JP5936654B2 - Game machine - Google Patents

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JP5936654B2
JP5936654B2 JP2014162671A JP2014162671A JP5936654B2 JP 5936654 B2 JP5936654 B2 JP 5936654B2 JP 2014162671 A JP2014162671 A JP 2014162671A JP 2014162671 A JP2014162671 A JP 2014162671A JP 5936654 B2 JP5936654 B2 JP 5936654B2
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winning
effect
cpu
game
control unit
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JP2016036602A (en
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合 伊藤
合 伊藤
吉澤 高志
高志 吉澤
智哉 百瀬
智哉 百瀬
拓 灘原
拓 灘原
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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.
  Some modern gaming machines, such as pachinko gaming machines, have various effects to entertain a player. For example, there are many that suggest the reliability (expectation) of the big hit by the display color of the title when performing the reach effect, and the reliability of the big hit by performing a so-called chance-up effect during the reach production. (For example, refer nonpatent literature 1).
"Pachinko Winning Guide", Guide Works Co., Ltd., February 16, 2014 issue, February 16, 2014 issue, pages 4-11, CR Pachinko Hokuto no Ken 5th edition
  As described above, at present, gaming machines are required not only to provide fun to acquire gaming media (gaming machines, medals, etc.) but also to provide various values (for example, highly interesting effects). Yes. For this reason, game machines are always required to have new actions that can attract the player's interest.
  The present invention has been made in view of the above circumstances, and its main purpose is to provide a gaming machine capable of performing a new operation that attracts the interest of the player.
  In order to achieve the above object, one aspect of the present invention employs the following configuration. In addition, reference numerals in parentheses, explanations, and the like indicate correspondence relationships with embodiments described later in order to help understanding of the present invention, and do not limit the scope of one aspect of the present invention. Absent.
  When the gaming machine (1) according to the present invention determines that a special game is to be performed by the special game determination means (100) for determining whether or not to perform a special game due to the establishment of the start condition, and the special game determination means, Round game execution means (100) for executing a predetermined number of round games for opening and closing the special prize opening (23) so that game balls can be won, and detection means for detecting that a game ball has won the special prize opening ( 100) and notification effect execution means (400, 500) capable of executing a notification effect based on the winning of a game ball in a special winning opening. When the detecting means detects that a predetermined upper limit number (for example, 10) of game balls have been won in the special prize opening during the predetermined round game, the round game execution means closes the special prize opening. The winning opening closing means (100) is provided, and the notification effect executing means indicates that the detecting means has won a game ball exceeding a predetermined upper limit number (for example, eleventh) in a special winning opening during a predetermined round game. When detected, a notification effect (for example, output of an over winning sound) is executed once, which suggests that game balls exceeding the predetermined upper limit number have won.
  ADVANTAGE OF THE INVENTION According to this invention, the game machine which can perform the novel operation | movement which attracts a player's interest 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 jackpot breakdown of the special symbol lottery which concerns on this embodiment An example of a flowchart showing main processing executed by the main control unit 100 An example of a detailed flowchart of the power-off monitoring process in step S911 in FIG. An example of a detailed flowchart of the recovery process in step S909 of FIG. 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. The figure for demonstrating an example of a fluctuation pattern determination table The figure for demonstrating an example of a fluctuation pattern determination table The figure for demonstrating an example of a fluctuation pattern determination table The figure for demonstrating an example of a fluctuation pattern determination table 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 flowchart showing timer interrupt processing performed by the effect control unit 400 An example of a detailed flowchart showing command reception processing in step S11 of FIG. An example of a detailed flowchart showing command reception processing in step S11 of FIG. An example of a detailed flowchart showing the notification effect setting process in step S115 of FIG. An example of a flowchart showing an opening effect process executed by the image sound control unit 500 An example of a flowchart showing a round effect process executed by the image sound control unit 500 An example of a flowchart showing a winning process executed by the image sound control unit 500 An example of a flowchart showing an ending effect process executed by the image sound control unit 500 The perspective view which shows the big prize opening 23 and the discharge path 50 which concern on one Embodiment of this invention. The figure for demonstrating a mode that a game ball is over-winning in the big winning opening 23 Diagram for explaining the outline of the over-winning notification effect The figure for demonstrating an example of the round production accompanying the game ball winning to the big winning opening 23 Example of timing chart for over winning notification
  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 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, the appearance of a character, the appearance of an item, etc. Or a reserved image showing the number of times the special symbol lottery is held. 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. The movable accessory 7 is configured to be movable with respect to the game board 2, and produces an effect by performing a predetermined operation in accordance with the progress of the game or in accordance with the player's operation. The board lamp 8 emits light according to the progress of the game, thereby performing various effects by light.
  In the game area 20, a game nail and a windmill (both not shown) that change the falling direction of the game ball are arranged. Further, in the game area 20, various bonuses related to winning and lottery are arranged at predetermined positions. In FIG. 1, the first start port 21, the second start port 22, the gate 25, the big winning port 23, and the normal winning port 24 are arranged on the game board 2 as an example of various prizes related to winning and lottery. It is installed. 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 operates a predetermined special electric accessory (large winning port 23) and / or a predetermined special symbol display (first special symbol display 4a described later). It is a winning opening related to winning a 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 open / close lottery of the electric tulip 27 described below) starts. The lottery is not started even if a game ball wins the normal winning opening 24.
  The 2nd starting port 22 is provided in the lower part of the 1st starting port 21, and is equipped with the electric tulip 27 in the vicinity of the entrance of a game ball as an example of a normal electric accessory. The electric tulip 27 has a pair of wings imitating tulip flowers, and the pair of wings opens and closes 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, the electric tulip 27 is in a closed state in which the game ball does not enter the second start port 22 because the opening width guided to the entrance of the second start port 22 is extremely narrow. On the other hand, the electric tulip 27 is in an open state in which the game ball can easily enter the second starting port 22 because the opening width guided to the inlet of the second starting port 22 increases when the pair of wings open to the left and right. . 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, 0.10 seconds) and opens and closes for a specified number of times (for example, once). To do.
  The big winning opening 23 is located at the lower center of the second starting opening 22 and is opened according to the result of the special symbol lottery. The big prize opening 23 is normally in a closed state 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 and is in an open state. The game ball is easy to enter. For example, the special winning opening 23 repeats a round that is in an open state until a predetermined condition (for example, 29.5 seconds elapses or a winning of 10 game balls) is satisfied a predetermined number of times (for example, 16 times).
  Further, on the lower right side of the game board 2, a display 4 for displaying the results of the special symbol lottery and the normal symbol lottery described above and the number of reserved items is arranged. Details of the display 4 will be described later.
  Here, the payout of prize balls will be described. When a game ball enters (wins) the first start port 21, the second start port 22, the big winning port 23, and the normal winning port 24, a predetermined number per game ball is determined according to the place where the game ball has won. The prize ball is paid out. 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 big prize port 23, thirteen prize balls are given to the normal prize slot 24. When one game ball is won, ten prize balls are paid out. 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 is provided with 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 dish 39, and the like. Yes.
  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 lamp 36 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. In addition, the frame lamp 36 performs various effects by light depending on a pattern by lighting / flashing or a difference in emission color.
  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 and a game status display 4g 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. For example, the first special symbol display 4a is composed of a 7-segment display device, and when a game ball is won at the first starting 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. For example, the second special symbol display 4b is similarly composed of a 7-segment display device, and when a game ball wins at the second starting port 22, the special symbol is displayed in a variable manner and then stopped and the lottery result is displayed. To do. In the normal symbol display 4e, the display symbol is changed and displayed in response to the game ball passing through the gate 25. For example, the normal symbol display 4e is constituted by an LED display device, and when a game ball passes through the gate 25, the normal symbol is variably displayed and then stopped and displayed.
  The first special symbol hold indicator 4c displays the number of times that the special symbol lottery is held when a game ball wins at the first start port 21. The second special symbol hold indicator 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 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 display 4g displays a game state (such as a short time state) when the gaming machine 1 is powered on.
  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 of the effect key 38. Further, the player can input the selected image as information by operating the center key of the effect key 38.
  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. Further, the main control unit 100 executes the special symbol lottery execution suspension number when the game ball wins the first start port 21, the special symbol lottery execution suspension number when the game ball wins the second start port 22, In addition, the number of execution suspensions of the normal symbol lottery when the game ball passes through the gate 25 is managed, and data related to the number of suspensions is sent to the effect control unit 400.
  The main control unit 100 controls the opening / closing operation of the special winning opening 23 according to the result of the special symbol lottery. For example, the main controller 100 repeats a predetermined number of rounds (for example, 29.5 seconds have passed or 10 game balls have been won) in which the big winning opening 23 projects and inclines and opens. (16 times). Further, the main control unit 100 controls the opening / closing time interval at which the special winning opening 23 opens and closes.
  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 a game ball wins the first start port 21, the second start port 22, the big winning port 23, and the normal winning port 24, the main control unit 100 determines a predetermined amount per game ball according to the place where the game ball has won. The payout control unit 300 is instructed to pay out a number of prize balls. 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 functions, 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 big prize opening switch 114, a big prize opening opening / closing. 115, normal winning opening switch 116, display 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 display 4e, a normal symbol hold display 4f, and a game status display 4g) are 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 big winning opening switch 114 sends a signal corresponding to the winning of the game ball to the big winning opening 23 to the main control unit 100. The special prize opening / closing unit 115 opens and closes the special prize opening 23 in accordance with a control signal sent from the main control unit 100. 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 of this embodiment]
Below, the switch process (game ball passage determination process) of the present embodiment will be specifically described. Note that this game ball passage determination process is limited to the case where it is determined that a game ball has entered (or passed) the first start port 21, the second start port 22, the gate 25, the big winning port 23, or the like. For example, it is also executed when the payout control unit 300 determines (counts) the paid-out prize balls (number of prize balls).
  FIG. 5 shows an example of the output signal of the proximity switch installed as the first start port switch 111a for detecting the game ball winning (passing) to the first start port 21 and the like, and the output signal. It is a figure for demonstrating the example of the binarization signal binarized into the ON level and the OFF level using the passage determination threshold value (5V). As an example, the proximity switch has a circular through hole through which a game ball passes through a rectangular plate, and outputs an output signal of a voltage corresponding to a change in magnetic flux when the game ball passes through the through hole. This is a direct current 2-wire electronic switch for output. As shown by the dotted line in FIG. 5, the voltage level of the output signal of the proximity switch decreases as the game ball approaches the center of the through hole, and becomes the minimum (minimum) when the game ball reaches the center of the through hole. The game ball rises as it passes through the center of the through hole and leaves. Further, as shown in FIG. 5, the output signal of the proximity switch is converted to an OFF level of the binarized signal when the voltage level is larger than the passage determination threshold (5V) by a comparator (not shown), and the voltage level is When it is below the passage determination threshold value (5 V), it is converted into an ON level of the binarized signal. In the example of FIG. 5, 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 used. 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 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 described later with reference to FIG. 10, 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. 5, it is determined at intervals of 4 milliseconds (ON / OFF determination) whether the binary signal is at the ON level or the OFF level. In FIG. 5, the natural number n is used to represent the order of ON / OFF determination. In FIG. 5, the OFF level is determined by the (n−2) -th to n-th ON / OFF determinations, and then the ON level is determined by the (n + 1) th ON / OFF determination. Here, in the present embodiment, when the ON level is determined, in the ON / OFF determination processing determined to be the ON level, a predetermined minute time (for example, 4 microseconds) shorter than the 4 millisecond interval is used. The second ON / OFF determination is executed at the elapsed timing. In FIG. 5, the ON / OFF determination in the (n + 1) th timer interrupt process is determined to be the ON level both times. 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. Note that the ON level period of the binarized signal (referred to as the ON period) is longer than in the case of FIG. 5 (that is, the game ball passes at a slower speed than in the case of FIG. 5). When the determination is also executed during the ON period, the determination is executed twice in the (n + 2) th ON / OFF determination.
  In this embodiment, as shown in FIG. 5, when the ON level is determined to be the OFF level by the nth ON / OFF determination and the ON level is determined to be the second ON level by the (n + 1) th ON / OFF determination, It is determined that one game ball has passed. The ON / OFF determination is performed by the main control unit 100 (more precisely, the CPU 101) for the proximity switch installed as the first start port switch 111a, for example, and connected to the payout control unit 300, for example. The payout control unit 300 (more precisely, the CPU 301) executes the proximity switch for detecting the payout number of the game balls that have been played (see FIG. 4).
  Here, the predetermined minute time (for example, 4 microseconds) in the (n + 1) th ON / OFF determination shown in FIG. 5 is set in advance according to the software programming content for executing the calculation process of the game ball passage determination. The 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 recent gaming machines, the processing load has increased due to an increase in the contents of arithmetic processing, so the execution interval of timer interrupt processing, which was 2 milliseconds in the previous gaming machine, has been extended to 4 milliseconds. As described with reference to FIG. 5, the ON / OFF determination using the proximity switch is also extended from the 2 millisecond interval and executed at an interval of 4 millisecond.
  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. As a result, it was determined that one game ball passed (hereinafter referred to as “previous determination method”). That is, the game ball passage is determined by three ON / OFF determinations by three timer interruption processes. The reason for determining the ON level at the (n + 1) th time and the (n + 2) th time as described above is to avoid erroneous determination that the game ball has passed due to the accidental determination of the ON level once due to noise. However, in a recent gaming machine in which the ON / OFF determination interval is extended to an interval of 4 milliseconds, the previous determination method described above cannot determine the passage of a game ball passing at a high speed. For example, as the binarized signal ON level period (ON period) shown in FIG. 5 becomes very short (for example, around 7 milliseconds), it is difficult to determine the passing of the game ball passing at a higher speed. End up. Therefore, in the present embodiment, it is determined that one game ball has passed by the determination method described with reference to FIG. 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, the gaming machine 1 includes a power monitoring circuit for detecting that the power supply to the gaming machine 1 is cut off, a disconnection detection circuit for detecting that the wiring of the proximity switch is disconnected, and a proximity switch. An abnormality detection circuit (not shown) such as a short circuit detection circuit for detecting that the wiring is short-circuited (short circuit) is provided. These abnormality detection circuits provide a threshold (abnormality determination level) for determining the occurrence of an abnormality at a voltage level higher than the passage determination threshold (5 V) shown in FIG. Therefore, when the voltage of the output signal of the proximity switch decreases, an abnormality is determined before the voltage of the output signal drops to the passage determination threshold, thereby preventing erroneous determination that the game ball has passed. Thus, since the abnormality determination level is provided at a voltage level higher than the passage determination threshold, it is difficult to take a long ON period by setting the passage determination threshold to a high value (for example, 10 V) (see FIG. 5). ). As a result, in the gaming machine 1, it is not realistic to determine the passage of the game ball using the previous determination method by taking a long ON period of the output signal.
In the switch processing described above, the second ON / OFF determination may not be performed in the timer interrupt processing determined to be ON that is executed after the timer interrupt processing determined to be ON.
Further, in the switch processing described above, it may be configured to detect the passage of the game ball by detecting the place where the binarized signal is switched from ON to OFF. That is, in FIG. 5, 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.
Further, in the switch processing described above, in one timer interrupt process (ON detection), ON / OFF determination may be performed three times or more. In one timer interrupt process (OFF detection), You may perform ON / OFF determination twice or more.
In addition, in the switch processing described above, a configuration may be adopted in which the game ball passage determination is performed without converting the output signal (analog signal) of the proximity switch into a binary signal (digital signal). In other words, the game ball passage determination may be performed by determining whether or not the output signal (analog signal) of the proximity switch is equal to or less than the passage determination threshold (5 V).
In the switch processing described above, the output signal of the proximity switch 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 a signal inversion means for inverting the output signal Thus, the output signal may be inverted and converted into a signal as indicated by a dotted line in FIG.
Further, the switch processing described above may be configured such that the proximity switch itself converts the analog signal into a binarized signal and outputs it, and the binarized signal is output from the proximity switch.
  This is the end of the description of the switch processing (game ball passage determination processing) of the present embodiment, and the description returns to FIG.
  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 displays the number of times the first special symbol lottery is on hold on the first special symbol hold display 4c. The main control unit 100 displays the number of holdings for which the second special symbol lottery is held on the second special symbol holding display 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.
  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. The effect control unit 400 is connected to the effect key 38 operated by the player, and the effect control unit 400 acquires operation data output from the effect key 38 in accordance with the operation of the effect key 38 by the player. To do. Further, the effect control unit 400 acquires operation data output from the effect button 37 via the lamp control unit 600. 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 special symbol lottery result, an image of a character or item for displaying a notice effect or a pre-read notice effect, a special symbol lottery The image data for displaying on the image display unit 6 a reserved image indicating that the image is held, various background images, and the like are 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 lamp 36 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 lamp 36 and the emission color 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 (emission pattern data) for the panel lamp 8 and the frame lamp 36 according to the production contents set by the production control unit 400. ) 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. Then, the CPU 601 controls the light emission of the panel lamp 8 and the frame lamp 36 based on the read light emission pattern data. In addition, the ROM 602 stores operation pattern data of the movable accessory 7 corresponding to the effect contents 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.
  The lamp control unit 600 is connected to an effect button 37 operated by the player, and the lamp control unit 600 acquires operation data output from the effect button 37 in response to the operation of the effect button 37 by the player. Then, the operation data is transmitted to the effect control unit 400.
  The effect control unit 400 controls the image sound control unit 500 based on the operation data of the effect button 37 transmitted from the lamp control unit 600 and the operation data output from the effect key 38. The operation state of the production key 38 is notified. Here, the operation state of the effect button 37 and the effect key 38 is whether or not the operation is being performed and what kind of operation is being performed (for example, long press of the effect button 37 or the left of the effect key 38). Information including pressing of a direction key). Therefore, for example, when the effect button 37 is operated by the player, the operation state of the effect button 37 detected by the lamp control unit 600 is transmitted to the image sound control unit 500 via the effect control unit 400. For this reason, the image sound control unit 500 can change the content of the effect based on the operation state of the effect button 37 transmitted from the effect control unit 400.
[Outline of gaming state in this embodiment]
Next, the gaming state of the gaming machine 1 in this embodiment will be described. The gaming state of the gaming machine 1 includes at least a high probability state, a low probability state, an electric support state, a non-electric support state, a short-time state, a non-short-time state, and a big hit gaming state. The low probability state is a gaming state in which the winning probability of the special symbol lottery is set to a normal low probability (for example, 1/200), and the high probability state is that the winning probability of the special symbol lottery is lower than the low probability state. The gaming state is set to a high probability (for example, 1/50). In the non-electric support state, the winning probability of the normal symbol lottery is a normal low probability (for example, 1/10), and even if the normal symbol lottery is won, the electric tulip 27 is short (for example, 0.10 seconds). Is a game state in which the release control is performed only once), and therefore, it is a game state in which it is difficult for a game ball to enter the second start port 22. In the electric support state, the winning probability of the normal symbol lottery is higher than the non-electric support state (for example, 10/10), and when the normal symbol lottery is won, the electric tulip 27 is long (for example, 2.00 seconds). 3), the electric tulip 27 is frequently opened for a long period of time, and it is easy for the game balls to enter the second start port 22 frequently (winning). A gaming state. The non-short-time state is a gaming state in which the execution time of the special symbol lottery is a normal predetermined time, and the short-time state is a gaming state in which the execution time of the special symbol lottery is shortened compared to the non-short-time state. The jackpot game state is a game state in which a jackpot game is executed in which a special symbol lottery is won (winning) and the jackpot 23 is opened. In the present embodiment, the electric support state and the short-time state are controlled at the same time. However, in this gaming state, the gaming ball is likely to win a prize at the second starting port 22, so that the gaming ball is mostly Many special symbol lotteries can be executed in a short time without decreasing. In the following, a gaming state that is controlled to a low-probability state, a non-electric support state, and a non-short-time state is referred to as a normal gaming state, and a gaming state that is controlled to a high-probability state, an electric support state, and a short-time state is a probabilistic gaming state. That's it. In this embodiment, there is no latent game state that is a gaming state controlled to a high-accuracy state, a non-electric support state, and a non-time-saving state, and if the special symbol lottery is won, the big hit game ends. The gaming state is controlled in the probability changing gaming state or the normal gaming state.
[Outline of the jackpot game in this embodiment]
Next, an outline of the jackpot game of the special symbol lottery in the present embodiment will be described with reference to FIG. FIG. 6 is a diagram for explaining an example of the jackpot breakdown of the special symbol lottery according to the present embodiment. (1) in FIG. 6 shows the jackpot breakdown of the special symbol lottery by winning the game ball to the first starting port 21, and (2) in FIG. 6 shows the special symbol lottery by winning the game ball to the second starting port 22. The breakdown of jackpot is shown. As shown in (1) of FIG. 6, the jackpot breakdown of the special symbol lottery by winning the game ball to the first starting port 21 is that the winning probability of the jackpot A is 70% and the winning probability of the jackpot B is 30%. is there. Further, as shown in FIG. 6B, the special symbol lottery breakdown of the special symbol lottery by winning the game ball to the second starting port 22 is that the winning probability of the big hit C is 50% and the winning probability of the big hit A is 20%. The winning probability of jackpot B is 30%. Below, with reference to (3) of FIG. 6, the jackpot game at the time of winning each jackpot AC is demonstrated.
  When the jackpot game that is executed when winning the jackpot A is started, after a predetermined opening time has elapsed, the big winning opening 23 is changed from the closed state to the open state (hereinafter simply referred to as “R”) There is a round game). In 1R, when 10 game balls are won in the big prize opening 23 or when the opening time is 29.5 seconds, the big prize opening 23 is changed from the open state to the closed state, and the 1R round game is ended. Then, after an interval period (for example, 2 seconds) between rounds is provided, the 2R round game is started after the grand prize opening 23 is opened as in the case of 1R, and the big prize opening 23 is closed. The 2R round game ends. Thereafter, similarly, a total of four round games are executed by opening and closing the special winning opening 23 across the interval period. Then, when the predetermined ending time has elapsed, the big hit game ends. Therefore, the player can obtain a total of about 500 prize balls during this jackpot game. Thereafter, the gaming state is controlled to the probability changing gaming state from the end of the big hit game until the next special symbol lottery is won (more precisely, until the special symbol lottery is executed 9999 times).
  When the big hit game executed when the big win B is won is started, a total of four round games are executed by opening and closing the big prize opening 23 with an interval period after a predetermined opening time. Then, when the predetermined ending time has elapsed, the big hit game ends. Therefore, the player can obtain a total of about 500 prize balls during this jackpot game. Thereafter, the gaming state is controlled to the normal gaming state after the big hit game is finished.
  When the big hit game executed when the big hit C is won is started, a total of 16 round games are executed by opening and closing the big prize opening 23 with an interval period between them after a predetermined opening time. Then, when the predetermined ending time has elapsed, the big hit game ends. Therefore, the player can obtain a total of about 2000 prize balls during this jackpot game. Thereafter, the gaming state is controlled to the probability changing gaming state from the end of the big hit game until the next special symbol lottery is won (more precisely, until the special symbol lottery is executed 9999 times).
  As described above, in the present embodiment, a plurality of types of jackpots are prepared, but if the jackpot B is won, after the jackpot game, the game is controlled in a non-short-time state (normal game state), that is, the player Therefore, the game is controlled in a game state that is not preferable (disadvantageous). For this reason, after the big hit game of the big hit B is finished, it is possible to prevent the player's interest from being reduced by executing a special production (for example, a production in a special mode different from normal).
  Next, a processing flow executed by the pachinko gaming machine 1 will be described.
[Main processing by main control unit 100]
First, the main process executed by the main control unit 100 will be described with reference to FIG. This main process is started when the power of the pachinko gaming machine 1 is turned on, and is continuously executed while the main control unit 100 is activated.
  In step S901 in FIG. 7, first, the CPU 101 waits, for example, 2000 ms, and the process proceeds to step S902. Although not shown, when the power of the pachinko gaming machine 1 is turned on, the CPU 401 of the effect control unit 400 can receive a signal from the main control unit 100 without performing standby processing. . That is, the CPU 401 of the effect control unit 400 is in a state where processing can be started before the CPU 101 of the main control unit 100.
  In step S902, the CPU 101 permits access to the RAM 103, and the process proceeds to step S903.
  In step S903, the CPU 101 determines whether or not a RAM clear switch (not shown) is “ON”. If the determination in step S903 is YES, the process proceeds to step S904. If the determination is NO, the process proceeds to step S907.
  In step S904, the CPU 101 clears the RAM. Here, the RAM clear is a well-known technique and will not be described in detail, but various information (for example, information indicating the gaming state) stored in the RAM 103 is set to a predetermined initial state. Thereafter, the process proceeds to step S905.
  In step S905, the CPU 101 sets a work area when the RAM is cleared, and the process proceeds to step S906.
  In step S906, the CPU 101 performs initial setting of the peripheral portion. Here, the peripheral portion is the effect control unit 400, the payout control unit 300, or the like. Initial setting of the peripheral unit is performed by transmitting an initial setting command for instructing execution of the initial setting to each control unit. Thereafter, the process proceeds to step S910.
  In step S907, the CPU 101 determines whether or not the backup flag is “ON”. Note that the backup flag is a flag that is turned on when the generation of backup data is normally completed when the power is turned off, and is a flag indicating that the backup data is valid in association with the generated backup data. If the determination in step S907 is YES, the process moves to step S908. If the determination is NO, the process moves to step S904.
  In step S908, the CPU 101 determines whether the checksum is normal. If the determination in step S908 is YES, the process proceeds to step S909. If the determination is NO, the process proceeds to step S904.
  In step S909, the CPU 101 executes a recovery process (see FIG. 9) described later, and the process proceeds to step S910.
  In step S910, the CPU 101 sets a cycle (for example, 4 ms) of a built-in CTC (timer counter). Note that the CPU 101 executes a timer interrupt process (see FIG. 10) described later using the period set here. Thereafter, the process proceeds to step S911.
  In step S911, the CPU 101 executes a power shutdown monitoring process (see FIG. 8) described later, and the process proceeds to step S912.
  In step S912, the CPU 101 performs setting to prohibit interruption of the timer interrupt process, and the process proceeds to step S913.
  In step S913, the CPU 101 updates (counts up) various initial value random numbers, and the process proceeds to step S914. Here, the initial value random number is used to determine the start value of various random numbers (big hit random number, symbol random number, reach random number, variation pattern random number) counted up and updated in a timer interrupt process (see FIG. 10) described later. A plurality of initial value random numbers corresponding to various random numbers are prepared. The initial value random number includes a timer interrupt process (see FIG. 10) that occurs every predetermined CTC period (4 ms) and a remaining time (that is, a process time required for the timer interrupt process from the predetermined CTC period). The count-up is updated both in the main process (see FIG. 7) processed during the subtracted time, and after reaching the set maximum value (for example, 299), it returns to the minimum value (for example, 0) again. Further, since this remaining time varies depending on the processing status of the CPU 101, it is a random time, and the number of updates of the initial random number that is updated with the remaining time is also random. On the other hand, as will be described in detail later, since various other random numbers (big hit random numbers, design random numbers, reach random numbers, fluctuation pattern random numbers) are updated only by timer interrupt processing (see FIG. 10), initial value random numbers are random number update processing. The processing cycle is different. In this way, due to the difference in processing cycle, for example, even if the random number range of the initial value random number and the big hit random number is the same (for example, 0 to 299), the initial value random number acquired as the start value of the big hit random number The value is random every time. Therefore, it is possible to make it difficult to predict the timing at which the big hit random number value that generates the big hit is acquired.
  In step S914, the CPU 101 performs setting to permit interruption of the timer interrupt process, and the process returns to step S911. That is, the CPU 101 repeatedly executes the processes in steps S911 to S914.
[Power-off monitoring process by the main control unit 100]
FIG. 8 is a detailed flowchart of the power shutdown monitoring process in step S911 of FIG. In step S9111, the CPU 101 prohibits the interrupt process, and the process proceeds to step S9112.
  In step S9112, the CPU 101 determines whether the power supply to the pachinko gaming machine 1 is cut off based on whether a power cut-off signal is input from a power supply unit (not shown). If the determination in step S9112 is YES, the process moves to step S9114. If the determination is NO, the process moves to step S9113.
  In step S9113, the CPU 101 permits the interrupt process and ends the power shutdown monitoring process (the process moves to step S912 in FIG. 7).
  On the other hand, in step S9114, the CPU 101 clears the output port through which various information is input / output to / from the CPU 101, and the process proceeds to step S9115.
  In step S 9115, the CPU 101 creates backup data in the RAM 103 based on the current gaming state of the gaming machine 1, creates a checksum from the contents of the RAM 103, and stores the checksum in the RAM 103. In this process, the power supply voltage is set to “0” after detecting that the power supply voltage has started to decrease due to the power supply cutoff of the power supplied to the main control unit 100 (after “YES” is determined in step S9112). It is done during the period until it becomes. Through this process, game state information and the like immediately before the power is turned off are stored in the RAM 103. Thereafter, the process proceeds to step S9116.
  In step S9116, the CPU 101 sets the backup flag to “ON”, and the process proceeds to step S9117.
  In step S9117, the CPU 101 prohibits access to the RAM 103 and ends the power-off monitoring process (the process moves to step S912 in FIG. 7).
[Restoration process by main control unit 100]
FIG. 9 is a detailed flowchart of the recovery process in step S909 of FIG. First, in step S9091 of FIG. 9, the CPU 101 sets a work area of the RAM 103 at the time of restoration, and the process proceeds to step S9092.
  In step S9092, the CPU 101 refers to the information in the RAM 103, confirms information regarding the gaming state at the time of power-off and the number of special symbol lotteries held, and sends a recovery notification command including the information to the effect control unit 400. Send. As described above, the CPU 101 transmits a recovery notification command indicating the power-off state to the effect control unit 400 in order to notify that the power supply to the pachinko gaming machine 1 has been recovered. By the processing in step S9092, the effect control unit 400 can check the gaming state before power-off and the like.
  In step S9093, the CPU 101 sets a peripheral part, and the process proceeds to step S9094.
  In step S9094, the CPU 101 sets the backup flag to “OFF” and ends the recovery process (the process moves to step S910 in FIG. 7).
[Timer interrupt processing of main control unit]
Next, a timer interrupt process executed in the main control unit 100 will be described. FIG. 10 is a flowchart illustrating an example of timer interrupt processing performed by the main control unit 100. Hereinafter, timer interrupt processing performed in the main control unit 100 will be described with reference to FIG. The main control unit 100 repeatedly executes a series of processes shown in FIG. 10 at regular time intervals (for example, 4 milliseconds) during normal operation except for special cases such as when the power is turned on or when the power is turned off. Note that the processing performed by the main control unit 100 described based on the flowcharts in FIG.
  First, in step S1, the CPU 101 of the main control unit 100 serves as a starting value for updating various random numbers such as jackpot random numbers, symbol random numbers, reach random numbers, and variation pattern random numbers, and counting up each random number. Random number update processing for updating each initial value random number is executed. Here, the big hit random number is a random number for determining whether or not a special symbol lottery is won or lost (that is, performing a special symbol lottery). The symbol random number is a random number for determining the type of jackpot when the special symbol lottery is won. The big hit random number and the design random number are random numbers used in the process of step S407 in FIG. 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 variation time (variation pattern) of the special symbol. Here, the variation time of the special symbol is equal to the execution time of the notification effect (variation effect) executed in synchronization with the variation of the special symbol. The reach random number and the variation pattern random number are used in the process of step S408 in FIG. 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 random number is acquired in the start port switch (SW) process in step S2 and the gate switch (SW) process in step S3, and is used in the special symbol process in step S4 and the normal symbol process in step S5 described later. Note that the counter that performs the process of step S1 is typically a loop counter, and returns to 0 again after reaching the set maximum random number (for example, 299 for a variation pattern random number) (that is, the circulation counter). To do). In addition, in the random number update process of step S1, each counter such as a big hit random number, a design random number, a reach random number, and a variation pattern random number is initialized to an initial value corresponding to each random number at that time when the loop counter counts once. A random number is acquired, and the loop counter is newly started using the initial random number as a start value. The random number ranges such as jackpot random numbers, design random numbers, reach random numbers, and fluctuation pattern random numbers may be set arbitrarily, but by setting each to a different range, the counter value (count) (Value) is preferably set so as not to synchronize.
  Next, in step S2, the CPU 101 monitors the state of the first start port switch 111a and the second start port switch 111b, and when one of the switches is turned on (the first start port switch 111a or the second start port switch 111b). When a game ball detection signal is output from the mouth switch 111b), a start opening switch that performs processing relating to the number of holdings U1 for the first special symbol lottery, the number of holdings U2 for the second special symbol lottery, and processing for obtaining various random numbers. Execute the process. Details of the start port switch process will be described later with reference to FIG.
  Next, in step S3, the CPU 101 monitors the state of the gate switch 113 and, based on the output signal from the gate switch 113, determines that the game ball has passed through the gate 25. Is determined to be less than the upper limit value (for example, 4), and if it is determined that the number of holds is less than the upper limit value, a gate switch process for acquiring a random number used in the normal symbol process in step S5 described later is executed. .
  Next, in step S4, the CPU 101 executes the first special symbol lottery or the second special symbol lottery, and after the special symbols are variably displayed on the first special symbol display 4a or the second special symbol display 4b, these are displayed. The stop symbol display process showing the lottery result of the above and the special symbol process for transmitting various commands to the effect control unit 400 are executed. This special symbol process will be described in detail later with reference to FIG.
  Next, in step S5, the CPU 101 executes a normal symbol process for determining whether or not the random number acquired in the gate switch process in step S3 matches a predetermined hit random number. Then, the CPU 101 stops and displays the normal symbol indicating the determination result after the normal symbol is variably displayed on the normal symbol display 4e. Specifically, the CPU 101 sets the normal symbol change time to be stopped and displayed after the normal symbol is variably displayed to 10 seconds in the non-time-short state and to 0.5 seconds in the time-short state. Further, the CPU 101 sets the probability that the normal symbol displayed on the normal symbol display 4e becomes a predetermined winning symbol (that is, the winning probability of the normal symbol lottery) is set to a low probability (1/10) in the non-short-time state. In the short-time state, the probability is increased to a high probability (10/10).
  Next, in step S6, when it is determined that the special symbol lottery is won in the special symbol processing in step S4 (when the big win is made), the CPU 101 controls the big prize opening / closing unit 115 to control the big prize opening 23. The player performs a predetermined opening / closing operation, and executes a big prize opening process for transmitting various commands related to the so-called big hit game effect to the effect control unit 400. By this processing, the big hit game (special game) is progressed, and the player can acquire a large amount of prize balls. This special winning opening process will be described in detail later with reference to FIGS. 17 and 18.
  Next, in step S7, the CPU 101 performs electric driving when 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). An electric tulip process for operating the tulip 27 is executed. At that time, the CPU 101 controls the opening of the electric tulip 27 for a very short period (once for 0.10 seconds) in the non-electric support state, and the electric tulip 27 for a long period (three times for 2.00 seconds) in the electric support state. Open control. In addition, when the electric tulip 27 is controlled to be in the open state, a game ball can be won at the second start port 22, and when the game ball wins at the second start port 22, a second special symbol lottery is performed. Will be.
  Next, in step S <b> 8, the CPU 101 executes prize ball processing for managing the number of winning game balls and controlling the payout of prize balls according to the prize.
  Next, in step S9, the CPU 101 executes various commands and effects set in the RAM 103 by the start opening switch process in step S2, the special symbol process in step S4, the big winning opening process in step S6, the prize ball process in step S8, and the like. Output processing for outputting information necessary for the production control unit 400 or the payout control unit 300 is executed. The CPU 101 notifies each winning opening that a gaming ball has won each time the gaming ball wins the first starting opening 21, the second starting opening 22, the big winning opening 23, and the normal winning opening 24. Are set in the RAM 103, and the winning command is output to the effect control unit 400 or the payout control unit 300.
[Start-up switch processing]
FIG. 11 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. 10 will be described with reference to FIG.
  First, in step S201, the CPU 101 of the main control unit 100 wins a game ball in the first start port 21 based on the presence or absence of an output signal from the first start port switch 111a, and the first start port switch 111a is turned on. It is determined whether or not. If the determination in step S201 is YES, the process proceeds to step S202. If the determination is NO, the process proceeds to step S207.
  In step S 202, the CPU 101 reads the upper limit value Umax 1 (“4” in the present embodiment) of the first special symbol lottery number from the ROM 102, and the first special symbol lottery number U 1 stored in the RAM 103 is the upper limit value. It is determined whether or not the value is less than Umax1. If the determination in step S202 is YES, the process proceeds to step S203, and if this determination is NO, the process proceeds to step S207.
  In step S <b> 203, the CPU 101 updates the value of the holding number U <b> 1 stored in the RAM 103 to a value obtained by adding one. Further, the CPU 101 sets a winning command in the RAM 103 for notifying the effect control unit 400 that a game ball has won the first starting port 21. This winning command is transmitted to the effect control unit 400 by the output process in step S9 of FIG. Thereafter, the process proceeds to step S204.
  In step S204, 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 and the like, and each set of random numbers acquired (game information) Are stored in the RAM 103 in chronological 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 S406 of FIG. 12 described later, the random number set stored in the RAM 103 is one set in order from the earliest storage time. Deleted one by one. From this, for example, when the value of the number of holdings U1 of the first special symbol lottery is “3”, the last three random number sets acquired by the process of the last three steps S204 are stored in the RAM 103 in time series order. It will be stored. Thereafter, the process proceeds to step S205.
  In step S205, the CPU 101 performs a preliminary determination process. Specifically, the CPU 101 acquires a random number set such as a big hit random number obtained in the latest processing of step S204 and stored in the RAM 103 (that is, a random number set such as a big hit random number for the first special symbol lottery stored most recently. ) And whether or not the result of the first special symbol lottery using the jackpot random number is a jackpot based on whether or not the jackpot random number or the like matches a predetermined value or the like stored in the ROM 102, reach It is determined in advance whether or not to execute the production. That is, the determination necessary for executing the pre-reading notice effect and the hold change notice effect is determined in advance prior to the processing of steps S407 and S408 in FIG. Thereafter, the process proceeds to step S206.
  In step S <b> 206, 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 S205. In addition, the 1st reservation number increase command containing this prior determination information is output by the output process of step S9 of FIG. 10, and the lottery result with respect to the holding | maintenance of the 1st special symbol lottery becomes the symbol in the 1st special symbol lottery. The main control unit 100 notifies the effect control unit 400 before the change starts. Thereafter, the process proceeds to step S207.
  In step S207, the CPU 101 determines whether or not the game ball has won the second start port 22 and the second start port switch 111b is turned on based on the presence / absence of an output signal from the second start port switch 111b. To do. If the determination in step S207 is yes, the process proceeds to step S208. If the determination is no, the process proceeds to step S3 (gate switch process) in FIG.
  In step S <b> 208, the CPU 101 reads the upper limit value Umax <b> 2 of the second special symbol lottery holding number from the ROM 102 (“4” in the present embodiment), and the second special symbol lottery holding 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 S208 is YES, the process proceeds to step S209, and if this determination is NO, the process proceeds to step S3 (gate switch process) in FIG.
  In step S209, the CPU 101 updates the value of the holding number U2 stored in the RAM 103 to a value obtained by adding 1. Further, the CPU 101 sets a winning command in the RAM 103 for notifying the effect control unit 400 that a game ball has won the second starting port 22. This winning command is transmitted to the effect control unit 400 by the output process in step S9 of FIG. Thereafter, the process proceeds to step S210.
  In step S210, the CPU 101 obtains 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, etc. They are stored in the RAM 103 in order. Note that each time the value of the second special symbol lottery holding number U2 is decremented by 1 in the process of step S404 in FIG. Deleted one by one. 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 processing of the last three steps S210 are stored in the RAM 103 in time series order. It will be stored. Thereafter, the process proceeds to step S211.
  In step S211, the CPU 101 performs a preliminary determination process. Specifically, the CPU 101 acquires a random number set such as a big hit random number acquired in the process of the latest step S210 and stored in the RAM 103 (that is, a random number set such as a big hit random number for the second special symbol lottery stored most recently. ) And whether or not the result of the second special symbol lottery using the jackpot random number is a jackpot based on whether or not the jackpot random number or the like matches a predetermined value or the like stored in the ROM 102, reach It is determined in advance whether or not to execute the production. That is, the determination necessary for executing the pre-reading notice effect and the hold change notice effect is determined in advance prior to the processing of steps S407 and S408 in FIG. Thereafter, the process proceeds to step S212.
  In step S <b> 212, the CPU 101 sets a second hold number increase command for notifying that the hold number of the second special symbol lottery has increased by 1 in the RAM 103. 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 S211. In addition, the 2nd reservation number increase command containing this prior determination information is output by the output process of step S9 of FIG. 10, and the lottery result with respect to the 2nd special symbol lottery hold is the symbol in the 2nd special symbol lottery. The main control unit 100 notifies the effect control unit 400 before the change starts. Thereafter, the process proceeds to step S3 (gate switch process) in FIG.
[Special symbol processing]
FIG. 12 is an example of a detailed flowchart of the special symbol process in step S4 of FIG. Below, with reference to FIG. 12, the special symbol process in step S4 of FIG. 10 is demonstrated.
  First, in step S401, the CPU 101 of the main control unit 100 determines that the current state of the gaming machine 1 is a big hit game (a big hit game state) based on information stored in the RAM 103 (typically information by a flag). It is determined whether or not. That is, it is determined whether or not the big hit game (special game) that is executed when the special symbol lottery is won. If the determination in step S401 is YES, the process proceeds to step S5 (normal symbol process) in FIG. 10, and if this determination is NO, the process proceeds to step S402.
  In step S402, the CPU 101 determines whether or not the special symbol change display is being performed by the first special symbol display 4a or the second special symbol display 4b. If the determination in step S402 is yes, the process proceeds to step S411. If the determination is no, the process proceeds to step S403.
  In step S403, the CPU 101 determines whether or not the holding number U2 stored in the RAM 103 is 1 or more (that is, whether or not the second special symbol lottery is held). If the determination in step S403 is YES, the process proceeds to step S404. If the determination is NO, the process proceeds to step S405.
  In step S <b> 404, the CPU 101 updates the hold number U <b> 2 stored in the RAM 103 to a value obtained by subtracting one. At that time, the CPU 101 reads the random number set stored in the RAM 103 and acquired in step S210 of FIG. Thereafter, the process proceeds to step S407.
  On the other hand, in step S405, the CPU 101 determines whether or not the holding number U1 stored in the RAM 103 is 1 or more (that is, whether or not the first special symbol lottery is held). If the determination in step S405 is YES, the process proceeds to step S406. If this determination is NO, the process proceeds to step S415 assuming that there is no special symbol lottery to be executed.
  In step S <b> 406, the CPU 101 updates the hold number U <b> 1 stored in the RAM 103 to a value obtained by subtracting one. At that time, the CPU 101 reads out the random number set stored in the RAM 103 and stored in the step S204 of FIG. Thereafter, the process proceeds to step S407.
  The second special symbol lottery is executed in preference to the first special symbol lottery by the processing of steps S403 to S406 described above.
  In step S407, the CPU 101 executes a big hit determination process for determining whether the special symbol lottery is a big win or a loss. Specifically, when executing the process of step S407 following the process of step S404, the CPU 101 matches the jackpot random number read from the RAM 103 in the process of step S404 with the jackpot winning value stored in the ROM 102. Whether the result of the second special symbol lottery is a big hit or a loss is determined based on whether or not to do so. On the other hand, when executing the process of step S407 following the process of step S406, the CPU 101 determines whether or not the jackpot random number read from the RAM 103 in the process of step S406 matches the jackpot winning value stored in the ROM 102. Based on this, it is determined whether the result of the first special symbol lottery is a big hit or a loss. When the result of the special symbol lottery is determined to be lost, the CPU 101 sets a lost symbol indicating that the special symbol lottery has been lost in the RAM 103 as a special symbol stop symbol in the setting information. On the other hand, when the CPU 101 determines that the result of the special symbol lottery is a big hit, which of the predetermined values stored in the ROM 102 matches the symbol random number read from the RAM 103 together with the big hit random number used for this determination? Based on this, the type of jackpot of this time is determined. As can be seen from FIG. 6, in this embodiment, the expected value of the number of round games (number of rounds) executed when the second special symbol lottery is won is determined when the first special symbol lottery is won. Greater than expected number of rounds to be executed. That is, the profit degree when winning the second special symbol lottery is larger than the profit degree when winning the first special symbol lottery. The degree of profit is not limited to the number of winning prize balls depending on the number of rounds as described above. For example, in the gaming state controlled after the big hit (probability of being controlled in the high probability state after the big hit, the number of short times) There may be. Then, the CPU 101 sets, in the RAM 103, information on the jackpot symbol representing the jackpot and the type of jackpot as information on the stop symbol of the special symbol in the setting information. Thereafter, the process proceeds to step S408.
[Variation pattern selection processing]
In step S408, the CPU 101 executes variation pattern selection processing. Specifically, in step S408, in the normal gaming state (non-time saving state), the CPU 101 uses the variation pattern determination tables HT1-1 and HT1-2 shown in FIGS. State), the variation pattern is determined (selected) for each special symbol lottery using the variation pattern determination tables HT2-1 and HT2-2 shown in FIGS. Here, this variation pattern is a special symbol variation time which is a time from when the special symbol is variably displayed on the display 4 until it is stopped and displayed, and this special symbol variation time is synchronized with the execution time of the notification effect. It is the same time as the execution time of the notification effect. Hereinafter, the variation pattern determination tables HT1-1, HT1-2, HT2-1, and HT2-2 may be simply referred to as HT1-1, HT1-2, HT2-1, and HT2-2.
  First, a case where a variation pattern is selected using HT1-1 and HT1-2 shown in FIGS. 13 and 14 in the normal gaming state (non-time-short state) will be described. FIG. 13 is a table used for determining the variation pattern when the first special symbol lottery is executed in the process of step S407 in the normal gaming state (non-time saving state). FIG. 14 is a table used for determining a variation pattern when the second special symbol lottery is executed in the process of step S407 in the normal gaming state (non-time reduction state).
[Non-time-short state / variation pattern selection process in the first special symbol lottery]
Hereinafter, the determination of the variation pattern in the case where the first special symbol lottery is executed in the process of step S407 in the normal gaming state (non-time-short state) will be described with reference to FIG.
  In step S408, when the CPU 101 determines in the jackpot determination process of step S407 that the result of the first special symbol lottery is a jackpot, the CPU 101 determines a variation pattern (special symbol variation time) based on the variation pattern random number. Specifically, the CPU 101 determines that the variation pattern random number (any one of 0 to 299) read from the RAM 103 together with the big hit random number used in the big hit determination process in step S407 is the “big hit” of HT1-1. The variation pattern (special symbol variation time) is determined based on which of the random number values assigned to each variation pattern of the portion of (). For example, when the variation pattern random number read from the RAM 103 together with the big hit random number used in the big hit determination process in step S407 is “78”, the CPU 101 sets the fluctuation pattern “90.03” of the “big hit” portion of HT1-1. Since it matches the random value “75 to 124” assigned to “second”, “90.03 seconds” is determined as the variation pattern. Here, as indicated by HT1-1, the fluctuation pattern “15.01 seconds”, “40.01 seconds”, “40.02 seconds”, “40.03 seconds”, “90. “01 seconds”, “90.02 seconds”, “90.03 seconds”, “90.04 seconds”, and “90.05 seconds” indicate the types of effect patterns of the notification effect “per reach” and “third SP”, respectively. "Per hit", "per second SP", "per first SP", "per fifth SPSP", "per fourth SPSP", "per third SPSP", "per second SPSP", and "per first SPSP". Further, “per reach” is a type that hits big after reach is established, and “per first SP” to “per third SP” are types that hit big after finally developing to SP reach, and “per first SPSP”. ~ "Per fifth SPSP" is a type that hits big after finally developing to SPSP reach.
  Reach (reach effect) is specified in combination with other symbols that have already been stopped when a decorative symbol that is stopped last among a plurality of decorative symbols is stopped and displayed in a specific symbol. It is an effect that expects to win a big hit by matching the pattern pattern of, and typically, the decorative pattern on the right side and the left side are stopped at the same pattern (for example, 7), This is an effect that is variably displayed with the expectation that the decorative symbol stops at the same symbol (for example, 7) (that is, it becomes a doublet 777). The SP reach is generally referred to as super reach or special reach, and is an effect that further expects to win more than reach, for example, an effect of a moving image in which a hero character plays a mini game. In addition, SPSP reach is generally called super super reach or special special reach, and is an effect that further expects a big hit than SP reach production. For example, it is a production of a moving image in which a hero character fights against an enemy character. is there.
  In step S408, if the CPU 101 determines that the result of the first special symbol lottery is lost in the jackpot determination process in step S407, the number of first special symbol lottery (U1), the reach random number, and the fluctuation A variation pattern (special symbol variation time) is determined based on the pattern random number.
  Specifically, the CPU 101 determines the reach random number (0) read from the RAM 103 together with the jackpot random number used in the jackpot determination process in step S407 when the number of the first special symbol lottery is “1” or “2”. Or any one of 99 to 99) is included in the reach random number value range “0 to 69” of the retained number “1, 2” of the “losing” of HT1-1. 99 ”is determined.
  When the read reach random number is included in the reach random number value range “0 to 69”, the CPU 101 reads the fluctuation pattern random number (0 ˜299) is included in the fluctuation pattern random value range “0-59” or in the fluctuation pattern random value range “60-299”. Then, when the fluctuation pattern random number is included in the fluctuation pattern random value range “0 to 59”, the CPU 101 determines “8.00 seconds” as the fluctuation pattern, and the fluctuation pattern random number is changed to the fluctuation pattern random value range “ In the case of “60 to 299”, “13.50 seconds” is determined as the variation pattern. Here, as indicated by HT1-1, the variation patterns “8.00 seconds” and “13.50 seconds” both correspond to the effect pattern type “immediately lost”. “Immediately lost” is a type of production pattern that immediately loses without reaching reach.
  On the other hand, when the read reach random number is included in the reach random number value range “70 to 99”, the CPU 101 reads the variation pattern random number (0) read from the RAM 103 together with the big hit random number used in the big hit determination process in step S407. ˜299) is included in the variation pattern random value range assigned to each variation pattern in the above reach random value range “70 to 99” of HT1-1. Then, the variation pattern (special symbol variation time) is determined. For example, when the fluctuation pattern random number read from the RAM 103 together with the big hit random number used in the big hit determination process in step S407 is “260”, the CPU 101 sets the fluctuation pattern random value assigned to the fluctuation pattern “40.05 seconds”. Since it is included in the range “256 to 271”, “40.05 seconds” is determined as the variation pattern. Here, as indicated by HT1-1, the fluctuation patterns “15.02 seconds”, “40.04 seconds”, “40.05 seconds” of the above-described reach random number value range “70 to 99” of HT1-1. ”,“ 40.06 seconds ”,“ 90.06 seconds ”,“ 90.07 seconds ”,“ 90.08 seconds ”,“ 90.09 seconds ”, and“ 90.10 seconds ” Production pattern types “Leach Loss”, “3rd SP Loss”, “2nd SP Loss”, “1st SP Loss”, “5th SPSP Loss”, “4th SPSP Loss”, “3rd SPSP Loss”, “2nd SPSP Loss” and This corresponds to “first SPSP loss”. Further, “Leach Loss” is a type that loses after the reach is established, and “First SP Loss” to “3rd SP Loss” are types that eventually lose to SP reach, and “First SPSP Loss” “Fifth SPSP Loss” is a type that loses after finally developing into SPSP reach.
  In addition, when the number of the first special symbol lottery is “3”, the CPU 101 basically performs the variation pattern in the same manner as when the number of the first special symbol lottery is “1” or “2”. To decide. However, when the number of holdings of the first special symbol lottery is “3”, as shown in HT1-1, the CPU 101 has the number of holdings of the first special symbol lottery being “1” or “2”. On the other hand, the reach random value range “0-69” is replaced with “0-79”, the reach random value range “70-99” is replaced with “80-99”, and the fluctuation pattern “8.00 seconds”. The variable pattern random value range “0 to 59” assigned to “0” to “209” is replaced with “0 to 209”, and the fluctuation pattern random value range “60 to 299” assigned to the fluctuation pattern “13.50 seconds” is changed to “210 to 299”. The variation pattern is determined by the random value range replaced with “”.
  In addition, when the number of holds for the first special symbol lottery is “4”, the CPU 101 basically performs the variation pattern similarly to the case where the number of holds for the first special symbol lottery is “1” or “2”. To decide. However, when the number of the first special symbol lottery is “4”, the CPU 101, as shown in HT1-1, when the number of the first special symbol lottery is “1” or “2”. On the other hand, the reach random value range “0-69” is replaced with “0-84”, the reach random value range “70-99” is replaced with “85-99”, and the fluctuation pattern “8.00 seconds” The variable pattern random value range “0 to 59” allocated to the variable pattern is replaced with “210 to 269”, and the random pattern value range “60 to 299” allocated to the variable pattern “13.50 seconds” is converted to “270 to 299”. In addition, according to the random value range of the content to which the variation pattern “3.00 seconds” to which the variation pattern random value range “0 to 209” is assigned in correspondence with the production pattern type “immediately lost” is added, Deciding the fluctuation pattern To.
  As described above with reference to the variation pattern determination table HT1-1 shown in FIG. 13, when the first special symbol lottery is lost in the normal gaming state (non-time saving state), the number of first special symbol lottery holds The smaller the variation is, the easier it is to select the variation pattern with reach, and when the variation pattern without reach is selected, the smaller the number of the first special symbol lottery is, the easier the variation pattern is selected.
[Big hit reliability]
Here, the jackpot reliability (expectation for jackpot) will be described. An effect with a high jackpot reliability is an effect that is highly likely to be notified of a big hit when the effect is executed, and an effect with a low jackpot reliability is a notification of a big hit when the effect is executed. It is a production that is unlikely to be performed. Hereinafter, it demonstrates concretely using HT1-1 shown in FIG. As can be seen from the “big hit” portion of HT1-1, in the case of big hit, “per reach”, “per third SP”, “per second SP”, “per first SP”, “per fifth SPSP”, “ The variation pattern random value range increases in the order of “per fourth SPSP”, “per third SPSP”, “per second SPSP”, and “per first SPSP” (partially the same). On the other hand, as can be seen from the “losing” portion of HT1-1, in the case of losing, “reach losing”, “third SP losing”, “second SP losing”, “first SP losing”, “fifth SPSP losing”. , The variation pattern random value range becomes smaller in the order of “fourth SPSP loss”, “third SPSP loss”, “second SPSP loss”, “first SPSP loss” (partially the same). As can be seen from the above, the performance that is easy to execute in the case of a big hit and difficult to execute in the case of a loss is high in the reliability of the big hit, while the effect that is difficult to execute in the case of big hit and is easy to be executed in the case of a loss has a big hit reliability. Low. That is, “reach effect”, “third SP reach effect”, “second SP reach effect”, “first SP reach effect”, “fifth SPSP reach effect”, “fourth SPSP reach effect”, “third SPSP reach effect”, “ The jackpot reliability increases in the order of “second SPSP reach production” and “first SPSP reach production”.
[Non-time-short state / variation pattern selection process in the second special symbol lottery]
Hereinafter, the determination of the variation pattern when the second special symbol lottery is executed in the process of step S407 in the normal gaming state (non-time-short state) will be described with reference to FIG. In step S408, the CPU 101 determines a variation pattern by performing basically the same processing as the variation pattern determination processing described with reference to FIG. However, the CPU 101 performed processing for the first special symbol lottery using HT1-1 in the variation pattern determination processing described with reference to FIG. 13, whereas in the variation pattern determination processing illustrated in FIG. It is different in that processing is performed on the second special symbol lottery using HT1-2 shown in FIG. Here, HT1-2 shown in FIG. 14 differs from HT1-1 shown in FIG. 13 in that “the number of first special symbol lottery hold” is replaced with “the number of second special symbol lottery hold”. Only different. That is, while the variation pattern determination process described with reference to FIG. 13 considers the number of first special symbol lottery reservations, the variation pattern determination process considers the second special symbol lottery retention number. The It should be noted that in the non-time-saving state, since it is difficult for a game ball to win the second starting port 22, it is rare (rare) to execute the second special symbol lottery. For this reason, when the second special symbol lottery is executed in the non-time-short state, in order to suggest this rare feeling, the fluctuation pattern is longer than when the first special symbol lottery is executed in the non-time-short state. May be easily selected. Specifically, for example, in HT1-2, the reach random number value range that is determined to be reachable in each portion of the “losing” hold number “1, 2,” “3”, “4” is HT1. By setting it to be larger than the corresponding portion of −1, it is possible that the reach is more easily executed than HT1-1, and as a result, a long-time variation pattern may be easily selected.
[Time-short state / variation pattern selection process in the first special symbol lottery]
Hereinafter, the determination of the variation pattern in the case where the first special symbol lottery is executed in the process of step S407 in the probability variation gaming state (short time state) will be described with reference to FIG. In step S408, the CPU 101 determines a variation pattern by performing basically the same processing as the variation pattern determination processing described with reference to FIG. However, the CPU 101 performs processing for the first special symbol lottery using HT1-1 in the variation pattern determination processing described with reference to FIG. 13, whereas in the variation pattern determination processing illustrated in FIG. It differs by the point which processes with respect to a 1st special symbol lottery using HT2-1 shown. Here, HT2-1 shown in FIG. 15 is related to the number of holdings of the first special symbol lottery when “no reach” is selected by “reach random number” in “losing” with respect to HT1-1 shown in FIG. The difference is that the variation pattern “13.50 seconds” (corresponding to immediate loss) is selected.
[Time-short state / variation pattern selection process in the second special symbol lottery]
Hereinafter, the determination of the variation pattern when the second special symbol lottery is executed in the process of step S407 in the probability variation gaming state (short time state) will be described with reference to FIG. In step S408, the CPU 101 determines a variation pattern by performing basically the same processing as the variation pattern determination processing described with reference to FIG. However, the CPU 101 performed processing for the first special symbol lottery using HT1-1 in the variation pattern determination processing described with reference to FIG. 13, whereas in the variation pattern determination processing illustrated in FIG. It is different in that processing is performed for the second special symbol lottery using HT2-2 shown in FIG. Here, as shown in FIG. 16, HT2-2 replaces HT1-1 shown in FIG. 13 with “the number of holdings for the first special symbol lottery” replaced with “the number of holdings for the second special symbol lottery”. ing. That is, while the variation pattern determination process described with reference to FIG. 13 considers the number of first special symbol lottery reservations, the variation pattern determination process considers the second special symbol lottery retention number. The Further, as shown in FIG. 16, in HT2-2, when the number of holdings in the second special symbol lottery “1” in “losing” is “1” and no reach is selected by the reach random number, the variation pattern “13” is uniformly set. .50 seconds "is determined. Also, as shown in FIG. 16, in HT2-2, when no reach is selected by the reach random number in the case of the holding number “2-4” of the second special symbol lottery in “losing”, the fluctuation pattern random value The variation pattern “2.00 seconds” is determined in the range “0 to 239”, the variation pattern “4.00 seconds” is determined in the variation pattern random value range “240 to 269”, and the variation pattern random value range “270 to 270”. In “299”, the fluctuation pattern “10.00 seconds” is determined.
  Here, as described in the processing in steps S403 to S406, in this embodiment, the second special symbol lottery hold is digested in preference to the first special symbol lottery hold. Further, in the probability variation gaming state (short time state), as described in the processing in steps S5 and S7 in FIG. Therefore, the second special symbol lottery is executed frequently and continuously. Further, as described in the processing in step S407, the second special symbol lottery by winning the game ball to the second starting port 22 is more than the first special symbol lottery by winning the game ball to the first starting port 21. However, the profit level when winning the lottery (big hit) is large. Therefore, conversely, if the first special symbol lottery is executed in the probability variation gaming state (short time state), there is a high possibility that the player will win a big hit with a small profit level of the player. I can say that. In the present embodiment, as described above using HT2-2 of FIG. 16, in the probability variation gaming state (short time state), when the number of second special symbol lottery hold is 2 to 4 and there is no reach While it is easy to select a short-time fluctuation pattern (2.00 seconds, 4.00 seconds) and the second special symbol lottery is suspended at high speed, 2 When the number of special symbol lotteries held is 1 and there is no reach, be sure to select a long-term fluctuation pattern (13.50 seconds) to control the first special symbol lottery that is relatively unfavorable to the player. ing. Furthermore, in the present embodiment, as described above with reference to HT2-1 in FIG. 15, in the probability variation gaming state (time-short state), it is assumed that the first special symbol lottery that is relatively disadvantageous to the player is executed. However, in all of the first special symbol lottery holding numbers 1 to 4, when there is no reach, a long-term fluctuation pattern (13.50 seconds) must be selected, and a game ball is placed in the second starting port 22. Control is performed so as to earn time for the second special symbol lottery that is relatively advantageous to the player by winning a prize.
  Information on the variation pattern determined in step S408 as described above (that is, it can be said that the execution time of the notification effect: the information about the type of the effect pattern of the notification effect) is set in the RAM 103 as setting information. Thereafter, the process proceeds to step S409.
  In step S409, the CPU 101 generates a notification effect start command including the setting information set by the jackpot determination process in step S407 and the setting information set by the variation pattern selection process in step S408, and sets the notification effect start command in the RAM 103. Here, the notification effect start command is a command for instructing the effect control unit 400 to start the notification effect by the image display unit 6, the speaker 35, and the like. The setting information included in the notification effect start command includes information indicating which of the first special symbol lottery and the second special symbol lottery has been executed. Further, the CPU 101 sets a gaming state notification command indicating the current gaming state (for example, a probable gaming state) in the RAM 103. The notification effect start command and the gaming state notification command described above are transmitted to the effect control unit 400 by the output process in step S9 of FIG. Thereafter, the process proceeds to step S410.
  In step S410, 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 notification effect start command set in the process of step S409. Start display. Thereafter, the process proceeds to step S411.
  In step S411, the CPU 101 determines whether or not the special symbol variation time indicated by the variation pattern set in the variation pattern selection process in step S408 has elapsed since the start of the special symbol variation display in step S410. If the determination in step S411 is YES, the process proceeds to step S412. If the determination is NO, the process proceeds to step S5 (ordinary symbol process) in FIG.
  In step S <b> 412, the CPU 101 sets a notification effect stop command instructing the end of the notification effect by the image display unit 6 or the like in the RAM 103. Thereafter, the process proceeds to step S413. Note that the notification effect stop command set in step S412 is transmitted to the effect control unit 400 by the output process in step S9 of FIG.
  In step S413, the CPU 101 ends the special symbol variation display by the first special symbol display 4a or the second special symbol display 4b started in the process of step S410 and displays the stopped symbol. At this time, the CPU 101 sets a symbol determination command in the RAM 103. Thereafter, the process proceeds to step S414.
  In step S414, the CPU 101 executes a stop process. Specifically, if the CPU 101 determines that the big hit is determined in step S407, the information stored in the RAM 103 (typically, information based on a flag) is in a big hit game (a big hit gaming state). And an opening command for instructing the start of the big hit game effect is set in the RAM 103. Note that the process in step S414 is terminated when a predetermined fixed time (for example, 0.5 seconds) elapses, and then the process proceeds to step S5 (normal symbol process) in FIG. For this reason, the timing at which the special symbol processing shown in FIG. 12 is executed again by the next timer interrupt processing has passed a fixed time (0.5 seconds) after the special symbol variation display is completed in the processing of step S413. Timing (strictly speaking, an interrupt timing that arrives only after a fixed time has elapsed). Note that the opening command described above is output in step S9 of FIG. 10 when a predetermined fixed time (0.5 seconds) elapses after the process of step S414 is started (after the process of step S413 is completed). The process is transmitted to the effect control unit 400, and the big hit game effect is started.
  In step S415, the CPU 101 determines whether or not a customer waiting command and a gaming state notification command indicating the current gaming state have already been transmitted in the process of step 416 (described later). Here, the customer waiting command is the time when the specified fixed time (0.5 seconds) has elapsed since the processing in step S414 was started (in other words, the special symbol variation display was terminated in the processing in step S413). This is a command that is sent when there is no special symbol lottery hold at the time 0.5 seconds have passed since the notification effect that informs the lottery result of the special symbol lottery is not being executed (so-called customer waiting state) ) Is a command to notify that If the determination in step S415 is YES, the process proceeds to step S5 (normal symbol process) in FIG. 10, and if this determination is NO, the process proceeds to step S416.
  In step S <b> 416, the CPU 101 sets a customer waiting command and a gaming state notification command in the RAM 103. The customer waiting command and the gaming state notification command are transmitted to the effect control unit 400 by the output process in step S9 in FIG. 10, and a predetermined stop effect (for example, an effect of displaying a decorative symbol stop) is started based on the customer waiting command. Is done. When a predetermined time (for example, 90 seconds) elapses after the stop effect described above is started, the customer waiting effect is started. Here, the customer waiting effect is, for example, an effect in which a video related to the content (animation, story, etc.) that is the subject of the gaming machine 1 is displayed on the image display unit 6, for example, a predetermined effect ( For example, the image display unit 6 displays a part of the reach effect). Thereafter, the processing moves to step S5 (normal symbol processing) in FIG.
[Large winning prize processing]
17 and 18 are an example of a detailed flowchart of the special winning a prize opening process in step S6 of FIG. Hereinafter, the special winning opening process in step S6 of FIG. 10 will be described with reference to FIGS.
  First, in step S601, the CPU 101 of the main control unit 100 determines whether or not the state of the gaming machine 1 is a big hit game based on information stored in the RAM 103 (typically, information based on a flag). judge. If the determination in step S601 is YES, the process proceeds to step S602. If the determination is NO, the process proceeds to step S7 (electric tulip process) in FIG.
  In step S <b> 602, the CPU 101 determines based on the information stored in the RAM 103 whether or not the state of the gaming machine 1 is a jackpot game opening effect. If the determination in step S602 is YES, the process proceeds to step S603, and if this determination is NO, the process proceeds to step S609.
  In step S <b> 603, the CPU 101 determines whether or not a set opening time that defines the execution time of the opening effect has elapsed. If the determination in step S603 is YES, the process proceeds to step S604. If the determination is NO, the opening effect has not ended, and the process proceeds to step S7 (electric tulip process) in FIG.
  In step S <b> 604, the CPU 101 sets the total number of rounds Rmax for the jackpot game and the operation pattern of the jackpot 23 for the jackpot game, and sets the setting information in the RAM 103. Specifically, the CPU 101 sets the number of rounds included in the jackpot game (Rmax: “16” in this embodiment) and the operation pattern of the jackpot 23 during the jackpot game, and sets the setting information in the RAM 103. To do. By the processing of step S604, the total number of rounds Rmax of the big hit game, the interval time between rounds in the big hit game, the set ending time that is the time for performing the ending effect at the end of the big hit game, and the like are set. Thereafter, the process proceeds to step S605.
  In step S <b> 605, the CPU 101 resets the winning number C of game balls to the big winning opening 23 stored in the RAM 103 to “0”. Thereafter, the process proceeds to step S606.
  In step S <b> 606, the CPU 101 updates 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 S607.
  In step S <b> 607, the CPU 101 controls the special winning opening / closing unit 115 to start the opening control of the special winning opening 23. By this processing, a big hit game round (round game) is started and the opening operation (one opening operation) of the big winning opening 23 is started. Thereafter, the process proceeds to step S608.
  In step S <b> 608, the CPU 101 sets a round start notification command for notifying a round start (round game start) in the RAM 103. This round start notification command is transmitted to the effect control unit 400 by the output process of step S9 in FIG. 10, and the round effect is started. The round start notification command includes information indicating the total number of rounds Rmax set in step S604 and information indicating the current number of rounds R updated by the process in step S606. Thereafter, the process proceeds to step S612.
  In step S609, the CPU 101 determines based on the information stored in the RAM 103 whether or not the gaming machine 1 is in the big hit game interval. If the determination in step S609 is yes, the process proceeds to step S610. If the determination is no, the process proceeds to step S611.
  In step S610, the CPU 101 determines whether or not the set interval time during the jackpot game set in the process of step S604 has elapsed from the time when the big prize opening 23 is closed at the end of the previous round during the jackpot game. To do. If the determination in step S610 is YES, it is time to start the next round in the jackpot game, so the process moves to step S605. If this determination is NO, the process moves to step S612.
  In step S <b> 611, the CPU 101 determines whether the state of the gaming machine 1 is executing the jackpot game ending effect based on the information stored in the RAM 103. If the determination in step S611 is YES, the process proceeds to step S621 in FIG. 18, and if this determination is NO, the process proceeds to step S612.
  In step S612, the CPU 101 determines that the state of the gaming machine 1 is in the big win game round, and based on the output signal from the big prize opening switch 114, whether or not the game ball has won the big prize opening 23. Determine whether. If the determination in step S612 is YES, the process moves to step S613. If the determination is NO, the process moves to step S6131.
  In step S <b> 613, the CPU 101 determines that a winning of game balls to the big winning opening 23 has been detected, and updates the winning number C of game balls stored in the RAM 103 to a value obtained by adding one. The processing in step S613 is executed each time a game ball wins the big winning opening 23, so that the total number of winning game balls (winning number C) won in the big winning opening 23 during one round is accumulated in the RAM 103. It will be done. In addition, the CPU 101 sets a winning command for notifying the effect control unit 400 that a game ball has won the big winning opening 23 in the RAM 103. The winning command is transmitted to the effect control unit 400 by the output process in step S9 of FIG. 10, so that the effect control unit 400 receives the winning every time the game ball wins the big winning opening 23 during one round. The number C (that is, the number of winnings in one round) is notified, and the winning process instruction in step S125 of FIG. 21 is executed based on the notification information. The details will be described later with reference to FIGS. 28 and 31, but the winning validity period (for example, during the round and when the winning of the game ball to the big winning opening 23 is considered to be valid (that is, normal winning). (Predetermined period after the end of the round) is set in advance, and the above-described winning command is transmitted when a winning of a game ball is detected in the winning effective period. Thereafter, the process proceeds to step S6131.
  In step S 6131, the CPU 101 determines whether or not the state of the gaming machine 1 is executing a big win game round effect based on the information stored in the RAM 103. If the determination in step S6131 is YES, the process proceeds to step S614. If the determination is NO, the process proceeds to step S7 (electric tulip process) in FIG.
  In step S614, the CPU 101 determines whether or not a specified opening control time (29.5 seconds in the present embodiment) has elapsed since the opening control of the special winning opening 23 was started in the process of step S607. If the determination in step S614 is yes, the process moves to step S616. If the determination is no, the process moves to step S615.
  In step S615, the CPU 101 determines whether or not the number C of winning game balls in the current round has reached an upper limit number of gaming balls Cmax (“10” in the present embodiment) that defines the timing at which the big winning opening 23 is closed. Determine. If the determination in step S615 is YES, the process proceeds to step S616, and if this determination is NO, the process proceeds to step S7 (electric tulip process) in FIG.
  In step S616, the CPU 101 controls the special winning opening / closing unit 115 to end the opening control of the special winning opening 23 started in step S607. In this way, the CPU 101 counts the total number of game balls (winning number C) detected by the big prize opening switch 114 until 29.5 seconds elapse after the big prize opening 23 is opened in each round during the big hit game. ) Has reached 10 (Cmax), or 29.5 seconds have passed without winning 10 game balls since opening the grand prize opening 23, and the big prize opening 23 is closed. . Thereafter, the process proceeds to step S617.
  In step S617, the CPU 101 sets a round end notification command for notifying the end of round (round game end) in the RAM 103. This round start notification command is transmitted to the effect control unit 400 by the output process in step S9 of FIG. 10, and the round effect is ended. Thereafter, the process proceeds to step S618.
  In step S618, 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 S604. If the determination in step S618 is YES, the process proceeds to step S619 in FIG. 18, and if this determination is NO, the process proceeds to step S7 (electric tulip process) in FIG.
  In step S619 in FIG. 18, the CPU 101 resets the round number R stored in the RAM 103 to “0”. Thereafter, the process proceeds to step S620.
  In step S620, the CPU 101 sets an ending command for instructing the effect control unit 400 to execute the ending effect of the big hit game in the RAM 103. The ending command set in this process is transmitted to the effect control unit 400 in step S9 (output process) in FIG. As the ending command, a command corresponding to the jackpot symbol and the gaming state controlled after the end of the jackpot game is transmitted, and the effect control unit 400, based on this ending command, after the end of the ending effect (the end of the jackpot game effect) Control the production of (after). Specifically, in the case of an ending command corresponding to a jackpot symbol indicating a jackpot (for example, jackpot A shown in FIG. 6) that is controlled in the probability change gaming state after the jackpot, the game is controlled to the probability change gaming state after the jackpot game ends. When the ending command indicating that the effect is transmitted, the effect control unit 400 executes the effect in the effect mode indicating the probability variation game state after the jackpot game effect is ended based on the ending command. Thereafter, the process proceeds to step S621.
  In step S621, the CPU 101 determines whether or not the set ending time set in the process of step S604 in FIG. 17 has elapsed since the ending command was set in the RAM 103 in step S620. If the determination in step S621 is YES, the process proceeds to step S622. If this determination is NO, the process proceeds to step S612 in FIG.
  In step S622, the CPU 101 ends the jackpot game being executed. Specifically, the CPU 101 cancels the setting information (typically, information based on a flag) indicating that a big hit game stored in the RAM 103 is in progress, and ends the big hit game. Thereafter, the process proceeds to step S623.
  In step S623, the CPU 101 executes a game state setting process. Specifically, when the jackpot game is ended in step S622, the CPU 101 switches the gaming state according to the type of jackpot (the jackpot symbol) this time (that is, the winning probability setting of the special symbol lottery and the electric tulip 27) Switch open settings). Thereafter, the process proceeds to step S7 (electric tulip process) in FIG.
[Production control processing by production control unit]
FIG. 19 is a flowchart illustrating an example of timer interrupt processing performed by the effect control unit 400. Below, with reference to FIG. 19, the timer interruption process performed in the production | presentation control part 400 is demonstrated. The effect control unit 400 repeatedly executes a series of processes shown in FIG. 19 at regular time intervals (for example, 4 milliseconds) in a normal operation except for special cases such as when the power is turned on and when the power is turned off. In addition, the process performed in the production | presentation control part 400 demonstrated based on the flowchart after FIG. 19 is performed based on the program memorize | stored in ROM402.
  First, in step S11, the CPU 401 of the effect control unit 400 receives various commands output from the main control unit 100 by the output process of step S9 in FIG. 10, sets the effect contents according to the received command, A command reception process for setting various commands in the RAM 403 for instructing the image sound control unit 500 or the like to execute the effect of the set effect content is executed. This command reception process will be described in detail later with reference to FIGS.
  Next, in step S <b> 12, the CPU 401 sets the content of the effect according to the operation input signal output from the effect button 37 and the effect key 38 by the player's operation, and the effect of the set content is set in the image sound control unit 500. An effect input control process for setting various commands for instructing execution to the RAM 403 is executed. For example, when a player operates the effect button 37 and outputs an operation input signal during a predetermined operation input valid period, the CPU 401 performs a predetermined effect (such as an effect of displaying a notice image suggesting the possibility of a big hit). Is set and the command is set in the RAM 403.
  Next, in step S13, the CPU 401 executes output processing for outputting various commands set in the RAM 403 to the image sound control unit 500 or the like in the processing in steps S11 and S12. By this process, various effects determined to be executed in the processes of step S11 and step S12 are executed by the image display unit 6, the speaker 35, the panel lamp 8, and the like by the execution control of the image sound control unit 500 and the like. .
  Note that each time the timer interrupt process described above is executed, the CPU 401 performs a random number update process for updating various effect random numbers used for the effect. Also in this random number update process, a loop counter is typically used as in the random number update process in step S1 of FIG. 10, and the count value (updated random number value) is set to the maximum value (for example, 99). After reaching, it returns to 0 again (that is, it circulates). Also, in this random number update process, each effect random number counter updates the initial value (the value that is the starting point of circulation) at random once it circulates. As a result, the counter value (count value) can be prevented from synchronizing between these effect random numbers.
[Command reception processing]
20 and 21 are examples of detailed flowcharts of the command reception process in step S11 of FIG. Hereinafter, the command reception process in step S11 of FIG. 19 will be described with reference to FIG. 20 and FIG.
  First, in step S111, the CPU 401 of the effect control unit 400 determines whether a hold increase command (first hold number increase command or second hold number increase command) is received from the main control unit 100 (FIG. 11). (See steps S206 and S212). If the determination in step S111 is YES, the process proceeds to step S112. If the determination is NO, the process proceeds to step S114.
  In step S112, the CPU 401 instructs the image sound control unit 500 in response to the hold increase command received in the process of step S111, and displays a hold image additional display process indicating the hold of the special symbol lottery on the image display unit 6. Then, the hold image display process for changing the hold image to the prefetch display mode is performed. The displayed on-hold images are sequentially deleted when the notification effect is started based on the processing in step S115 described later. Also, the instruction to the image sound control unit 500 is performed by setting a command in the RAM 403. In addition, when the CPU 401 receives the first hold number increase command, the RAM 403 causes the RAM 403 to store one piece of data (hold data) indicating the hold of the first special symbol lottery in time series, while the second hold number When the increase command is received, the RAM 403 stores one piece of data (holding data) indicating the holding of the second special symbol lottery in time series order. At that time, the CPU 401 extracts pre-determination information included in the hold increase command, includes it in the above-described hold data, and stores it in the RAM 403. Thereafter, the process proceeds to step S113.
  In step S113, the CPU 401 performs a prefetch notice effect setting process. Specifically, the CPU 401 stores the special symbol lottery holding number (the number of holding data) stored in the RAM 403 more than 2 including the holding added in step S112, and stores it in the RAM 403 most recently. Whether or not to execute the pre-reading notice effect is determined by lottery or the like based on the prior determination information (that is, included in the latest pending data). For example, the CPU 401 determines that the prior determination information indicates “big hit”, “losing” and “reach effect” (reach effect), or “losing” and “reach effect”. In each of the cases indicating “None” (no reach reach), a prefetch random number is acquired, and when the prefetch random number matches a predetermined prefetch winning value, it is determined to perform the prefetch notice effect. It should be noted that different numbers may be set for the pre-reading winning values depending on whether the pre-determination information is “big hit”, “losing with reach”, or “losing without reach”. Specifically, by setting the number of prefetch winning values in the case of “big hit” larger than the number of prefetching winning values in the case of “losing with reach”, a prefetching notice effect is easily performed in the case of “big hit”. It may be a thing. If it is determined to execute the pre-reading notice effect, the CPU 401 performs a pre-reading notice to be executed by lottery or the like from a number of pre-reading notice effect patterns that satisfy the conditions of the prior determination information (such as the condition of whether or not a big hit) Set the contents of the production. That is, as the pre-reading notice effect, what kind of notice effect is performed in each notification effect is set. Note that the pre-reading notice effect is a notice effect that suggests the possibility of a big hit over a plurality of notification effects, for example. Thereafter, the process proceeds to step S114.
  In step S114, the CPU 401 determines whether or not the notification effect start command and the gaming state notification command set in step S409 of FIG. 12 have been received. If the determination in step S114 is YES, the process proceeds to step S115, and if this determination is NO, the process proceeds to step S116.
  In step S115, the CPU 401 sets the effect content of the notification effect by the image display unit 6 or the like in accordance with the notification effect start command received in the process of step S114, and executes the notification effect of the set content. A notification effect setting process for instructing and starting 500 or the like is performed. Here, the notification effect (variation effect) is an effect that is executed in the image display unit 6 or the like according to the variation display of the special symbol and suggests the result of the special symbol lottery. For example, the decorative symbol is variably displayed. This is an effect in which the result of the special symbol lottery is notified when the decorative symbol that is variably displayed is stopped and displayed. Note that an instruction to the image sound control unit 500 or the like is performed by setting a command in the RAM 403.
[Notification effect setting processing]
Here, with reference to FIG. 22, the notification effect setting process by the effect control unit 400 will be described. FIG. 22 is a detailed flowchart showing an example of the notification effect setting process in step S115 of FIG.
  First, in step S701, the CPU 401 of the effect control unit 400 determines the effect mode for the notification effect to be executed this time. Here, the effect mode is an effect mode in the notification effect, and in this embodiment, as the effect mode in the probability variation game state, the red background effect mode with the notification effect as a red background is executed, and the effect in the normal game state As a mode, a blue background effect mode in which the notification effect is a blue background or a green background effect mode in which the notification effect is a green background is executed. Specifically, when the gaming state notification command received in step S114 of FIG. 20 indicates the probability variation gaming state, the CPU 401 determines the effect mode in the notification effect to be executed this time as the red background effect mode. On the other hand, when the gaming state notification command indicates the normal gaming state, the CPU 401 determines the effect mode in the notification effect to be executed this time to the blue background effect mode or the green background effect mode by lottery, for example. Thereafter, the process proceeds to step S702.
  In step S702, the CPU 401 determines an effect pattern to be executed in the current notification effect based on the setting information included in the notification effect start command received in step S114 of FIG. Specifically, as shown in FIG. 13 to FIG. 16, when the variation pattern (special symbol variation time) indicated by the setting information is “90.05 seconds”, the CPU 401 executes the first SPSP reach and hits the jackpot. An effect pattern (per 1st SPSP) to be notified is determined, and when the variation pattern indicated by the setting information is “90.04 seconds”, an effect pattern (per 2nd SPSP) to be executed by executing up to the second SPSP reach is determined. When the variation pattern indicated by the setting information is “90.03 seconds”, the effect pattern (per third SPSP) that is executed up to the third SPSP reach is determined and the variation pattern indicated by the setting information is “90.02”. In the case of “second”, an effect pattern (per 4th SPSP) is determined by executing up to the fourth SPSP reach, and the variation pattern indicated by the setting information is In the case of “90.01 seconds”, the effect pattern (per 5th SPSP) is determined by executing up to the fifth SPSP reach, and if the variation pattern indicated by the setting information is “40.03 seconds”, the first SP reach is determined. Until the second SP reach is executed and the effect pattern (second SP) is executed when the variation pattern indicated by the setting information is “40.02 seconds”. If the variation pattern indicated by the setting information is “40.01 seconds”, the effect pattern (per third SP) to be executed by performing up to the third SP reach to determine the big hit is determined, and the variation pattern indicated by the setting information Is “15.01 seconds”, an effect pattern (per reach) is determined by performing up to reach and informing the big hit. In addition, when the variation pattern indicated by the setting information is “90.10 seconds”, the CPU 401 determines an effect pattern (first SPSP loss) that is executed up to the first SPSP reach and notifies the loss, and the variation pattern indicated by the setting information is “ In the case of “90.09 seconds”, the effect pattern (second SPSP loss) is determined by executing up to the second SPSP reach, and when the variation pattern indicated by the setting information is “90.08 seconds”, the third SPSP reach is determined. Until the fourth SPSP reach is executed when the variation pattern indicated by the setting information is “90.07 seconds” (fourth SPSP). If the fluctuation pattern indicated by the setting information is “90.06 seconds”, the actual value up to the fifth SPSP reach is Then, the effect pattern to be notified of the loss (fifth SPSP loss) is determined, and when the variation pattern indicated by the setting information is “40.06 seconds”, the effect pattern to be notified by executing the first SP reach (first SP loss) When the variation pattern indicated by the setting information is “40.05 seconds”, the effect pattern (second SP loss) that is executed by performing up to the second SP reach is notified, and the variation pattern indicated by the setting information is “ In the case of “40.04 seconds”, the effect pattern (third SP loss) to be notified by executing until the third SP reach is determined, and when the variation pattern indicated by the setting information is “15.02 seconds”, the reach is executed. Then, the effect pattern (reach loss) to be notified of the loss is determined, and if the fluctuation pattern indicated by the setting information is “13.50 seconds” or less, the reach is not executed and To determine the effect pattern (the immediate loss) to record the broadcast. Thereafter, the process proceeds to step S703.
  In step S703, the CPU 401 determines the detailed contents (scenario) of the effect based on the effect pattern determined in step S702. Specifically, the CPU 401 determines an effect (reach effect or immediate lose effect) to be finally executed based on the effect pattern determined in step S702, but as a scenario until the final effect is executed. Then, what kind of notice effect is to be configured is determined based on the effect random number or the like. Note that the notice effect is a variety of effects that are executed before or during the effect determined based on the effect pattern. For example, the decorative design is displayed in a variable manner. Pseudo-ream productions, reach reach establishments where the decorative pattern is in a reach state, cut-in productions for notifying reliability during reach production, and the like. Further, the table for inquiring the extracted effect random numbers differs according to the effect pattern determined in step S702 (for example, the notice effect that increases the player's expectation as the reliability of the determined effect pattern is higher). By referring to a table that is easily executed, the notice effect that is configured differs according to the effect pattern (that is, according to the variation pattern). Thereafter, the process proceeds to step S704.
  In step S704, the CPU 401 instructs the image sound control unit 500 or the like to execute a notification effect of the effect content determined in step S703. Thereafter, the notification effect setting process ends, and the process proceeds to step S116 in FIG. The CPU 501 of the image sound control unit 500 that has received the notification effect instruction from the effect control unit 400 sets a schedule such as the execution timing and execution time of the configured notice effect based on the instructed contents of the effect. Each notice effect is executed according to the schedule.
  Returning to FIG. 20, in step S116, the CPU 401 determines whether or not the notification effect stop command set in the process of step S412 in FIG. 12 has been received. If the determination in step S116 is YES, the process proceeds to step S117. If the determination is NO, the process proceeds to step S120 in FIG.
  In step S117, the CPU 401 instructs the image sound control unit 500 or the like to end the notification effect started to be executed in the process of step S115, and finally stops all the decorative symbols that have been variably displayed (confirmed). Stop the display) and inform the effect of the special symbol lottery. Note that an instruction to the image sound control unit 500 or the like is performed by setting a command in the RAM 403. Thereafter, the process proceeds to step S120 in FIG.
  In step S120 in FIG. 21, the CPU 401 determines whether or not the opening command set in the stopping process in step S414 in FIG. 12 has been received. If the determination in step S120 is yes, the process proceeds to step S121. If the determination is no, the process proceeds to step S122.
  In step S121, the CPU 401 issues an opening effect instruction. Specifically, the CPU 401 instructs the image sound control unit 500 to start the opening effect of the big hit game effect. Here, the opening effect process executed by the image sound control unit 500 that has received an instruction from the effect control unit 400 will be described with reference to FIG.
[Opening effect processing]
In step S1210 of FIG. 23, the CPU 501 of the image sound control unit 500 that has received an instruction from the effect control unit 400 is based on the opening command received via the effect control unit 400. It is determined whether or not it is a so-called first hit. If the determination in step S1210 is YES, the process moves to step S1211. If the determination is NO, the process moves to step S1212.
  In step S <b> 1211, the CPU 501 deletes the history information stored in the RAM 503. By the way, the CPU 501 has, for example, the number of winning balls paid out based on the game ball winnings to the first starting port 21, the second starting port 22, the normal winning port 24, etc. in the normal gaming state, and the big winning port in the big hit gaming state. It stores history information such as the number of prize balls paid out based on the game ball winning to 23 etc., the number of jackpots. Since the history information is erased by the process of step S1211, the payout is made based on the game ball winning to the big winning opening 23 or the like after the opening effect is started (that is, after the big hit game is started). The number of the awarded balls is newly counted. Thereafter, the process proceeds to step S1212.
  In step S <b> 1212, the CPU 501 stores the big hit history in the RAM 503. Specifically, the CPU 501 adds 1 to the value of the jackpot number Wc stored in the RAM 503 and updates the RAM 503 as history information. As a result of this processing, the number of consecutive big hits Wc is stored in the RAM 503 as history information. Note that the jackpot number Wc is set to 0 as an initial value, and is reset to 0 by the processing of step S1211 described above. However, as a reset condition, the gaming state is controlled to the normal gaming state after the jackpot game is over. It is good also as what is reset to 0 on the condition. Further, as the jackpot history, in addition to the jackpot number Wc described above, information indicating the type of jackpot (any one of jackpots A to C shown in FIG. 6) may be stored in the RAM 503. Thereafter, the process proceeds to step S1213.
  In step S1213, the CPU 501 starts an opening effect. Here, the opening effect is an effect of notifying the start of the big hit game, and is typically an image effect that prompts the player to launch a game ball toward the big prize opening 23. Then, the CPU 501 ends the opening effect process.
  Returning to FIG. 21, in step S122, the CPU 401 determines whether or not the round start notification command set in the process of step S608 of FIG. 19 has been received. If the determination in step S122 is YES, the process proceeds to step S123, and if this determination is NO, the process proceeds to step S124.
  In step S123, the CPU 401 issues a round effect start instruction. Specifically, the CPU 401 instructs the image sound control unit 500 to start a round effect process of a big hit game effect. Here, the round effect process executed by the image sound control unit 500 that has received an instruction from the effect control unit 400 will be described with reference to FIG.
[Round effect processing]
In step S1230 of FIG. 24, the CPU 501 of the image sound control unit 500 that has received an instruction from the effect control unit 400 sets the output completion flag stored in the RAM 503 to OFF. Here, the output completion flag is a flag used in a winning process executed by the image sound control unit 500, which will be described later with reference to FIG. 25. When the flag is ON, the game ball is played in a predetermined round. This indicates that an over-winning sound indicating that a prize has been won in excess of the prescribed upper limit number (“10” in the present embodiment) is output to the big winning opening 23. In other words, the CPU 501 of the image sound control unit 500 that has received an instruction to start a round effect for a predetermined round sets the output flag to OFF, so that an over winning sound is still output at the start of the predetermined round. Not shown. Further, the CPU 501 stores, in the RAM 503, instruction information indicating which acoustic data is to be used as the sound when the over-winning sound is output based on the instruction from the effect control unit 400. Details of the over winning sound will be described later with reference to FIGS. 25 and 29. Thereafter, the process proceeds to step S1231.
  In step S1231, the CPU 501 displays information indicating the number of jackpots Wc stored in the RAM 503 as a jackpot history on the image display unit 6. Thereby, the image display unit 6 displays the big hit number history image H1 (see FIG. 30 described later). Thereafter, the process proceeds to step S1232.
  In step S1232, the CPU 501 displays the current round number on the image display unit 6 based on information indicating the current round number R included in the round start notification command received via the effect control unit 400. Thereby, the round image RO is displayed on the image display part 6 (refer FIG. 30 mentioned later). Thereafter, the process proceeds to step S1233.
  In step S1233, the CPU 501 executes a round effect. Here, the round effect is an effect executed during the round game of the big hit game, for example, an effect by an introduction image of a character related to the theme of the gaming machine. Then, the CPU 501 ends the round effect process.
  Returning to FIG. 21, in step S124, the CPU 401 determines whether or not the winning command set in the process of step S613 in FIG. 19 and output in the output process of step S9 in FIG. 10 has been received. If the determination in step S124 is YES, the process proceeds to step S125, and if this determination is NO, the process proceeds to step S126.
  In step S125, the CPU 401 issues a winning process instruction. Specifically, the CPU 401 instructs the image sound control unit 500 to start a winning process. Here, the winning process executed by the image sound control unit 500 in response to the instruction from the effect control unit 400 will be described with reference to FIG.
[Winning process]
In step S1250 of FIG. 25, the CPU 501 of the image sound control unit 500 that has received an instruction from the effect control unit 400 indicates that the winning command received via the effect control unit 400 indicates a game ball winning to the big winning opening 23. If it is, it is determined whether or not the game ball winning exceeds the prescribed upper limit number Cmax (“10” in the present embodiment) and is won (hereinafter sometimes referred to as over winning). Specifically, the CPU 501 notifies the prize winning command 23 that the game ball has won based on the winning command received via the effect control unit 400, and the winning command It is determined whether or not the number C of winnings included in the number (a number indicating the number of winnings in one round; see step S613 in FIG. 17) exceeds the specified upper limit number Cmax. If the determination in step S1250 is YES, the process proceeds to step S1251, and if this determination is NO, the process proceeds to step S1254.
  In step S1251, the CPU 501 determines whether or not the output completion flag stored in the RAM 503 is OFF. That is, the CPU 501 determines whether or not an over winning sound has not been output yet in a predetermined round. If the determination in step S1251 is YES, the process proceeds to step S1252, and if this determination is NO, the process proceeds to step S1254.
  In step S1252, the CPU 501 outputs an over winning sound. Specifically, the CPU 501 determines the over winning sound stored in the ROM 502 based on the instruction information of the acoustic data when outputting the over winning sound instructed by the effect control unit 400 at the start of the round and stored in the RAM 503. The sound data is read out and subjected to sound processing, and the sound indicated by the sound data subjected to the sound processing is output from the speaker 35. In other words, the audio sound of the over winning sound that is output when the over winning is made at the time of the start of the round is instructed in advance from the effect control unit 400 to the image sound control unit 500. The sound indicated by the sound data is output as an over winning sound. Here, as described above, the over winning sound is an effect sound indicating that the game ball has won a prize (that is, over winning) exceeding the upper limit number Cmax defined in the big winning opening 23 in a predetermined round, In the present embodiment, it is an effect sound having a length of a predetermined time (for example, 0.5 seconds) in which a character related to the theme of the gaming machine utters “I did it!”. Thereafter, the process proceeds to step S1253.
  In step S1253, the CPU 501 sets the output completion flag stored in the RAM 503 to ON, and then the process proceeds to step S1254. When the output completion flag is set to ON, it is not set to OFF until the processing in step S1230 in FIG. 24 described above is executed (that is, until a new next round is started). For this reason, once an over winning sound is output once in the same round (that is, when the output flag is set to ON), even if the game ball has over won the big winning opening 23 (that is, in step S1250). Since the output completion flag remains ON (that is, since it is determined NO in step S1251), the over winning sound is not output again (that is, in the same round). The process of step S1252 is not executed again).
  In step S <b> 1254, based on the winning command received via the effect control unit 400, the CPU 501 supplies the winning ports (first starting port 21, second starting port 22, big winning port 23, normal winning port 24). The number of winning game balls is counted up and stored in the RAM 503. Thereafter, the process proceeds to step S1255.
  In step S1255, when the CPU 501 receives a winning command based on a game ball winning at the big winning opening 23 (that is, when one gaming ball wins at the big winning opening 23), the number of winning balls corresponding to the big winning opening 23 is reached. “13” is added to the total number T of prize balls stored in the RAM 503 to be updated. The award ball total number T is set to 0 as an initial value, and is reset to 0 by the process of step S1211 described above. However, as a reset condition, the gaming state is controlled to the normal gaming state after the big hit game is finished. It may be reset to 0 on condition that As a result of the processing of step S1251, the total number T of winning balls acquired during the big hit is stored in the RAM 503 as the big hit history. In this embodiment, the total number T of winning balls is calculated by adding the number of winning balls paid out based on the game ball winning to the big winning opening 23. Not only the game ball winnings but also the number of winning balls paid out based on the game ball winnings to other winning ports may be added together. For example, when a winning command corresponding to a game ball winning to the first starting port 21 or the second starting port 22 is received, the first starting port is added by adding the number of winning balls corresponding to the winning to the total number T of winning balls. It is also possible to add together the number of prize balls that have been paid out based on the game ball winning to 21 or the second starting port 22. In addition, when a winning command corresponding to a game ball winning at the normal winning opening 24 is received, the number of winning balls corresponding to the winning is added to the total number T of winning balls, so that the gaming ball winning at the normal winning opening 24 is based. It is also possible to add together the number of prize balls that have been paid out. That is, the total number T of the winning balls is added in combination with any of the number of winning balls paid out based on the game ball winnings to the first starting port 21, the second starting port 22, and the normal winning port 24. All may be added. Thereafter, the process proceeds to step S1256.
  In step S1256, the CPU 501 displays information indicating the total number of prize balls T updated in the RAM 503 by the process in step S1255 on the image display unit 6. Thus, the image display unit 6 displays a winning ball history image H2 indicating the total number T of winning balls updated every time a gaming ball wins the big winning opening 23 during a round game (see FIG. 30 described later). ). Then, the CPU 501 ends the winning process.
  Returning to FIG. 21, in step S126, the CPU 401 determines whether or not the round end notification command set in the process of step S617 of FIG. 17 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 S128.
  In step S127, the CPU 401 instructs the image sound control unit 500 or the like to end the round effect of the big hit game effect. Note that an instruction to the image sound control unit 500 or the like is performed by setting a command in the RAM 403. Thereafter, the process proceeds to step S128.
  In step S128, the CPU 401 determines whether or not the ending command set in the process of step S620 in FIG. 18 has been received. If the determination in step S128 is YES, the process proceeds to step S129, and if this determination is NO, the process proceeds to step S130.
  In step S129, the CPU 401 issues an ending effect instruction. Specifically, the CPU 401 instructs the image sound control unit 500 to start the ending effect of the big hit game effect. Here, the ending effect process executed by the image sound control unit 500 that has received an instruction from the effect control unit 400 will be described with reference to FIG.
[Ending production process]
In step S1290 of FIG. 26, the CPU 501 of the image sound control unit 500 that has received an instruction from the effect control unit 400 executes an ending effect. Here, the ending effect is an effect of notifying the end of the big hit game, and is typically an effect of displaying the mark of the manufacturer of the gaming machine 1. Thereafter, the process proceeds to step S1291.
  In step S1291, based on the ending command, the CPU 501 displays an image of a mode effect (for example, a mode effect indicating that the game state is a probable game state) executed after the ending effect (that is, after the end of the big hit game effect). This is executed in advance in the lower layer of the ending effect displayed in the part 6. Specifically, the ending command is transmitted based on the jackpot symbol (for example, jackpot A shown in FIG. 6) and includes information on the mode performance after the jackpot game ends (in other words, after the jackpot game ends). Since the ending command corresponding to the effect state is transmitted), the CPU 501 knows the mode effect after the end of the big hit game before receiving the game state notification command transmitted with the customer waiting command or the notification effect start command. be able to. For this reason, the CPU 501 executes the mode effect corresponding to each gaming state in advance before the customer waiting command or the notification effect start command is transmitted, so that the mode is immediately set at the timing when the ending effect ends. Production can be started. Then, the CPU 501 ends the ending effect.
  Returning to FIG. 21, in step S130, the CPU 401 determines whether or not the customer waiting command and the gaming state notification command set in the process of step S416 of FIG. 12 have been received. If the determination in step S130 is YES, the process proceeds to step S131. If this determination is NO, the command reception process is terminated, and the process proceeds to step S12 in FIG.
  In step S131, the CPU 401 instructs the image sound control unit 500 to start the customer waiting process based on the customer waiting command and the gaming state notification command received in step S130. Then, the command reception process is terminated, and the process proceeds to step S12 in FIG. Note that the customer waiting process is a process that is started when a so-called customer waiting state is entered, and the CPU 501 of the image sound control unit 500 that is instructed to start the customer waiting process issues, for example, a notification effect start instruction. This customer waiting process is executed until it is received, and the customer waiting process is terminated by receiving a notification production start instruction. However, if the CPU 501 is notified of information indicating that the game ball has passed through the gate 25 or information indicating that the game ball has been won in the normal winning opening 24, the CPU 501 continues without waiting for the customer. To do. In addition, the CPU 501 of the image sound control unit 500 instructed to start the customer waiting process displays a predetermined customer waiting screen on the image display unit 6. Here, the customer waiting screen is the specified fixed time (0.5 seconds) after the fact that all the decorative symbols that have been variably displayed are completely stopped and the result of the special symbol lottery is reported to be lost This is a stop screen that is displayed when there is no next notification effect to be executed at the time of display (that is, when there is no hold), and is a screen indicating that the notification effect is not being executed. The customer waiting screen is typically a screen in which an image in which a decorative symbol is completely stopped and displayed at the end of the notification effect is taken over and displayed, but indicates that the notification effect is not executed. However, the present invention is not limited to this typical example. Note that the CPU 501 starts a demonstration effect when no instruction for another effect is received from the CPU 401 when a predetermined time (for example, 90 seconds) elapses after the display of the above-described waiting screen is started. Here, the demonstration effect is, for example, an effect of displaying a video related to the content (animation, story, etc.) that is the subject of the gaming machine 1 for a predetermined time (for example, a playback time of 60 seconds). The effect suggests that the game has been interrupted or ended, and the occurrence of image sticking (ghost image) on the image display unit 6 is prevented.
[Example of characteristic operation in this embodiment]
Next, an example of the effect of outputting an over-winning sound, which is one of the characteristic operations according to the present embodiment described above using the flowchart, will be specifically described with reference to FIGS.
  First, with reference to FIG. 27 and FIG. 28, a description will be given of a mechanism in which a game ball over-wins into the big winning opening 23. FIG. 27 shows an example of the structure of the special winning opening 23, and FIG. 28 shows an example in which a game ball is over won in the special winning opening 23.
[Structure of the big prize opening 23]
As shown in FIG. 27, the special winning opening 23 includes a main body 231, an opening / closing member 232, and a discharge hole 233. The main body 231 has a substantially rectangular parallelepiped shape with the long axis in the left-right direction (horizontal direction), has an opening on the front side of the game board 2, and is disposed on the back side of the game board 2. The opening / closing member 232 is normally formed in a substantially rectangular shape so as to close the opening of the main body 231 and is attached to the opening of the main body 231 and is controlled to be opened by the special prize opening / closing portion 115 according to the result of the special symbol lottery. Then, it protrudes and inclines toward the front side of the game board 2 (FIG. 27 shows a state in which it protrudes and inclines). The discharge hole 233 is formed at the left end portion of the bottom surface of the main body portion 231 so that the game ball that has flowed into the main body portion 231 when the special winning opening 23 is opened flows down to the discharge passage 50 described later. Although not shown in detail, the opening / closing member 232 causes the game ball flowing down the front surface of the main body portion 231 (the front surface of the game board 2) to move inside the main body portion 231 (game) due to the inclination angle when protruding. The main body 231 guides the game ball guided by the opening / closing member 232 to the discharge hole 233 by having a slight inclination on the bottom surface thereof.
  The discharge path 50 is disposed on the back side of the game board 2 and causes the game ball to flow down in a substantially vertical direction (downward). The discharge passage 50 is formed as a tubular passage, for example, and the width of the passage is larger than the diameter of the game balls so that the game balls can flow down one by one in the passage, but smaller than twice the diameter of the game balls. Formed to be. The discharge path 50 has an opening at the upstream end thereof, and is connected to the main body portion 231 of the big prize opening 23 so that the opening at the upstream end is located immediately below the discharge hole 233 of the big prize opening 23. The upstream end of the discharge path 50 and the discharge hole 233 communicate with each other. Therefore, the game ball that has flowed into the special winning opening 23 (flowed into the main body portion 231) passes through the discharge hole 233 and then flows down to the discharge path 50.
  In the discharge path 50, a big prize opening switch 114 is arranged in the vicinity of the upstream end thereof (that is, in the vicinity of the discharge hole 233) as detection means for detecting the passage of the game ball. As described above, the big prize opening switch 114 is, for example, a proximity sensor that detects the passage of a game ball, and the shape thereof is formed in, for example, a tubular shape (the hatched portion shown in FIG. 27), and the hollow portion of the tubular proximity sensor is defined as the shape. When the game ball passes, an output signal corresponding to the passage is transmitted to the main control unit 100. That is, when the game ball passes through the position where the big prize opening switch 114 is provided, the passage is detected and it is detected that the game ball has won the big prize opening 23. As a result, the number of game balls won in the grand prize opening 23 (more precisely, the game balls flowing into the big prize opening 23 and flowing down from the discharge hole 232 to the discharge path 50) is detected, and the award corresponding to the number is detected. The ball is paid out.
  Now, as shown in (1) of FIG. 28, the tenth game ball, which is the prescribed upper limit number (Cmax) of game balls that can be won in the big prize opening 23 during one round, is the big prize opening 23. Assume that it flows to the right. At this time, since the tenth game ball has not yet been detected by the big prize opening switch 114, it has not been detected that a prize has been won in the big prize opening 23 (NO in step S612 shown in FIG. 17, S615). And see NO). For this reason, when the specified opening control time (for example, 29.5 seconds) has not elapsed since the big winning opening 23 is opened, the big winning opening 23 remains open (that is, the opening / closing member 232 protrudes). Still tilted). Then, as shown in FIG. 28 (2), after the tenth game ball that has flowed into the big prize opening 23 is guided to the discharge hole 233 at the left end of the main body 231 and passes through the discharge hole 233. When it is detected by the big prize opening switch 114 arranged in the vicinity of the upstream end of the discharge path 50, it is determined that a predetermined upper limit number of game balls have won the big prize opening 23 (see YES in step S615 of FIG. 17). Therefore, the special winning opening 23 is closed (see step S616 in FIG. 17). However, a predetermined time required for the game ball to be guided a predetermined distance from when the tenth game ball flows into the big winning opening 23 until the winning is detected by the big winning opening switch 114. Therefore, a plurality of game balls can flow into the special winning opening 23 during the predetermined time.
  For example, as shown in (2) of FIG. 28, when two more game balls flow into the big winning opening 23 during the predetermined time, the winning of the tenth game ball is detected. Even if the big prize opening 23 is closed, the two game balls that have already flowed into the big prize opening 23 are guided to the discharge hole 233 and detected by the big prize opening switch 114 (see step S613 in FIG. 17). Then, when the winning of the two game balls is detected by the big prize opening switch 114, it is normal that the next round has not yet started (that is, the interval time has not elapsed; The number of winnings C is not reset (the process of step S605 of FIG. 17 is not performed), and these two game balls exceed the prescribed upper limit number during the round. The eleventh and twelfth game balls won (that is, over-win) are counted, and award balls are paid out according to the over-win. Therefore, when such an over-winning occurs, it is advantageous for a player because a payout of a prize ball or more according to a prescribed winning is performed. Therefore, in this embodiment, this advantageous over-winning occurs. An over winning sound is output in order to notify the player that the game has been performed. In this way, even if the big prize opening 23 is closed, in order to count the game balls already flowing into the big prize opening 23 as valid prizes (over prizes), the main control section 100 has the big prize opening 23. In addition to the time that is open (during the round), a predetermined period (for example, 0.3 seconds) after the closing of the grand prize opening 23 is started (after the round is completed) It is set as the winning validity period in which the winning of the game ball is considered to be valid. The predetermined period is set based on the time required for the game ball that has flowed into the big prize opening 23 to be detected by the big prize opening switch 114 when the winning of the prescribed upper limit number of game balls is detected. Therefore, conversely, if a game ball win is detected when the next round has not yet started after the round has ended (that is, outside the payout validity period), The winning of the game ball is not considered to be valid (specifically, it is used as an error as an abnormal winning), and a winning command based on the winning is not transmitted from the main control unit 100 to the effect control unit 400.
  Note that the structure of the above-described special winning opening 23 is merely an example, and the present invention is not limited to this. However, any winning structure 23 may cause an over winning. For example, even if there is only one inflow path of game balls to the big prize opening 23, there is a predetermined period after the game ball flows into the big prize opening 23 until it is detected by the big prize opening switch 114. Therefore, there is a possibility that more game balls will flow in during this time, and therefore, an over winning can occur. In addition, for example, when there is not one inflow path of game balls to the big winning opening 23 due to the arrangement of game nails, there is a possibility that a plurality of game balls may flow in almost simultaneously, so an over win is generated. Easy to do. In the above description, the special winning opening switch 114 is disposed in the vicinity of the upstream end of the discharge path 50, but is not limited thereto, and may be disposed in the discharge hole 233.
  Next, with reference to FIG. 29, an example of an effect executed when a game ball is over-winned at the big winning opening 23 will be described.
  As shown in (1) of FIG. 29, when a predetermined round (round production) in the big hit game is started, the big prize opening 23 is opened, and the game ball launched toward the big prize opening 23 is When the game ball that has flowed into the big prize opening 23 is detected by the big prize opening switch 114, it is detected that the game ball has won the big prize opening 23.
  Here, an example of the effect image displayed on the image display unit 6 during the round effect will be described with reference to FIG. As shown in (1) of FIG. 30, in the image display unit 6, as the history information, a big hit number history image H1 indicating the number of consecutive big hits, and a game ball won to the big winning opening 23 during the big hit. While the prize ball history image H2 indicating the total number of prize balls acquired by this is displayed, the round effect is executed. Specifically, as the big hit number history image H1, for example, by displaying a character image “first big hit”, it is suggested that the big hit is made for the first time. As the winning ball history image H2, for example, “0pt” is suggested. By displaying the character image, it is suggested that a prize ball has not yet been acquired during the big hit game. Further, a round image RO (for example, a character image “first R”) is displayed to suggest the current number of rounds.
  Then, as shown in (2) of FIG. 30, when it is detected that the first game ball has won the big winning opening 23 within the predetermined round (1R) winning validity period, The total number T of prize balls is updated and, for example, a character image “13 pt” is displayed as the prize ball history image H2, which suggests that the total number of 13 prize balls is paid out. Similarly, when it is detected that the second game ball has won within the winning period of the same round (1R), the total number T of winning balls is updated based on the winning and the winning ball history image H2 is updated. For example, a character image “26pt” is displayed, which suggests that a total of 26 prize balls are paid out (see (3) in FIG. 30), and that the ninth game ball has won a prize. When detected, the total number T of prize balls is updated based on the winning, and a letter image of “117 pt”, for example, is displayed as the prize ball history image H2, whereby 117 total prize balls are paid out. (See (4) of FIG. 30). As described above, the image display unit 6 updates the display of the winning ball history image H2 indicating the total number T of winning balls every time it is detected that a game ball has won the big winning opening 23 within the winning validity period. Go.
  The total number T of the prize balls suggested by the above-mentioned prize ball history image H2 is updated when the game ball wins the big prize opening 23. Does not match the total number of prize balls paid out. Specifically, the display update of the winning ball history image H2 (that is, the updating of the winning ball total number T) is executed by the image sound control unit 500 based on a winning command indicating that the game ball has won the big winning opening 23. On the other hand, it is the main control unit 100 that actually controls the payout of the winning ball based on the fact that the game ball has won the big winning opening 23 (see FIG. 10). Step S8), these processes are executed independently of each other. For this reason, for example, due to reasons such as a game ball winning interval at the grand prize opening 23 being too short or a ball clogging, etc. 23 (a short time after winning 23), there is a shift (difference) between the display of the prize ball history image H2 indicating the prize ball total number T on the image display unit 6 and the number of prize balls actually paid out. ) May occur. Therefore, it can be said that the prize ball total number T suggested by the prize ball history image H2 does not indicate the total number of prize balls actually paid out at a certain timing, but indicates the total number of prize balls scheduled to be paid out. . That is, at the timing when the payout is incomplete, the prize ball history image H2 displayed on the image display unit 6 indicates the total number of prize balls to be paid out, and at the timing when the payout is completed, the prize indicated by the prize ball history image H2 The total number T of balls matches the total number of prize balls actually paid out.
  Returning to FIG. 29, as shown in (2) of FIG. 29, the winning of the tenth game ball, which is the prescribed upper limit number in one round, is detected. Then, as described with reference to FIG. 30, the total number T of the winning balls is updated based on the winning, and the character image “130 pt” is displayed as the winning ball history image H2, for example, 130 pieces. It is suggested that the total number of prize balls will be paid out. At this time, for example, it is assumed that two more game balls flow into the special winning opening 23. Then, as shown in (3) of FIG. 29, the closing operation of the grand prize opening 23 is started based on the winning of the tenth game ball, and thereby the game ball launched toward the big prize opening is Although it is difficult to flow in any more, the two game balls that have already flowed are guided to the discharge hole 233 in the special winning opening 23 (in the main body portion 231). Then, as shown in (4) of FIG. 29, when the first game ball out of the two game balls is detected as the eleventh over-winning within the winning validity period, “Yes! Over winning sound is output. Thereby, it is notified that an over-winning advantageous for the player has occurred. When a winning of the eleventh game ball is detected, as described with reference to FIG. 30, the total number T of winning balls is updated based on the winning and the winning ball history image H2 is, for example, “ By displaying the character image “143pt”, it is suggested that a total of 143 prize balls are paid out. Next, as shown in (5) of FIG. 29, the second game ball out of the two game balls is detected as the 12th over-winning within the winning validity period. Is not output (simply award balls based on winnings are paid out). When the winning of the twelfth game ball is detected, as described with reference to FIG. 30, the total number T of the winning balls is updated based on the winning, and as the winning ball history image H2, for example, “ By displaying the character image “156 pt”, it is suggested that a total of 156 prize balls are paid out. When the next round is started, the special winning opening 23 is opened again as shown in (1) of FIG. In this way, in this embodiment, even if a plurality of game balls are over-winned, an over-winning sound is output based on the over-win of the first one game ball, and the second or later game balls are over-winned. Even if there is, an over winning sound based on the over winning is not output. That is, the over winning sound is output only once in one round. The reason for this will be described with reference to the time chart of FIG.
  As shown in the time chart of FIG. 31, for example, at time t = 0 second, when the winning of the tenth game ball is detected by the big winning opening switch 114 (see (1) of FIG. 31), The closing operation of the special winning opening 23 is started by the opening / closing part 115 (see (2) in FIG. 31). The closing operation is completed, for example, at t = 0.15 seconds, and the opening operation of the big prize opening 23 is started at the time when the next round is started (for example, t = 1.0 seconds) (FIG. 31 (2)). Further, the winning validity period is continued for a specified time (for example, t = 0.3 seconds) after the round ends (that is, after the closing operation of the big winning opening 23 is started). Then, for example, at the time t = 0.1 seconds within the winning validity period, when the over-winning of the eleventh game ball is detected by the large winning opening switch 114 (see (1) in FIG. 31), the speaker 35 overshoots The output of the winning sound is started, the output of the over winning sound is continued for a predetermined time (for example, 0.5 seconds), and is finished at time t = 0.6 seconds (see (3) in FIG. 31). Therefore, for example, when an over winning of the twelfth game ball is detected by the large winning opening switch 114 at t = 0.2 seconds within the winning validity period (see (1) in FIG. 31), the over winning is achieved. Sound output is continuing (see (3) in FIG. 31).
  Here, the reason why the over winning sound of the eleventh game ball is being output when the over winning of the twelfth game ball is detected will be described. As described above, the over-winning is originally caused by a predetermined upper limit number (tenth) of game balls flowing into the big winning opening 23 until the big winning opening switch 114 is actually detected. This is because it takes time, but the predetermined time is not so long, so even if multiple over winnings occur, each winning interval (for example, the eleventh and twelfth winning detection intervals) It is not so long (for example, about 0.1 second). For this reason, if the output of the over winning sound of the eleventh game ball is ended when the over winning of the twelfth game ball is detected, the over winning sound is extremely short, for example, It must be a kind of sound effect. When such an extremely short sound effect is used as an over-winning sound, it may be difficult for the player to know whether the sound effect indicates an over-winning sound. It's hard to say. Therefore, in order to more appropriately notify that the game is over-winning, as exemplified in the present embodiment, a voice in which a character generates a kind of word (that is, a voice whose contents can be recognized) is used as an over-winning sound. In this case, the output time (duration time) of the over winning sound is usually longer than the respective winning intervals (for example, about 0.1 second) when there are a plurality of over winning sounds. A long scale (for example, 0.5 seconds) is required. For this reason, the over winning sound for appropriately notifying that the player has over-winned is detected when the over-winning sound of the eleventh game ball is detected as described above. It is practically difficult to make the output as short as possible. In addition, the 11th and 12th over winnings may be detected almost simultaneously by passing through the big winning opening switch 114 in a state where the respective game balls are almost in contact with each other. In such a case, the above-described winning interval is further shortened. In such a case, even if the sound effect is very short, the output of the over winning sound of the eleventh game ball is completed when the over winning of the twelfth game ball is detected. It is quite difficult to adjust the output time. From the above, when outputting an over winning sound for appropriately informing that it is an over winning, when an over winning of the 12th game ball is detected, an over winning of the 11th game ball is detected. The output of the sound is ongoing. Therefore, if an over winning sound is further output based on the over winning of the twelfth game ball, the over winning sound being output based on the over winning of the eleventh game ball. It becomes difficult for the player to recognize an appropriate over-winning sound.
  In addition, for example, when outputting over winning sounds a plurality of times based on a plurality of over winning prizes, it is possible to preferentially output over winning sounds that are output later so that the over winning sounds do not overlap, Even if it does in this way, the over winning sound output previously will be ended on the way (it will be interrupted). Specifically, for example, when the over-winning sound is the above-mentioned sound “I did it!”, If the over-winning sound output later is prioritized, the first over-winning sound is interrupted by “Ya” and continues. By outputting the second over-winning sound “I did it!”, The player can hear an inappropriate sound “I did it!”. Therefore, even if priority is given to the over winning sound output later, it is difficult to say that an appropriate over winning sound can be provided to the player. For this reason, in this embodiment, even if there is an over winning of a plurality of game balls, the over winning sound is output only once based on the first over winning, so that the over winning sound is inappropriate. It is decided to prevent it from being recognized as speech.
  Further, in the above, the case where the game ball is won at the grand prize opening 23 within the winning validity period is illustrated, but when the game ball is won at the big prize opening 23 outside the winning validity period, as described above, A winning command is not transmitted from the main control unit 100. For this reason, even if a game ball wins the grand prize opening 23 outside the winning validity period, the display of the winning ball history image H2 indicating the total number T of winning balls is not updated, and the above over winning sound is not output.
  As described above, according to the present embodiment, when an over-winning occurs, an appropriate notification mode (appropriate length) that makes it easy to recognize that the player has an over-winning regardless of the number of over-winnings. Sa) over winning sound is output only once. For this reason, it is appropriately notified that there has been an overwinning advantageous to the player, and it is possible to prevent the overwinning sound from being recognized as an inappropriate sound. For this reason, the player can appropriately recognize that there was an advantageous over-winning, and enjoy the game in anticipation of over-winning in the next round (over-winning sound will be output) Can do. From the above, according to the present embodiment, it is possible to provide a new gaming machine that can evoke a new interest of the player.
[Modification]
In the above-described embodiment, an over winning sound is output as an effect for notifying that an over-winning has been achieved, but the effect for notifying that an over-winning is achieved is not limited thereto. For example, a predetermined effect image (for example, a character) may be displayed on the image display unit 6 so that it is notified that the player has won over the display effect. At this time, if there are a plurality of over winnings, a predetermined effect image may be displayed on the image display unit 6 only once based on the first over winning. Alternatively, an effect image (for example, a different character) that is different for each over-winning may be displayed on the image display unit 6, and the number of over-winnings may be suggested.
  Further, in the above-described embodiment, the CPU 501 of the image sound control unit 500 that has received an instruction from the effect control unit 400 receives the winning command transmitted from the main control unit 100 via the effect control unit 400, and FIG. The winning process shown in FIG. However, instead of the winning process shown in FIG. 25, the effect control unit 400 receives a winning command transmitted from the main control unit 100 and indicates a game ball winning to the big winning opening 23 exceeding the prescribed upper limit number. Based on the determination, the image sound control unit 500 is caused to execute the over winning sound output process, and the effect control unit 400 stores the total number of winning balls in the RAM 403 based on the received winning command. T may be updated, and the image sound control unit 500 may be caused to execute display processing of the winning ball history image H2 indicating the updated winning ball total number T in the RAM 403. Further, the effect control unit 400 may also execute the over winning sound output processing and the winning ball history image H2 display processing. Moreover, when using single CPU as CPU for performing production control, it is good also as what performs all the above-mentioned processes by the same CPU.
  Further, in the above embodiment, it has been described that an over winning sound is output when an over winning to the big winning opening 23 occurs, but in addition to this, it is not a normal over winning to the big winning opening 23 When a game ball winning is generated, a normal winning sound different from the over winning sound may be output. Note that the normal winning sound may be any sound as long as it differs from the over winning sound. It is preferable to use a short sound effect or the like without any noise.
  In the above embodiment, the winning command transmitted from the main control unit 100 and indicating the game ball winning to the big winning opening 23 indicates the winning number C (that is, the number of winnings in one round). Information). However, this winning command includes only information indicating a game ball winning to the big winning opening 23, and may not include information on how many winnings in one round. In this case, the image sound control unit 500 that has received the winning command via the effect control unit 400 receives the winning command every time the winning command is received in step S1250 shown in FIG. Number) is counted up, and it may be determined whether or not the number of times counted up exceeds a specified upper limit number. The number of times counted up is determined when the image sound control unit 500 receives an instruction to start a round effect (that is, when a new next round is started; the process of step S1230 in FIG. 24). It may be reset (at the timing of execution).
  In the above-described embodiment, the effect control unit 400 determines an effect pattern according to the notification effect start command, determines various notice patterns based on the effect pattern, sets the effect content, and the effect content. Is transmitted to the image sound control unit 500, and according to the command, the image sound control unit 500 sets an execution schedule such as execution timing and execution time of various effects and executes the effects. . However, the processing sharing between the effect control unit 400 and the image sound control unit 500 is not limited to this. For example, the effect control unit 400 determines only the effect pattern according to the notification effect start command, and performs image sound control. Unit 500 may determine various notice patterns based on the effect pattern transmitted from effect control unit 400, and may further determine the execution schedule and execute the effect. Further, when a single CPU is used as a CPU for performing display control, all the above-described processes may be performed by the same CPU.
  Further, in the above-described embodiment, when a special symbol lottery is won (big hit), until a next big hit is made at a predetermined rate (for example, 70%) (exactly until the special symbol fluctuation display reaches 9999 times). ) The game configuration (so-called loop machine) set in the probability variation gaming state has been described as an example. However, the present invention is not limited to this. For example, when a special symbol lottery is won (big hit), the rate of change is 100%, and then the variation of the special symbol is changed to a predetermined number of rotations (for example, 80 times). A game configuration (so-called ST machine) set in a gaming state may be used.
  In the embodiment described above, the present invention has been described by taking a pachinko gaming machine as an example. However, the present invention is not limited to a pachinko gaming machine, and may be applied to, for example, a slot machine (cylinder type gaming machine, pachislot machine) within an applicable range. In this case, game information (random number; determination information) for determining a win is acquired by turning on the lever with a medal inserted in the slot machine (that is, the game information is acquired). The condition to be fulfilled). In this case, the “notification effect” in each of the embodiments described above corresponds to the effect from when the reel is changed to when it is stopped by turning on the lever in the slot machine.
  Moreover, although the features of the present embodiment and the features of the modified examples have been described above, it goes without saying that these features may be appropriately combined.
  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 ... Game machine 2 ... Game board 4 ... Display 5 ... Frame member 6 ... Image display part 7 ... Movable accessory 8 ... Board lamp 20 ... Game area 21 ... 1st start opening 22 ... 2nd start opening 23 ... Grand prize Mouth 24 ... Normal winning port 25 ... Gate 26 ... Discharge port 27 ... Electric tulip 31 ... Handle 32 ... Lever 33 ... Stop button 34 ... Eject button 35 ... Speaker 36 ... Frame lamp 37 ... Production button 38 ... Production key 39 ... Dish 43 ... Lock part 50 ... Discharge path 100 ... Main control part 101, 201, 301, 401, 501, 601 ... CPU
102, 202, 302, 402, 502, 602 ... ROM
103, 203, 303, 403, 503, 603 ... RAM
111a ... 1st start port switch 111b ... 2nd start port switch 112 ... Electric tulip opening / closing part 113 ... Gate switch 114 ... Grand prize opening switch 115 ... Grand prize opening / closing part 116 ... Normal prize opening switch 200 ... Launch control part 211 ... Launcher 231 ... Main body 232 ... Opening / closing member 233 ... Discharge hole 300 ... Discharge control part 311 ... Discharge drive part 400 ... Production control part 404 ... RTC
500 ... Image sound control unit 600 ... Lamp control unit H1 ... Big hit count history image H2 ... Prize ball history image RO ... Round image

Claims (1)

  1. Special game determination means for determining whether or not to perform a special game when the start condition is satisfied;
    Round game execution means for executing a predetermined number of round games for opening and closing a special prize opening so that a game ball can be won when the special game determination means determines that the special game is to be performed;
    Detecting means for detecting that a game ball has won the special winning opening;
    A notification effect executing means capable of executing a notification effect based on the fact that a game ball has won the special prize opening;
    The round game execution means includes:
    When it is detected by the detection means that a predetermined upper limit number of game balls have been won in the special prize opening during a predetermined round game, the special prize opening closing means for closing the special prize opening is provided.
    The notification effect executing means includes
    When it is detected by the detecting means that the first gaming ball exceeding the predetermined upper limit number has been won in the special winning opening during the predetermined round game, the game ball exceeding the predetermined upper limit number has been won. The notification effect that suggests is executed once ,
    A gaming machine that does not execute the notification effect even if it is detected by the detecting means that a second gaming ball exceeding the predetermined upper limit number is won in the special winning award during the predetermined round game .
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JP6370689B2 (en) * 2014-11-20 2018-08-08 株式会社ニューギン Game machine
JP6623358B2 (en) * 2015-07-09 2019-12-25 株式会社大都技研 Game console
JP6623359B2 (en) * 2015-07-09 2019-12-25 株式会社大都技研 Game console
JP2017169847A (en) * 2016-03-24 2017-09-28 株式会社三共 Game machine
JP6553536B2 (en) * 2016-03-24 2019-07-31 株式会社三共 Game machine
JP6549059B2 (en) * 2016-03-24 2019-07-24 株式会社三共 Gaming machine
JP2017184884A (en) * 2016-04-01 2017-10-12 京楽産業.株式会社 Game machine
JP6527836B2 (en) * 2016-04-26 2019-06-05 株式会社ニューギン Gaming machine
JP6564761B2 (en) * 2016-12-20 2019-08-21 株式会社ニューギン Game machine
JP6731839B2 (en) * 2016-12-20 2020-07-29 株式会社ニューギン Amusement machine
JP2018166719A (en) * 2017-03-29 2018-11-01 京楽産業.株式会社 Game machine

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JP2007097639A (en) * 2005-09-30 2007-04-19 Samii Kk Pachinko game machine
JP2013106805A (en) * 2011-11-21 2013-06-06 Daito Giken:Kk Game machine
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