JP5899266B2 - Game machine - Google Patents

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JP5899266B2
JP5899266B2 JP2014097754A JP2014097754A JP5899266B2 JP 5899266 B2 JP5899266 B2 JP 5899266B2 JP 2014097754 A JP2014097754 A JP 2014097754A JP 2014097754 A JP2014097754 A JP 2014097754A JP 5899266 B2 JP5899266 B2 JP 5899266B2
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determination
special symbol
game ball
cpu
game
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JP2015213600A (en
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直幸 渡辺
直幸 渡辺
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京楽産業.株式会社
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  The present invention relates to a gaming machine such as a pachinko gaming machine played by a player.
  Currently, a gaming machine that detects a winning of a game ball at a start opening and performs a big hit lottery (for example, Non-Patent Document 1).
"Pachinko winning guide", Hakuyo Shobo Co., Ltd., published on January 5, 2014, January 5, 2014, pages 26 and 27, CR Saint Seiya
  In recent years, in gaming machines, the load of arithmetic processing has increased due to an increase in arithmetic processing contents. For this reason, the execution interval (interrupt interval) of timer interrupt processing, which is the main arithmetic processing executed in the gaming machine, is long. Along with this, the execution interval of the process for determining that the game ball has passed through the start port or the like, which is executed in the timer interrupt process, is also increased. Thus, there is a need for a gaming machine that can reliably determine the passage of a game ball even in such a situation.
  Therefore, a main object of the present invention is to provide a gaming machine that can improve the accuracy of the passing determination of the game ball.
  In order to achieve the above object, one aspect of the present invention employs the following configuration. Note that reference numerals in parentheses, explanatory texts, step numbers, and the like indicate correspondence with embodiments described later in order to help understanding of one aspect of the present invention. It does not limit the range at all.
A gaming machine (1),
Switch means (see 70, FIG. 5 and FIG. 6) for outputting a signal of a level corresponding to the passing state of the game ball with respect to a predetermined area (21 etc.);
Determination means for determining whether or not the game ball has passed through the predetermined area by repetitive processing (timer interruption processing) repeatedly executed at predetermined intervals based on a signal output from the switch means ( 100 etc.)
The determination means includes
First determination (OFF determination) for determining that the level of the signal output by the switch means is positioned in the first direction (OFF direction) from a predetermined threshold level (pass determination threshold level), or the level of the signal Signal level determination means for performing either of the predetermined threshold level or a second determination (ON determination) that determines that the position is in a second direction (ON direction) opposite to the first direction from the predetermined threshold level; ,
When the signal level determination means performs the first determination in the nth (n is a natural number) iteration process and then performs the second determination a plurality of times in the (n + 1) th iteration process, the predetermined level Passage determining means for determining that the game ball has passed through the area (see FIG. 7).
  Further, the signal level determination means performs the second determination for the first time in a single iterative process, and then executes a calculation process by software, and after a predetermined time has elapsed, The second determination may be performed.
  Further, the predetermined time may be variable depending on calculation settings in the software.
  ADVANTAGE OF THE INVENTION According to this invention, the game machine which can improve the precision of the passage determination of a game ball can be provided.
Schematic front view showing an example of a pachinko gaming machine 1 according to an embodiment of the present invention The enlarged view which shows an example of the indicator 4 provided in the pachinko machine 1 of FIG. Partial plan view of the pachinko gaming machine 1 of FIG. The block diagram which shows an example of a structure of the control apparatus provided in the pachinko gaming machine 1 The figure for demonstrating an example of the game ball passage determination process peculiar to this embodiment The figure for demonstrating an example of the game ball passage determination process peculiar to this embodiment The figure for demonstrating an example of the game ball passage determination process peculiar to this embodiment The figure for demonstrating an example of the game ball passage determination process peculiar to this embodiment The figure for demonstrating an example of the game ball passage determination process peculiar to this embodiment The figure for demonstrating an example of the game ball passage determination process peculiar to this embodiment The figure for demonstrating an example of the jackpot breakdown of the special symbol lottery which concerns on this embodiment The figure for demonstrating an example of the big hit game by the continuous big hit and single shot big hit concerning this embodiment The figure for demonstrating an example of a set of 5 times of big hits concerning this embodiment In this embodiment, the figure for demonstrating the production | presentation aspect performed when a game ball passes the V area | region 53 by the continuous big hit game at the time of continuous big hit. The figure for demonstrating the production | presentation aspect performed when a game ball passes the V area | region 53 by the single shot big hit game in this embodiment at the time of a single big hit game. In this embodiment, the figure for demonstrating the production | presentation aspect performed when a game ball does not pass the V area | region 53 by the continuous big hit game at the time of continuous big hit. An example of a flowchart showing timer interrupt processing performed by the main control unit 100 An example of a detailed flowchart of the start port switch process in step S2 of FIG. An example of a detailed flowchart of the special symbol process in step S4 of FIG. An example of a detailed flowchart of the jackpot determination process in step S47 of FIG. An example of a detailed flowchart of the variation pattern selection process in step S48 of FIG. The figure for demonstrating the special symbol variation time selected by the variation pattern selection process of FIG. The figure for demonstrating an example of the special symbol stopped and displayed on the 1st special symbol display 4a and the 2nd special symbol display 4b of 7 segment display system An example of a detailed flowchart of the stop process in step S54 of FIG. An example of a detailed flowchart of the big prize opening process in step S6 of FIG. An example of a detailed flowchart of the big prize opening process in step S6 of FIG. An example of a detailed flowchart of the gaming state setting process in step S90 of FIG. An example of a flowchart showing a timer interruption process performed by the effect control unit 400 An example of a detailed flowchart of command reception processing in step S10 of FIG. An example of a detailed flowchart of the V region passage effect process in step S115 of FIG.
  Hereinafter, a pachinko gaming machine 1 according to an embodiment of the present invention will be described with reference to the drawings as appropriate. Hereinafter, the pachinko gaming machine 1 may be simply referred to as a gaming machine 1.
[Schematic configuration of pachinko gaming machine 1]
Hereinafter, a schematic configuration of the pachinko gaming machine 1 according to an embodiment of the present invention will be described with reference to FIGS. FIG. 1 is a schematic front view showing an example of a gaming machine 1 according to an embodiment of the present invention. FIG. 2 is an enlarged view showing an example of the display 4 provided in the gaming machine 1. FIG. 3 is a partial plan view of the gaming machine 1.
  In FIG. 1, a gaming machine 1 is a pachinko gaming machine configured to pay out a winning ball when a gaming ball launched by a player's operation wins a prize, for example. This gaming machine 1 includes a game board 2 on which game balls are launched, and a frame member 5 surrounding the game board 2. The frame member 5 is configured to be openable and closable with respect to the main part of the gaming machine 1 around a hinge provided on the shaft support side, and is detachably attached to the game board 2. And the lock part 43 is provided in the predetermined position (for example, edge part on the opposite side to a shaft support side) which becomes the front side of the frame member 5, and the frame member 5 is unlocked by unlocking the lock part 43. Can be opened.
  A game area 20 for playing a game with a game ball is formed on the front surface of the game board 2. In the gaming area 20, a rail member (from which a game ball launched from below (the launching device 211; see FIG. 4) rises along the main surface of the game board 2 and forms a path toward the upper position of the gaming area 20 ( (Not shown) and a guide member (not shown) for guiding the raised game ball to the right side of the game area 20.
  In addition, the game board 2 is provided with an image display unit 6 that displays images for various effects at positions that are easily visible to the player. The image display unit 6 notifies the player of the result of the special symbol lottery (big hit lottery), for example, by displaying a decorative symbol according to the progress of the game by the player, or by the appearance of a character or the appearance of an item A notice effect is displayed, or a hold image indicating the number of times the special symbol lottery is put on hold is displayed. The image display unit 6 is configured by a liquid crystal display device, an EL (Electro Luminescence) display device, or the like, but any other display device may be used. Furthermore, a movable accessory 7 and a board lamp 8 used for various effects are provided on the front surface of the game board 2. In addition, a movable accessory 7 is provided in the opening of the game board 2 where the image display unit 6 is disposed. The movable accessory 7 is configured to be movable with respect to the game board 2, and according to the progress of the game or according to the player's operation, a predetermined action (the robot's head and body parts described later with reference to FIG. 14). The right arm part and the left arm part jump out to the front surface of the image display unit 6 and perform a combination). The board lamp 8 emits light according to the progress of the game, thereby performing various effects by light.
  The game area 20 is provided with a game nail and a windmill (both not shown) that change the falling direction of the game ball. Further, in the game area 20, various bonuses related to winning and lottery are arranged at predetermined positions. In FIG. 1, as an example of various prizes related to winning and lottery, the first starting port 21, the second starting port 22, the gate 25, the first major winning port 23, the second major winning port 51, the V region 53 and the regular winning opening 24 are arranged on the game board 2. In addition, the game area 20 is provided with a discharge port 26 through which game balls that have not been won in any of the game areas of the game balls launched into the game area 20 are discharged out of the game area 20. .
  The first start port 21 and the second start port 22 are awarded when a game ball enters, respectively, and a special symbol lottery (big hit lottery) is started. The first start port 21 is provided with a predetermined special electric accessory (first big prize opening 23, second big prize opening 51) and / or a predetermined special symbol display (first special symbol display described later). 4a) is a winning opening relating to a winning game ball. Further, the second start opening 22 operates the special electric accessory and / or a predetermined special symbol display device (second special symbol display device 4b described later), and wins related to winning a game ball. The mouth. When the game ball passes through the gate 25, the normal symbol lottery (the following open / close lottery of the electric tulip 27) starts. Note that the lottery does not start at the normal winning opening 24 even if a game ball wins.
  The second start port 22 is provided on the right side of the first start port 21 and includes an electric tulip 27 in the vicinity of the entrance of the game ball as an example of an ordinary electric accessory. The electric tulip 27 has a pair of wings imitating tulip flowers, for example, and the pair of wings open and close left and right by driving an electric tulip opening / closing unit 112 (for example, an electric solenoid) described later. When the pair of blade portions are closed (see FIG. 1), the electric tulip 27 is closed so that the game ball does not enter the second starting port 22 because the opening width guided to the inlet of the second starting port 22 is extremely narrow. It becomes a state. On the other hand, in the electric tulip 27, when the pair of blades are opened to the left and right (not shown), the opening width guided to the entrance of the second start port 22 increases, so that the game ball enters the second start port 22. Easy opening. When the electric tulip 27 passes through the gate 25 and the normal symbol lottery is won, the pair of blades opens for a specified time (for example, 0.15 seconds or 1.80 seconds), and the specified number of times (for example, Open and close only once or three times.
  The first big winning opening 23 is located below the second starting opening 22 and is opened according to the result of the special symbol lottery. The first grand prize opening 23 is normally in a closed state (see FIG. 1) so that no game balls can enter, but depending on the result of the special symbol lottery, it protrudes from the main surface of the game board 2 Thus, an open state (not shown) is entered, and a game ball can easily enter. For example, the first big winning opening 23 is a predetermined number of times (for example, seven times) in which the round is kept open until a predetermined condition (for example, 29.5 seconds has elapsed or nine game balls are won) in the big hit game. Just repeat.
  The second big winning opening 51 is located above the second starting opening 22 in the right area of the game area 20 and is opened according to the result of the special symbol lottery. The second grand prize winning opening 51 is normally in a closed state as shown by a solid line in a honey-shaped opening and closing member (hereinafter referred to as a right honey) 50, and no game balls can enter. Depending on the result, the right honey 50 is opened as shown by the dotted line, and the game ball is easy to enter. For example, in the big hit game, the second big winning opening 51 is in an open state until a predetermined condition (for example, a condition for winning 29.5 seconds or winning nine game balls, or a condition for passing 0.1 seconds) is satisfied. A round is performed a predetermined number of times (for example, once).
  As shown in FIG. 1, there is a space inside the second big prize opening 51 where game balls that have entered the second big prize opening 51 flow down. In this space, there are a flow path on the left side and a flow path on the right side. Is provided. The left flow path is provided with a V region 53 (region indicated with “V” in FIG. 1), and a V region opening / closing member (hereinafter referred to as V) is provided at a branch portion between the left flow channel and the right flow channel. 52) is provided. The V honey 52 is normally in a closed state in which the flow path on the left side is closed as indicated by a solid line, and the game ball flows in only the flow path on the right side. Then, the V honey 52 is an opening that opens the left flow path and closes the right flow path as indicated by a dotted line after a predetermined time has elapsed (for example, 3 seconds) after the second big prize opening 51 is opened. Then, after a predetermined time has elapsed (for example, after 6 seconds), the closed state is restored. That is, when the V honey 52 is in the closed state, the game ball that has entered the second grand prize winning opening 51 flows down the right flow path and does not pass through the V region 53, and when the V honey 52 is in the open state, the second The game balls that have entered the big winning opening 51 flow down the left flow path and pass through the V region 53. Then, it is detected that the game ball that has entered the second big prize opening 51 has won the second big prize opening 51 by entering the area 54 after having made the left flow path or the right flow path.
  In addition, a display 4 is provided at a predetermined position (for example, lower right) of the game board 2 to display the result of the special symbol lottery or the normal symbol lottery described above, the number of holds, and the like. Details of the display 4 will be described later.
  Here, the payout of prize balls will be described. When a game ball enters (wins) in the first start port 21, the second start port 22, the first grand prize port 23, the second big prize port 51, and the normal prize port 24, it depends on the place where the game ball has won. Thus, a predetermined number of prize balls are paid out per game ball. For example, when one game ball is won at the first start port 21 and the second start port 22, three prize balls are awarded, and when one game ball is won at the first big prize port 23 or the second big prize port 51, 13 game balls are won. When one game ball wins the prize ball and the normal winning opening 24, 10 prize balls are paid out respectively. Even if it is detected that the game ball has passed through the gate 25, there is no payout of the prize ball in conjunction with it.
  The frame member 5 on the front surface of the gaming machine 1 includes a handle 31, a lever 32, a stop button 33, a take-out button 34, a speaker 35, a frame lamp 36, an effect button 37, an effect key 38, a plate 39, a lock portion 43, and the like. Is provided.
  When the player touches the handle 31 and performs an operation to rotate the lever 32 clockwise, the launching device 211 (100 per minute) with a hitting force according to the operation angle (for example, 100 per minute). 4) electrically fires the game ball. The tray 39 (see FIG. 3) is provided so as to protrude in front of the gaming machine 1 and temporarily stores game balls supplied to the launching device 211. In addition, the above-described prize balls are paid out to the plate 39. Then, the game balls stored in the tray 39 are supplied to the launching device 211 one by one by a supply device (not shown) at a timing linked with the operation by the player's lever 32.
  The stop button 33 is provided on the lower side surface of the handle 31, and even when the player touches the handle 31 and rotates the lever 32 in the clockwise direction, the game ball is released by being pressed by the player. Is temporarily stopped. The take-out button 34 is provided on the front surface in the vicinity of the position where the tray 39 is provided, and when the player presses it, the game balls accumulated in the tray 39 are dropped into a box (not shown).
  The speaker 35 and the frame lamps 36 and 45 respectively notify the gaming state and situation of the gaming machine 1 and perform various effects. The speaker 35 performs various effects using music, voice, and sound effects. The frame lamps 36 and 45 perform various effects and the like by light depending on a pattern by lighting / flashing or a difference in emission color. The frame lamp 36 is provided on the frame member 5 so as to surround the game area 20. The frame lamp 45 is provided on the frame member 5 so as to surround the speaker 35.
  Next, the display 4 provided in the gaming machine 1 will be described with reference to FIG. In FIG. 2, the display 4 includes a first special symbol display 4a, a second special symbol display 4b, a first special symbol hold indicator 4c, a second special symbol hold indicator 4d, a normal symbol indicator 4e, and a normal symbol indicator 4e. A symbol hold display 4f, a game status display 4g, and a right-handed display 4h are provided.
  The first special symbol display 4a is displayed with the display symbol varying corresponding to the winning of the game ball at the first starting port 21. The first special symbol display 4a is composed of, for example, a 7-segment display device. When a game ball wins at the first start port 21, the special symbol is displayed in a variable manner, and then the lottery result is displayed. Further, the second special symbol display 4b is displayed with the display symbols varying corresponding to the winning of the game ball at the second starting port 22. Similarly, the second special symbol display 4b is composed of, for example, a 7-segment display device, and when a game ball is won at the second starting port 22, the special symbol is displayed in a variable manner and then stopped and displayed. . In the normal symbol display 4e, the display symbol is changed and displayed according to the game ball passing through the gate 25. The normal symbol display 4e is constituted by, for example, an LED display device. When a game ball passes through the gate 25, the normal symbol is displayed in a variable manner and then the lottery result is displayed after the normal symbol is variably displayed.
  The number of times the first special symbol hold display 4c holds the special symbol lottery when the game ball is won at the first start port 21 (the special symbol display by the first special symbol display 4a is displayed after being variably displayed. May be said to be the number of times the processing to be held is suspended. The second special symbol hold display 4d displays the number of times that the special symbol lottery is held when the game ball wins at the second start port 22 (the special symbol display by the second special symbol display 4b is variably displayed and then stopped. May be said to be the number of times the processing to be held is suspended. The normal symbol hold display 4f displays the number of times the normal symbol lottery is held. For example, the first special symbol hold indicator 4c, the second special symbol hold indicator 4d, and the normal symbol hold indicator 4f are each composed of LED display devices arranged in a row, and the number of times of hold is displayed according to the lighting mode. The
  The game state indicator 4g is constituted by, for example, an LED display device, and displays a game state (a normal game state, a short-time game state, etc.) when the gaming machine 1 is turned on. The right-handed display 4h is composed of, for example, an LED display device, and when the game ball should be launched so that the game ball flows down in the right area where the second start port 22 is arranged in the game area 20 shown in FIG. In other words, it lights up when it should be turned to the right) and displays that fact.
  Next, an input device provided in the gaming machine 1 will be described with reference to FIG. In FIG. 3, the gaming machine 1 is provided with an effect button 37 and an effect key 38 as an example of an input device.
  The effect button 37 and the effect key 38 are provided for the player to input the effect. The effect button 37 is provided on the side of the upper surface of the tray 39 protruding forward of the gaming machine 1. The production key 38 has a center key and four direction keys arranged in a substantially cross shape, and is provided on the upper side of the plate 39 adjacent to the production button 37. The effect button 37 and the effect key 38 are each pressed by the player to perform a predetermined effect. For example, the player can enjoy a predetermined effect by pressing the effect button 37 at a predetermined timing. Further, the player can select one of a plurality of images displayed on the image display unit 6 by operating the four direction keys. Further, the player can input the selected image as information by operating the center key.
  In addition, on the back side of the gaming machine 1, a ball tank for storing game balls for payout and a payout device (payout drive unit 311) for paying out the game balls to the tray 39 are provided, and various substrates are attached. ing. For example, a main board, a sub board, and the like are disposed on the rear surface of the game board 2. Specifically, a main control board on which a main control unit 100 (see FIG. 4) that performs internal lottery and determination of winning is configured is disposed on the main board. The sub-board includes a firing control board 200 (see FIG. 4) configured to control a launching device 211 that launches a game ball to the upper part of the game area 20, and a payout control unit 300 that controls the payout of a prize ball. A payout control board configured with an effect control board configured with an effect control section 400 for overall control of effects, an image control board configured with an image acoustic control section 500 for controlling effects with images and sounds, and various types The lamp control board etc. in which the lamp control part 600 which controls the effect by the lamp (frame lamp 36, panel lamp 8) and the movable accessory 7 are arranged. In addition, on the rear surface of the gaming board 2, the power source of the gaming machine 1 is switched on / off, and 24V (volt) AC power supplied to the gaming machine 1 is converted into DC power of various voltages. A switching power supply is provided for outputting the direct current power to the various substrates described above.
[Configuration of control device of pachinko gaming machine 1]
Next, with reference to FIG. 4, a control device that performs operation control and signal processing in the gaming machine 1 will be described. FIG. 4 is a block diagram showing an example of the configuration of the control device provided in the gaming machine 1.
  4, the control device of the gaming machine 1 includes a main control unit 100, a launch control unit 200, a payout control unit 300, an effect control unit 400, an image sound control unit 500, a lamp control unit 600, and the like.
  The main control unit 100 includes a CPU (Central Processing Unit) 101, a ROM (Read Only Memory) 102, and a RAM (Random Access Memory) 103. The CPU 101 performs arithmetic processing when performing various controls related to the number of payout prize balls, such as internal lottery and determination of winning. The ROM 102 stores programs executed by the CPU 101 and various data. The RAM 103 is used as a working memory for the CPU 101. Hereinafter, main functions of the main control unit 100 will be described.
  The main control unit 100 performs a special symbol lottery (big hit lottery) when a game ball wins at the first starting port 21 or the second starting port 22, and effects control is performed on determination result data indicating whether or not the special symbol lottery is won. Send to part 400.
  The main control unit 100 controls the opening time when the blade portion of the electric tulip 27 is opened, the number of times the blade portion is opened and closed, and the opening / closing time interval at which the blade portion is opened and closed. In addition, the main control unit 100 holds the special symbol lottery hold number when the game ball wins the first start port 21, the special symbol lottery hold number when the game ball wins the second start port 22, and the game The number of holdings of the normal symbol lottery when the ball passes through the gate 25 is managed, and data related to the number of holdings is sent to the effect control unit 400.
  The main control unit 100 controls the opening / closing operation of the first big prize opening 23 and the second big prize opening 51 according to the result of the special symbol lottery. For example, the main control unit 100 repeats a predetermined number of rounds in which the first grand prize winning opening 23 protrudes and is in an open state until a predetermined condition (for example, 29.5 seconds elapse or 9 game balls are won) is satisfied ( (For example, 7 times) Control to repeat. In addition, for example, the main control unit 100 determines that the second big prize winning opening 51 remains until a predetermined condition (for example, 29.5 seconds elapses, 9 game balls winning conditions, or 0.1 seconds elapses) is satisfied. Control is performed so that a round in an open state is performed a predetermined number of times (for example, once). Further, the main control unit 100 controls an opening / closing time interval (interval time) at which the first grand prize winning port 23 and the second big prize winning port 51 are opened and closed.
  The main control unit 100 controls the open state and the closed state of the V region 53 by controlling the posture of the V-shaped honeycomb 52 provided inside the second grand prize winning opening 51 (see FIG. 1). In addition, the main control unit 100 detects that a game ball has passed through the V region 53.
  The main control unit 100 changes the game state in accordance with the progress of the game, and according to the progress of the game, the winning probability of the special symbol lottery, the execution interval of the special symbol lottery (the special symbol is variably displayed on the display 4) In other words, it may be said that it is a time to stop display), and the opening / closing operation of the electric tulip 27 is changed.
  When the game ball wins in the first start port 21, the second start port 22, the first grand prize port 23, the second big prize port 51, and the normal prize port 24, the main control unit 100 takes the place where the game ball has won. Accordingly, the payout control unit 300 is instructed to pay out a predetermined number of prize balls per game ball. Even if the main control unit 100 detects that the game ball has passed through the gate 25, the main control unit 100 does not instruct the payout control unit 300 to pay out the prize ball in conjunction therewith. When the payout control unit 300 pays out a prize ball according to an instruction from the main control unit 100, information on the number of prize balls paid out from the payout control unit 300 is sent to the main control unit 100. Then, the main control unit 100 manages the number of paid-out prize balls based on the information acquired from the payout control unit 300.
  In order to realize the above-described function, the main control unit 100 includes a first start port switch 111a, a second start port switch 111b, an electric tulip opening / closing unit 112, a gate switch 113, a first big prize port switch 114, a first Grand prize opening / closing part 115, second big prize opening switch 117, second big prize opening / closing part 118, V area switch 119, V area opening / closing part 120, normal prize opening switch 116, indicator 4 (first special symbol display) 4a, second special symbol display 4b, first special symbol hold indicator 4c, second special symbol hold indicator 4d, normal symbol indicator 4e, normal symbol hold indicator 4f, gaming state indicator 4g, and right A tapping indicator 4h) is connected.
  The first start port switch 111 a sends a signal to the main control unit 100 in response to the winning of the game ball to the first start port 21. The second start port switch 111 b sends a signal corresponding to the winning of the game ball to the second start port 22 to the main control unit 100. The electric tulip opening / closing unit 112 opens and closes the pair of blade portions of the electric tulip 27 in accordance with a control signal sent from the main control unit 100. The gate switch 113 sends a signal corresponding to the game ball passing through the gate 25 to the main control unit 100. The first grand prize opening switch 114 sends a signal to the main control unit 100 in response to the winning of the game ball to the first big prize opening 23. The first big prize opening / closing unit 115 opens and closes the first big prize opening 23 in accordance with a control signal sent from the main control unit 100. The second grand prize opening switch 117 sends a signal to the main control unit 100 in accordance with the winning of the game ball to the second big prize opening 51 (more precisely, the area 54 in the second big prize opening 51). . The second big prize opening / closing part 118 opens and closes the second big prize opening 51 by changing the posture of the right honey 50 according to the control signal sent from the main control part 100. The V region switch 119 sends a signal to the main control unit 100 in response to the game ball passing through the V region 53. The V region opening / closing unit 120 changes the posture of the V honey 52 according to a control signal sent from the main control unit 100 to open and close the flow path to the V region 53. The normal winning port switch 116 sends a signal to the main control unit 100 in response to the winning of the game ball to the normal winning port 24.
[Switch processing specific to this embodiment]
Hereinafter, the switch process (game ball passage determination process) unique to the present embodiment will be specifically described. In this game ball passage determination process, a game ball enters the first start port 21, the second start port 22, the gate 25, the first major winning port 23, the second major winning port 51, the V region 53, or the like. For example, it is executed not only when it is determined that the ball has passed (or passed), but also when the payout control unit 300 determines (counts) the paid-out prize ball (the number of prize balls).
  FIG. 5 is a diagram for explaining an example of the proximity switch 70 installed as the first start port switch 111a or the like for detecting the game ball winning (passing) to the first start port 21 or the like. The proximity switch 70 has a circular through-hole through which a game ball passes through a rectangular plate as shown in the top view of FIG. 5 (1), and the through-hole as shown in the front view of FIG. 5 (2). A voltage output signal corresponding to the change in magnetic flux when the game ball passes in the direction of the arrow is output. In the present embodiment, the proximity switch 70 is a direct current 2-wire electronic switch. 5 (2) shows the position A of the game ball when starting to enter the through hole of the proximity switch 70, the position B of the game ball when reaching the center of the through hole, and the through hole. The position C of the game ball when leaving is described.
  FIG. 6 is a diagram for explaining an example of an output signal of the proximity switch 70 when the game ball passes and an example of a threshold value for performing the pass determination of the game ball. As shown in FIG. 6, the voltage level of the output signal of the proximity switch 70 decreases as the game ball approaches the center of the through hole, and the position B where the game ball reaches the center of the through hole (FIG. 5 (2)). The minimum (minimum) around the reference), and the game ball rises as it passes through the center of the through hole. Further, as shown in FIG. 6, in this embodiment, the threshold value (passage determination threshold value) for determining that the game ball has passed through the through hole of the proximity switch 70 is set to 5V.
  FIG. 7 illustrates an example of a binarized signal in which the output signal of the proximity switch 70 described with reference to FIG. 6 is binarized into an ON level and an OFF level using a passage determination threshold (5 V). FIG. In FIG. 7, for convenience of explanation, the output signal of the proximity switch 70 described with reference to FIG. 6 is indicated by a dotted line. As shown in FIG. 7, when the voltage level of the output signal of the proximity switch 70 is larger than the passage determination threshold (5V), the value of the binarized signal is OFF level, and the voltage level of the output signal of the proximity switch 70 is passage determination. When the value is equal to or lower than the threshold value (5 V), the value of the binarized signal becomes the ON level. In other words, the output signal of the proximity switch 70 is converted to the OFF level when the voltage level is greater than the passage determination threshold (5V), and is converted to the ON level when the voltage level is less than or equal to the passage determination threshold (5V). In the example of FIG. 7, the passage determination threshold used for the determination is described as one passage determination threshold (5V). However, for example, when switching from the OFF level to the ON level, the first passage determination threshold (5V) is set. On the other hand, the second passage determination threshold (6V) may be used when switching from the ON level to the OFF level. Thereby, it is possible to prevent the binarized signal from improperly switching between ON / OFF due to the output signal of the proximity switch 70 going up and down across the passage determination threshold due to the influence of noise or the like.
  Then, as part of each processing in the timer interrupt processing executed at intervals of 4 milliseconds (4 ms) by the main control unit 100 which will be described later with reference to FIG. 17, the binarized signal shown in FIG. By determining ON / OFF, the game ball is determined to pass. This will be specifically described below.
  As shown in FIG. 7, it is determined (ON / OFF determination) at intervals of 4 milliseconds whether the binary signal is the ON level or the OFF level. In FIG. 7, the natural number n is used to represent the order of ON / OFF determination. As shown in FIG. 7, it is determined to be the OFF level by the (n−2) th to nth ON / OFF determinations, and then determined to be the ON level by the (n + 1) th ON / OFF determination. Here, in the present embodiment, when the ON level is determined, in the ON / OFF determination process determined to be the ON level, a predetermined minute time shorter than the ON / OFF determination interval (4 milliseconds). The second ON / OFF determination is executed at the timing when (for example, 4 microseconds) has elapsed. In FIG. 7, the ON / OFF determination in the (n + 1) th timer interrupt process is determined to be ON level twice. Thereafter, it is determined to be the OFF level by the ON / OFF determination from the (n + 2) th time to the (n + 4) th time. In addition, as shown in FIG. 8, when the period of the ON level of the binarized signal (hereinafter sometimes referred to as the ON period) is longer than that of FIG. 7 (that is, the game ball is more than the case of FIG. 7). In the case of passing at a slow speed), the determination is executed twice even in the n + 2 and subsequent ON / OFF determinations.
  In this embodiment, as shown in FIG. 7 and FIG. 8, when the OFF level is determined by the nth ON / OFF determination and the ON level is determined twice by the (n + 1) th ON / OFF determination, the proximity switch It is determined that one game ball has passed through the 70 through holes. The ON / OFF determination is performed by the main control unit 100 (more precisely, the CPU 101) for the proximity switch 70 that is installed as the first start port switch 111a, for example. The payout control unit 300 (more precisely, the CPU 301) executes the proximity switch 70 for detecting the payout number of the connected game balls (see FIG. 4).
  Here, the predetermined minute time (for example, 4 microseconds) in the ON / OFF determination such as the (n + 1) th time shown in FIG. 7 and FIG. 8 is the programming content of the software for executing the arithmetic processing of the game ball passage determination Is preset. That is, the predetermined minute time described above is a variable time that can be set to an arbitrary time depending on the programming content. The gaming machine 1 may generate fine period noise (for example, noise of 3 to 15 microsecond period), and this noise period depends to some extent on the type of gaming machine. For example, a certain type of gaming machine is likely to generate noise with a period of 5 microseconds, and a certain type of gaming machine is likely to generate noise with a period of 9 microseconds. Therefore, in the present embodiment, by adopting a configuration in which the predetermined minute time described above can be set to an arbitrary time depending on the programming content, it is possible to effectively avoid erroneous determination due to noise of a fine cycle. Note that the arithmetic processing for providing the predetermined minute time described above is processing that is not related to the progress of the game and is only for earning time. For example, by repeating a process requiring a time of 1 microsecond four times, 4 microseconds can be provided as the above-mentioned predetermined minute time in software.
  By the way, in the previous gaming machine, since the content of the arithmetic processing is relatively small and the load of the arithmetic processing is comparatively small, there is a margin, and the execution interval of the timer interrupt processing is 2 milliseconds. The ON / OFF determination used was executed at intervals of 2 milliseconds. However, in recent gaming machines, since the processing load has increased due to the increase in the processing content, the execution interval of the timer interrupt processing is 4 milliseconds. For this reason, as described with reference to FIG. ON / OFF determination using 70 is executed at intervals of 4 milliseconds. That is, the ON / OFF determination interval in a recent gaming machine is extended from the 2 ms interval of the previous gaming machine to 4 ms.
  Here, the previous gaming machine is determined to be the OFF level by the nth ON / OFF determination, is determined to be the ON level by the (n + 1) th ON / OFF determination, and is determined to be the ON level by the (n + 2) th ON / OFF determination. It was determined that one game ball had passed. That is, the game ball passage is determined by three ON / OFF determinations by three timer interruption processes. The reason why the ON level is determined at the (n + 1) th time and the (n + 2) th time in this way is to avoid erroneous determination that the game ball has passed due to the ON level being determined once by chance due to noise. However, in a recent gaming machine in which the ON / OFF determination interval is extended to 4 milliseconds, the game ball is determined by three ON / OFF determinations by three timer interruption processes as in the previous gaming machine described above. With the configuration for determining passage, it is not possible to determine the passage of a game ball passing at a high speed. For example, it is difficult to determine the passage of a game ball passing at a faster speed as the period of the ON level of the binarized signal (ON period) as shown in FIG. 7 becomes very short (for example, around 7 milliseconds). turn into. Typically, when the right honey 50 in FIG. 1 is changed from the open state to the closed state, if the game ball is bounced by the right honey 50 and passes (falls) through the V region 53 at a high speed, the previous game In the configuration in which the game ball passage is determined by three ON / OFF determinations by three timer interruption processes as in the machine, it may not be possible to determine the passage of the game ball. Therefore, in the present embodiment, as described with reference to FIG. 7, the ON level is determined by the ON / OFF determination in the n-th timer interrupt process, and the ON / OFF determination is performed twice in the n + 1-th timer interrupt process. It is determined that one game ball has passed by determining the ON level twice. From this, according to this embodiment, it is possible to reliably determine the passing of the game ball while preventing erroneous determination due to noise by the ON / OFF determination by two timer interruption processes.
  By the way, when the game ball passes through the proximity switch 70 at a high speed, the method for reliably determining the game ball passage while preventing erroneous determination due to noise is not the method described above with reference to FIG. By setting the determination threshold to a high value (for example, 10 V), the ON period is increased, and it is determined to be the OFF level by the nth ON / OFF determination as in the previous gaming machine, and is turned ON by the (n + 1) th ON / OFF determination. A method of determining that one game ball has passed with the determination that the level is determined to be the ON level in the (n + 2) th ON / OFF determination is conceivable. However, this method is not practical, as will be explained below. FIG. 9 is a conceptual diagram for explaining the relationship between the passage determination threshold value and the abnormality detection determination level in the present embodiment. As will be described in detail later with reference to FIG. 10, the gaming machine 1 includes a power monitoring circuit (power monitoring IC) 72 and a proximity switch 70 for detecting that power supply to the gaming machine 1 is cut off. Is provided with a disconnection detection circuit (disconnection detection IC) 73 for detecting the disconnection of the wire and a short-circuit detection circuit (short-circuit detection IC) 74 for detecting that the wiring of the proximity switch 70 is short-circuited (short-circuit). Yes. The power supply monitoring circuit 72 is a circuit that determines that the power supply to the gaming machine 1 is cut off when the power supply voltage supplied to the gaming machine 1 (that is, the supply voltage to the proximity switch 70) drops to a predetermined power cutoff judgment level. It is. The disconnection detection circuit 73 is a circuit that determines that the wiring of the proximity switch 70 is disconnected when the voltage of the output signal of the proximity switch 70 drops to a predetermined disconnection determination level. The short circuit detection circuit 74 is a circuit for determining that the wiring of the proximity switch 70 is short-circuited when the voltage of the output signal of the proximity switch 70 drops to a predetermined short circuit determination level. As shown in FIG. 9, the disconnection determination level, the power interruption determination level, and the short circuit determination level are all set to voltage levels that are higher than the passage determination threshold. This is because, when the voltage of the output signal of the proximity switch 70 decreases due to disconnection, power shutdown, or short circuit, it is erroneously determined that the game ball has passed by determining an abnormality before the output signal drops to the passage determination threshold. This is to prevent this. As described above, since it is necessary to provide a threshold for detecting an abnormality such as a disconnection determination level at a voltage level higher than the passage determination threshold, in the gaming machine 1, setting the passage determination threshold to a high value (for example, 10V) Have difficulty. For this reason, in the gaming machine 1, it is necessary to set the passage determination threshold to a relatively low voltage level, so it is difficult to take a long ON period of the output signal (see FIG. 9). As a result, in the gaming machine 1, as in the previous gaming machine, it is determined as the OFF level by the nth ON / OFF determination, and is determined as the ON level by the (n + 1) th ON / OFF determination, and the (n + 2) th ON / OFF is determined. It is not realistic to determine that one game ball has passed with the determination of the ON level.
FIG. 10 is a circuit diagram illustrating a connection example regarding the proximity switch 70. Hereinafter, a connection example of the proximity switch 70 will be briefly described. A power supply VS (for example, 24 V) for operating the proximity switch 70 is connected to the proximity switch 70 via a resistor R, and a power supply Vcc (for example, 5 V) for operating the interface circuit 77 is connected to the interface circuit 77. . The interface circuit 77 includes the power supply monitoring circuit 72, the disconnection detection circuit 73, and the short circuit detection circuit 74 described above. In addition, the interface circuit 77 includes a comparator 71 that converts the output signal (see FIG. 6) of the proximity switch 70 into a binarized signal (see FIG. 7) by comparing with V TH (passage determination threshold 5V), and disconnection. Abnormality detection circuits 75 and 76 are included which receive a signal indicating disconnection or the like from the detection circuit 73 and notify the main control unit 100 of the occurrence of an abnormality. Although omitted in FIG. 10, a circuit surrounded by a broken line is provided for each proximity switch 70.
  As described above, in the game ball passage determination process according to the present embodiment, the OFF level is determined by the ON / OFF determination in the nth timer interrupt process, and 2 is determined by the ON / OFF determination in the n + 1th timer interrupt process. If it is determined to be the turn-on level, it is determined that one game ball has passed through the through hole of the proximity switch 70 (see FIG. 7). As a result, according to the present embodiment, in the current gaming machine 1 in which the timer interruption processing cycle is longer than that of the previous gaming machine, even a game ball passing at a high speed can be reliably played while preventing erroneous determination due to noise. Sphere passage can be determined. In addition, in the game ball passage determination process of the present embodiment, the interval (predetermined minute time) between two ON / OFF determinations (see FIGS. 7 and 8) in the n + 1 time timer interrupt process is determined by software programming. It can be arbitrarily set in advance depending on the contents. Thus, according to the present embodiment, it is possible to effectively avoid erroneous determination due to fine period noise that depends to some extent on the type of gaming machine.
In the above description, a configuration example in which ON / OFF determination is performed twice in the timer interrupt processing determined to be ON after the timer interrupt processing determined to be ON is given (see FIG. 8). However, for example, in the timer interrupt process determined to be ON that is executed after the timer interrupt process determined to be ON, the second ON / OFF determination may not be performed.
In the above description, a configuration example in which the passage of the game ball is determined by detecting the point where the binarized signal is switched from OFF to ON is given (see FIG. 7). However, the configuration may be such that the passage of the game ball is determined by detecting where the binarized signal switches from ON to OFF. In other words, in FIG. 7, it may be determined that one game ball has passed with the determination that the n + 1 time timer interrupt process is turned on twice and the n + 2 time timer interrupt process is turned off.
In the configuration described above with reference to FIGS. 7 and 8, ON / OFF determination may be performed three times or more in one timer interrupt process (ON detection), or one timer interrupt may be performed. In the process (OFF detection), ON / OFF determination may be performed twice or more.
In the above description, a configuration example in which the game ball passage determination is performed after the output signal (analog signal) of the proximity switch 70 is converted into a binary signal (digital signal) is given (see FIGS. 6 and 7). . However, the game ball passage determination may be performed without converting the output signal (analog signal) of the proximity switch 70 into a binarized signal (digital signal). That is, the game ball passage determination may be performed by determining whether or not the output signal (analog signal) of the proximity switch 70 is equal to or less than the passage determination threshold (5V).
In the above description, an example has been given in which the output signal of the proximity switch 70 is an output signal that is at a high voltage level when the game ball is not detected and at a low voltage level when the game ball is detected (see FIG. 6). However, the output signal of the proximity switch 70 is an output signal that is at a low voltage level when the game ball is not detected and becomes a high voltage level when the game ball is detected, and this output signal is inverted by a signal inversion means that inverts this output signal. The signal may be converted into a signal as shown in FIG.
In the above description, an example in which the output signal (analog signal) of the proximity switch 70 is converted into a binarized signal (digital signal) by the comparator 71 has been described. However, the proximity switch 70 itself may have a configuration in which an analog signal is converted into a binarized signal and output, and the binarized signal may be output from the proximity switch 70.
  This is the end of the description of the switch processing (game ball passage determination processing) unique to this embodiment.
  In addition, the main control unit 100 displays the result of a special symbol lottery started by winning a game ball at the first starting port 21 (hereinafter sometimes referred to as a first special symbol lottery) on the first special symbol display 4a. indicate. The main control unit 100 displays on the second special symbol display 4b the result of the special symbol lottery started by the winning of the game ball to the second starting port 22 (hereinafter sometimes referred to as the second special symbol lottery). . The main control unit 100 holds the first special symbol lottery number of times (the number of times the first special symbol display unit 4a suspends and displays the special symbol after the special symbol is variably displayed). Is displayed on the first special symbol hold indicator 4c. The main control unit 100 holds the second special symbol lottery (the number of times the second special symbol display unit 4b suspends and displays the special symbol after the special symbol is variably displayed). Is displayed on the second special symbol hold indicator 4d. The main control unit 100 displays the result of the normal symbol lottery started by passing the game ball to the gate 25 on the normal symbol display 4e. The main control unit 100 displays the number of times of holding the normal symbol lottery on the normal symbol hold display 4f. Further, the main control unit 100 displays the gaming state at that time on the gaming state display 4g when the gaming machine 1 is turned on. In addition, the main control unit 100 shoots out the game ball so that the game ball flows down the right side area where the second start port 22 is arranged according to the game state (that is, when it should be hit right). The right-handed indicator 4h is turned on.
  The launch control unit 200 includes a CPU 201, a ROM 202, and a RAM 203. The CPU 201 performs arithmetic processing when performing various controls related to the launching device 211. The ROM 202 stores programs executed by the CPU 201 and various data. The RAM 203 is used as a working memory for the CPU 201.
  When the lever 32 is in the neutral position, the lever 32 is in a firing stop state without outputting a signal. When the player is rotated clockwise by the player, the lever 32 outputs a signal corresponding to the rotation angle to the firing control unit 200 as a hitting ball firing command signal. The launch control unit 200 controls the launch operation of the launch device 211 based on the hit ball launch command signal. For example, the launch control unit 200 controls the operation of the launch device 211 so that the speed at which the game ball is launched increases as the rotation angle of the lever 32 increases. When the signal indicating that the stop button 33 is pressed is output, the launch control unit 200 stops the operation of the launch device 211 firing the game ball.
  The payout control unit 300 includes a CPU 301, a ROM 302, and a RAM 303. The CPU 301 performs a calculation process when controlling the payout of the payout ball. The ROM 302 stores programs executed by the CPU 301 and various data. A RAM 303 is used as a working memory for the CPU 301.
  The payout control unit 300 controls payout of the payout ball based on the command sent from the main control unit 100. Specifically, the payout control unit 300 acquires from the main control unit 100 a command for paying out a predetermined number of prize balls according to the place where the game ball has won. Then, the payout driving unit 311 is controlled so as to pay out the number of prize balls specified by the command. Here, the payout drive unit 311 is configured by a drive motor or the like that sends out a game ball from a game ball storage unit (ball tank).
  The effect control unit 400 includes a CPU 401, a ROM 402, a RAM 403, and an RTC (real time clock) 404. In addition, the effect control unit 400 is connected to the effect button 37 and the effect key 38, and acquires operation data output from the effect button 37 and the effect key 38 in response to an operation pressed by the player. The CPU 401 performs a calculation process when controlling the effect. The ROM 402 stores programs executed by the CPU 401 and various data. The RAM 403 is used as a working memory for the CPU 401. The RTC 404 measures the current date and time.
  The production control unit 400 sets production contents based on data indicating the special symbol lottery result and the like sent from the main control unit 100. In addition, when the effect button 37 or the effect key 38 is pressed by the player, the effect control unit 400 may set the effect content according to the operation input or the detection result.
  The image sound control unit 500 includes a CPU 501, a ROM 502, and a RAM 503. The CPU 501 performs arithmetic processing when controlling the image and sound expressing the content of the effect. The ROM 502 stores programs executed by the CPU 501 and various data. The RAM 503 is used as a working memory for the CPU 501.
  The image sound control unit 500 controls the image displayed on the image display unit 6 and the sound output from the speaker 35 based on the command sent from the effect control unit 400. Specifically, in the ROM 502 of the image sound control unit 500, a decorative symbol image for notifying a player of a special symbol lottery result, an image of a character or item for displaying a notice effect to the player, a player In addition, image data for displaying a reserved image indicating that the special symbol lottery is reserved, various background images, and the like on the image display unit 6 is stored. The ROM 502 of the image sound control unit 500 stores various types of sound data such as music and sound output from the speaker 35 in synchronization with the image displayed on the image display unit 6 or independently of the displayed image. It is remembered. The CPU 501 of the image sound control unit 500 selects and reads out the data corresponding to the command sent from the effect control unit 400 from the image data and sound data stored in the ROM 502. The CPU 501 performs image processing for background image display, decorative symbol image display, character / item display, and the like using the read image data, and performs various processes corresponding to commands sent from the effect control unit 400. Perform production display. Then, the CPU 501 displays the image indicated by the image processed image data on the image display unit 6. In addition, the CPU 501 performs sound processing using the read sound data, and outputs the sound indicated by the sound processing sound data from the speaker 35.
  The lamp control unit 600 includes a CPU 601, a ROM 602, and a RAM 603. The CPU 601 performs arithmetic processing when controlling the light emission of the panel lamp 8 and the frame lamps 36 and 45 and the operation of the movable accessory 7. The ROM 602 stores programs executed by the CPU 601 and various data. The RAM 603 is used as a working memory for the CPU 601.
  The lamp control unit 600 controls the lighting / flashing of the panel lamp 8 and the frame lamps 36 and 45, the emission color, and the like based on the command sent from the effect control unit 400. The lamp controller 600 controls the operation of the movable accessory 7 based on the command sent from the effect controller 400. Specifically, the ROM 602 of the lamp control unit 600 stores lighting / flashing pattern data and emission color pattern data (with the panel lamp 8 and the frame lamps 36 and 45 corresponding to the production contents set by the production control unit 400). (Emission pattern data) is stored. The CPU 601 selects and reads out the light emission pattern data stored in the ROM 602 corresponding to the command sent from the effect control unit 400. The CPU 601 controls light emission of the panel lamp 8 and the frame lamps 36 and 45 based on the read light emission pattern data. Further, the ROM 602 stores operation pattern data of the movable accessory 7 corresponding to the contents of the effect set by the effect control unit 400. The CPU 601 selects and reads out the operation pattern data stored in the ROM 602 corresponding to the command sent from the effect control unit 400. Then, the CPU 601 controls the operation of the movable accessory 7 based on the read operation pattern data.
[Outline of Game Progress and Outline of Characteristic Operations According to this Embodiment]
Next, an outline of game progress and an outline of characteristic operations according to the present embodiment will be described with reference to FIGS.
  FIG. 11 is a diagram for explaining an example of the jackpot breakdown of the special symbol lottery according to the present embodiment. FIG. 11 (1) shows the jackpot breakdown of the special symbol lottery by winning the game ball to the first starting port 21, and FIG. 11 (2) shows the special symbol lottery by winning the game ball to the second starting port 22. Shows the breakdown of the jackpot. As shown in FIG. 11 (1), the jackpot breakdown of the special symbol lottery by winning the game ball to the first starting port 21 is that the winning probability per single hit is 50% and the winning probability per consecutive jackpot is 50%. . Further, as shown in FIG. 11 (2), in the jackpot breakdown of the special symbol lottery by winning the game ball to the second starting port 22, the winning probability of the consecutive jackpot is 100%.
  FIG. 12 is a diagram for explaining an example of the big hit game by the continuous big hit and the single hit big hit according to the present embodiment. FIG. 12 (1) shows the opening timing and closing of the first big winning port 23, the second big winning port 51 and the V region 53 in the big hit game (hereinafter referred to as continuous big hit game) executed in the case of continuous big hit. Timing is shown. FIG. 12 (2) shows the opening timing of the first big prize opening 23, the second big prize winning opening 51, and the V area 53 in the big hit game (hereinafter referred to as a single big hit game) executed when a single big hit is made. And the closing timing.
  First, the continuous big hit game will be described with reference to FIG. When the continuous big hit game is started, after a predetermined opening time elapses, the first big winning opening 23 is changed from the closed state to the open state, and one round (hereinafter simply referred to as “R” may be described) is started. . In 1R, when nine game balls are won in the first big winning opening 23 or when the opening time is 29.5 seconds, the first big winning opening 23 is changed from the open state to the closed state, and 1R is ended. Thereafter, after an interval period between rounds is provided for 2 seconds, the first big prize opening 23 is opened and closed in the same manner as 1R, and 2R ends. Thereafter, similarly, 3R to 7R are executed by opening and closing the first big prize opening 23 with an interval period of 2 seconds. After the end of 7R, an interval period of 5 seconds longer than the previous 2 seconds is provided as an interval period, and then the second big prize winning opening 51 is changed from the closed state to the open state, and 8R which is the final R is started. The In 8R, when nine game balls are won in the second big prize opening 51 or when the opening time is 29.5 seconds, the second big prize opening 51 is changed from the open state to the closed state, and 8R is ended. Thereafter, when a predetermined ending time (10 seconds) elapses, the continuous big hit game is ended. Here, the V region 53 is changed from the closed state to the open state 3 seconds after the second big winning opening 51 is set to the open state, and is changed from the open state to the closed state 6 seconds after the open state. For this reason, one or more game balls that have entered the second big winning opening 51 pass through the V region 53 in 8R of the consecutive big hit game. As will be described later with reference to FIG. 13, when a game ball passes through the V region 53, as a general rule, the winning probability of the special symbol lottery is set to a high probability (1/46: low probability is 1/265), and electric The tulip 27 is frequently opened for a long time, and the execution interval of the special symbol lottery is shortened, so that the player is controlled in a gaming state.
  Next, a single-hit big hit game will be described with reference to FIG. In the single-hit game, the opening / closing timings of the first big winning opening 23 and the V region 53 are the same as those in the above-mentioned continuous big game, and the description thereof is omitted. After the end of 1R to 7R in which the first grand prize opening 23 is opened and closed, after the interval period of 2 seconds, which is the same as the previous 2 seconds, is provided, the second big prize opening 51 is opened from the closed state. And 8R which is the final R is started. In 8R, when the opening time of 0.1 seconds elapses, the second big prize winning opening 51 is changed from the open state to the 8R. In other words, in the single-hit game of 8R, the second big prize opening 51 is instantaneously opened, so that the game ball hardly enters the second big prize opening 51. Thereafter, when a predetermined ending time (10 seconds) elapses, the single big hit game is ended. Here, the V region 53 is changed from the closed state to the open state 3 seconds after the second grand prize winning opening 51 is opened, and is opened 6 seconds after the open state, similarly to the continuous big hit game. Is closed. In other words, in the single big hit game, the V region 53 is opened 2.9 seconds after the second big prize winning opening 51 is closed. In addition, due to the structure of the second big prize opening 51 shown in FIG. 1, it is usually impossible for the game ball to stay in the second big prize opening 51 for 2.9 seconds. For this reason, in a one-shot big hit game, it is a mechanism that a game ball cannot normally pass through the V region 53.
  Here, the gaming state of the gaming machine 1 in the present embodiment will be described. As the gaming state of the gaming machine 1, there are at least a high-accuracy state, a short-time state, a big hit gaming state, and a normal state. The high probability state is a gaming state in which the winning probability of the special symbol lottery is set to a high probability (1/46: low probability is 1/265). The short-time state means that the electric tulip 27 is frequently opened for a long time by controlling the electric tulip 27 to be opened for a long time when, for example, the winning probability of the normal symbol lottery is increased and the normal symbol lottery is won. This is a gaming state in which game balls are frequently won at the second starting port 22 and a gaming state in which the execution interval of the special symbol lottery is shortened. The big hit game state is a game state in which a big hit game is executed in which a special symbol lottery is won (a big win) and the first big winning port 23 and the second big winning port 51 are opened. The normal state is a normal gaming state that is not any of the above gaming states. The normal state and the big hit game state do not coexist with other game states, respectively, but the high probability state and the short time state may coexist with each other. In the short time state, the player can execute a lot of special symbol lotteries in a short time with almost no decrease in game balls. In the following, the high-accuracy state and the short-time state are referred to as a high-precision / short-time state, and the short-time state rather than the high-accuracy state is referred to as a low-precision / short-time state. In the present embodiment, there is no gaming state that is a highly accurate state and not a short-time state.
  FIG. 13 is a diagram for explaining an example of a set of 5 jackpots according to the present embodiment. Below, the game progress of this embodiment is demonstrated using FIG.
  First, when a game is played in a normal state, even if the game ball is launched so that the game ball flows down in the right region where the second start port 22 is arranged (that is, even if it is hit right), the electric tulip 27 Is hardly opened, so that almost no gaming ball is won in the second starting port 22 arranged at the lower right of the gaming area 20, and the first starting port 21 arranged at the lower center of the gaming area 20 is used. In addition, game balls are difficult to win (see FIG. 1). Therefore, in the normal state, the player launches the game ball so that the game ball flows down (that is, strikes left) on the left side of the game area 20 (that is, the normal winning port 24 side), and thus the first start port 21. To win.
  In the normal state, when the first starting port 21 is won and the first consecutive big hit (see FIG. 11 and FIG. 13), the right of the big hit five times is obtained. This will be specifically described below. In the first consecutive big hit game, as described with reference to FIG. 12 (1), the second big prize opening 51 is opened in 8R so that the game ball can pass through the V region 53. A game ball always passes through the V region 53 as long as the player makes a right turn aiming at the first grand prize opening 23 and the second big prize opening 51. Thus, the game ball passing through the V region 53 is a condition for winning the second consecutive big hit. When the game ball passes through the V region 53, after the first consecutive big hit game, it is set to the high-precision / short-time game state, the electric tulip 27 is frequently opened for a long time, and the second start port 22 is greatly won. It becomes easy. Also, as described with reference to FIG. 12, the big hit by the second start port 22 is only the continuous big hit that allows the game ball to pass through the V region 53, unlike the big hit by the first start port 21. From the above, the player will make a right turn toward the second start port 22 until the second big hit.
  If the player hits the right and hits the second starting port 22 for the second consecutive big hit, the game ball passes through the V region 53 at 8R by the right hit and the second consecutive big hit, as in the first consecutive big hit game. After the big hit game, the high probability / short time game state is set, and the same state as after the first continuous big hit game is set.
  Thereafter, when the third to fifth consecutive big hits and the game ball passes through the V region 53 at 8R of the fifth consecutive big hit game, the winning probability of the big hit lottery after the fifth consecutive big hit game Is set at a low probability (1/265) and is set to a short time state limited to 100 rotations (up to 100 lottery lotteries). In other words, the low-accuracy / short-time state limited to 100 rotations is set for the short-time state. Thereafter, the normal state is set.
  As described above, when a big hit is made continuously in a normal state (so-called a big hit in a so-called initial hit), the right of five sets of big hits is obtained.
  Here, after the above-mentioned set of 5 big hits, when a big hit is made continuously in the low accuracy / short time state limited to 100 revolutions with respect to the short time state, the set of 5 big hits will start again. In this way, if the big hit is consecutive when the winning probability of the big hit is low, the set of five big hits starts.
  Also, in any of the first to fifth consecutive big hit games in the set of five big hits as described above, the game ball did not pass through the V region 53 because it was not able to hit the right at 8R due to a ball clogging or the like. The case will be described. In this case, the winning probability of the big hit lottery is set to a low probability after the continuous big hit game that has failed to pass through the V region, and the set of five big hits ends (that is, punctures). However, in this embodiment, in such a case, a time reduction state limited to 100 rotations is given as a relief measure after the consecutive big hit game.
  Next, a description will be given of a case where a single big hit is made (see FIG. 11) when winning at the first start port 21 when the probability of winning a big hit is low (that is, in a normal state or a low probability / short time state). . In this case, as described with reference to FIG. 12 (2), in the single-hit big hit game 8R, the second big prize opening 51 is momentarily opened, and the V region 53 is the game ball that has entered the second big prize opening 51. Is released at a timing when cannot pass. Therefore, in the case of a single big hit, since the game ball does not pass through the V region 53, it is not controlled to the high-precision / time-short game state but is controlled to the normal state. As a result, in the case of a single big hit, a set of five big hits does not occur.
  Next, the case where a single big hit is made by winning the first starting port 21 in any of the second to fifth big hits in the set of five big hits described above will be described. In this case, after the single big hit game, the winning probability of the big hit lottery is set to a low probability, and the set of five big hits ends (that is, falls to a low probability). However, in this embodiment, in such a case, a time reduction state limited to 100 rotations is given as a relief measure after the single big hit game.
  Hereinafter, characteristic effects related to the passing of the game ball in the V region in the big hit game will be described.
  As described with reference to FIG. 12, in the single big hit game that is executed in the case of a single big hit, the second big prize opening 51 is instantaneously opened, and the V region 53 provided in the inside of the second big winning opening 51 Since the game ball is released at a timing that does not allow it to pass, it is usually unthinkable for a game ball to pass through the V region 53. For this reason, if a game ball passes through the V region 53 in the momentary opening of the second big prize opening 51 of the single-hit game, a fraudulent act (typically, a fishing line or the like is attached to the game ball in an unauthorized manner. There is a possibility that a fraudulent act for winning in the two major winning openings 51) has been performed.
  However, on the other hand, even if no cheating is performed, the game ball wins the second big winning opening 51 when the second big winning opening 51 of the one-shot big hit game is instantaneously opened, and this gaming ball is further It cannot be said that there is no possibility that accidental overlap will occur after passing through the V region 53 after staying in the big prize winning opening 51. Even if no cheating is performed, there is a possibility that a game ball may pass through the V region 53 in a single big hit game due to malfunction of the gaming machine 1 (for example, malfunction of the right honey 50 and V honey 53). I can't even say I don't. In other words, even if the game ball passes through the V region 53 when the second big prize opening 51 of the single-hit game is instantaneously opened, it cannot be said that there is no possibility that fraud has not been performed.
  If an illegal act is performed, the amusement shop (pachinko hall) will be damaged, so it is necessary to notify the store staff etc. I can't. Therefore, in the present embodiment, the characteristic aspect that will be described below with reference to FIGS. 14 and 15 appropriately notifies the fact that the game ball has passed through the V region 53 in the single hit game.
  FIG. 14 is a diagram for explaining an effect mode that is executed when a game ball passes through the V region 53 in a continuous big hit game when a continuous big hit is made in the present embodiment. As shown in FIG. 14, when a game ball passes through the V region 53 in 8R of the consecutive big hit game (see FIG. 12), the movable combination stored in the back of the opening portion where the image display unit 6 of the game board 2 is installed. The object 7 (see FIG. 1: the robot head, body, right arm, and left arm) moves to the front of the image display unit 6 and merges, and the panel lamp 8 and the frame lamps 36 and 45 are all lit. As a result, it is notified that the game ball has passed through the V region 53. At that time, an effect image representing, for example, flame is displayed on the image display unit 6 behind the combined robot (movable accessory 7). Thereafter, the movable accessory 7 is stored after a lapse of a predetermined time (for example, after the lapse of 3 seconds), and at the same time, the display of the effect image described above is ended, and the display of the ending effect is executed for a predetermined time (10 seconds) from the end of 8R. On the other hand, the state in which all the panel lamp 8 and the frame lamps 36 and 45 are lit is continued until the end of the ending effect (that is, until the continuous big hit game ends). After the continuous jackpot game is over, the image display unit 6 starts to display a variation of the decorative symbol that notifies the jackpot lottery result together with the effect. The panel lamp 8 and the frame lamps 36 and 45 display the variation of the decorative symbol. The light is emitted in a predetermined flashing mode (for example, a mode in which adjacent lamps flash alternately) (that is, the normal flashing mode is restored).
  FIG. 15 is a diagram for explaining an effect mode that is executed when a game ball passes through the V region 53 in a single-hit big hit game in the present embodiment. That is to say, FIG. 15 is a diagram for explaining a presentation aspect in the case where there is a possibility that an illegal act has been performed in a single hit game. As shown in FIG. 15, when a game ball passes through the V region 53 in a single hit game (see FIG. 12), all the frame lamps 36 and 45 are turned on, while all the panel lamps 8 are turned off. In other words, as shown in FIG. 15, the frame lamps 36 and 45 are all lit and the frame member 5 is very bright, while the game area 20 is unnatural because all the panel lamps 8 are turned off. It becomes dark. The light emission modes of the panel lamp 8 and the frame lamps 36 and 45 are maintained for a predetermined time (for example, 10 minutes or 100 rotations). Thereafter, the panel lamp 8 and the frame lamps 36 and 45 are displayed with special symbols by the image display unit 6. Light is emitted in a predetermined flashing mode (for example, a mode in which adjacent lamps flash alternately) according to the fluctuation display (that is, the normal light-emission mode is restored). The image display unit 6 displays an ending effect image for a predetermined time (10 seconds) from the end of 8R. As described above, when a game ball passes through the V area 53 in a single-hit game, there is a possibility that a clerk of a game shop was cheated by a lamp lighting effect instead of a direct notification by a buzzer or the like. Can be notified. That is, it is possible to perform notification in an appropriate manner in consideration of cases where fraud is not performed.
  Next, in the continuous big hit game executed in the case of a continuous big hit (see FIG. 12), the V area 53 is played as a game ball because the player has not fired the game ball toward the second big winning opening 51. An effect in the case where the image does not pass will be described with reference to FIGS. 14 and 16. FIG. 16 is a diagram for explaining an effect mode that is executed when a game ball does not pass through the V region 53 in a continuous big hit game when a continuous big hit is made in the present embodiment. That is, FIG. 16 is a diagram for explaining an effect mode when the player misses the game ball passing to the V region 53 in the continuous big hit game.
  Here, as described with reference to FIGS. 12 and 13, when the player misses the game ball passing to the V region 53 in the continuous big hit game, the winning probability of the big hit lottery is not controlled to the high probability state. However, since the prejudice (expectation) that the player will be in a highly accurate state after the consecutive big hit game is very large, the game store clerk confirms the occurrence of malfunction by thinking that the gaming machine 1 has malfunctioned. There is a case. In this case, conventionally, the store clerk has been unable to determine whether a malfunction has occurred or whether the player has mistakenly passed the game ball to the V area 53.
  Therefore, in the present embodiment, as shown in FIG. 16, when the game ball does not pass through the V region 53 in the continuous big hit game, the board lamp 8 and the frame lamp 36 are used for the continuous big hit game described with reference to FIG. As in the case where the game ball passes through the V region 53, all are turned on, while only the frame lamp 45 blinks at high speed. That is, as shown in FIG. 16, it looks like the light emission mode when the game ball passes through the V region 53 in the continuous big hit game described with reference to FIG. 14, but only the frame lamp 45 surrounding the speaker 35 flashes rapidly. It becomes a state to do. The light emission modes of the panel lamp 8 and the frame lamps 36 and 45 are maintained for a predetermined time (for example, 5 minutes or 50 rotations). Thereafter, the panel lamp 8 and the frame lamps 36 and 45 are displayed with special symbols by the image display unit 6. Light is emitted in a predetermined flashing mode (for example, a mode in which adjacent lamps flash alternately) according to the fluctuation display (that is, the normal light-emission mode is restored). The image display unit 6 displays an ending effect image for a predetermined time (10 seconds) from the end of 8R.
  As described above, when the game ball does not pass through the V area 53 in the continuous big hit game, only the frame lamp 45 has a light emission mode different from the case where the game ball passes through the V area 53 in the continuous big hit game. This means that it can be determined whether a malfunction has occurred or whether the player has mistakenly passed the game ball to the V region 53.
  Further, the fact that the game ball does not pass through the V region 53 in the continuous big hit game is not a problem unless the store side is responsible for malfunction of the game machine 1 and the fact that this game ball has not passed is exaggerated. If the notification is made with a special effect or the like, the player is likely to warp and think that a malfunction of the gaming machine 1 has occurred. In the present embodiment, as described above, when the game ball does not pass through the V area 53 in the continuous big hit game, the light emission mode is similar to the case where the game ball passes through the V area 53 in the continuous big hit game. Since the performance is performed, the notification can be performed in an appropriate manner without causing the player to suspect a malfunction.
  Below, the process which the pachinko game machine 1 performs in order to implement | achieve control which performs the above-mentioned operation | movement is demonstrated.
[Main operation of main control unit]
FIG. 17 is a flowchart illustrating an example of timer interrupt processing performed by the main control unit 100. Hereinafter, a timer interrupt process performed in the main control unit 100 (see FIG. 4) will be described with reference to FIG. The main control unit 100 repeatedly executes a series of processes shown in FIG. 17 at regular time intervals (4 milliseconds) during normal operation except for special cases such as when the power is turned on and when the power is turned off. Note that the processing performed by the main control unit 100 described based on the flowcharts of FIG. 17 and subsequent figures is executed based on a program stored in the ROM 102.
  First, in step S1, the main control unit 100 executes a random number update process for updating various random numbers such as a jackpot random number, a design random number, a reach random number, and a variation pattern random number. Here, the big hit random number is a random number for determining whether the special symbol lottery is won or lost. The symbol random number is a random number for determining the type of jackpot (one-shot jackpot or continuous jackpot) when winning in the special symbol lottery. The reach random number is a random number for determining whether or not a reach effect is performed when a special symbol lottery is lost. The variation pattern random number is a random number for determining the special symbol variation time (that is, the execution time of the decorative symbol variation effect). In the random number update process of step S1, the big hit random number, the design random number, the reach random number, the variation pattern random number, etc. are each added and updated by one. That is, it is counted up. Each lottery is performed in the start port switch (SW) process in step S2 and the gate switch (SW) process in step S3, and each random number is acquired. Then, a special symbol process in step S4 and a normal symbol in step S5 described later. Used in processing. The counter that performs the process of step S1 is typically a loop counter, and returns to the minimum value 0 again after reaching the maximum value of the set random number (for example, 264 for the big hit random number).
  Next, in step S2, the main control unit 100 executes a start port switch process that will be described in detail later with reference to FIG.
  Next, in step S3, the main control unit 100 monitors the state of the gate switch 113, and when the gate switch 113 is turned on (when a game ball detection signal is output from the gate switch 113), the normal symbol is displayed. It is determined whether or not the number of held lotteries is less than the upper limit, and if it is determined that the number of held is less than the upper limit, a gate switch process is performed to acquire a random number used in normal symbol processing in step S5 described later. .
  Next, in step S4, the main control unit 100 executes special symbol processing that will be described in detail later with reference to FIGS.
  Next, in step S5, the main control unit 100 executes normal symbol processing for determining whether or not the random symbol acquired in the gate switch processing in step S3 matches the predetermined winning random number and wins the normal symbol lottery. To do. Then, the main control unit 100 causes the normal symbol display 4e of the display unit 4 to display the normal symbol in a variable manner, and then stops and displays the normal symbol indicating the result of the normal symbol lottery.
  Next, in step S6, the main control unit 100 executes a special winning opening process, which will be described in detail later with reference to FIGS.
  Next, in step S7, the main control unit 100 determines that the normal symbol displayed on the normal symbol display 4e by the normal symbol processing in step S5 is a predetermined winning symbol (that is, when the normal symbol lottery is won). (Ii) An electric tulip process for operating the electric tulip 27 is executed. This will be specifically described below. In the normal state, the main control unit 100 sets the probability of winning in the normal symbol lottery in the normal symbol processing in step S5 to 1/10. In the process, the probability of winning in the normal symbol lottery is increased to 10/10. Then, when the normal symbol lottery is won, in the normal state, the main control unit 100 opens the electric tulip 27 for 0.15 seconds in a normal state (a state in which the game ball can win the second starting port 22). Is executed once. In addition, when the normal symbol lottery is won, the main control unit 100 executes the operation of opening the electric tulip 27 for 1.80 seconds three times in step S6 in the low / short time state and the high / short time state. I do. As a result, the electric tulip 27 is in a state in which it is difficult to operate in the open state in the normal state, and on the other hand, a state in which the electric tulip 27 is likely to operate in the open state in the low accuracy / short time state and high accuracy / short time state (so-called electric chew support). Become. When the electric tulip 27 is operated, a game ball can be won at the second start port 22, and when the game ball wins at the second start port 22, the second special symbol lottery is performed. .
  Next, in step S8, the main control unit 100 executes prize ball processing for controlling the number of winning game balls and controlling the payout of prize balls according to the number of winnings by giving an instruction to the payout control unit 300 or the like.
  Next, in step S9, the main control unit 100 obtains information necessary for various commands and effects set in the RAM 103 in the special symbol process in step S4, the big prize opening process in step S6, the prize ball process in step S8, and the like. An output process of outputting to the effect control unit 400 or the payout control unit 300 is executed.
[Start-up switch processing]
FIG. 18 is an example of a detailed flowchart of the start port switch process in step S2 of FIG. Hereinafter, the start port switch process in step S2 of FIG. 17 will be described with reference to FIG.
  First, in step S21, the CPU 101 of the main control unit 100 determines whether or not a game ball has won a prize at the first start port 21 based on an output signal from the first start port switch 111a. If the determination in step S21 is YES, the process proceeds to step S22. If this determination is NO, the process proceeds to step S27.
  In step S <b> 22, the CPU 101 reads the upper limit value Umax <b> 1 (“4” in the present embodiment) of the first special symbol lottery hold number from the ROM 102, and the first special symbol lottery hold number U <b> 1 stored in the RAM 103 is the upper limit. It is determined whether or not the value is less than Umax1. If the determination in step S22 is YES, the process proceeds to step S23, and if this determination is NO, the process proceeds to step S27.
  In step S23, the CPU 101 rewrites the value of the holding number U1 stored in the RAM 103 to a value obtained by adding 1. Thereafter, the process proceeds to step S24.
  In step S24, the CPU 101 acquires a set of random numbers (big hit random number, symbol random number, reach random number, and variation pattern random number) used for the first special symbol lottery, etc. They are stored in the RAM 103 in order. Each time the value of the holding number U1 of the first special symbol lottery is subtracted by 1 in the process of step S46 of FIG. 19 described later, the random number set stored in the RAM 103 is stored in order from the oldest stored time. One set is deleted. For this reason, for example, when the value of the holding number U1 of the first special symbol lottery is “3”, the last three random number sets acquired by the process of step S24 for the last three times are stored in the RAM 103 in time series order. Will be stored. Thereafter, the process proceeds to step S25.
  In step S25, the CPU 101 performs a preliminary determination process. Specifically, the CPU 101 reads the jackpot random number acquired in the latest processing of step S24 and stored in the RAM 103 (that is, the jackpot random number by the first special symbol lottery stored most recently). Is determined in advance as to whether or not the result of the first special symbol lottery using the jackpot random number is a jackpot or a loss. Thereafter, the process proceeds to step S26.
  In step S <b> 26, the CPU 101 sets a first hold number increase command for notifying that the hold number of the first special symbol lottery has increased by 1 in the RAM 103. Here, the first pending number increase command includes information (hereinafter referred to as “preliminary determination information”) indicating the result of the preliminary determination performed in the process of step S25. Thereafter, the process proceeds to step S26.
  In step S27, the CPU 101 determines whether or not a game ball has won the second start port 22 based on an output signal from the second start port switch 111b. If the determination in step S27 is YES, the process proceeds to step S28, and if this determination is NO, the process proceeds to step S3 (gate switch process) in FIG.
  In step S <b> 28, the CPU 101 reads the upper limit value Umax <b> 2 (second “4” in the present embodiment) of the second special symbol lottery from the ROM 102, and the second special symbol lottery pending number U <b> 2 stored in the RAM 103 is the upper limit. It is determined whether or not the value is less than Umax2. If the determination in step S28 is YES, the process proceeds to step S29, and if this determination is NO, the process proceeds to step S3 (gate switch process) in FIG.
  In step S29, the CPU 101 rewrites the value of the holding number U2 stored in the RAM 103 to a value obtained by adding 1. Thereafter, the process proceeds to step S30.
  In step S30, the CPU 101 acquires a set of random numbers (big hit random number, symbol random number, reach random number, and variation pattern random number) used for the second special symbol lottery and the like, and sets each acquired random number as a time series. They are stored in the RAM 103 in order. Each time the value of the second special symbol lottery holding number U2 is decremented by 1 in the process of step S44 in FIG. One set is deleted. For this reason, for example, when the value of the holding number U2 of the second special symbol lottery is “3”, the last three random number sets acquired by the process of step S30 for the last three times are stored in the RAM 103 in chronological order. Will be stored. Thereafter, the process proceeds to step S31.
  In step S31, the CPU 101 performs a preliminary determination process. Specifically, the CPU 101 reads the jackpot random number acquired in the process of the latest step S30 and stored in the RAM 103 (that is, the jackpot random number stored in the most recently stored second special symbol lottery). Is determined in advance as to whether the result of the second special symbol lottery using the jackpot random number is a jackpot or a loss. Thereafter, the process proceeds to step S32.
  In step S <b> 32, the CPU 101 sets, in the RAM 103, a second hold number increase command for notifying that the hold number of the second special symbol lottery has increased by one. Here, the second pending number increase command includes information (preliminary determination information) indicating the result of the preliminary determination performed in the process of step S31. Thereafter, the process proceeds to step S3 (gate switch process) in FIG. The first hold number increase command set in step S26 and the second hold number increase command set in step S32 are transmitted to the effect control unit 400 by the output process in step S9 of FIG.
[Special symbol processing]
FIG. 19 is an example of a detailed flowchart of the special symbol process in step S4 of FIG. The special symbol process in step S4 of FIG. 17 will be described below using FIG.
  First, in step S41, the CPU 101 of the main control unit 100 determines whether or not the gaming machine 1 is in a big hit game based on information stored in the RAM 103 (typically information based on a flag). If the determination in step S41 is YES, the process proceeds to step S5 (normal symbol process) in FIG. 17, and if this determination is NO, the process proceeds to step S42.
  In step S <b> 42, the CPU 101 determines whether or not the special symbols on the first special symbol display 4 a or the second special symbol display 4 b are being displayed. If the determination in step S42 is yes, the process proceeds to step S51. If the determination is no, the process proceeds to step S43.
  In step S43, the CPU 101 determines whether or not the holding number U2 stored in the RAM 103 is 1 or more (whether or not the second special symbol lottery is held). If the determination in step S43 is yes, the process proceeds to step S44. If the determination is no, the process proceeds to step S45.
  In step S44, the CPU 101 rewrites the holding number U2 stored in the RAM 103 to a value obtained by subtracting one. At that time, the CPU 101 reads out from the RAM 103 the one with the earliest storage time out of the set of random numbers acquired in step S30 of FIG. Thereafter, the process proceeds to step S47.
  On the other hand, in step S45, the CPU 101 determines whether or not the holding number U1 stored in the RAM 103 is 1 or more (whether or not the first special symbol lottery is held). If the determination in step S45 is YES, the process proceeds to step S46. If this determination is NO, there is no special symbol lottery determination to be performed, so the process proceeds to step S5 (ordinary symbol in FIG. 17). Move to (Process).
  In step S46, the CPU 101 rewrites the hold number U1 stored in the RAM 103 to a value obtained by subtracting one. At that time, the CPU 101 reads out from the RAM 103 the one with the earliest storage time from among the set of random numbers acquired in step S24 of FIG. Thereafter, the process proceeds to step S47.
[Big hit judgment processing]
In step S47, the CPU 101 executes a jackpot determination process for determining whether the result of the special symbol lottery is a jackpot or a loss. FIG. 20 is an example of a detailed flowchart of the big hit determination process in step S47 of FIG. Hereinafter, the jackpot determination process will be described in detail with reference to FIG.
  First, in step S4700, the CPU 101 of the main control unit 100 determines whether or not a big win has been won in a special symbol lottery. Specifically, when the CPU 101 performs the process of step S4700 following the process of step S44 of FIG. 19, the jackpot random number read from the RAM 103 by the process of step S44 is the jackpot winning value stored in the ROM 102. It is determined whether or not a big hit is made in the second special symbol lottery based on whether or not the two match. On the other hand, when the CPU 101 performs the process of step S4700 subsequent to the process of step S46 of FIG. 19, the big hit random number read from the RAM 103 in the process of step S46 matches the big win winning value stored in the ROM 102. Based on whether or not, it is determined whether or not the big win in the first special symbol lottery. If the determination in step S4700 is YES, the process proceeds to step S4701, and if this determination is NO, the process proceeds to step S4705.
  In step S4701, the CPU 101 determines whether it is a continuous big hit. Specifically, when the process of step S4701 is executed subsequent to the process of step S44 of FIG. Based on whether or not they match, it is determined whether or not consecutive big hits have been made in the second special symbol lottery. On the other hand, when the process of step S4701 is executed subsequent to the process of step S46 of FIG. Based on whether or not, it is determined whether or not the consecutive big hit in the first special symbol lottery. If the determination in step S4701 is YES, the process proceeds to step S4702, and if this determination is NO (that is, a single big hit), the process proceeds to step S4704.
  In step S4702, the CPU 101 sets, in the RAM 103, a continuous big hit symbol indicating that the special big lottery has been won in the special information lottery as a special symbol stop symbol in the setting information. Thereafter, the process proceeds to step S48 in FIG.
  In step S4704, the CPU 101 sets, in the RAM 103, a single big hit symbol indicating that the special symbol lottery has been won as a special symbol stop symbol in the setting information. Thereafter, the process proceeds to step S48 in FIG.
  In step S4705, the CPU 101 sets, in the RAM 103, a lost symbol indicating that the special symbol lottery has been lost as a special symbol stop symbol in the setting information. Thereafter, the process proceeds to step S48 in FIG.
  This is the end of the big hit determination process in step S47 of FIG.
[Variation pattern selection processing]
Next, in step S48 of FIG. 19, the CPU 101 executes a variation pattern selection process for selecting a special symbol variation time (execution time of the decorative symbol variation effect). FIG. 21 is an example of a detailed flowchart of the variation pattern selection process in step S48 of FIG. FIG. 22 is a diagram for explaining the special symbol variation time selected in the variation pattern selection process of FIG. In the following, after explaining the special symbol variation time using FIG. 22, the variation pattern selection processing will be specifically described using FIG.
  As shown in FIG. 22, the special symbol variation time is selected by using each variation time table described in the cell portion of the table shown in FIG. Further, the variable time table is switched and used depending on whether the game state is related to the first special symbol lottery or the second special symbol lottery, whether or not a big hit is made, and whether or not a reach effect is performed. This will be specifically described below.
  First, the high-accuracy / time-short state variable time table set used in the high-precision / time-short state will be described. The variable time table set for the high accuracy / short time state includes a variable time table in the case of the first special symbol lottery and a variable time table in the case of the second special symbol lottery. The variation time table in the case of the first special symbol lottery is used in the case of the first reachless big hit variation time table (3 seconds) used in the case of the big hit without reach effect and the loss without reach effect. It consists of a first reachless loss variation time table (12 seconds). The variation time table in the case of the second special symbol lottery is used in the case of the second reachable big hit variation time table (3 seconds) used in the case of a big hit without reach effect and in the case of a loss without reach effect. It consists of a second reachless variation time table (7 seconds, 3 seconds, 1.5 seconds, 0.5 seconds). When the second reach-less variation time table (7 seconds, 3 seconds, 1.5 seconds, 0.5 seconds) is used to select the special symbol variation time, the number of the second special symbol lottery is 0 or 7 is selected as the special symbol variation time when 1, 2 seconds is selected as the special symbol variation time when the second special symbol lottery is 2, and special when the second special symbol lottery is 3 When the symbol variation time is 1.5 seconds, and the second special symbol lottery holding number is 4, 0.5 seconds is selected as the special symbol variation time.
  Next, the variable time table set for the low accuracy / short time state used in the low accuracy / short time state will be described. The variable time table set for the low probability / short time state includes a variable time table in the case of the first special symbol lottery and a variable time table in the case of the second special symbol lottery. The fluctuation time table in the case of the first special symbol lottery is used in the case of the first reachless big hit fluctuation time table (12 seconds) used in the case of the big hit without reach effect and the loss without reach effect. It consists of a first reachless loss variation time table (12 seconds). The variation time table in the case of the second special symbol lottery is the second variation jackpot variation time table (30 seconds, 50 seconds, 60 seconds) used in the case of a big win with reach production, and the loss without reach production. The second reach-less variation time table (12 seconds, 2.5 seconds) used in the case of the second and the second reach-variable change time table (30 seconds, used in the case of the loss with reach effect). 50 seconds, 60 seconds). The variation table for the big hit with the second reach (30 seconds, 50 seconds, 60 seconds) or the variation time table for the loss with the second reach (30 seconds, 50 seconds, 60 seconds) is used to select the special symbol variation time. In this case, one of 30 seconds, 50 seconds, and 60 seconds is selected as the special symbol variation time by a predetermined lottery.
  Next, the normal state variation time table set used in the normal state will be described. The normal state variable time table set includes a variable time table in the case of the first special symbol lottery and a variable time table in the case of the second special symbol lottery. In the case of the first special symbol lottery, the variation time table is a first variation jackpot variation time table (30 seconds, 50 seconds, 60 seconds) used in the case of a big hit with reach production, and a loss without reach production. The first reachless variation time table (12 seconds, 8 seconds, 4 seconds, 2 seconds) used in the case of the first and the first reach loss variation time table used in the case of the loss with reach effect. (30 seconds, 50 seconds, 60 seconds). The variation time table in the case of the second special symbol lottery is the second variation jackpot variation time table (30 seconds, 50 seconds, 60 seconds) used in the case of a big win with reach production, and the loss without reach production. The second reachless variation time table (12 seconds, 8 seconds, 4 seconds, 2 seconds) used in the case of the second and the second reachable variation time table used in the case of the loss with reach effect. (30 seconds, 50 seconds, 60 seconds). When the variable time table for loss without first reach (12 seconds, 8 seconds, 4 seconds, 2 seconds) is used to select the special symbol variation time, the total number of pending reservations for the first special symbol lottery and the second special symbol lottery 12 is selected as the special symbol variation time when is 0 or 1, 8 seconds is selected as the special symbol variation time when the total number of holdings is 2, and 4 seconds as the special symbol variation time when the total number of reservations is 3. Second is selected, and when the total number of holdings is 4 or more, 2 seconds is selected as the special symbol variation time. Similarly, when the second reachless variation time table (12 seconds, 8 seconds, 4 seconds, 2 seconds) is used to select the special symbol variation time, the first special symbol lottery and the second special symbol lottery When the total number of holds is 0 or 1, 12 seconds is selected as the special symbol variation time. When the total number of reservations is 2, 8 seconds is selected as the special symbol variation time. When the total number of holds is 3, the special symbol variation is selected. 4 seconds is selected as the time, and when the total number of reservations is 4 or more, 2 seconds is selected as the special symbol variation time. Fluctuation time table for big hit with first reach, Fluctuation time table for loss with first reach, Fluctuation time table for big hit with second reach, or Fluctuation time table for loss with second reach (30 seconds, 50 seconds, 60 seconds) Is used for selecting the special symbol variation time, one of 30 seconds, 50 seconds, and 60 seconds is selected as the special symbol variation time by a predetermined lottery.
  Hereinafter, the variation pattern selection process will be specifically described with reference to FIG.
  First, in step S4801, the CPU 101 of the main control unit 100 determines whether or not the current special symbol variation is due to winning at the first start port 21. That is, it is determined whether the big hit lottery in step S47 of FIG. 19 is the first special symbol lottery or the second special symbol lottery. If the determination in step S4801 is YES, the process moves to step S4802, and if this determination is NO, the process moves to step S4812.
  In step S4802, the CPU 101 determines whether or not a big hit has been made in the big hit determination process in step S47 of FIG. If the determination in step S4802 is YES, the process moves to step S4803. If the determination is NO, the process moves to step S4804.
  In step S4803, the CPU 101 determines whether or not a reach effect is to be performed. Specifically, the CPU 101 reads out the reach random number obtained together with the jackpot random number used in the jackpot determination process in step 47 of FIG. 19 from the RAM 103, and the read reach random number matches the predetermined value stored in the ROM 102. Whether or not to perform reach production is determined based on whether or not. If the determination in step S4803 is YES, the process proceeds to step S4805. If this determination is NO, the process proceeds to step S4806.
  In step S4805, the CPU 101 sets the variable time set in the RAM 103 as a target of use by the process of setting the variable time table set shown in FIGS. The first reach jackpot variation time table included in the table set is set as the variation time table to be used. Thereafter, the process proceeds to step S4820.
  In step S4806, the CPU 101 uses the first reachless jackpot variable time table included in the variable time table set set in the RAM 103 as the use target, from the variable time table set described with reference to FIG. Set as a variable time table. Thereafter, the process proceeds to step S4820.
  In step S4804, the CPU 101 determines whether or not a reach effect is to be performed, similar to step S4803. If the determination in step S4804 is YES, the process proceeds to step S4807, and if this determination is NO, the process proceeds to step S4808.
  In step S4807, the CPU 101 uses the first reach-with-variation variable time table included in the variable time table set set in the RAM 103 as the use target from the variable time table set described with reference to FIG. Set as a variable time table. Thereafter, the process proceeds to step S4820.
  In step S4808, the CPU 101 uses the first reachless losing variation time table included in the variation time table set set in the RAM 103 as a use target among the variation time table set described with reference to FIG. Set as a variable time table. Thereafter, the process proceeds to step S4820.
  On the other hand, in step S4812, similarly to step S4802, the CPU 101 determines whether or not a big hit has been made in the big hit determination process in step S47 of FIG. If the determination in step S4812 is YES, the process moves to step S4813. If the determination is NO, the process moves to step S4814.
  In step S4813, the CPU 101 determines whether or not a reach effect is to be performed, similar to step S4803. If the determination in step S4813 is YES, the process moves to step S4815. If the determination is NO, the process moves to step S4816.
  In step S4815, the CPU 101 uses the second reachable jackpot variable time table included in the variable time table set set in the RAM 103 as the use target from the variable time table set described with reference to FIG. Set as a variable time table. Thereafter, the process proceeds to step S4820.
  In step S4816, the CPU 101 uses the second reachable big hit variable time table included in the variable time table set set in the RAM 103 as the use target from the variable time table set described with reference to FIG. Set as a variable time table. Thereafter, the process proceeds to step S4820.
  In step S4814, the CPU 101 determines whether or not a reach effect is to be performed, similar to step S4813. If the determination in step S4814 is YES, the process proceeds to step S4817. If this determination is NO, the process proceeds to step S4818.
  In step S <b> 4817, the CPU 101 uses the second reach variation time table for loss included in the variable time table set set in the RAM 103 as a target of use among the variation time table set described with reference to FIG. 22. Set as a variable time table. Thereafter, the process proceeds to step S4820.
  In step S4818, the CPU 101 uses the second reachable variation time table for losing included in the variation time table set set in the RAM 103 as a use target among the variation time table set described with reference to FIG. Set as a variable time table. Thereafter, the process proceeds to step S4820.
  In step S4820, the CPU 101 refers to the variation time table set in any of steps S4805 to S4808 and steps S4815 to S4818 to select a special symbol variation time (variation pattern). Specifically, when the variation time table set in any of steps S4805 to S4808 and steps S4815 to S4818 is composed of only one variation time (see FIG. 22), the variation time is designated as a special symbol variation time (variation pattern). Choose as. In addition, the set fluctuation time table includes a fluctuation time table for first reach with big hits (30 seconds, 50 seconds, and 60 seconds), a fluctuation time table for loss with first reach, a fluctuation time table for lose with first reach, and a big hit with second reach. In the case of the variation time table for loss or the variation time table for loss with the second reach, the special symbol variation time (variation pattern) corresponding to the variation pattern random number obtained together with the big hit random number used in the big hit determination process of step S47 in FIG. ) (That is, select by lottery). In addition, when the set variation time table is the first reachless losing variation time table or the second non-reach losing variation time table in which the variation time is (12 seconds, 8 seconds, 4 seconds, 2 seconds), When the total number of holds of the number of holdings of the first special symbol lottery and the number of holdings of the second special symbol lottery is 0 or 1, 12 seconds is selected as the special symbol variation time (variation pattern), and the total number of holdings is 2 When the total number of holds is 3, select 4 seconds as the special symbol variation time. When the total number of reservations is 4 or more, select 2 seconds as the special symbol variation time. Select seconds. In addition, in the case where the set variation time table is a variation time table for second reachless losing with a variation time (7 seconds, 3 seconds, 1.5 seconds, 0.5 seconds), the second special symbol lottery When the number of reserves is 0 or 1, select 7 seconds as the special symbol variation time (variation pattern). When the number of reserves is 2, select 3 seconds as the special symbol variation time. Selects 1.5 seconds as the special symbol variation time, and when the number of reservations is 4, selects 0.5 seconds as the special symbol variation time. In addition, when the set variation time table is the second reach-less variation variation time table whose variation time is (12 seconds, 2.5 seconds), when the number of second special symbol lottery hold is 0 or 1 Selects 12 seconds as the special symbol variation time (variation pattern), and when the number of reserves is 2 to 4, selects 2.5 seconds as the special symbol variation time.
  The variation pattern (special symbol variation time) selected in this way is set in the RAM 103 as setting information. In step S4820, if the change time table with reach is set, the CPU 101 determines to execute the reach effect in the decorative symbol change effect, and sets that in the RAM 103 as setting information. Thereafter, the process proceeds to step S49 in FIG.
  Thus, the variation pattern selection process in step S48 of FIG. 19 ends.
  In step S49 in FIG. 19, the CPU 101 generates a variation effect start command including setting information set by the big hit determination process in step S47 and the variation pattern selection process in step S48, and sets it in the RAM 103. Here, the change effect start command is a command for instructing the effect control unit 400 to start the decorative symbol change effect. Thereafter, the process proceeds to step S50. The variation effect start command set in step S49 is transmitted to the effect control unit 400 by the output process in step S9 of FIG.
  In step S50, the CPU 101 changes the special symbol by the first special symbol display 4a or the second special symbol display 4b based on the setting information included in the variable effect start command set in the process of step S49. Start displaying. Thereafter, the process proceeds to step S51.
  In step S51, the CPU 101 determines whether or not the special symbol variation time selected in the variation pattern selection process in step S48 has elapsed since the start of the special symbol variation display in step S50. If the determination in step S51 is yes, the process proceeds to step S52. If the determination is no, the process proceeds to step S5 (ordinary symbol process) in FIG.
  In step S <b> 52, the CPU 101 sets a change effect stop command instructing the end of the decorative symbol change effect by the image display unit 6 or the like in the RAM 103. Thereafter, the process proceeds to step S53. The variation effect stop command set in step S52 is transmitted to the effect control unit 400 by the output process in step S9 of FIG.
  In step S53, the CPU 101 ends the variation display of the special symbol by the first special symbol display 4a or the second special symbol display 4b started in the process of step S50, and displays the stop symbol. FIG. 23 is a diagram for explaining an example of special symbols that are stopped and displayed on the first special symbol display 4a and the second special symbol display 4b of the 7-segment display system. Hereinafter, this will be specifically described with reference to FIG. When the consecutive big hit symbol is set in step S4702 of the big hit determination process of FIG. 20, in step S53, the CPU 101 determines the continuous big hit symbol corresponding to the set symbol among the four consecutive big hit symbols shown in FIG. The 1 special symbol display 4a (or the second special symbol display 4b) is stopped and displayed. Similarly, when a single big hit symbol is set in step S4704 of the big hit determination process of FIG. 20, in step S53, the CPU 101 selects a single big hit symbol corresponding to the set symbol among the four single big hit symbols shown in FIG. Is stopped and displayed on the first special symbol display 4a. In addition, when a lost symbol is set in step S4705 of the big hit determination process of FIG. 20, in step S53, the CPU 101 displays one lost symbol shown in FIG. 23 as the first special symbol display 4a (or the second special symbol display). The display is stopped on the device 4b). Thereafter, the process proceeds to step S54.
[Processing while stopped]
In step S54 of FIG. 19, the CPU 101 executes a stop process. FIG. 24 is an example of a detailed flowchart of the stop process in step S54 of FIG. Hereinafter, the stop process will be described in detail with reference to FIG.
  First, in step S5401, the CPU 101 determines whether or not a big hit is determined in the big hit determination process in step S47 of FIG. If the determination in step S5401 is YES, the process moves to step S5402, and if this determination is NO, the process moves to step S5408.
  In step S5402, the CPU 101 determines whether or not the probability variation flag stored in the RAM 103 is set to “ON”. Here, when the probability variation flag is set to “OFF”, the winning probability of the special symbol lottery is controlled with a normal probability of a low probability (1/265), and when the probability variation flag is set to “ON”, the special symbol lottery is controlled. Is a flag whose winning probability is controlled to a high probability (1/46). If the determination in step S5402 is YES, the process moves to step S5403. If the determination is NO, the process moves to step S5404.
  In step S5404, the CPU 101 sets the value of N stored in the RAM 103 for counting the number of consecutive big hits in the set of five big hits described with reference to FIG. 13 to “1”. Thereafter, processing proceeds to step S5405.
  On the other hand, in step S5403, the CPU 101 updates the value of N stored in the RAM 103 by adding 1. Thereafter, processing proceeds to step S5405.
  In step S5405, the CPU 101 receives an opening command including information for instructing the effect control unit 400 to start the jackpot game effect and information indicating the type of the jackpot game effect to be started (a continuous jackpot game effect or a single jackpot game effect). Set in the RAM 103. Thereafter, processing proceeds to step S5406. Note that the opening command set in step S5405 is transmitted to the effect control unit 400 by the output process in step S9 of FIG.
  In step S5406, the CPU 101 lights up the right-handed display 4h. Thereafter, the process proceeds to step S5407.
  In step S5407, the CPU 101 starts the big hit game by setting the high-accuracy flag and the short time flag stored in the RAM 103 to OFF and setting the big hit game flag to ON. As a result, the first big prize opening 23 and the like are controlled to be opened in the big prize opening process which will be described later with reference to FIG. 25 and the like, and the player can acquire a large amount of prize balls. Thereafter, the process proceeds to step S5408.
  Here, when the time reduction flag is set to “OFF”, the winning probability of the normal symbol lottery is controlled to a normal low probability, and the opening time of the electric tulip 27 when the normal symbol lottery is won is normally released momentarily. The special symbol lottery execution interval is not shortened. On the other hand, when it is set to “ON”, the electrification probability of the normal symbol lottery is controlled with a high probability and the electrification of the normal symbol lottery is won. This is a flag for controlling the opening time of the tulip 27 for a long time so as to shorten the execution interval of the special symbol lottery. That is, the time reduction flag is a flag that is controlled to the time reduction state when set to “ON”.
  In step S5408, the CPU 101 determines whether or not the value of J stored in the RAM 103 is “0”. Here, J is the number of special symbol lotteries executed after entering the high accuracy / short time state or the low accuracy / short time state (that is, the short time state). If the determination in step S5408 is YES, the special symbol process ends and the process proceeds to step S5 (ordinary symbol process) in FIG. 17, and if this determination is NO, the process proceeds to step S5409.
  In step S5409, the CPU 101 rewrites the value of J stored in the RAM 103 to a value obtained by subtracting one. Thereafter, the process proceeds to step S5410.
  In step S5410, the CPU 101 determines whether or not the value of J stored in the RAM 103 is “0”. If the determination in step S5410 is YES, the process proceeds to step S5411, and if this determination is NO, the special symbol process ends, and the process proceeds to step S5 (normal symbol process) in FIG.
  In step S5411, the CPU 101 switches the time reduction flag stored in the RAM 103 from ON to OFF. Thereafter, the process proceeds to step S5412.
  By the processing of steps S5408 to S5411 described above, the gaming state is switched from the low accuracy / short time state limited to 100 rotations started from the end of the set of 5 big hits described with reference to FIG. 13 to the normal state.
  In step S5412, the CPU 101 turns off the right-handed display 4h. Thereafter, the process proceeds to step S5413.
  In step S5413, the CPU 101 sets the normal state variable time table set described with reference to FIG. 22 in the RAM 103 as the variable time table set to be used.
  As described above, the stop process in step S54 in FIG. 19 is completed, the special symbol process is also terminated, and the process proceeds to step S5 (ordinary symbol process) in FIG.
[Large winning prize processing]
25 and 26 are an example of a detailed flowchart of the big prize opening process in step S6 of FIG. In the following, the special winning opening process in step S6 of FIG. 17 will be described with reference to FIGS.
  First, in step S <b> 61, the CPU 101 of the main control unit 100 determines whether or not the gaming machine 1 is in a big hit game based on the flag information stored in the RAM 103. If the determination in step S61 is YES, the process proceeds to step S62. If the determination is NO, the process proceeds to step S7 (electric tulip process) in FIG.
  In step S <b> 62, the CPU 101 determines whether or not the gaming machine 1 is opening a big hit game based on the information stored in the RAM 103. If the determination in step S62 is yes, the process proceeds to step S63, and if this determination is no, the process proceeds to step S69.
  In step S63, the CPU 101 determines whether or not a predetermined set opening time has elapsed since the opening command set in step S5405 of FIG. 24 is transmitted. If the determination in step S63 is YES, the process proceeds to step S64. If the determination is NO, the opening of the jackpot game effect has not ended, and the process proceeds to step S7 (electric tulip process) in FIG. .
  In step S <b> 64, the CPU 101 sets the total number of rounds Rmax in the big hit game, the operation patterns of the first big prize opening 23, the second big prize opening 51, and the V honey 52, and sets the setting information in the RAM 103. . Specifically, the CPU 101, which has been described with reference to FIG. 12, of the first big winning port 23, the second big winning port 51, and the V honey 52 in the big hit game that is executed this time among the continuous big hit games or single hit big hit games. An operation pattern and the like are set, and the setting information is set in the RAM 103. Thereafter, the process proceeds to step S65.
  In step S <b> 65, the CPU 101 resets the number C of winning game balls to the first big prize opening 23 (or the second big prize opening 51) stored in the RAM 103 to “0”. Thereafter, the process proceeds to step S66.
  In step S <b> 66, the CPU 101 rewrites the round number R of the big hit game stored in the RAM 103 to a value obtained by adding one. Thereafter, the process proceeds to step S67.
  In step S <b> 67, the CPU 101 starts opening control of the first big prize opening 23 or the second big prize opening 51. Specifically, when the value of R stored in the RAM 103 is 1 to 7, the first big prize opening / closing part 115 is controlled to start the opening control of the first big prize opening 23, while the R When the value is 8, the second big prize opening / closing part 118 is controlled to start the opening control of the second big prize opening 51. With this process, in the big hit game, the round is started and the opening operation of the first big prize opening 23 (or the second big prize opening 51) is started. Thereafter, the process proceeds to step S68.
  In step 68, when the first big prize opening 23 is opened in step S 67, the CPU 101 issues a first big prize opening notification command for notifying the production control unit 400 of the opening start of the first big prize opening 23. When the second big prize opening 51 is opened in step S67 in the RAM 103, a second big prize opening release notification command for notifying the production control unit 400 of the opening start of the second big prize opening 51 is stored in the RAM 103. set. Thereafter, the process proceeds to step S80. The first big prize opening release notification command or the second big prize opening release notification command set in step S68 is transmitted to the effect control unit 400 by the output process in step S9 of FIG.
  In step S <b> 69, the CPU 101 determines whether or not the gaming machine 1 is in the big hit game interval based on the information stored in the RAM 103. If the determination in step S69 is YES, the process proceeds to step S70, and if this determination is NO, the process proceeds to step S71.
  In step S70, the CPU 101 determines whether or not the set interval time during the jackpot game set in the process of step S64 has elapsed since the first big winning opening 23 was closed at the end of the previous round during the jackpot game. Determine. If the determination in step S70 is YES, it is time to start the next round in the jackpot game, so the process moves to step S65. If this determination is NO, the next round in the jackpot game is started. Since the timing is not reached, the process proceeds to step S7 (electric tulip process) in FIG.
  In step S <b> 71, the CPU 101 determines whether or not the gaming machine 1 is executing the big hit game ending effect based on the information stored in the RAM 103. If the determination in step S71 is yes, the process proceeds to step S87 in FIG. 26. If the determination is no, the process proceeds to step S72.
  In step S72, the CPU 101 determines that the gaming machine 1 is in the big hit game round, and from the time when the second big winning opening 51 is opened in step 67, the V region 53 set in the process of step S64. It is determined whether or not a specified time (3 seconds in FIG. 12) until the time of opening has elapsed. If the determination in step S72 is yes, the process proceeds to step S73. If the determination is no, the process proceeds to step S76.
  In step S <b> 73, the CPU 101 starts the V area 53 opening control by controlling the V area opening / closing unit 120. By this process (in the case of a continuous big hit game), the game ball that has entered the second big winning opening 51 passes through the V region 53. Thereafter, the process proceeds to step S74.
  In step S74, the CPU 101 has passed the specified time (6 seconds in FIG. 12) from the time when the V region 53 opening control was started in step 73 until the V region 53 set in step S64 is closed. It is determined whether or not. If the determination in step S74 is yes, the process proceeds to step S75. If the determination is no, the process proceeds to step S76.
  In step S <b> 75, the CPU 101 controls the V region opening / closing unit 120 to close the V region 53. Thereafter, the process proceeds to step S76.
  In step S <b> 76, the CPU 101 determines whether or not the game ball has passed through the V area 53 based on the output signal from the V area switch 119. If the determination in step S76 is yes, the process proceeds to step S77. If the determination is no, the process proceeds to step S78.
  In step S <b> 77, the CPU 101 sets a V region passing command for notifying the effect control unit 400 that the game ball has passed through the V region 53 in the RAM 103. Thereafter, the process proceeds to step S78. The V region passing command set in step S77 is transmitted to the effect control unit 400 by the output process in step S9 of FIG.
  In step S78, the CPU 101 plays a game ball in the first grand prize opening 23 (or the second big prize opening 51) based on an output signal from the first big prize port switch 114 (or the second big prize port switch 117). It is determined whether or not a prize has been won. If the determination in step S78 is yes, the process proceeds to step S79. If the determination is no, the process proceeds to step S80.
  In step S <b> 79, the CPU 101 rewrites the game ball winning number C stored in the RAM 103 to a value obtained by adding one. The process of step S79 is executed each time a game ball wins the first grand prize opening 23 (or the second big prize opening 51), so that the first big prize opening 23 (or the second big prize) during one round. The total number of game balls won (winning number C) in the winning opening 51) is accumulated and stored in the RAM 103. Thereafter, the process proceeds to step S80.
  In step S80, the CPU 101 determines whether or not a predetermined opening control time has elapsed since the opening control of the first big prize opening 23 (or the second big prize opening 51) was started in the process of step S67. . Specifically, in the case of a continuous big hit game, the CPU 101 determines whether or not an opening control time of 29.5 seconds has elapsed for the first big prize opening 23 (and the second big prize opening 51). On the other hand, in the case of a single big hit game, the CPU 101 determines whether or not the opening control time of 29.5 seconds has elapsed for the first big prize opening 23, and 0 for the second big prize opening 51. It is determined whether or not the opening control time for 1 second has elapsed. If the determination in step S80 is YES, the process proceeds to step S82, and if this determination is NO, the process proceeds to step S81.
  In step S81, the CPU 101 determines that the number C of game balls won in the current round is the upper limit Cball number Cmax that defines the timing at which the first grand prize opening 23 (and the second big prize opening 51) is closed. It is determined whether or not “9” in the form. If the determination in step S81 is YES, the process proceeds to step S82, and if this determination is NO, the process proceeds to step S7 (electric tulip process) in FIG.
  In step S82, when the first big prize opening 23 is opened, the CPU 101 controls the first big prize opening opening / closing part 115 to perform the opening control of the first big prize opening 23 started in step S67. On the other hand, if the second big prize opening 51 is opened, the second big prize opening / closing part 118 is controlled to complete the opening control of the second big prize opening 51 started in step S67. . That is, the big prize opening opened in step S67 is closed and the current round is ended. Thereafter, the process proceeds to step S83.
  In step 83, when the CPU 101 opens the first big prize opening 23 in step S 82, the RAM 103 sends a first big prize opening closing notification command for notifying the production control unit 400 that the first big prize opening 23 is closed. If the second big prize opening 51 is opened in step S67, a second big prize opening closing notification command for notifying the effect control unit 400 of the closing of the second big prize opening 51 is set in the RAM 103. Thereafter, the process proceeds to step S84. Note that the command set in step S83 is transmitted to the effect control unit 400 by the output process in step S9 of FIG.
  In step S84, the CPU 101 determines whether or not the current round number R stored in the RAM 103 has reached the maximum round number Rmax of the big hit game set in the process of step S64. If the determination in step S84 is YES, the process proceeds to step S85 in FIG. 26, and if this determination is NO, the process proceeds to step S7 (electric tulip process) in FIG.
  In step S85 of FIG. 26, the CPU 101 resets the round number R stored in the RAM 103 to “0”. Thereafter, the process proceeds to step S86.
  In step S <b> 86, the CPU 101 sets an ending command that instructs the effect control unit 400 to execute the ending effect in the RAM 103. This command is transmitted to the effect control unit 400 in step S9 (output processing) in FIG. Thereafter, the process proceeds to step S87.
  In step S87, the CPU 101 determines whether or not the set ending time set in the process of step S64 in FIG. 25 has elapsed since the ending command was set in the RAM 103 in step S86. If the determination in step S87 is YES, the process proceeds to step S88, and if this determination is NO, the process proceeds to step S7 (electric tulip process) in FIG.
  In step S88, the CPU 101 turns off the right-handed display 4h turned on in step S5406 of FIG. Thereafter, the process proceeds to step S89.
  In step S89, the CPU 101 sets the jackpot game flag stored in the RAM 103 to OFF and ends the jackpot game. Thereafter, the process proceeds to step S90.
[Game state setting process]
In step S90 of FIG. 26, the CPU 101 executes a game state setting process. FIG. 27 is an example of a detailed flowchart of the gaming state setting process in step S90 of FIG. Hereinafter, with reference to FIG. 27, the gaming state setting process will be specifically described.
  First, in step S9001, the CPU 101 determines whether or not at least one game ball has passed through the V region 53 in step S76 of FIG. 25 in the current big hit game. If the determination in step S9001 is YES, the process moves to step S9002, and if this determination is NO, the process moves to step S9008.
  In step S9002, the CPU 101 determines whether or not the value of N stored in the RAM 103 is the upper limit number Nmax (that is, “5”). That is, it is determined whether or not the current jackpot game is the fifth jackpot of the set of five jackpots described with reference to FIG. If the determination in step S9002 is YES, the process proceeds to step S9009, and if this determination is NO, the process proceeds to step S9003.
  In step S9003, the CPU 101 sets the probability variation flag stored in the RAM 103 to “ON”. Thereafter, the process proceeds to step S9004.
  In step S9004, the CPU 101 sets a time reduction flag stored in the RAM 103 to “ON”. Thereafter, the process proceeds to step S9005.
  In step S9005, the CPU 101 turns on the right-handed display 4h turned off in step S88 of FIG. Thereafter, the process proceeds to step S9005.
  In step S9006, the CPU 101 sets the value of J stored in the RAM 103 to “10000”. Note that J is the number of executions of the special symbol lottery in the high accuracy / time-short state or the low accuracy / time-short state as described above. Thereafter, processing proceeds to step S9007.
  By the processing of steps S9003 to S9006, the gaming state of the gaming machine 1 is controlled to the probability change / short time state described with reference to FIG. 13 (that is, the gaming state in the set of 5 big hits).
  In step S9007, the CPU 101 sets, in the RAM 103, the high-accuracy / short-time state variable time table set described with reference to FIG. Thereafter, the process proceeds to step S7 (electric tulip process) in FIG.
  On the other hand, in step S9008, the CPU 101 determines whether or not the game ended in step S89 in FIG. 26 is a continuous big hit game. That is, it is determined whether the game ball has not passed through the V area 53 in the continuous big hit game or whether the game ball has not passed through the V area 53 in the single big hit game. If the determination in step S9008 is YES, the process proceeds to step S9009, and if this determination is NO, the process proceeds to step S9015.
  In step S9009, the CPU 101 resets the value of N stored in the RAM 103 to “0”. Thereafter, the process proceeds to step S9010.
  In step S9010, the CPU 101 sets the probability variation flag stored in the RAM 103 to “OFF”. Thereafter, the processing moves to step S9011.
  In step S9011, the CPU 101 sets the time reduction flag stored in the RAM 103 to “ON”. Thereafter, the process proceeds to step S9012.
  In step S9012, the CPU 101 turns on the right-handed display 4h that has been turned off in step S88 of FIG. Thereafter, the process proceeds to step S9013.
  In step S9013, the CPU 101 sets the value of J stored in the RAM 103 to “100”. Thereafter, processing proceeds to step S9014.
  In step S9014, the CPU 101 sets the variable time table set for the low probability / short time state described with reference to FIG. 22 in the RAM 103 as the variable time table set to be used. Thereafter, the process proceeds to step S7 (electric tulip process) in FIG.
  On the other hand, in step S9015, the CPU 101 determines whether or not the value of N stored in the RAM 103 is “1”. In other words, whether this one-shot big hit game was just a single big hit in the normal state, or a single big hit by winning the first starting port 21 during the set of five big hits explained using FIG. Judgment is made. If the determination in step S9015 is YES, the process proceeds to step S9016. If this determination is NO, the process proceeds to step S9009. If a single big hit is made due to winning at the first starting port 21 during the set of 5 big hits, the process moves to step S9009. Therefore, as described with reference to FIG. The player will be relieved to some extent.
  Here, as the process moves from step S9002 to S9009, as described with reference to FIG. 13, the set of 5 big hits is completed, and the low / short time state limited to 100 rotations is achieved. Further, when the process moves from step S9008 to step S9009, as described with reference to FIG. 13, when the game ball cannot pass through the V region 53 in the continuous big hit game, the low probability / short time state limited to 100 rotations. Thus, the player is relieved to some extent.
  In step S9016, the CPU 101 resets the value of N stored in the RAM 103 to “0”. Thereafter, the process proceeds to step S9017.
  In step S9017, the CPU 101 sets the normal state variation time table set described with reference to FIG. 22 in the RAM 103 as a variation time table set to be used. Thereafter, the process proceeds to step S7 (electric tulip process) in FIG.
  Above, description of the process of the main control part 100 demonstrated using FIGS. 17-27 is complete | finished.
[Main operations of the production control unit]
FIG. 28 is a flowchart illustrating an example of a timer interrupt process performed by the effect control unit 400. Below, the timer interruption process performed in the production | presentation control part 400 based on the command transmitted from the main control part 100 by FIG.17 S9 (output process) of FIG. 17 is demonstrated. The effect control unit 400 repeatedly executes a series of processes shown in FIG. 28 at regular time intervals (4 milliseconds), similarly to the timer interrupt process (see FIG. 17) performed by the main control unit 100. Note that the processing performed by the effect control unit 400 described based on the flowcharts of FIG. 28 and the subsequent steps is executed based on a program stored in the ROM 402.
  First, in step S10, the effect control unit 400 receives a command transmitted from the main control unit 100, determines execution of the effect based on the received command, and sets a command instructing the command to the RAM 403. Perform reception processing. Details of this command reception processing will be described later with reference to FIG.
  Next, in step S <b> 11, the effect control unit 400 performs effect button processing for realizing an effect on the effect based on the operation input of the effect button 37 or the effect key 38 by the player.
  Next, in step S12, the effect control unit 400 performs command transmission processing for transmitting the command set in the RAM 403 in the command reception processing in step S10 to the image sound control unit 500 or the lamp control unit 600. By performing this command transmission process, the image sound control unit 500 is instructed to perform an effect by displaying an image on the image display unit 6, outputting sound from the speaker 35, or the like. In addition, the panel lamp 8, the frame lamps 36 and 45 are displayed. The lamp control unit 600 is instructed to execute an effect by turning on or operating the movable accessory 7.
[Command reception processing]
FIG. 29 is an example of a detailed flowchart of command reception processing in step S10 of FIG. Hereinafter, the command reception process will be described with reference to FIG.
  First, in step S101, the CPU 401 of the effect control unit 400 determines whether or not a hold increase command (first hold number increase command or second hold number increase command) has been received from the main control unit 100 (FIG. 18). (See steps S26 and S32). If the determination in step S101 is yes, the process proceeds to step S102. If the determination is no, the process proceeds to step S106.
  In step S102, the CPU 401 executes a hold number addition process. Specifically, when the CPU 401 receives the first hold number increase command, the CPU 401 adds 1 to the hold number of the first special symbol lottery stored in the RAM 403 and instructs the image sound control unit 500 to display the image display unit. 6 adds one reserved image indicating the number of reserved first symbol lottery. Similarly, when the CPU 401 receives the second hold number increase command, the CPU 401 adds 1 to the hold number of the second special symbol lottery stored in the RAM 403, instructs the image sound control unit 500 to display the image display unit 6. One reservation image indicating the number of reservations in the second special symbol lottery is added. Thereafter, the process proceeds to step S103.
  In step S103, the CPU 401 performs prefetch hold display lottery processing for determining whether or not to change the hold image additionally displayed in step S102 to display the prefetch notice mode. Specifically, when the advance determination information included in the received hold increase command indicates a jackpot, the CPU 401 determines to change the hold image additionally displayed in step S102 to the prefetch notice mode. On the other hand, when the prior determination information included in the received hold increase command indicates a loss, the CPU 401 determines whether or not to change the hold image additionally displayed in step S102 to the prefetch notice mode. Make a lottery.
  In step S104, the CPU 401 determines whether execution of prefetch hold display is determined in step S103. If the determination in step S104 is yes, the process proceeds to step S105. If the determination is no, the process proceeds to step S106.
  In step S105, the CPU 401 executes prefetch hold display. Specifically, the image sound control unit 500 is instructed to cause the image display unit 6 to perform prefetch hold display. Thereafter, the process proceeds to step S106.
  In step S106, the CPU 401 determines whether or not the variable effect start command set in step S49 of FIG. 19 has been received. If the determination in step S106 is YES, the process proceeds to step S107. If this determination is NO, the process proceeds to step S111.
  In step S107, the CPU 401 analyzes the variation effect start command received in step S106. Thereafter, the process proceeds to step S108.
  In step S108, the CPU 401 determines a decorative design variation effect pattern based on the setting information included in the variation effect start command. The setting information included in the change production start command is information indicating the stop symbol of the special symbol set in step S47 of FIG. 19 (see FIG. 20) (that is, whether the jackpot has been hit or lost, or the jackpot Information indicating which jackpot has been won), information indicating the special symbol variation time (variation pattern) set in the variation pattern selection process (see FIG. 21) in step S48 of FIG. 19, and whether or not to execute the reach effect Contains information indicating In step S108, the CPU 401 determines one effect pattern by lottery from a plurality of effect patterns that satisfy the conditions indicated by the setting information included in the change effect start command. Thereafter, the process proceeds to step S109.
  In step S109, the CPU 401 executes a hold number subtraction process. Specifically, the CPU 401 includes information indicating which one of the determination of the first special symbol lottery result and the determination of the second special symbol lottery result included in the setting information of the variable effect start command is executed. When it is determined that the determination of the symbol lottery result has been executed, the number of the first special symbol lottery held in the RAM 403 is decremented by 1, and the image sound control unit 500 is instructed to display the image on the image display unit 6 earliest. One reserved image indicating the number of held first special symbol lotteries is digested (deleted). Similarly, the CPU 401 indicates that information indicating which of the determination of the first special symbol lottery result and the determination of the second special symbol lottery result included in the setting information of the variable effect start command is executed is the second special symbol lottery. When the determination of the result is performed, the number of the second special symbol lottery held in the RAM 403 is decremented by 1, and the image sound control unit 500 is instructed to be displayed on the image display unit 6 earliest. One reserved image indicating the number of held second special symbol lotteries is digested (deleted). Thereafter, the process proceeds to step S110.
  In step S110, the CPU 401 starts a decorative symbol variation effect of the effect pattern determined in step S103. Specifically, the CPU 401 sets a command for instructing execution of the above-described effect pattern in the RAM 403, and the command is transmitted to the image sound control unit 500 and the lamp control unit by the command transmission process in step S12 of FIG. 600. As a result, the display of the decorative symbol variation effect by the image display unit 6 is started, and the sound output and light emission of the decorative symbol variation effect by the speaker 35, the panel lamp 8 and the like are started. Thereafter, the process proceeds to step S113.
  On the other hand, in step S111, the CPU 401 determines whether or not the variable effect stop command set in the process of step S52 of FIG. 19 has been received. If the determination in step S111 is YES, the process proceeds to step S112. If the determination is NO, the process proceeds to step S113.
  In step S112, the CPU 401 ends the decorative symbol variation effect started in the process of step S110. Thereafter, the process proceeds to step S113.
  In step S113, the CPU 401 determines whether or not the opening command set in the process of step S5405 of FIG. 24 has been received. If the determination in step S113 is yes, the process proceeds to step S114. If the determination is no, the process proceeds to step S115.
  In step S114, the CPU 401 determines the type of jackpot game effect (continuous jackpot game effect or single jackpot game effect) based on the information included in the opening command (or the setting information used in step S108 in FIG. 29). Then, a command for instructing the start of the determined jackpot game effect is set in the RAM 403. This command set in the RAM 403 is transmitted to the image sound control unit 500 and the lamp control unit 600 by the command transmission process in step S12 of FIG. As a result, an opening effect (that is, a big hit game effect) indicating the start of a continuous big hit game or a single big hit game is started by the image display unit 6, the speaker 35, the panel lamp 8, the movable accessory 7, and the like. Thereafter, the process proceeds to step S115.
  In step S115, the CPU 401 performs a V region passing effect process described below with reference to FIG.
[V region passing effect processing]
FIG. 30 is an example of a detailed flowchart of the V region passage effect process in step S115 of FIG.
  First, in step S119, the CPU 401 of the effect control unit 400 determines whether or not it is during the V region passage detection valid period. This will be specifically described below. Although explanation is omitted in the big winning opening process using FIG. 25, the CPU 101 of the main control unit 100 sets an effective period (V area passage detection effective period) for detecting that the game ball has passed the V area 53. Provided. More specifically, the CPU 101 performs a period from the time when the second big winning opening 51 is opened at 8R of the continuous big hit game shown in FIG. 12 (1) to the time when the ending effect of the continuous big hit game ends, and The period from the time when the second big prize winning opening 51 is opened in 8R of the single big hit game shown in FIG. 12 (2) to the time when the ending effect of the single big hit game ends is defined as a V region passage detection effective period. In step S76 of the big prize opening process, the passage of the game ball to the V area 53 is detected only during the V area passage detection valid period. In step S119, the CPU 401 of the effect control unit 400 receives 10 after receiving the ending command set in step S86 of FIG. 26 after receiving the second big prize opening release notification command set in step S68 of FIG. If it is in the period until the second (ending execution period) elapses, it is determined that it is in the V region passage detection effective period, and if it is not in this period, it is not in the V region passage detection effective period. Is determined. If the determination in step S119 is YES, the process proceeds to step S120, and if this determination is NO, the process proceeds to step S116 in FIG.
  In step S120, the CPU 401 determines whether or not the running jackpot game is the continuous jackpot game described with reference to FIG. Specifically, the CPU 401 determines that the game is a continuous jackpot game when the opening of the consecutive jackpot is started in step S114 of FIG. 29, and when the opening of the single jackpot is started in step S114 of FIG. Determines that it is not a continuous jackpot game. If the determination in step S120 is YES, the process proceeds to step S121, and if this determination is NO (that is, a single big hit), the process proceeds to step S126.
  In step S121, the CPU 401 determines whether or not the V region passing command set in step S77 of FIG. 25 has been received. If the determination in step S121 is YES, the process proceeds to step S122. If the determination is NO, the process proceeds to step S129.
  In step S122, the CPU 401 determines whether or not the V region passing command received in step S122 is the V region passing command that is first received in the current continuous jackpot game. If the determination in step S122 is YES, the process proceeds to step S123. If this determination is NO, the process proceeds to step S116 in FIG.
  In step S <b> 123, the CPU 401 sets, in the RAM 403, a command for instructing execution of an effect that the robot combines with the movable accessory 7 described with reference to FIG. This command set in the RAM 403 is transmitted to the lamp control unit 600 by the command transmission process in step S12 of FIG. As a result, the effect of combining the robots with the movable accessory 7 is executed. Thereafter, the process proceeds to step S124.
  In step S <b> 124, the CPU 401 sets, in the RAM 403, a command for instructing execution of an effect that the panel lamp 8 and the frame lamps 36 and 45 described with reference to FIG. This command set in the RAM 403 is transmitted to the lamp control unit 600 by the command transmission process in step S12 of FIG. As a result, the effect of lighting all the panel lamp 8 and the frame lamps 36 and 45 described with reference to FIG. 14 is executed. Thereafter, the process proceeds to step S116 in FIG.
  By the processing of steps S120 to S124 described above, the effect when the game ball passes through the V region 53 in the continuous big hit game described with reference to FIG. 14 is executed.
  On the other hand, in step S126 (that is, in the case of a single big hit), the CPU 401 determines whether or not the V region passing command set in step S77 of FIG. 25 has been received. If the determination in step S126 is YES, the process proceeds to step S127, and if this determination is NO, the process proceeds to step S116 in FIG.
  In step S127, the CPU 401 determines whether or not the V region passing command received in step S126 is the V region passing command that is first received in the current single hit game. If the determination in step S127 is YES, the process proceeds to step S128. If this determination is NO, the process proceeds to step S116 in FIG.
  In step S128, the CPU 401 instructs the RAM 403 to instruct the RAM 403 to execute an effect that turns on all the frame lamps 36 and 45 described with reference to FIG. set. This command set in the RAM 403 is transmitted to the lamp control unit 600 by the command transmission process in step S12 of FIG. As a result, an effect is produced in which all the frame lamps 36 and 45 described with reference to FIG. 15 are turned on while all the panel lamps 8 are turned off. Thereafter, the process proceeds to step S116 in FIG.
  By the processes in steps S126 to S128 described above, an effect in the case where the game ball passes through the V region 53 in the single hit game described with reference to FIG. 15 is executed. In the big prize opening process of FIG. 25 executed by the main control unit 100, when the game ball passes through the V area 53 in the single big hit game, the game ball passes through the V area 53 in the continuous big hit game. Similarly, control is performed to transmit the V region passing command to the effect control unit 400 (see S76 and S77). However, as described above, when the game ball passes through the V area 53 in the single-hit big hit game (that is, when the V-area pass command is received in the single big hit game), the effect control unit 400 is shown in FIG. Control for executing the effect described with reference to FIG. 15 instead of the effect described with reference to FIG.
  On the other hand, in step S129, the CPU 401 determines whether or not the second big prize opening closing notification command set in step S83 of FIG. 25 has been received. If the determination in step S129 is YES, the process proceeds to step S130, and if this determination is NO, the process proceeds to step S116 in FIG.
  In step S130, the CPU 401 determines whether or not the V region passing command set in step S77 of FIG. 25 has been received during the current continuous jackpot game. If the determination in step S130 is yes, the process proceeds to step S131. If the determination is no, the process proceeds to step S116 in FIG.
  In step S131, the CPU 401 issues a command for instructing execution of an effect that the frame lamp 45 and the panel lamp 8 described with reference to FIG. Set in RAM403. This command set in the RAM 403 is transmitted to the lamp control unit 600 by the command transmission process in step S12 of FIG. As a result, the frame lamp 36 and the panel lamp 8 described with reference to FIG. 16 are all turned on, while the effect that the frame lamp 45 blinks at high speed is executed. Thereafter, the process proceeds to step S116 in FIG.
  By the processing of steps S129 to S131 described above, an effect is produced when the game ball does not pass through the V region 53 in the continuous big hit game described with reference to FIG.
  This is the end of the V region passage effect process.
  In step S116 in FIG. 29, the CPU 401 determines whether or not the ending command set in the process in step S86 in FIG. 26 has been received. If the determination in step S116 is YES, the process proceeds to step S117. If this determination is NO, the process proceeds to step S11 (effect button process) in FIG.
  In step S117, the CPU 401 sets, in the RAM 403, a command for instructing execution of the big hit game ending effect. This command set in the RAM 403 is transmitted to the image sound control unit 500 and the lamp control unit 600 by the command transmission process in step S12 of FIG. Thus, an ending effect indicating the end of the big hit game is executed. Thereafter, the process proceeds to step S11 (effect button process) in FIG.
[Modification of this embodiment]
In the above-described embodiment, as described with reference to FIGS. 14 to 16, the notification is performed in the form of the light emission effect by the lamps 8, 36, and 45. However, these notifications are not limited to those based on the light emission effects, and may be notified based on, for example, an effect mode based on the sound of the speaker 35, or may be notified based on an effect mode based on the image on the image display unit 6. .
  In the present embodiment described above, as described with reference to FIGS. 12 and 30, the V region passage detection valid period is described as the period from the 8R start time to the end of the ending effect in the big hit game. However, the V region passage detection effective period may be, for example, a period during which the V region 53 is open.
  Further, in the above-described embodiment, the breakdown of the big hit when the game ball wins the second starting port 22 is set to 100% of the continuous big hit (see FIG. 11). However, the breakdown of the jackpot when a game ball is won at the second starting port 22 may be, for example, 98% for the consecutive jackpot and 2% for the single hit jackpot. That is, the case where the game ball wins and wins a big hit in the short time state where it is easy to win the second start port 22 is better than the case where the game ball wins and wins a big hit in the normal state where the first start port 21 is easy to win. As long as the ratio of consecutive big hits is high. Furthermore, as a whole, the breakdown of the big hits with higher profits when the game balls win at the second start opening 22 and win the big hit than when the game balls win at the first start opening 21 and win the big hit. If it is.
  In the above-described embodiment, as described with reference to FIG. 1, when the game ball that has entered the second grand prize opening 51 enters the area 54, it has been won in the second big prize opening 51. It was supposed to be detected. However, the second grand prize port switch 117 (see FIG. 4) is arranged at the entrance part of the second big prize port 51 (that is, the entrance part opened and closed by the right honey 50: see FIG. 1), so It may be detected that a winning is made in the second big winning opening 51 when a game ball enters the opening 51.
  Further, the shape, number, installation position, and the like of each component provided in the pachinko gaming machine 1 described above are merely examples, and the scope of the present invention is not limited to other shapes, numbers, and installation positions. It goes without saying that the present invention can be realized without departing from the above. Further, it goes without saying that the numerical values and the like used in the above-described processing are merely examples, and the present invention can be realized even with other numerical values.
  As mentioned above, although this invention was demonstrated in detail using embodiment, the above-mentioned description is only the illustration of this invention in all the points, and does not intend to limit the range. It goes without saying that various improvements and modifications can be made without departing from the scope of the present invention. In addition, it is to be understood that the terms used in the present specification are used in the meaning normally used in the art unless otherwise specified. Thus, unless defined otherwise, all technical and technical terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this invention belongs. In case of conflict, the present specification, including definitions, will control.
DESCRIPTION OF SYMBOLS 1 ... Pachinko machine 2 ... Game board 4 ... Display 4a ... 1st special symbol display 4b ... 2nd special symbol display 4c ... 1st special symbol hold display 4d ... 2nd special symbol hold display 4e ... Normal Symbol display 4f ... Normal symbol hold indicator 4g ... Game status indicator 4h ... Right-handed indicator 5 ... Frame member 6 ... Image display unit 7 ... Movable accessory 8 ... Board lamp 20 ... Game area 21 ... First start port 22 ... 2nd starting port 23 ... 1st grand prize opening 24 ... Normal winning port 25 ... Gate 26 ... Discharge port 27 ... Electric tulip 31 ... Handle 32 ... Lever 33 ... Stop button 34 ... Eject button 35 ... Speakers 36, 45 ... Frame lamp 37 ... Production button 38 ... Production key 39 ... Plate 43 ... Lock 50 ... Right honey 51 ... Second big prize opening 52 ... V honey 53 ... V region 70 ... Proximity switch 71 ... Comparator 72 ... Power supply monitoring circuit 73 ... Disconnection detection times 74 ... short circuit detection circuit 75, 76 ... abnormality detection processing circuit 77 ... interface circuit 100 ... main control unit 101,201,301,401,501,601 ... CPU
102, 202, 302, 402, 502, 602 ... ROM
103, 203, 303, 403, 503, 603 ... RAM
111a ... 1st start opening switch 111b ... 2nd start opening switch 112 ... Electric tulip opening / closing part 113 ... Gate switch 114 ... 1st big winning opening switch 115 ... 1st big winning opening opening / closing part 116 ... Normal winning opening switch 117 ... No. 2 big prize opening switch 118 ... 2nd big prize opening and closing section 119 ... V area switch 120 ... V area opening and closing section 200 ... launch control section 211 ... launching device 300 ... payout control section 311 ... payout drive section 400 ... effect control section 404 ... RTC
500 ... Image sound control unit 600 ... Lamp control unit

Claims (1)

  1. Switch means for outputting a signal of a level corresponding to the passing state of the game ball with respect to a predetermined area;
    Determination means for determining whether or not the game ball has passed through the predetermined area by repetitive processing repeatedly executed at predetermined intervals based on a signal output by the switch means;
    The determination means includes
    A first determination for determining that the level of the signal output by the switch means is located in a first direction with respect to a predetermined threshold level, or the level of the signal is higher than the predetermined threshold level or the predetermined threshold level. Signal level determination means for performing determination of any one of the second determinations to determine that the second direction is opposite to the first direction;
    When the signal level determination means performs the first determination in the nth (n is a natural number) iteration process and then performs the second determination a plurality of times in the (n + 1) th iteration process, the predetermined level regions possess and determining passage judgment means and game ball passes through the,
    The signal level determination means includes
    When the first determination is performed in one iteration, no further determination is performed in the iteration,
    A gaming machine in which when the first determination is performed in the n-th iteration process and then the second determination is performed in the (n + 1) -th iteration process, one more determination is performed in the iteration process .
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