probability change expectation suggesting that the probability change state is given as the current gaming state, Whether or not the game state after the end of the winning game is a probable change condition when a predetermined condition is satisfied when the determination result of the effect executing means for executing the specific effect and the determination result of the hit determining means is affirmative Regardless of the effect control means for controlling the execution of the specific effect by the effect execution means, and the number of hit games of the symbol variation game from the last hit game to the last hit game A game number counting means for counting the number of stay games in which the effect mode is staying, and the mode transition control means is relatively small when the hit game number is relatively large With a higher probability, control is performed to stay in the production mode with a high probability change expectation when the probability variation state is given, and to stay in the production mode with a low probability change expectation when the probability change state is not given, A gaming machine that performs control to shift to another effect mode with a higher probability when the number of stay games is relatively large than when it is relatively small.
  SW1 ... 1st start opening switch, SW2 ... 2nd start opening switch, 11 ... Production display device (production execution means), 12a ... 1st special symbol display device (display means), 12b ... 2nd special symbol display device (display) Means), 14 ... first start winning opening (first starting means), 15 ... second starting winning opening (second starting means), 17 ... large winning opening door, 18 ... large winning opening, 19 ... operating gate, 20 ... normal symbol display device, 30 ... main control board, 30a ... main control CPU (hit determination means, hit type determination means, variation content determination means, probability variation determination means, variation determination means), 30b ... main control ROM, 30c ... Main control RAM, 31 ... Overall control board, 31a ... Overall control CPU (game number counting means, mode transition control means, presentation control means), 31b ... ROM, 31c ... RAM, 32 ... Display control board, 32a … Display system Use CPU (the effect control means), 32b ... display control ROM, 32c ... display control RAM.

Claims (1)

  1. Display means for displaying a symbol variation game performed by varying symbols, start means having a start port, and whether or not the symbol change game is won when a game ball enters the start port A hit judging means for judging, and the starting means comprises an opening / closing means capable of performing an opening operation that makes it easy for a game ball to enter the starting port and a closing operation that makes it difficult for the game ball to enter the starting port. In the gaming machine in which a winning game is performed when the winning determining means includes a starting means,
    A hit type determining means for determining which hit game is to be given among a plurality of types of hit games when the hit determination means determines that a win;
    Probability change giving means for giving a probability change state for changing the winning lottery probability to a higher probability than the normal state when the hit determination means is determined to be a win based on the determination result of the hit type determination means;
    Production execution means for executing a specific production;
    When it is determined that the winning determination means is a winning, when the predetermined condition is satisfied, the specific execution is performed with the specific effect regardless of whether or not the gaming state after the winning game is a probable change state. Production control means for performing control to be executed,
    Based on the determination result of the hit type determining means, a variable state in which the opening operation time of the opening / closing means per unit time can be increased when it is determined to be a hit by the hit determining means, and the variable state A variable granting means for setting a period of time that is an upper limit for continuing the variable state after the end of the hit game when the bonus game is given,
    Mode transition control means for controlling the transition of the production mode indicating the degree of expectation that the probability variation state is given as the current gaming state,
    The plurality of types of the per game, varying a short state and first Hentan per game to continue the first period after the end of the per game as an upper limit, a small second period than a variable short state to the first period And a second variable winning game that is continued after the end of the hit game, and a third variable winning game that can continue the variable state beyond the first period ,
    The first variable short play game and the second variable short win game are hit games with different probability change expectation levels, which are the expected expectation levels of the probability change state, and the third variable short hit game is a winning game. It can be determined only when granting a probable state after completion,
    In the case where the first variable winning game is awarded, the effect control means is configured so that the symbol changing game for the second period is performed after the completion of the first variable winning game. Performing control to cause the effect execution means to execute a variable duration effect indicating continuation of the state,
    The effect execution means executes a specific effect corresponding to the effect mode,
    The mode transition control means includes
    The symbol variation game for the second period when the second variable game is awarded until the second symbol variation game for the second period is completed when the first variable variation game is awarded. Until the end of the game, and when the third variable winning game is awarded, until the end of the symbol variation game for the second time period ,
    When the first variable winning game is awarded, when the first variable symbol game is completed, and when the second variable winning game is awarded, the second symbol varying game is played. When the is finished, control to be able to shift to the same second production mode,
    When the first variable winning game is awarded , or when the third variable winning game is awarded , the symbols for the first period after the symbol variable game for the second period ends. By the time the variable game is over, control is performed so as to be able to shift to the third effect mode different from the first effect mode ,
    In the case where the third variable winning game is awarded, when the symbol variation game for the first period is finished, control is performed so as to be able to shift to the fourth effect mode in which it is possible to recognize that the probability variation state is given. Gaming machine.
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