JP5968961B2 - Game machine - Google Patents

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JP5968961B2
JP5968961B2 JP2014163628A JP2014163628A JP5968961B2 JP 5968961 B2 JP5968961 B2 JP 5968961B2 JP 2014163628 A JP2014163628 A JP 2014163628A JP 2014163628 A JP2014163628 A JP 2014163628A JP 5968961 B2 JP5968961 B2 JP 5968961B2
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effect
game
cpu
determination
special
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JP2016036654A (en
Inventor
合 伊藤
合 伊藤
吉澤 高志
高志 吉澤
孝幸 加古
孝幸 加古
勝二 越川
勝二 越川
菊池 雄
雄 菊池
拓 灘原
拓 灘原
佐々木 伸也
伸也 佐々木
芳隆 藤井
芳隆 藤井
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京楽産業.株式会社
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Description

  The present invention relates to a gaming machine such as a 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, the player may be prompted to hit the button repeatedly, and the player may indicate whether or not the game will be a big hit depending on the success or failure of the button hit operation, or the player may produce a performance that suggests the reliability (expected degree) of the big hit. There are many (for example, refer nonpatent literature 1).

  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 that can attract the interest of the player.

  In order to achieve the above object, one aspect of the present invention employs the following configuration. Note that reference numerals, explanatory words, and the like in parentheses indicate correspondence with embodiments described later in order to help understanding of one aspect of the present invention, and limit the scope of one aspect of the present invention. Not what you want.

A gaming machine (1) according to one aspect of the present invention includes:
Operating means (37) operated by the player;
An operation effect control means (500) for detecting an operation to the operation means and executing an operation effect according to the detected operation;
Long press determination means (500; step S810j in FIG. 32, FIG. 46) for determining whether or not the operation detected by the operation effect control means is a long press operation in which the operation means is continuously pressed for a predetermined time or more. Step S8006),
When it is determined that the long press operation is a long press operation by the long press determination means, the long press operation is continuously performed a plurality of times at a predetermined press cycle (continuous operation of the automatic continuous pattern R1 shown in FIG. 36). ) Operation setting means (500; step S810f, step S810k in FIG. 32, step S8011 in FIG. 46) set as
The operation effect control means is
The operation to the operation means can be detected a plurality of times, and a continuous hit effect executing means (500; step S810p in FIG. 33, step S811g in FIG. 34, FIG. 46 step S8005, step S8012),
The repeated hitting effect execution means includes:
If the detected operation is determined to be a long press by the long press determining means when the predetermined condition is satisfied, the continuous hit effect is executed according to the continuous hit operation set by the operation setting means While
If the predetermined condition is not satisfied and the detected operation is determined to be a long press by the long press determination means, the continuous hit effect is not executed (see FIGS. 44 and 45).

  ADVANTAGE OF THE INVENTION According to this invention, the gaming machine which can attract 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. An example of a detailed flowchart of the variation pattern selection process in step S408 in 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 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 detailed flowchart showing the effect state setting process in step S701 in FIG. An example of a detailed flowchart showing the effect pattern setting process in step S702 of FIG. The figure which shows the example of the production pattern An example of a flowchart showing an effect execution process executed by the image sound control unit 500 An example of a flowchart showing an effect execution process executed by the image sound control unit 500 An example of a flowchart showing an effect execution process executed by the image sound control unit 500 An example of a flowchart showing an effect execution process executed by the image sound control unit 500 FIG. 29 is an example of a detailed flowchart showing the automatic continuous button operation control process in step S810 of FIG. 29 and step S835 of FIG. FIG. 29 is an example of a detailed flowchart showing the automatic continuous button operation control process in step S810 of FIG. 29 and step S835 of FIG. An example of a detailed flowchart showing the non-automatic striking button operation control processing in step S811 in FIG. 29 and step S836 in FIG. An example of a detailed flowchart showing the common effect processing in steps S852 and S859 of FIG. A diagram for explaining an example of an auto-rack pattern Diagram showing an example of the screen in the special mode Illustration for explaining the outline of the production in the special mode The figure for demonstrating the outline | summary of the production | presentation of a 1st game The figure for explaining the outline of the production in the final change of the special mode Illustration for explaining the outline of special effects The figure which shows an example of a comprehensive game result display Figure showing an example of jackpot history display The figure for demonstrating the outline | summary of the continuous hit operation game in which auto continuous hit is not set The figure for demonstrating the outline | summary of the continuous-hit operation game in which auto continuous hit is set An example of a flowchart showing a button operation effect control process executed by the image sound control unit 500

  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. 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 (for example, an operation game) 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, a RAM 503, and a nonvolatile RAM 504. 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 non-volatile RAM 504 is a non-volatile memory that retains the stored contents even when the power supply from the gaming machine 1 is interrupted. In this embodiment, the non-volatile RAM 504 is a cumulative special point used for a special effect (roulette effect) described later. Used as a memory for storing data and the like. In the present embodiment, the image sound control unit 500 includes the nonvolatile RAM 504, but the effect control unit 400 may include the nonvolatile RAM 504. In the above description, the nonvolatile RAM 504 is literally a nonvolatile memory. However, the nonvolatile RAM 504 does not ask whether or not the nonvolatile RAM 504 is substantially nonvolatile. Even if the power supply from the gaming machine 1 is cut off, the built-in battery Any device may be used as long as it retains the stored contents by having the information.

  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, a long press of the effect button 37 or 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. Here, the player can obtain a total of about 500 prize balls during the 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. Here, the player can obtain a total of about 500 prize balls during the 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. Here, the player can obtain a total of about 2000 prize balls during the 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 this 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-time-short state (normal game state). For this reason, hereinafter, the big hit B may be referred to as a short hit without big time, and in this embodiment, after the short hit without big hit, a special effect (a special mode effect described later) is executed.

  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 (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 different processing cycles, 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 199), 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 (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 of FIG. 10 and subsequent figures is executed based on a program stored in the ROM 102.

  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 processing of step S1 is typically a loop counter, and returns to 0 again after reaching the maximum value of the set random number (for example, 299 for the 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. (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 determines that a game ball has won the first start port 21 or the second start port 22. Thus, the start port switch process is executed to perform processing related 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. 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. In addition, 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) at a low probability (1/10) in the non-electric support state. However, in the electric support state, it is raised with 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 a big hit is made), the CPU 101 controls the big prize opening / closing unit 115 to the special prize lot 23. A predetermined opening / closing operation is performed, and a big prize opening process for transmitting various commands related to a so-called jackpot game effect or the like to the effect control unit 400 is executed. 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. 19 and 20.

  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 determines whether or not a game ball has won a prize at the first start port 21 based on an output signal from the first start port switch 111a. If the determination in step 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 a game ball has won the second start port 22 based on an output signal from the second start port switch 111b. If the determination in step 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 (any of jackpots A to C shown in FIG. 6) is determined. As can be seen from FIG. 6, in the present 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. Further, when the type of big hit is a big hit with no time reduction (big hit B), the CPU 101 turns on the special flag and stores it in the RAM 103. Here, the special flag is a flag indicating that a special variation pattern determination table HT3 described later with reference to FIG. In addition, although mentioned later for details, in this embodiment, the mode effect of a special mode is performed in the period (henceforth a special period) where a special flag is ON. For this reason, the special period can also be referred to as a special mode period. Thereafter, the process proceeds to step S408.

  In step S408, the CPU 101 executes a variation pattern selection process for selecting a special symbol variation time. Hereinafter, the variation pattern selection process will be described with reference to FIG. FIG. 13 is an example of a detailed flowchart of the variation pattern selection process in step S408 of FIG.

[Variation pattern selection processing]
In step S4081 in FIG. 13, the CPU 101 adds “1” to the value of the main rotation speed Cm and updates it. Here, the main rotational speed Cm is a value stored in the RAM 103 and indicating the number of times that the special symbol fluctuates and is stopped and displayed (that is, the rotational speed), and is reset to 0 when the big hit game ends. When the gaming machine 1 is turned on, an initial value 0 is set as the main rotational speed Cm. Therefore, the main rotational speed Cm is a value indicating the rotational speed after power-on or after a big hit. Thereafter, the process proceeds to step S4082.

  In step S4082, the CPU 101 determines whether or not the current gaming state of the gaming machine 1 is a short-time state based on information stored in the RAM 103 (typically information based on a flag). If the determination in step S4082 is YES, the process moves to step S4088, and if this determination is NO, the process moves to step S4083.

  In step S4083, the CPU 101 determines whether or not the special flag stored in the RAM 103 is ON. If the determination in step S4083 is YES, the process proceeds to step S4084, and if this determination is NO, the process proceeds to step S4086.

  In step S4084, the CPU 101 determines whether or not the value of the main rotation speed Cm is equal to or less than a predetermined number (in this embodiment, “21”, indicating the rotation speed in a special period). If the determination in step S4084 is YES, the process proceeds to step S4087, and if this determination is NO, the process proceeds to step S4085.

  In step S4085, the CPU 101 updates the special flag stored in the RAM 103 by turning it off. Therefore, in the period in which the special flag is ON (that is, the special period), the 21st rotation is the last after the short hit without big hit. Thereafter, the process proceeds to step S4086.

  In step S4086, the CPU 101 sets HT1-1 (see FIG. 14) or HT1-2 (see FIG. 15) as a variation pattern determination table used when selecting a variation pattern. Thereafter, the process proceeds to step S4089.

  In step S4087, the CPU 101 sets HT3 (see FIG. 18) as a variation pattern determination table used when selecting a variation pattern. Thereafter, the process proceeds to step S4089.

  In step S4088, the CPU 101 sets HT2-1 (see FIG. 16) or HT2-2 (see FIG. 17) as a variation pattern determination table used when selecting a variation pattern. Thereafter, the process proceeds to step S4089.

  In step S4089, the CPU 101 selects a variation pattern (variation time of special symbol) based on the set variation table set, and the process proceeds to step S409 in FIG.

  Here, FIG. 14 to FIG. 14 show details of the process of selecting a fluctuation pattern using the fluctuation pattern determination tables HT1-1, HT1-2, HT2-1, HT2-2, and HT3 (the process in step S4089). Explanation will be made with reference to FIG. This variation pattern is a special symbol variation time which is the 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 notification effect execution time. Hereinafter, the variation pattern determination tables HT1-1, HT1-2, HT2-1, HT2-2, and HT3 may be simply referred to as HT1-1, HT1-2, HT2-1, HT2-2, and HT3. is there.

  First, when the normal game state (non-time-short state) and the special flag is not ON (outside the special period), the variation pattern is selected using HT1-1 and HT1-2 shown in FIGS. The case where it does is demonstrated. FIG. 14 is a table used for determining a 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. 15 is a table used for determining the variation pattern when the second special symbol lottery is executed in the process of step S407 in the normal gaming state (non-time saving state).

[Non-time-short state outside special period / 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 saving state) outside the special period will be described using FIG.

  When determining that the result of the first special symbol lottery is a big hit in the big hit determination process in step S407, the CPU 101 determines a fluctuation pattern (special symbol fluctuation time) based on the fluctuation 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.

  Further, when the CPU 101 determines that the result of the first special symbol lottery is a loss in the jackpot determination process of step S407, the CPU 101 is based on the first special symbol lottery holding number (U1), the reach random number, and the fluctuation pattern random number. To determine the variation pattern (special symbol variation time).

  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. 14, when the first special symbol lottery is lost in the normal gaming state (non-time-short 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, this will be specifically described with reference to 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 outside special period / variation pattern selection process in the second special symbol lottery]
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-short-time state) will be described below with reference to FIG. The CPU 101 determines the 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. 14, 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. 15 is different from HT1-1 shown in FIG. 14 in that “the number of holdings of the first special symbol lottery” is replaced with “the number of holdings of the second special symbol lottery”. Only different. In other words, while the variation pattern determination process described with reference to FIG. 14 takes into account the number of first special symbol lottery holds, the variation pattern determination process takes into account the number of second special symbol lottery holds. 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]
The determination of the variation pattern when 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 below with reference to FIG. The CPU 101 determines the 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 the HT1-1 in the variation pattern determination processing described with reference to FIG. 14, 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. 16 is different from HT1-1 shown in FIG. 14 in relation to the number of holdings of the first special symbol lottery when “no reach” is selected by “reach random number” in “losing”. 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. The CPU 101 determines the 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. 14, 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. 17, HT2-2 replaces “Holding number of first special symbol lottery” with “Holding number of second special symbol lottery” with respect to HT1-1 shown in FIG. ing. In other words, while the variation pattern determination process described with reference to FIG. 14 takes into account the number of first special symbol lottery holds, the variation pattern determination process takes into account the number of second special symbol lottery holds. The Also, as shown in FIG. 17, in HT2-2, when the number of holds 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 uniform. .50 seconds "is determined. Also, as shown in FIG. 17, 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 winning ratio of 16R big hit (big hit with a large player profit) is high. Therefore, conversely, if the first special symbol lottery is executed in the probability variation gaming state (short-time state), there is a high possibility of winning the 4R big hit (big hit with a small profit level of the player). It can be said that it will end up. In the present embodiment, as described above using HT2-2 of FIG. 17, 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 using HT2-1 in FIG. 16, in the probability variation gaming state (short time 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.

[Change pattern selection process in non-short-time state during special period]
Hereinafter, with reference to FIG. 18, determination of a variation pattern in the case where the first special symbol lottery (or the second special symbol lottery) is executed in the process of step S407 in the normal gaming state (non-short-time state) during the special period. Will be described. The CPU 101 performs basically the same processing as the variation pattern determination processing described with reference to FIG. 14 to determine the variation pattern, but in addition, the rotation speed during the special period (that is, the main rotation speed Cm). The variation pattern is also determined depending on the above.

  First, the case where the main rotation speed Cm is other than the specific number of times “5”, “10”, “15”, “20”, and “21” will be described. The CPU 101 determines that the result of the first special symbol lottery (or the second special symbol lottery) is a big hit in the big hit determination process of step S407, and if the main rotation speed Cm is other than the specific number of times, “ As described above with reference to FIG. 14, the variation pattern (special symbol variation time) is determined based on the variation pattern random number from the “big hit” portion where the rotational speed is other than the specific number of times. Here, as indicated by HT3, the fluctuation pattern of “other than a specific number of times” and “big hit” portions “90.11 seconds”, “90.12 seconds”, “40.07 seconds”, “40.08 seconds” , And “15.03 seconds” are the types of effect patterns of notification effects “per special mode first SPSP”, “per special mode second SPSP”, “per special mode first SP”, and “per special mode second SP”, respectively. And “per special mode reach”. Note that these effect pattern types are effect pattern types that are executed during a special period (during a special mode).

  Further, the CPU 101 determines that the result of the first special symbol lottery (or the second special symbol lottery) is lost in the big hit determination process in step S407, and if the main rotation speed Cm is other than the specific number, HT3 As described above with reference to FIG. 14 from the “other than specified number of times” and “losing” portions of the first special symbol lottery (or second special symbol lottery), the reach random number, and the fluctuation pattern A variation pattern (special symbol variation time) is determined based on the random number. Here, as indicated by HT3, the fluctuation pattern “90.13 seconds”, “90.14 seconds”, “40.09 seconds”, “40.10 seconds” of “other than a specific number of times” and “losing” portion. , And “15.04 seconds” are the types of effect patterns of the notification effect “special mode first SPSP loss”, “special mode second SPSP loss”, “special mode first SP loss”, and “special mode second SP loss”, respectively. , And “Special Mode Reach Loss”. Further, the fluctuation patterns “13.51 seconds”, “8.01 seconds”, and “3.01 seconds” in the portion “other than the specific number of times” and “losing” correspond to “special mode immediate loss”. Note that these effect pattern types are effect pattern types that are executed during a special period (during a special mode).

  As can be seen from the “big hit” portion of “other than specified number” of HT3, in the case of big hit, “per special mode reach”, “per special mode second SP”, “per special mode first SP”, “ The fluctuation pattern random value range increases in the order of “per special mode second SPSP” and “per special mode first SPSP”. On the other hand, as can be seen from the “losing” portion of “other than a specific number” of HT3, in the case of losing, “special mode reach losing”, “special mode second SP losing”, “special mode first SP losing”, “ The variation pattern random value range becomes smaller in the order of “special mode second SPSP loss” and “special mode first SPSP loss”. As described above, the performance that is easy to be executed 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, whereas the effect that is difficult to be executed in the case of big hit and is easy to be executed in the case of a loss is low in the big hit reliability. . Therefore, the effects executed other than the specific number of times during the special period are “special mode reach effect”, “special mode second SP reach effect”, “special mode first SP reach effect”, “special mode second SPSP reach effect”, The big hit reliability increases in the order of “special mode first SPSP reach production”.

  Next, in the normal gaming state (non-time saving state) during the special period, the main rotation speed Cm is any one of the specific times “5”, “10”, “15”, “20”, and “21”. Explain when. When the main rotational speed Cm is the specific number of times, the CPU 101 determines whether the main rotational speed Cm is the specific number of times, in the first special symbol lottery (or the second special symbol lottery) in the big hit determination process in step S407. A variation pattern is determined based on whether the result is a big hit or a loss. That is, the CPU 101 selects a fixed variation pattern according to whether it is a big hit or a loss without depending on the number of the first special symbol lottery (or the second special symbol lottery) held, the reach random number, or the variation pattern random number. Specifically, as indicated by HT3, when the main rotational speed Cm is “5”, the fluctuation pattern “30.00 seconds” is determined in the case of big hit, and the fluctuation pattern “30 in the case of loss. .01 second ”is determined, and when the main rotational speed Cm is“ 10 ”, the fluctuation pattern“ 30.02 seconds ”is determined in the case of big hit, and the fluctuation pattern“ 30.03 ”in the case of loss. When the main rotation speed Cm is “15”, the fluctuation pattern “30.04 seconds” is determined when the big hit is made, and when the main rotational speed Cm is “losing”, the fluctuation pattern “30.05” seconds is decided. When the main rotational speed Cm is “20”, the fluctuation pattern “30.06 seconds” is determined when the big hit is made, and the fluctuation pattern “30.07” seconds is decided when it is lost. When the rotational speed Cm is "21", when a big hit is determined variation pattern "30.08 seconds", the variation pattern "30.09" seconds is determined in the case of a miss. As shown in HT3, the fluctuation patterns "30.00 seconds", "30.01 seconds", "30.02 seconds", "30.03 seconds", "30.04 seconds", "30.05 seconds ”,“ 30.06 seconds ”,“ 30.07 seconds ”,“ 30.08 seconds ”, and“ 30.09 seconds ”are the types of the effect pattern types“ per first game ”and“ first ”, respectively. “Game Loss”, “Per 2nd Game”, “Second Game Loss”, “Per 3rd Game”, “3rd Game Loss”, “Per 4th Game”, “4th Game Loss”, “Per Special Production” ”And“ Special Production Loss ”. These effect pattern types are effect pattern types executed during the special period, the details of which will be described later, but the operation game effects of the first to fourth games are related to the results of the special symbol lottery. No, it is an operation game effect in which points (sometimes referred to as game points) are given according to the player's operation, and the effect of the first game is an operation of repeatedly pressing the player on the effect button 37 (a short press operation) (See FIG. 39 to be described later), and the second to fourth games depend on the timing at which the player's effect button 37 is pressed. This is an operation game effect to which points are given (not shown). In addition, the special effect is an effect that is executed only in the final change during the special period. In the present embodiment, the special effect is a roulette effect that indicates the success or failure of the acquisition of cumulative special points, which will be described later. As a result of success or failure of the effect, a success effect (effect that can acquire cumulative special points) or failure effect (effect that cannot acquire cumulative special points) is executed (see FIG. 41 described later). In addition, the operation game effects of the first to fourth games and the notification effects in which the special effects are performed may be collectively referred to as special notification effects. Note that the above-described points (including cumulative special points) are a medium for the player to obtain a privilege in the game. For example, when the player has acquired a predetermined number of points or more, the player can obtain a secret effect image (for example, a special cut-in image) related to the gaming machine as a privilege. Further, the setting of the gaming machine can be customized so that the cut-in image obtained above is displayed during the game instead of the cut-in image set in advance in the gaming machine. Thus, the player can obtain various benefits by acquiring points.

  As described above, even in the same normal gaming state, different variation patterns are determined depending on whether or not it is during a special period (that is, within 21 rotations after a short hit without big hit). 400 can execute different effects during the special period and outside the special period based on this variation pattern. Further, in the special period, the predetermined fluctuation in which the main rotation speed Cm is a specific number of times (“5”, “10”, “15”, “20”, “21”) does not depend on the number of holds, etc. Since a fixed variation pattern is selected, a certain scale effect can be executed based on the variation pattern. In the present embodiment, an operation game effect or a special effect is executed as the constant effect. In the following, the fluctuation pattern determined with reference to HT3 during the special period may be referred to as a special fluctuation pattern.

  The information on the variation pattern determined in step S4089 as described above (that is, it can also be said that the notification effect execution time: the information pattern type information 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 (more precisely, interrupt timing that arrives only after a fixed time has passed). 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 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]
19 and 20 are examples of detailed flowcharts 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 FIG. 19 and FIG.

  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: “4” or “16” in this embodiment) and the operation pattern of the jackpot 23 during the jackpot game, and the setting information Is set in the RAM 103. By the process of step S604, the total number of rounds Rmax of the jackpot game, the interval time between rounds in the jackpot game, the set ending time that is the time for performing the ending effect at the end of the jackpot 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 next round in the jackpot game is started. Since the timing is not reached, the process proceeds to step S7 (electric tulip process) in FIG.

  In step S <b> 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. 20, 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 S614.

  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 game balls (winning number C) won in the big winning opening 23 during one round is accumulated and stored in the RAM 103. To go. 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. This winning command is transmitted to the effect control unit 400 by the output process in step S9 in FIG. 10, and the winning process instruction in step S125 in FIG. 23 is executed. Thereafter, the process proceeds to step S614.

  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 of step S9 in 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. 20, and if this determination is NO, the process proceeds to step S7 (electric tulip process) in FIG.

  In step S619 in FIG. 20, the CPU 101 resets the number of rounds 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. 19 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 the determination is NO, the process proceeds to step S7 (electric tulip process) 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). In addition, when the big hit game is finished in step S622, the CPU 101 resets the value of the main rotation number Cm described above to 0. Thereafter, the process proceeds to step S7 (electric tulip process) in FIG.

[Timer interrupt processing by production control unit or image sound control unit]
21 to 23 are flowcharts showing an example of timer interruption processing performed by the effect control unit 400. Below, the timer interruption process performed in the production | presentation control part 400 is demonstrated with reference to FIGS. The production control unit 400 repeatedly executes a series of processes shown in FIGS. 21 to 23 at regular time intervals (for example, 4 milliseconds) during a normal operation excluding special cases such as when the power is turned on and when the power is turned off. . Note that the processing performed by the effect control unit 400 is executed based on a program stored in the ROM 402.

  In step S11 of FIG. 21, 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 of FIG. 10, and sets the effect contents according to the received command. Then, a command reception process is executed for setting various commands in the RAM 403 to instruct the image sound control unit 500 or the like to execute the effect of the set effect content. This command reception process will be described in detail later with reference to FIGS.

  Next, in step S12, the CPU 401 executes output processing for outputting various commands set in the RAM 403 in the processing of steps S11 and S12 to the image sound control unit 500 and the like. By this process, various effects determined to be executed in the process of step S11 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 to determine 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]
22 and 23 are examples of detailed flowcharts of the command receiving process in step S11 of FIG. Hereinafter, the command reception process in step S11 of FIG. 21 will be described with reference to FIG. 22 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 pre-read random number (effect random number) is acquired, and when the pre-read random number matches a predetermined pre-read winning value, it is determined to execute the pre-read 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 according to 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. This notification effect setting process will be described in detail later with reference to FIG. Thereafter, the process proceeds to step S116.

  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, and if this 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. 23, 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 is an effect for 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. Further, the CPU 501 of the image sound control unit 500 that has received an instruction to start the opening effect of the big hit game effect from the production control unit 400 stores the number of big hits as a big hit history in the RAM 503. Specifically, the CPU 501 adds 1 to the value of the big hit number Wc stored in the RAM 503 and updates it. Note that the big hit count Wc is set to 0 as an initial value, and is reset to 0 by executing the processing of step S866 shown in FIG. 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 S122.

  In step S122, the CPU 401 determines whether or not the round start notification command set in the process of step S608 in 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 is an effect executed during a round game of the big hit game, for example, an effect by an image or the like in which the main character is fighting an enemy character. 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 S124.

  In step S124, the CPU 401 determines whether or not a winning command that is 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 CPU 501 of the image sound control unit 500 that has received an instruction to start the winning process from the effect control unit 400, based on the winning command received via the effect control unit 400, each winning port (first start port). 21, the second starting port 22, the big winning port 23, the normal winning port 24) are counted and stored in the RAM 503. Further, when the CPU 501 receives a winning command based on a game ball winning at the grand prize opening 23 (that is, when one gaming ball wins at the big winning slot 23), the number of winning balls “13” corresponding to the grand prize opening 23 is obtained. Is added to the total number of prize balls T stored in the RAM 503 and updated. The award ball total number T is set to 0 as an initial value, and is reset to 0 by executing the process of step S866 shown in FIG. By the update processing of the total number T of winning balls by the CPU 501, 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. 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 S126.

  In step S126, the CPU 401 determines whether or not the round end notification command set in the process of step S617 in FIG. 19 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. 20 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 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. Here, the CPU 501 of the image sound control unit 500 that has received an instruction to start the ending effect from the effect control unit 400 is executed after the ending effect (that is, after the end of the big hit game effect) based on the ending command. A mode effect (for example, a special mode effect indicating that it is during a special period after a short hit without big time) is executed in advance in the lower layer of the ending effect displayed on the image display unit 6. Specifically, the ending command is transmitted based on a jackpot symbol (for example, a jackpot without a short time), and includes information on the mode performance after the jackpot game is finished (in other words, the effect state after the jackpot game ends) Since the corresponding ending command is transmitted), the CPU 501 can know the mode effect after the end of the big hit game before receiving the gaming state notification command transmitted along with the customer waiting command or the notification effect start command. . 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. 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 S130.

  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 in FIG. 12 have been received. If the determination in step S130 is yes, the process proceeds to step S131. If the 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 at the normal winning opening, the CPU 501 continues without waiting for the customer. .

[Notification effect setting processing]
Next, the notification effect setting process by the effect control unit 400 will be described with reference to FIG. FIG. 24 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 performs effect state setting processing. Here, this effect state setting process will be described with reference to FIG. FIG. 25 is a detailed flowchart showing an example of the effect state setting process in step S701 of FIG.

[Production state setting process]
In step S7011 in FIG. 25, the CPU 401 of the effect control unit 400 determines whether or not the gaming state indicated by the gaming state notification command (the gaming state notification command received by the CPU 401 in step S114 in FIG. 22) is a short-time state. . In the present embodiment, the game state is controlled in a short time state in the variable display until the next big win is won after the big hit game of big hit A or big hit C shown in FIG. If the determination in step S7011 is YES, the process moves to step S7013. If the determination is NO, the process moves to step S7012.

  In step S7012, the CPU 401 determines that the fluctuation pattern information included in the setting information is stored in the special fluctuation pattern (that is, the special fluctuation pattern determination table HT3 illustrated in FIG. 18) based on the setting information included in the notification effect start command. It is determined whether or not it indicates a variation pattern determined based on this. If the determination in step S7012 is YES, the process proceeds to step S7015. If this determination is NO, the process proceeds to step S7014.

  In step S <b> 7013, the CPU 401 sets a mode effect of the time reduction mode. Specifically, the CPU 401 sets a short time background as a background image displayed on the image display unit 6. The background image is an image (moving image or still image) displayed as the background of the notification effect, and the time-short background is displayed, which suggests that the current gaming state is the time-short state. Moreover, in this embodiment, since the time-short state does not coexist in the low-probability state, the time-short background suggests that it is a probability-changing gaming state. Thereafter, the effect state setting process is terminated, and the process proceeds to step S702 in FIG.

  In step S7014, the CPU 401 sets a mode effect in the normal mode. Specifically, the CPU 401 sets a normal background as a background image displayed on the image display unit 6. Then, by displaying this normal background, it is suggested that the current gaming state is the normal gaming state (more precisely, the normal gaming state outside the special period). Thereafter, the effect state setting process is terminated, and the process proceeds to step S702 in FIG.

  In step S7015, the CPU 401 sets a mode effect for the special mode. Specifically, the CPU 401 sets a special background as a background image displayed on the image display unit 6. And by displaying this special background, it is suggested that the current gaming state is the normal gaming state, but is in a special period (during the first to twenty-first rotation after the end of the big hit without time reduction). . Thereafter, the process proceeds to step S7016.

  In step S <b> 7016, the CPU 401 sets the history background display to ON. Here, the display of the history background is normally set to OFF, and is set to ON when a special background is set as a background image by the process of step S7015. When the display of the history background is set to ON, the image sound control unit 500 having received the instruction, as the history background, the number of big hits Wc stored in the RAM 503 in the process of step S121 of FIG. 23. The big hit history of the total number of prize balls T stored in the RAM 503 in the process of step S125 of FIG. 23, the game result of the operation game stored in the RAM 503 in step S814 of FIG. 29 described later, and the non-volatile RAM 504 The accumulated total points are displayed on the image display unit 6. Thereafter, the effect state setting process is terminated, and the process proceeds to step S702 in FIG.

  In this embodiment, the background image is made to function as one display mode of the mode effect. However, the mode effect is not limited to this, for example, by changing the display mode of the decorative design depending on the mode. The mode effect may be realized.

  Returning to FIG. 24, in step S702, the CPU 401 of the effect control unit 400 performs an effect pattern setting process. Here, this effect pattern setting process will be described with reference to FIG. FIG. 26 is a detailed flowchart showing an example of the effect pattern setting process in step S702 of FIG.

[Direction pattern setting processing]
In step S7021 of FIG. 26, the CPU 401 determines whether or not the variation pattern information included in the setting information indicates a special variation pattern based on the setting information included in the notification effect start command. . If the determination in step S7021 is YES, the process proceeds to step S7022, and if this determination is NO, the process proceeds to step S7033.

  In step S7022, the CPU 401 determines whether or not the special fluctuation pattern is a fluctuation pattern indicating that the value of the main rotation speed Cm is “5”, “10”, “15”, and “20” times. . Specifically, the CPU 401 determines whether or not the special variation pattern is any one of “30.00 seconds” to “30.07 seconds” of HT3 shown in FIG. If the determination in step S7022 is YES, the process proceeds to step S7023. If the determination is NO, the process proceeds to step S7026.

  In step S7023, the CPU 401 determines whether or not the special variation pattern is a big hit variation pattern. Specifically, the CPU 401 determines that the special variation pattern is any one of “30.00 seconds”, “30.02 seconds”, “30.04 seconds”, and “30.06 seconds” of HT3 shown in FIG. It is determined whether or not there is. If the determination in step S7023 is YES, the process proceeds to step S7025, and if this determination is NO (that is, the special variation pattern is “30.01 seconds” or “30.03 seconds” of HT3 shown in FIG. , “30.05 seconds” or “30.07 seconds”), the process proceeds to step S7024.

  In step S7024, the CPU 401 sets one of the effect patterns P1B, P2B, P3B, and P4B according to the special variation pattern. Here, as shown in FIG. 27, each effect pattern is associated with a special variation pattern, and the effect pattern P1B is associated with the special variation pattern “30.01” seconds, and the first game is executed. The effect content for informing the loss later, the effect pattern P2B is associated with the special variation pattern “30.03” seconds, the effect content for notifying the error after the second game is executed, and the effect pattern P3B is The effect content is associated with the special variation pattern “30.05” seconds and notifies the loss after the third game is executed. The effect pattern P4B is associated with the special variation pattern “30.07” seconds, This is the effect of notifying of a loss after executing 4 games. Details of the first game to the fourth game will be described later. Thereafter, the effect pattern setting process ends, and the process proceeds to step S703 in FIG.

  In step S7025, the CPU 401 sets any of the effect patterns P1A, P2A, P3A, and P4A according to the special variation pattern. Here, as shown in FIG. 27, each effect pattern is associated with a special variation pattern, and the effect pattern P1A is associated with the special variation pattern “30.00” seconds, and the first game is executed. The effect content for informing the jackpot later, the effect pattern P2A is associated with the special variation pattern “30.02” seconds, the effect content for informing the jackpot after executing the second game, and the effect pattern P3A is The effect content is associated with the special variation pattern “30.04” seconds and notifies the big hit after the third game is executed. The effect pattern P4A is associated with the special variation pattern “30.06” seconds, This is the effect of notifying the big hit after executing 4 games. Thereafter, the effect pattern setting process ends, and the process proceeds to step S703 in FIG.

  In step S7026, the CPU 401 determines whether or not the special variation pattern is a variation pattern indicating that the value of the main rotation speed Cm is “21” times. Specifically, the CPU 401 determines whether the special variation pattern is “30.08 seconds” or “30.09 seconds” of HT3 shown in FIG. If the determination in step S7026 is YES, the process moves to step S7027. If the determination is NO, the process moves to step S7029.

  In step S7027, the CPU 401 determines whether or not the special variation pattern is a big hit variation pattern. Specifically, the CPU 401 determines whether or not the special variation pattern is “30.08 seconds” of HT3 shown in FIG. If the determination in step S7027 is YES, the process moves to step S7028, and if this determination is NO (that is, the special variation pattern is “30.09 seconds” of HT3 shown in FIG. 18), the process is The process moves to step S7029.

  In step S7028, the CPU 401 sets an effect pattern P5A according to the special variation pattern. Specifically, as shown in FIG. 27, the effect pattern P5A is associated with the special variation pattern “30.08” seconds, and after executing the special effect, the success effect that the success or failure result of the special effect is successful. It is the content of the performance that is executed and notifies the jackpot. Details of the special effect and the success effect (or failure effect) will be described later with reference to FIG. Thereafter, the effect pattern setting process ends, and the process proceeds to step S703 in FIG.

  In step S <b> 7029, the CPU 401 determines whether or not there is a special symbol lottery that has been pre-determined as a jackpot in the currently reserved special symbol lottery based on the pre-determination information notified from the main control unit 100 and stored in the RAM 403. Determine whether. If the determination in step S7029 is YES, the process moves to step S7030. If the determination is NO, the process moves to step S7031.

  In step S7030, the CPU 401 sets an effect pattern P5C according to the special variation pattern. Specifically, as shown in FIG. 27, the effect pattern P5C is associated with the special variation pattern “30.09” seconds, and after executing the special effect, the success effect that the success or failure result of the special effect is successful. It is the content of the performance which performs and alert | reports a loss. Thereafter, the effect pattern setting process ends, and the process proceeds to step S703 in FIG.

  In step S7031, the CPU 401 sets an effect pattern P5B according to the special variation pattern. Specifically, as shown in FIG. 27, the effect pattern P5B is associated with the special variation pattern “30.09” seconds, and after executing the special effect, a failure effect with a failure result of the special effect is a failure effect. It is the content of the performance which performs and alert | reports loss. Thereafter, the effect pattern setting process ends, and the process proceeds to step S703 in FIG.

  As shown in FIG. 27, after the special effect is executed, the success effect (that is, the effect in which the cumulative special points are acquired) in which the success / failure result of the special effect is successful is executed in the effect pattern P5A or When the effect based on P5C is executed, as can be seen from the flowchart of FIG. 26, these effect patterns are set for the big hit in the final change during the special period (the 21st turn after the big hit without time reduction). Or only when a big win is included in the special symbol lottery held at the start of the final change. That is, it is very rare (rare) that a successful performance with a success or failure result of a special performance is executed, and the success or failure result of the special performance is almost unsuccessful (that is, in most cases Pattern P5B is set). For this reason, in this embodiment, when the success / failure result of the special effect is a failure, the cumulative special points are added in the failure effect, and when the success / failure result of the special effect is a success, It is decided to execute a characteristic effect of giving the accumulated special points added to the. Details of the special effect and the success and failure effects indicating the success / failure results will be described later with reference to FIGS. 31 and 41.

  In step S7032, the CPU 401 determines an effect pattern to be executed in the current notification effect based on the special variation pattern. Specifically, as shown in the part of “HT is other than a specific number” in HT3 of FIG. 18, the CPU 401 determines that the variation pattern (special symbol variation time) indicated by the setting information is “90.11 seconds”. In the special mode, an effect pattern (per special mode first SPSP) is determined by executing up to the first SPSP reach in the special mode, and when the variation pattern indicated by the setting information is “90.12 seconds”, the second SPSP in the special mode is determined. An effect pattern (per special mode second SPSP) to be executed up to reach is determined, and if the variation pattern indicated by the setting information is “40.07 seconds”, it is executed up to the first SP reach in the special mode and a big hit is notified. Effect pattern (per special mode 1st SP) is determined, and when the variation pattern indicated by the setting information is “40.08 seconds”, the special mode The effect pattern (per special mode second SP) is determined by executing up to the second SP reach in the mode, and when the variation pattern indicated by the setting information is “15.03 seconds”, the reach is executed in the special mode. The effect pattern (per special mode reach) to be notified of the big hit is determined. In addition, when the variation pattern indicated by the setting information is “90.13 seconds”, the CPU 401 determines an effect pattern (special mode first SPSP loss) that is executed until the first SPSP reach in the special mode and notifies the user of the loss. When the variation pattern shown is “90.14 seconds”, an effect pattern (special mode second SPSP loss) is determined by executing the special mode until the second SPSP reach is performed, and the variation pattern indicated by the setting information is “40. In the case of “09 seconds”, an effect pattern (special mode first SP loss) is determined by executing up to the first SP reach in the special mode, and when the variation pattern indicated by the setting information is “40.10 seconds” An effect pattern (special mode second SP) that executes up to the second SP reach in the special mode and informs of the loss. To determine the deviation), to determine the effect pattern to miss the broadcast without performing Reach in special mode (special mode immediately losing) is when the fluctuation pattern indicated by the configuration information is less than or equal to "13.51 seconds". Thereafter, the effect pattern setting process ends, and the process proceeds to step S703 in FIG.

  In step S7033, the CPU 401 determines an effect pattern to be executed in the current notification effect based on the variation pattern. Specifically, as shown in FIGS. 14 to 17, 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 effect pattern setting process ends, and the process proceeds to step S703 in FIG.

  In step S703 of FIG. 24, the CPU 401 instructs the image sound control unit 500 or the like to execute the notification effect of the effect content determined in step S701 and step S702. 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 notification effect setting process ends, and the process proceeds to step S116 in FIG.

[Production execution processing by the image sound control unit]
Next, an effect execution process executed by the image sound control unit 500 in response to a notification effect execution instruction from the effect control unit 400 (see step S703 in FIG. 24) will be described with reference to FIGS. FIG. 28 to FIG. 35 are flowcharts showing an example of the effect execution process performed by the image sound control unit 500. Below, with reference to FIGS. 28-35, the effect execution process performed in the image sound control part 500 is demonstrated. The image sound control unit 500 repeatedly executes a series of processes shown in FIGS. 28 to 35 at regular intervals (for example, 33 milliseconds) in a normal operation except for special cases such as when the power is turned on and when the power is turned off. To do. Note that the processing performed by the image sound control unit 500 described based on the flowcharts of FIGS. 28 to 35 is executed based on a program stored in the ROM 502.

  First, in step S801, the CPU 501 of the image sound control unit 500 determines whether or not a command instructing execution of the notification effect is received from the effect control unit 400 (see step S703 in FIG. 24). If the determination in step S801 is YES, the process proceeds to step S802. If this determination is NO, the process proceeds to step S804.

  In step S <b> 802, the CPU 501 sets a schedule such as the execution timing and execution time of an effect to be executed based on the effect content set according to the command received in step S <b> 801. For example, in the case where the content of the production is the operation game production of the first to fourth games, after the operation game production is executed, a period in which the operation on the production button 37 is valid (referred to as “effective period”) starts The gauge image suggesting the effective period is displayed, the game determination is performed after the effective period ends and the gauge image is hidden, the game result is displayed after the game ends, and the winning effect is finally displayed. The schedule to be executed is set. Here, the effective period is a period in which an operation on the effect button 37 by the player is effective, and the operation on the effect button 37 is performed by the image sound control unit 500 via the lamp control unit 600 and the effect control unit 400. Although it is detected, it is not valid outside the valid period. In addition, the gauge image is, for example, a bar-shaped image with the left-right direction as the longitudinal direction, and the length of the entire effective period, the elapsed time of the effective period, and the remaining time can be visually grasped. . Also, if the production content is a special production and the success / failure result is a success, the general game result is displayed first, then the special production is executed, and after the success production is executed as the success / failure result, If the schedule for executing the winning notification effect is set, the content of the effect is a special effect, and the success / failure result is a failure, after the general game result is displayed for the first time, After the failure effect is executed as a success / failure result, a schedule for executing the winning notification effect is set after the jackpot history is displayed. Note that the details of these effects will be apparent from the following description. Thereafter, the process proceeds to step S803.

  In step S <b> 803, the CPU 501 displays a background image corresponding to the mode effect instructed from the effect control unit 400 in the image display unit 6. Specifically, the CPU 501 displays the normal background when the mode effect in the normal mode is set, displays the time background when the mode effect in the time reduction mode is set, and displays the special mode. When the mode effect is set, a special background is displayed. Further, when the mode effect of the special mode is set, the history background display is also set to ON (see step S7016 in FIG. 25), so the CPU 501 is stored in the RAM 503 in the upper layer of the special background. The winning number Wc, the total number T of winning balls, the game result of the operation game, and the cumulative special points stored in the nonvolatile RAM 504 are displayed on the image display unit 6. Thereafter, the process proceeds to step S804.

  In step S804, the CPU 501 determines whether or not an effect is scheduled by the process in step S802. If the determination in step S804 is YES, the process moves to step S805. If this determination is NO, the series of effect execution processes is terminated, and is shown in FIG. 28 and the like in a predetermined cycle (for example, every 33 milliseconds). A series of effect execution processing is repeated.

  In step S805, the CPU 501 determines whether or not the command instructing execution of the notification effect received in step S801 is to instruct execution of the operation game effect or special effect in the first to fourth games. That is, the CPU 501 determines whether or not the command is an instruction to execute notification effects based on the effect patterns P1A to P5C corresponding to the special variation pattern shown in FIG. If the determination in step S805 is YES, the process proceeds to step S806, and if this determination is NO, the process proceeds to step S831 in FIG.

  In step S806, the CPU 501 determines whether or not the command for instructing execution of the notification effect received in step S801 is for instructing execution of the operation game effects of the first to fourth games. That is, the CPU 501 determines whether or not the command is an instruction for a notification effect based on the effect patterns P1A to P4B shown in FIG. If the determination in step S806 is YES, the process proceeds to step S807 in FIG. 29. If the determination is NO (that is, if a special effect is instructed), the process proceeds to step S851 in FIG.

  In step S807 of FIG. 29, the CPU 501 determines whether it is the start timing of the operation game effects of the first to fourth games scheduled by the process in step S802 of FIG. If the determination in step S807 is YES, the process moves to step S808, and if this determination is NO, the process moves to step S809.

  In step S808, the CPU 501 starts the operation game effects of the first to fourth games. Specifically, for example, in the case of the production of the first game, the production shown in (1) of FIG. Details of the operation game effects of the first to fourth games will be described later. Thereafter, the process proceeds to step S809.

  In step S <b> 809, the CPU 501 determines whether or not it is during a continuous hitting operation game in which the effect button 37 is repeatedly hit. Specifically, for example, as described above, in the present embodiment, among the operation game effects of the first game to the fourth game, only the operation game effect of the first game responds to the repeated operation on the effect button 37. Since it is an effect of a continuous operation game that can earn points, the CPU 501 determines whether or not the operation game effect of the first game is being performed. That is, the CPU 501 determines whether or not the notification effect is based on the effect pattern P1A or P1B corresponding to the special variation pattern shown in FIG. Here, the continuous hit operation game has a valid period in which a continuous hit operation on the effect button 37 (an operation in which a short press operation is continuously performed a plurality of times) is set, and is performed during the valid period. This is a game for performing an effect in response to a continuous hitting operation on the effect button 37. If the determination in step S809 is YES, the process proceeds to step S810, and if this determination is NO, the process proceeds to step S811.

  In step S <b> 810, the CPU 501 executes an automatic repeated button operation control process. Thereafter, the process proceeds to step S812. Here, the details of this automatic repeated button operation control process will be described with reference to FIGS. 32 and 33. FIG. 32 and 33 are detailed flowcharts showing an example of the automatic repeated button operation control process in step S810 of FIG.

[Automatic tapping button operation control processing]
In step S810a in FIG. 32, the CPU 501 determines whether or not it is the start timing of an effective period that is scheduled by the processing in step S802 in FIG. Note that, as described in step S802 in FIG. 28, the effective period is a period during which an operation on the effect button 37 by the player is effective. If the determination in step S810a is yes, the process proceeds to step S810b. If the determination is no, the process proceeds to step S810h.

  In step S <b> 810 b, the CPU 501 determines whether or not it is during a continuous hitting operation game in which points are acquired according to the continuous hitting operation of the effect button 37. Specifically, since it will become clear later, only the first game out of the continuous operation game in which the automatic continuous operation button control process is performed is a continuous operation operation game in which a point corresponding to the continuous operation to the effect button 37 is acquired. If YES is determined in step S809 described above and the automatic continuous hit button operation control process is executed, the CPU 501 always determines YES in step S810b. In addition, when it is determined NO in S834 of FIG. 30 described later and the automatic continuous hitting operation control process is executed, the CPU 501 always determines NO in step S810b. If the determination in step S810b is YES, the process moves to step S810c. If the determination is NO, the process moves to step S810e.

  In step S810c, the CPU 501 turns on the automatic repeated hitting flag and stores it in the RAM 503. Thereby, the automatic continuous hitting is set to be effective. Thereafter, the process proceeds to step S810d.

  In step S810d, the CPU 501 sets the automatic continuous hitting pattern to R2 (low speed continuous hitting). Here, as shown in FIG. 36, the automatic repeated hitting pattern is associated with the pressing cycle (automatic repeated hitting speed), and the automatic repeated hitting pattern R2 is associated with the pressing cycle “3 times / s” (low speed). ing. Thereafter, the process proceeds to step S810g.

  In step S <b> 810 e, the CPU 501 turns on the automatic repeated hitting flag and stores it in the RAM 503. Thereby, the automatic continuous hitting is set to be effective. Thereafter, the process proceeds to step S810f.

  In step S810f, the CPU 501 sets the automatic continuous hitting pattern to R1 (high speed continuous hitting). Here, as shown in FIG. 36, the automatic repeated hitting pattern R1 is associated with the pressing cycle “7 times / s” (high speed). Thereafter, the process proceeds to step S810g.

  In step S810g, the CPU 501 starts an effective period. Thereafter, the process proceeds to step S810h.

  In step S810h, the CPU 501 determines whether or not it is in the valid period scheduled by the process in step S802 of FIG. If the determination in step S810h is YES, the process proceeds to step S810i. If the determination is NO, the automatic continuous hit button operation control process ends.

  In step S810i, the CPU 501 determines whether or not the player has operated the effect button 37 based on the operation signal of the effect button 37. Specifically, the operation signal of the effect button 37 is a signal that is switched from the OFF level to the ON level when the effect button 37 is pressed, and is switched from the ON level to the OFF level when the press is released. It is determined whether or not the operation signal of the effect button 37 has been switched from the OFF level to the ON level or is at the ON level. If the determination in step S810i is yes, the process proceeds to step S810j. If the determination is no, the process proceeds to step S810q in FIG.

  In step S810j, the CPU 501 determines whether or not a long press operation on the effect button 37 is performed by the player. Specifically, the CPU 501 temporarily stores the operation signal of the effect button 37 in the RAM 503 for the latest predetermined time (for example, 0.5 seconds), so that the operation signal of the effect button 37 continues for the predetermined time described above. It is determined whether or not the effect button 37 is ON. If the operation signal of the effect button 37 is continuously ON for the predetermined time described above, it is determined that the effect button 37 has been pressed for a long time. If the determination in step S810j is YES, the process moves to step S810k. If the determination is NO, the process moves to step S810m.

  In step S810k, the CPU 501 changes the long press operation determined in step S810j to a continuous hitting operation corresponding to the continuous hitting pattern (automatic continuous hitting pattern R1 or R2) set by the process of step S810d or S810f. Thereafter, the process proceeds to step S810m.

  In step S810m, the CPU 501 performs an operation on the effect button 37 that is determined not to be a long press operation by the processing in step S810j (that is, a single-press operation (short press operation, that is, a short press operation on the effect button 37). ) Or repeated hitting operation) or the button operation content of the repeated hitting operation changed by the processing of step S810k is temporarily stored in the RAM 503. Thereafter, the process proceeds to step S810n in FIG.

  In step S810n, CPU 501 determines whether or not the button operation content stored in step S810m satisfies the performance execution condition. Specifically, for example, the CPU 501 determines whether or not the stored button operation content is a press (continuous hit) operation content of the production button 37 a predetermined number of times or more. If the determination in step S810n is YES, the process moves to step S810p. If the determination is NO, the process moves to step S810q.

  In step S810p, the CPU 501 executes an effect corresponding to the operation on the effect button 37. Specifically, for example, details will be described later with reference to (2) of FIG. 39, but when the first game effect is being executed, the CPU 501 determines the background according to the number of consecutive hits on the effect button 37. An effect that changes the moving speed is executed. Thereafter, the process proceeds to step S810q.

  In step S810q, the CPU 501 determines whether it is the end timing of the valid period scheduled by the process in step S802 of FIG. If the determination in step S810q is YES, the process proceeds to step S810r. If the determination is NO, the automatic continuous hit button operation control process ends.

  In step S810r, the CPU 501 ends the valid period. Thereafter, the process proceeds to step S810s.

  In step S810s, the CPU 501 turns off the automatic repeated hitting flag and stores it in the RAM 503, and ends the automatic repeated hitting button operation control process.

  Returning to FIG. 29, in step S811, the CPU 501 executes non-automatic continuous button operation control processing. Details of the non-automatic continuous button operation control process will be described later with reference to FIG. Thereafter, the process proceeds to step S812.

  In step S812, the CPU 501 determines whether it is the end timing of the operation game effects of the first to fourth games scheduled by the process in step S802 of FIG. If the determination in step S812 is YES, the process proceeds to step S813. If the determination is NO, the process proceeds to step S815.

  In step S813, the CPU 501 determines which table the executed operation matches, based on a preset game determination table in accordance with the operation game effects of the first to fourth games. To do. The game determination table is different for each game, but details thereof will be described later. Thereafter, the process proceeds to step S814.

  In step S814, the CPU 501 stores the game results (points, ranks) and the like obtained based on the game determination table in the RAM 503. Specifically, the CPU 501 stores the game results (points and ranks) of the most recently completed game (any one of the first game to the fourth game) in the RAM 503, and also ends the game at the player's game points. The game results (points) are added and stored in the RAM 503. This game result calculation method will be described later. Thereafter, the process proceeds to step S815.

  In step S815, the CPU 501 determines whether it is time to display the game result of the operation game effect (any one of the first game to the fourth game) scheduled by the process in step S802 of FIG. . If the determination in step S815 is yes, the process moves to step S816. If the determination is no, the process moves to step S817.

  In step S816, the CPU 501 displays the game result on the image display unit 6. Specifically, the CPU 501 displays the game results (points and ranks) of the game (any one of the first game to the fourth game) stored most recently in the RAM 503. The details of the game result display will be described later. Thereafter, the process proceeds to step S817.

  In step S817, the CPU 501 determines whether or not it is time to execute the winning effect scheduled for the process in step S802 of FIG. 28 (the effect of notifying the special symbol lottery result). If the determination in step S817 is YES, the process moves to step S818. If this determination is NO, the series of effect execution processes is terminated and shown in FIG. 28 in a predetermined cycle (for example, every 33 milliseconds). A series of effect execution processing is repeated.

  In step S <b> 818, the CPU 501 determines whether or not the winning effect is an effect for notifying the big hit. If the determination in step S818 is YES, the process moves to step S819. If the determination is NO, the process moves to step S821.

  In step S <b> 819, the CPU 501 executes a big hit notification effect for notifying that it is a big hit (for example, an effect of stopping the decorative symbols at the hits “2”, “2”, “2”). Thereafter, the process proceeds to step S820.

  In step S820, the CPU 501 clears the game results (all game results stored in the game results of the first game to the fourth game) stored in the RAM 503 by the process of step S814. Note that the gaming points are not cleared at this timing, and are cleared, for example, when the player performs a predetermined operation in the customer waiting state. Then, the series of effect execution processes is ended, and the series of effect execution processes shown in FIG. 28 and the like are repeated in a predetermined cycle (for example, every 33 milliseconds).

  In step S <b> 821, the CPU 501 executes a loss notification effect (for example, an effect of stopping the decorative symbols at the loss eyes “2”, “9”, and “5”) to notify that it is a loss. Then, the series of effect execution processes is ended, and the series of effect execution processes shown in FIG. 28 and the like are repeated in a predetermined cycle (for example, every 33 milliseconds).

  In step S831 in FIG. 30, the CPU 501 determines whether or not the command for instructing execution of the notification effect received in step S801 in FIG. 28 is for instructing execution of the continuous hitting operation game. Details of the continuous hitting operation game will be described later with reference to FIGS. 44 and 45. If the determination in step S831 is YES, the process proceeds to step S832, and if this determination is NO, the process proceeds to step S837.

  In step S832, the CPU 501 determines whether it is the start timing of the continuous hitting operation game scheduled by the process in step S802 of FIG. If the determination in step S832 is YES, the process proceeds to step S833, and if this determination is NO, the process proceeds to step S834.

  In step S833, the CPU 501 starts a continuous hitting operation game. Specifically, the continuous hitting game shown in (3) of FIG. 44 or (3) of FIG. 45 described later is started. The details of these continuous hitting operation games will be described later with reference to FIGS. 44 and 45. Thereafter, the process proceeds to step S834.

  In step S834, the CPU 501 repeatedly hits the effect button 37 for the continuous hitting operation game started by the process of step S833 without being related to the result of the special symbol lottery, and points according to this continuous hitting operation. It is determined whether or not the effect to be acquired (details will be described later with reference to FIG. 44). That is, it is determined whether or not the game is a continuous hitting game that is not affected by the special symbol lottery result. If the determination in step S834 is YES, the process moves to step S836. If the determination is NO, the process moves to step S835.

  In step S835, the CPU 501 executes the automatic continuous hit button operation control process described with reference to FIGS. Here, since the automatic repeated button operation control process is the same as the process in step S810 of FIG. 29, the description thereof is omitted. Thereafter, the processing moves to step S838.

  In step S836, the CPU 501 executes a non-automatic continuous button operation control process. Thereafter, the processing moves to step S838. Here, the non-automatic continuous button operation control process is the same as the process in step S811 of FIG. 29, and will be described with reference to FIG. FIG. 34 is a detailed flowchart showing an example of a non-automatic continuous button operation control process in step S836 (step S811 in FIG. 29).

[Non-automatic continuous button operation control processing]
In step S811a in FIG. 34, the CPU 501 determines whether or not it is the start timing of an effective period that is scheduled by the processing in step S802 in FIG. Note that, as described in step S802 in FIG. 28, the effective period is a period during which an operation on the effect button 37 by the player is effective. If the determination in step S811a is yes, the process proceeds to step S811b. If the determination is no, the process proceeds to step S811c.

  In step S811b, the CPU 501 starts an effective period. Thereafter, the process proceeds to step S811c.

  In step S811c, the CPU 501 determines whether or not it is in the valid period scheduled by the process in step S802 of FIG. If the determination in step S811c is YES, the process proceeds to step S811d. If the determination is NO, the non-automatic continuous button operation control process is terminated.

  In step S <b> 811 d, the CPU 501 determines whether or not the operation on the effect button 37 has been performed based on the operation signal of the effect button 37. Specifically, the operation signal of the effect button 37 is a signal that is switched from the OFF level to the ON level when the effect button 37 is pressed, and is switched from the ON level to the OFF level when the press is released. It is determined whether or not the operation signal of the effect button 37 has been switched from the OFF level to the ON level. If the determination in step S811d is YES, the process proceeds to step S811e, and if this determination is NO, the process proceeds to step S811h.

  In step S811e, the content of the operation performed on the effect button 37 is temporarily stored in the RAM 503. Thereafter, the process proceeds to step S811f.

  In step S811f, the CPU 501 determines whether or not the button operation content stored by the process in step S811e satisfies the effect execution condition. Specifically, for example, although details will be described later with reference to FIG. 44, when the CPU 501 is executing a continuous hitting operation game, the effect button 37 in which the stored button operation content is equal to or greater than a predetermined number of times (predetermined speed). It is determined whether or not the operation is a press (continuous hit) operation. For example, although details will be described later (not shown), when the CPU 501 is executing a one-press operation game (second to fourth games), the operation on the effect button 37 is performed (step S811d). It is always determined that the performance execution condition is satisfied. If the determination in step S811f is YES, the process proceeds to step S811g, and if this determination is NO, the process proceeds to step S811h.

  In step S811g, the CPU 501 executes an effect corresponding to the operation on the effect button 37. Specifically, for example, although details will be described later with reference to FIG. 44, when the CPU 501 is executing a continuous hit operation game in which points corresponding to the continuous hit operation to the effect button 37 are executed, the effect button 37 is displayed. An effect of displaying an image (star-shaped image) indicating that a point has been acquired every time the button is pressed a predetermined number of times is executed. Further, for example, although details will be described later (not shown), when the CPU 501 is executing a one-press operation game (second to fourth games), the CPU 501 responds to the timing when the operation on the effect button 37 is performed. The effect is displayed to display the points acquired. Thereafter, the process proceeds to step S811h.

  In step S811h, the CPU 501 determines whether it is the end timing of the valid period scheduled by the process in step S802 of FIG. If the determination in step S811h is YES, the process proceeds to step S811i. If the determination is NO, the non-automatic continuous button operation control process ends.

  In step S811i, the CPU 501 ends the valid period and ends the non-automatic continuous button operation control process.

  The description returns to FIG. 30. In step S837, the CPU 501 executes a notification effect that does not include a continuous hitting operation game. Specifically, for example, although not shown, the CPU 501 performs a notification effect that does not operate the effect button 37, a notification effect that includes an operation game that prompts the user to press the effect button 37, or press and hold the effect button 37. Run. Thereafter, the process proceeds to step S843.

  In step S838, the CPU 501 determines whether it is the end timing of the continuous hitting operation game scheduled by the processing in step S802 of FIG. If the determination in step S838 is YES, the process moves to step S839. If the determination is NO, the process moves to step S841.

  In step S <b> 839, the CPU 501 determines which table the executed operation matches, based on a preset game determination table in accordance with the continuous hitting operation game. Although this game determination table is different for each game, details thereof will be described later with reference to (7) of FIG. 44 and (7) of FIG. Thereafter, the process proceeds to step S840.

  In step S840, the CPU 501 stores, in the RAM 503, the hitting operation game result and the like obtained based on the game determination table. Specifically, as shown in FIG. 44 to be described later, when the continuous hit operation game is a game in which points are acquired in accordance with the continuous hit operation, the CPU 501 is obtained based on the game determination table in the process in step S839. The game result (points) is stored in the RAM 503 and is added to the player's game points and stored in the RAM 503. In addition, as shown in FIG. 45 described later, when the consecutive hit operation game is a game in which the enemy character is defeated in response to the consecutive hit operation, the CPU 501 is obtained based on the game determination table in the process in step S839. The game result (success / failure of continuous hitting operation, cut-in image to be used) is temporarily stored in the RAM 503. This game result calculation method will be described later. Thereafter, the process proceeds to step S841.

  In step S841, the CPU 501 determines whether it is time to display the result of the continuous hitting operation game scheduled by the process in step S802 of FIG. If the determination in step S841 is YES, the process moves to step S842. If the determination is NO, the process moves to step S843.

  In step S <b> 842, the CPU 501 displays an image related to the consecutive hit operation game result on the image display unit 6. Specifically, the CPU 501 displays an image (an image showing points or a cut-in image) relating to the game result of the continuous hitting operation game stored most recently in the RAM 503. Note that details of the display of the images related to the continuous hitting operation game result will be described later with reference to FIGS. 44 and 45. Thereafter, the process proceeds to step S843.

  In step S843, the CPU 501 determines whether it is time to display the winning effect scheduled by the process in step S802 of FIG. If the determination in step S843 is YES, the process moves to step S844. If this determination is NO, the series of effect execution processes ends, and is shown in FIG. 28 and the like in a predetermined cycle (for example, every 33 milliseconds). A series of effect execution processing is repeated.

  In step S844, the CPU 501 provides a big hit notification effect for notifying that it is a big hit (for example, an effect for stopping the decorative symbol at the hits “2”, “2”, “2”) or a lost notification effect for notifying that it is a loss. (For example, the effect of stopping the decorative symbol at the dismissal eye “2”, “9”, “5”) is executed. Then, the series of effect execution processes is ended, and the series of effect execution processes shown in FIG. 28 and the like are repeated in a predetermined cycle (for example, every 33 milliseconds).

  In step S851 in FIG. 31, the CPU 501 determines whether or not the command for instructing execution of the notification effect received in step S801 in FIG. 28 is for instructing execution of the successful effect as a result of success or failure of the special effect. . That is, the CPU 501 determines whether or not the command is an instruction for a notification effect based on the effect pattern P5A or P5C shown in FIG. The details of the special effect will be described later with reference to FIG. 41. However, the special effect is an effect that is executed only during the final change (21st rotation) during the special period, and after the special effect, As a result of success or failure, a success effect (effect that can acquire cumulative special points) or failure effect (effect that cannot acquire cumulative special points) is executed. If the determination in step S851 is YES, the process proceeds to step S852, and if this determination is NO (that is, if the execution of the failed effect is instructed as a result of the special effect); notification based on the effect pattern P5B If it is a command for directing performance), the process proceeds to step S859.

  In step S852, the CPU 501 executes a common effect process. Here, the common effect process is an effect that is commonly executed when the special effect is executed regardless of the success or failure result of the special effect, and details thereof will be described with reference to FIG. FIG. 35 is a detailed flowchart showing an example of the common effect process in step S852 of FIG.

[Common production processing]
In step S8521 in FIG. 35, the CPU 501 determines whether it is the display timing of the total game result scheduled by the processing in step S802 in FIG. Here, the total game result indicates the total points of the game points acquired by the operation games of the first game to the fourth game. If the determination in step S8521 is YES, the process moves to step S8522, and if this determination is NO, the process moves to step S8525.

  In step S8522, the CPU 501 adds up all game results (points) of the first game to the fourth game stored in the RAM 503 by the process in step S814 of FIG. 29, and calculates a total result (total point). . Thereafter, the process proceeds to step S8523.

  In step S8523, the CPU 501 displays the total game result on the image display unit 6. Specifically, the CPU 501 displays the game results (points) of the first game to the fourth game stored in the RAM 503 and the overall result (total point) calculated by the process in step S8522. Details of the display of the total game result will be described later with reference to FIG. Thereafter, the process proceeds to step S8524.

  In step S8524, the CPU 501 clears (resets to 0) the game results (points) of the first game to the fourth game stored in the RAM 503. Thereafter, the process proceeds to step S8525.

  In step S8525, the CPU 501 determines whether it is the start timing of the special effect scheduled by the process in step S802 of FIG. If the determination in step S8525 is YES, the process moves to step S8526. If the determination is NO, the process moves to step S853 in FIG.

  In step S8526, the CPU 501 executes a special effect at the start timing. Specifically, the special effect shown in (2) of FIG. 41 is started. Details of the special effect will be described later with reference to FIG. Thereafter, the process proceeds to step S853 in FIG.

  Returning to FIG. 31, in step S853, the CPU 501 determines whether it is the start timing of an effect (in this case, a successful effect) indicating the success or failure result of the special effect scheduled by the process in step S802 of FIG. Determine. If the determination in step S853 is YES, the process moves to step S854. If the determination is NO, the process moves to step S857.

  In step S854, the CPU 501 adds the accumulated special points stored in the non-volatile RAM 504 to the player's game points stored in the RAM 503 and updates them. Thereafter, the process proceeds to step S855.

  In step S855, the CPU 501 executes a success effect. Specifically, the success effect shown in (3-2) of FIG. 41 is started, and details of the success effect will be described later with reference to FIG. Thereafter, the process proceeds to step S856.

  In step S856, the CPU 501 resets the accumulated special points stored in the nonvolatile RAM 504 to an initial value (100 in this embodiment). Thereafter, the process proceeds to step S857.

  In step S857, the CPU 501 determines whether it is time to display the winning effect scheduled by the process in step S802 of FIG. If the determination in step S857 is YES, the process proceeds to step S858. If this determination is NO, the series of effect execution processes is terminated, and the series illustrated in FIG. 28 and the like in a predetermined cycle (every 33 milliseconds). The production execution process is repeated.

  In step S858, the CPU 501 makes a big hit notification effect for notifying that it is a big hit (for example, an effect to stop the decorative symbols at the hit points “7”, “7”, “7”; see (4-2) in FIG. 41) or A loss notification effect (for example, an effect of stopping the decorative symbols at the loss eyes “2”, “6”, “1”; see (5) in FIG. 41) is executed to notify that it is a loss. Then, the series of effect execution processes is ended, and the series of effect execution processes shown in FIG. 28 and the like are repeated in a predetermined cycle (for example, every 33 milliseconds).

  In step S859, the CPU 501 executes a common effect process. Here, since the common effect process is the same as the process of step S852, the description thereof is omitted. Thereafter, the process proceeds to step S860.

  In step S860, the CPU 501 determines whether or not it is the start timing of an effect (in this case, a failed effect) indicating the success or failure result of the special effect scheduled by the process in step S802 of FIG. If the determination in step S860 is YES, the process proceeds to step S861, and if this determination is NO, the process proceeds to step S864.

  In step S861, the CPU 501 adds a predetermined lose point (for example, 10 points) to the player's game points stored in the RAM 503 and updates them. It should be noted that the content of the lost point (how many points) may be included in the content of the failure effect indicating the success or failure result of the special effect instructed from the effect control unit 400, and the CPU 501 When receiving an instruction of failure production indicating the success / failure result of the special production, it may be determined by random lottery. Thereafter, the process proceeds to step S862.

  In step S862, the CPU 501 executes a failure effect. Specifically, the failure production shown in (3-1) of FIG. 41 is started. Details of the failure production will be described later with reference to FIG. Thereafter, the process proceeds to step S863.

  In step S863, the CPU 501 adds 100 points to the cumulative special points stored in the nonvolatile RAM 504 and updates the accumulated special points. When the cumulative special points have reached the upper limit (4800 points in this embodiment), no further updating is performed. Thereafter, the process proceeds to step S864.

  In step S864, the CPU 501 determines whether it is the display timing of the jackpot history or the like scheduled by the processing in step S802 of FIG. Here, the jackpot history indicates the number of jackpots and the total number of winning balls won during the jackpot. If the determination in step S864 is YES, the process proceeds to step S865, and if this determination is NO, the process proceeds to step S867.

  In step S865, the CPU 501 displays the big hit history on the image display unit 6. Specifically, the CPU 501 displays a jackpot history indicating the number of jackpots Wc stored in the RAM 503 and the total number T of winning balls. Details of the display of the jackpot history will be described later with reference to FIG. Thereafter, the process proceeds to step S866.

  In step S866, the CPU 501 clears the jackpot history stored in the RAM 503, that is, the jackpot count Wc and the number of winning prize balls T (reset to 0). Thereby, the continuous update of the number of big hits and the cumulative update of the number T of winning prize balls are completed. In other words, in this embodiment, since the big hit history is reset to 0 by the processing in step S866, even after the short hit without big time is completed, the processing in step S866 is executed. The jackpot history is not reset, it is taken over and updated. Then, the process in step S866 is executed for the first time when a special effect (and a failure effect as a result of success or failure) is executed at the 21st rotation, which is the final change in the special period after the end of the timeless big hit. Process. For this reason, when the big hit is made at the 1st to 20th rotations during the special period after the completion of the short hit without big time, or when the special effect is successful at the 21st rotation which is the final change during the special period (FIG. 27). When the effect pattern P5A or P5C shown in FIG. 6 is executed (that is, when the 21st rotation is a big hit or there is a big hit in the hold at this time; see FIG. 26), the big hit history is taken over and updated. Will be. As described above, in this embodiment, when there is a big hit in the hold at the 21st rotation, the big hit history is taken over and updated, but in the other embodiments, the 21st rotation is a big hit. The big hit history may be taken over and updated only when it is, and if there is a big hit in the hold at the 21st rotation, the big hit history may be cleared and not taken over. Thereafter, the process proceeds to step S867.

  In step S867, the CPU 501 determines whether it is time to display the winning effect scheduled by the process in step S802 of FIG. If the determination in step S867 is YES, the process proceeds to step S868. If this determination is NO, the series of effect execution processes ends, and is shown in FIG. 28 and the like in a predetermined cycle (for example, every 33 milliseconds). A series of effect execution processing is repeated.

  In step S868, the CPU 501 executes a loss notification effect for notifying that it is a loss (for example, an effect of stopping the decorative symbols at the loss eye “2” “6” “1”; see (5) in FIG. 41). . Then, the series of effect execution processes is ended, and the series of effect execution processes shown in FIG. 28 and the like are repeated in a predetermined cycle (for example, every 33 milliseconds).

[Direction during special mode]
Next, the effects during the special period (during the special mode) characteristic of the present embodiment realized by the effect execution processing by the image sound control unit 500 described with reference to FIGS. This will be described with reference to FIG.

  First, a description will be given of the mode effect in the special mode that is executed in the first to twenty-first rotations after the short hit big hit game is completed. As shown in FIG. 37, in the mode effect in the special mode, a special background is displayed on the image display unit 6, and an effect in which the character image CI travels across the motorcycle is executed. In addition, the operation game effect (the 1st game-the 4th game) in the special mode mentioned later is performed using this character image CI. Further, as a history background, the image display unit 6 stores in the RAM 503 a special point image SPI indicating the accumulated special points stored in the nonvolatile RAM 504, an acquired winning ball image HH indicating the total number T of winning balls stored in the RAM 503. The number-of-continuations image HC showing the number of hits Wc is displayed, and the game result image HG showing the results of the previous operation games stored in the RAM 503 are displayed. In the special mode, the decorative symbol DI is variably displayed at the center of the image display unit 6 as shown in FIG. 37, but the variably displayed for a specific number of times that the operation game effect and the special effect are executed (specifically, In the fifth, fifth, tenth, fifteenth, twenty-first, and twenty-first times), in order to give priority to the operation game effect or the special effect, it is assumed to be reduced and displayed on the upper left. At this time, it is assumed that the history background becomes invisible by executing the game effect and the special effect in the upper layer of the history background.

  Next, an outline of effects executed in the special mode will be described with reference to FIG. As shown in FIG. 38, when the big hit game of big hit B (no short time big hit; see FIG. 6) is completed, the mode effect of the special mode is executed in the first to twenty-first rotations thereafter, and in the fluctuation after the twenty-second rotation. The mode effect in the normal mode is executed. Then, in the fifth rotation, the first game effect is executed as the operation game effect. In the tenth rotation, the second game effect is executed as the operation game effect. In the fifteenth rotation, The third game effect is executed as the operation game effect, the fourth game effect is executed as the operation game effect in the 20th rotation variation, and the first change in the last 21st rotation is first. A special effect is executed after the results of the game to the fourth game are displayed. It should be noted that the operation game effects of the first to fourth games and the specific number of times the special effects are executed have a fixed fluctuation pattern (variation time; see FIG. 27) regardless of the number of special symbol lotteries held. Therefore, an operation game effect and a special effect of a certain effect time are realized using this variation time. Hereinafter, these effects will be specifically described.

[Direction of the first game]
First, the effect of the first game will be described with reference to FIG. As shown in (1) of FIG. 39, when the special symbol variation display is started on the first special symbol display 4a or the second special symbol display 4b, the decorative symbol DI is displayed on the image display unit 6. In the center of the image display unit 6, the effect of the first game is started and an image explaining the content of the first game is displayed. Here, the effect of the first game is a game in which points are earned by repeatedly striking the effect button 37, and for example, an image explaining the game content of “Accelerate with button hits” is displayed. In addition, as described above, the effect of the first game is a game in which points are earned according to the continuous operation of the effect button 37 and is not related to the special symbol lottery result.

  Next, as shown in (2) of FIG. 39, the gauge image GG indicating the effective period is displayed on the image display unit 6, and the game operation in the production of the first game is started (step S810 in FIG. 29, FIG. 32 step S810g). Further, when the game operation in the production of the first game is started, as described above, the production of the first game is a game production in which points are obtained by repeatedly performing the production button 37, so that automatic continuous hitting is effective. A low-speed automatic continuous hitting pattern R2 (3 times / s) shown in FIG. 36 having a long pressing cycle is set (see step 810d in FIG. 32). Thus, when the player hits the effect button 37 repeatedly, an effect corresponding to the number of repeated hits is executed. When the player presses the effect button 37 for a long time, this long press is set. The low-speed automatic continuous hitting pattern R2 is changed to a continuous hit, and an effect corresponding to the changed number of repeated hits is executed. For example, when the background moving speed around the character image CI straddling the motorcycle changes according to the number of repeated hits, the degree of acceleration of the motorcycle is expressed, and an effect with more points acquired is executed as the degree of acceleration increases. The

  Next, when the game operation in the first game effect is completed, the setting of the automatic continuous hitting using the low-speed automatic continuous hitting pattern R2 is cleared (see step S810s in FIG. 33). In addition, when the first game effect ends, which table in the game determination table of the first game matches the operation by the player (actual continuous hit or long hit with changed long press). Determination is made (see step S813 in FIG. 29). Here, as a game determination table of the first game, for example, as shown in (6) of FIG. 39, a game determination table in which points are given according to the number of consecutive hits during a game operable period (effective period). Is stipulated. Specifically, in the game determination table of the first game, when the number of consecutive hits is 0 to 31 times, 0 to 99 points are given according to the number of times and ranked in rank D, and the number of consecutive hits is 32 to 32 times. In the case of 46 times, 100 to 199 points are given according to the number of times and ranked in rank C, and when the number of consecutive hits is 47 to 56 times, 200 to 299 points are given according to the number of times. If ranked to rank B and the number of consecutive hits is 57 to 64 times, 300 to 399 points are given according to the number of times and ranked to rank A. If the number of consecutive hits is 65 or more, the number of times 400-500 points are given according to the ranking and ranked S. Even in the range of the number of consecutive hits classified into the same rank, the larger the number of consecutive hits is, the more points are determined and determined that the game result is preferable. Therefore, for example, when the number of repeated hits is 60, 350 points are given and ranked in rank A, and the result is stored in the RAM 503 (see step S814 in FIG. 29).

  Here, in the production of the first game, by setting the low-speed auto repetitive strike pattern R2, the player gives the replay button 37 more than the number of repetitive strikes when the player actually strikes the replay button 37 with full power. The number of repeated hits (low-speed automatic repeat hits) in which the long press is changed by long-pressing is reduced. In other words, the player can acquire fewer points by performing automatic continuous hitting than by actually performing continuous hitting. In other words, the player can acquire more points by actually performing the continuous hitting operation without performing the automatic continuous hitting. As a result, a player who prefers to perform a continuous hit operation of the effect button 37 without performing an automatic continuous hit, gains more points by performing the automatic hit repeatedly than actually performing a continuous hit operation of the effect button 37. It is possible to prevent dissatisfaction that it is possible. Further, as described above, in order to acquire more points, the player must actually perform the continuous operation of the effect button 37. Therefore, the player can be effectively rewarded for actually performing the continuous operation of the effect button 37.

  Next, as shown in (3) of FIG. 39, the game result of the first game is displayed when a predetermined time has elapsed since the end of the production of the first game (see step S816 in FIG. 29). ). Specifically, the acquired points (for example, 350 points) and the rank (for example, rank A) of the game are displayed as the game results determined based on the game determination table.

  Next, when the variation in which the effect of the first game is executed (that is, the variation in the fifth rotation in the special mode) is lost (that is, in the case of the effect pattern P1B shown in FIG. 27), (4 in FIG. As shown in (-1), the decorative symbol DI is stopped and displayed at the losing eye, so that it is confirmed that it is losing, and as shown in (5-1) of FIG. A game result image HG showing the result of the first game is displayed.

  On the other hand, when the variation in which the effect of the first game is executed (that is, the variation in the fifth rotation in the special mode) is a big hit (that is, the effect pattern P1A shown in FIG. 27), (4- As shown in 2), the character image CI straddling the motorcycle is subjected to the big hit effect for acquiring the big hit icon, and as shown in (5-2) of FIG. 39, the decorative symbol DI is stopped and displayed at the hit. As a result, it is confirmed that it is a big hit, and then a big hit effect is executed. In this case, the result of the first game stored in the RAM 503 is cleared.

[Direction of the second game to the fourth game]
Next, the effects of the second game to the fourth game will be described (not shown; see step S811 in FIG. 29). When the variation display of the special symbol is started on the first special symbol display 4a or the second special symbol display 4b, the decorative symbol DI is reduced and variably displayed on the upper left of the image display unit 6 to display the image. In the center of the unit 6, the corresponding operation game effect is started from the second game to the fourth game effect, and an image explaining the game content to be started is displayed. Specifically, for example, when the operation game effect to be started is the operation game effect of the second game, and the second game is a game in which points are acquired by pressing the button once with good timing, the “timing” An image explaining the content of the game, “Press the button often” is displayed. In addition, when the operation game effect to be started is the operation game effect of the third game, and the third game is a game in which points are acquired by pressing the button multiple times with good timing, An image explaining the content of the game “Press” is displayed. In addition, when the operation game effect to be started is the operation game effect of the fourth game, and the fourth game is a game in which points are acquired by pressing the button once with good timing, “press the button with good timing” An image explaining the game content is displayed.

  Next, a gauge image GG indicating the effective period is displayed on the image display unit 6, and the game operation of the started game (any one of the second game to the fourth game) is started. Specifically, when the player presses the effect button 37, an effect corresponding to the timing at which the effect button 37 is pressed is executed. At this time, it is determined which of the game determination tables corresponding to each game of the second game to the fourth game (not shown) the operation timing by the player matches. That is, in the second game to the fourth game, points are given and ranked according to the operation timing of the player on the effect button 37. The result is stored in the RAM 503.

  Next, when a predetermined time has elapsed since the end of each of the second game to the fourth game, the game result is displayed as in the first game (see (3) in FIG. 39).

  Next, when the variation (that is, the variation of the 10th rotation, the 15th rotation, and the 20th rotation in the special mode) in which the operation game effect of any of the second game to the fourth game is executed is lost (that is, In the case of the production patterns P2B, P3B, and P4B shown in FIG. 27), the decorative symbol DI is stopped and displayed at the losing eye, thereby confirming that it is losing. In addition, when the variation in which the operation game effect of the second game and the operation game effect of the third game are executed (that is, the change in the 10th rotation and the 15th rotation in the special mode) is lost, Similar to the effect (see (5-1) in FIG. 39), the game result image HG showing the results of the second game and the third game in addition to the results of the first game is displayed as the history background in the next change. Further, when the variation in which the fourth game effect is executed (that is, the variation in the 20th rotation in the special mode) is a loss, the final variation effect in the 21st rotation in the special mode is performed in the next variation. The game result image HG showing the fourth game result is not displayed. This final variation effect will be described later with reference to FIGS.

  On the other hand, when the operation game effect of any one of the second game to the fourth game is executed (that is, the change in the 10th rotation, the 15th rotation, and the 20th rotation in the special mode) is a big hit (that is, FIG. 27, the effect pattern P2A, P3A, and P4A) (similar to the effect of the first game (see (4-2) in FIG. 39)), the character image CI straddling the motorcycle acquires a big hit icon. The effect is executed, and the decorative symbol DI is stopped and displayed at the hitting eye, thereby confirming that it is a big hit. Thereafter, the big hit effect is executed. In this case, the results of the first game to the fourth game stored in the RAM 503 are cleared.

[Total game result display and special effects]
Next, with reference to FIGS. 40 to 43, the overall game result display and special effects in the 21st rotation change which is the final change in the special mode will be described. FIG. 40 shows the effects executed on the image display unit 6 in time series in the change of the 21st rotation.

  First, referring to (1) of FIG. 40 and FIGS. 41 to 43, the effect at the time when the change in the 21st rotation is lost and there is no big hit in the hold (that is, the effect pattern P5B shown in FIG. 27). Will be described. In this case, first, as shown in (1) of FIG. 41, the total game result is displayed. Specifically, as shown in FIG. 42, when the special symbol variation display is started, the decorative symbol DI is reduced and displayed in the upper left of the image display unit 6, and is displayed at the center of the image display unit 6. The overall game result is displayed. Specifically, the result of the first game (eg, 350 points), the result of the second game (eg, 220 points), the result of the third game (eg, 250 points), the result of the fourth game (eg, 200 points), and these Total points (for example, 1020 points) are displayed.

  When the general game result display ends, a roulette game effect is started as a special effect as shown in (2) of FIG. Here, the roulette game production is a game production in which the ball stops on which of the square marked “to” written on the turntable and the square where “losing point” is written. By stopping at the square, the accumulated special points added so far will be acquired as a special prize, and when you stop at the "losing point" square, the written loss point will be acquired as a disappointing prize. Therefore, when this roulette effect is started, a special point image SPI indicating the current accumulated special points stored in the nonvolatile RAM 504 is displayed as a part of the roulette effect instead of the history background.

  If the change at the 21st rotation is lost and there is no big hit within the hold, as a result of the success or failure of the roulette game effect (special effect), as shown in (3-1) of FIG. A failure production in which the ball stops at the square of “Lose point” is executed. After that, when 100 points are added to the accumulated special points stored in the nonvolatile RAM 504 and the special point image SPI is displayed next time, the value obtained by adding 100 points (however, as described above) The upper limit is 4800 points).

  When the failure effect is finished, the big hit history is displayed as shown in (4-1) of FIG. Specifically, as shown in FIG. 43, as the big hit history, the final result indicating the big hit number Wc and the total number T of winning balls displayed as the history background during the special mode is displayed. Then, the big hit history is displayed during the change of the 21st rotation, which suggests that the update of the big hit history is finished (it is not continued any more). In other words, the display of the jackpot history functions as an effect that suggests that the update of the jackpot history has ended.

  When the display of the big hit history is completed, as shown in (5) of FIG. 41, the screen displayed on the image display unit 6 returns to the normal screen, and it is notified that the game is lost. That is, in order to suggest that the special mode up to the 21st rotation has ended, the background image returns from the special background to the normal background, and the decorative design DI is lost (for example, “2”, “6”, “1” )) And stop. Thereafter, the mode effect of the normal mode is executed from the 22nd rotation.

  Next, referring to (2) of FIG. 40 and FIGS. 41 to 43, when the change in the 21st rotation is a loss and there is a big hit in the hold (that is, the effect pattern P5C shown in FIG. 27). The production will be described. In this case, first, as shown in (1) of FIG. 41, the overall game result described above with reference to FIG. 42 is displayed. When the general game result display ends, the roulette game effect described above is started as a special effect as shown in FIG. If the change at the 21st rotation is lost and there is a big hit in the hold, as a result of the success or failure of the (special effect) of the roulette game effect, as shown in (3-2) of FIG. The ball stops at this square, and a successful performance is obtained in which accumulated special points are earned. The accumulated special points are added to the player's game points, and as described above, the player can obtain a privilege according to the game points. Thereafter, the accumulated special points stored in the nonvolatile RAM 504 are reset to the initial value (100), so that the next time the special point image SPI is displayed, 100 points are displayed as the initial value. When the successful production ends, as shown in FIG. 41 (5), the screen displayed on the image display unit 6 returns to the normal screen, and it is notified that the screen is lost. Executed. At this time, in order to notify that there is a hit within the hold, a special suggestion image (for example, “WIN”) continues until the big hit hold is exhausted (a special symbol lottery for the big win is executed). The displayed image) may be displayed on an appropriate position of the image display unit 6 (or a sub screen in the case of a gaming machine having a different sub screen from the image display unit 6). As described above, when the 21st rotation is lost and there is a big hit in the hold, the big hit history displayed when the 21st rotation is lost and there is no big hit in the hold is not displayed. Therefore, in this case, it is suggested that the update of the jackpot history is not completed (still continued). In other words, because the final fluctuation in the special mode is a loss, the big hit history will be continued if there is a big hit within the hold at the start of the final fluctuation, despite the change from the next fluctuation to the normal mode. .

  Next, with reference to (3) of FIG. 40 and FIGS. 41 to 43, an effect when the change in the 21st rotation is a big hit (that is, effect pattern P5A) will be described. In this case, first, as shown in (1) of FIG. 41, the overall game result described above with reference to FIG. 42 is displayed. When the general game result display ends, the roulette game effect described above is started as a special effect as shown in FIG. If the change at the 21st rotation is a big hit, as a result of the success or failure of the roulette game effect (special effect), as shown in (3-2) of FIG. Is stopped, and a successful performance is obtained in which accumulated special points are earned. When the successful performance ends, as shown in (4-2) of FIG. 41, it is notified that it is a big hit. That is, the decorative design DI is stopped and displayed at the hit (eg, “7”, “7”, “7”), and then the opening effect is executed.

[Sequential hit operation game in which points are earned in response to consecutive hit operations other than during special notification effects]
Next, special notification effects (operation game effects of the first to fourth games) that are characteristic of the present embodiment and are realized by the effect execution processing by the image sound control unit 500 described with reference to FIGS. 28 to 36. An example of a repetitive hitting operation game (see step S836 in FIG. 30) for acquiring points in response to a repetitive hitting operation in a notification effect that is not a notification effect in which a special effect is performed (see FIG. 38) will be described with reference to FIG. To do. The effect shown in FIG. 44 is a notification effect that is not a special notification effect, and is an effect that includes a repetitive operation game in which points can be obtained in response to a repetitive operation on the effect button 37. Further, in this continuous hitting operation game, the automatic continuous hitting pattern is not set (automatic continuous hitting is set invalid).

  First, as shown in (1) of FIG. 44, the decoration symbol DI starts to change. Specifically, when the variation display of the special symbol is started on the first special symbol display 4a or the second special symbol display 4b, the decorative symbol DI is variably displayed at the center of the image display unit 6. .

  Next, as shown in (2) of FIG. 44, when a predetermined time has elapsed since the start of the variation of the decorative symbol DI, the right and left decorative symbols have the same numeric symbol (for example, “2”). Is temporarily stopped and displayed, an effect that achieves reach is executed. The temporary stop means that the decorative symbol is displayed in such a manner that the player can recognize that the variation of the decorative symbol has stopped, and is not completely stopped. For example, the decorative symbol is slightly swung up and down. It is a state that is displayed in the state.

  Next, as shown in (3) of FIG. 44, when the SP reach effect is developed, the decorative pattern DI is reduced and displayed in the upper left of the image display unit 6 and is displayed in a variable manner. The game is started and an image explaining the content of the continuous hitting operation game is displayed. Here, the continuous hitting operation game to be started is a game for acquiring points by repeatedly hitting the effect button 37, and for example, an image explaining the content of the continuous hitting operation game “point acquisition chance” is displayed. In addition, as described above, this continuous hitting operation game is a game in which points are obtained only in response to the continuous hitting operation of the effect button 37, and is an effect that is not affected by the special symbol lottery result.

  Next, as shown in (4) of FIG. 44, the gauge image GG indicating the effective period is displayed on the image display unit 6, and the game operation in the continuous hitting operation game is started (see step S811b in FIG. 34). Further, as described above, when the game operation in the continuous hit operation game is started, this continuous hit operation game is a game in which points are obtained by repeatedly pressing the effect button 37, and the automatic continuous hit pattern (see FIG. 36) is set. Not (that is, auto-strike is invalid). Thus, even if the player presses the effect button 37 for a long time, the long press is not changed to continuous hitting. Therefore, when the player actually hits the effect button 37 repeatedly, the effect corresponding to the number of times of repeated hits is executed. For example, each time the effect button 37 is pressed a predetermined number of times, a star-shaped image indicating that the points have been acquired is displayed, and an effect that the more points are acquired as the number of displayed star-shaped images increases. Executed. Further, when the continuous hitting operation game ends, it is determined which table in the effect determination table matches the operation by the player (see step S839 in FIG. 30). Here, as the effect determination table, as shown in (7) of FIG. 44, an effect determination table in which points are given in accordance with the number of times the game operation is possible (effective period) is determined. . Specifically, in the game determination table of the continuous hit operation game, when the number of consecutive hits is 0 to 15, the number of consecutive hits × 1 point is given, and when the number of consecutive hits is 16 to 30, the number of consecutive hits If 2 points are awarded and the number of consecutive hits is 31 to 40 times, the number of consecutive hits × 3 points is given according to the number of times, and if the number of consecutive hits is 41 to 50 times, the number of consecutive hits according to the number of times When 4 points are awarded and the number of consecutive hits is 51 or more, 250 points are awarded. Therefore, for example, when the number of repeated hits is 45, 180 points are given and the result is stored in the RAM 503 (see step S840 in FIG. 30).

  Here, in this continuous hitting operation game, if the automatic continuous hitting is set to be invalid, even if the player presses the effect button 37 for a long time without repeatedly hitting, this long press is not changed to the continuous hitting operation. As a result, the player cannot obtain points by auto-striking. That is, the player cannot obtain points unless the player actually performs the continuous operation of the effect button 37. As a result, the player who prefers to actually perform the continuous operation of the effect button 37 can complain that the player can earn points by performing the automatic continuous operation without actually performing the continuous operation of the effect button 37. It is possible to prevent them from being held. Further, as described above, in order to acquire points, the player must actually perform the continuous operation of the effect button 37. Therefore, the player can be effectively rewarded for actually performing the continuous operation of the effect button 37.

  Next, as shown in (5-1) of FIG. 44, when the operation of the effect button 37 is performed during the effective period, a predetermined time elapses after the continuous hitting operation game ends. The acquired points (for example, an image of 180 points) are displayed (see step S842 in FIG. 30).

  On the other hand, as shown in (5-2) of FIG. 44, when the operation of the effect button 37 is not performed during the effective period, a predetermined time elapses after the end of the continuous hit operation game, The fact that points have not been acquired (for example, an image of 0 points) is displayed (see step S842 in FIG. 30).

  Next, as shown in (6) of FIG. 44, the SP reach effect is completed, and the decorative symbol DI is enlarged and stopped at the center of the image display unit 6, thereby winning the special symbol lottery result. Is notified (see step S844 in FIG. 30). Specifically, for example, if a special symbol lottery results in a big hit, the decorative symbol DI is stopped and displayed at the hit (eg, “2”, “2”, “2”), so If the player is informed and the result of the special symbol lottery is a loss, the decorative symbol DI is stopped and displayed at the loss eye (for example, “2”, “1”, “2”). To be notified. Note that, in the above, in the fluctuations executed up to the SP reach effect (that is, the fluctuation patterns “40.01” to “40.10” shown in FIGS. 14 to 18), the SP reach effect is developed. The case where the continuous hitting operation game is executed has been described as an example, but the present invention is not limited to this. For example, in the variation executed until the SPSP reach effect (that is, the variation pattern “90.01” to “90.14” illustrated in FIGS. 14 to 18), the continuous hitting operation is performed after the SPSP reach effect is developed. The game may be executed, or in a variation that does not develop into an SP reach production after the reach is established (that is, any one of the variation patterns “15.01” to “15.04” shown in FIGS. 14 to 18). The continuous hitting operation game may be executed during the variable display of the decorative symbol DI before the reach is established.

[Sequential operation game that does not earn points according to repeated operation]
Next, a continuous hit operation game that is realized by the effect execution process by the image sound control unit 500 described with reference to FIGS. 28 to 36 and does not acquire points according to the characteristic continuous hit operation in the present embodiment. An example (see step S835 in FIG. 30) will be described with reference to FIG. The effect shown in FIG. 45 is a notification effect including a continuous hitting operation game in which an enemy character is defeated in response to a continuous hitting operation on the effect button 37. If the hitting operation is successful, the big hit reliability is based on a special symbol lottery result. In the case where a cut-in image is displayed, and the continuous hitting operation is unsuccessful, the cut-in image indicating that the big hit reliability is uniformly low is displayed. In this continuous hitting operation game, a high-speed automatic continuous hitting pattern (automatic continuous hitting pattern R1 shown in FIG. 36) is set.

  First, as shown in (1) of FIG. 45, the decoration pattern DI starts to change. Specifically, when the variation display of the special symbol is started on the first special symbol display 4a or the second special symbol display 4b, the decorative symbol DI is variably displayed at the center of the image display unit 6. .

  Next, as shown in (2) of FIG. 45, when a predetermined time elapses after the start of the variation of the decorative symbol DI, the right and left decorative symbols have the same numeric symbol (for example, “2”). Is temporarily stopped and displayed, an effect that achieves reach is executed.

  Next, as shown in (3) of FIG. 45, when a predetermined time has elapsed since the start of the reach effect, the decorative pattern DI is reduced and displayed in the upper left of the image display unit 6 so as to change the image. In the center of the display unit 6, a continuous hit operation game is started, and an image explaining the content of the continuous hit operation game is displayed. Here, the continuous hitting operation game to be started is an effect of defeating the enemy character by hitting the effect button 37 repeatedly. For example, an image for explaining the content of the continuous hitting operation game “defeat the enemy by pressing the button repeatedly”. Is displayed.

  Next, as shown in (4) of FIG. 45, the gauge image GG indicating the effective period is displayed on the image display unit 6, and the game operation in the continuous hitting operation game is started (step S835 in FIG. 30, FIG. 32). Step S810g). Further, when the game operation in the continuous hit operation game is started, as described above, since this continuous hit operation game is not an effect of acquiring points by repeatedly pressing the effect button 37, the automatic continuous hit is set to be effective. A high-speed automatic repeated hitting pattern R1 (7 times / s) with a short pressing cycle shown in FIG. Thus, when the player hits the effect button 37 repeatedly, an effect corresponding to the number of repeated hits is executed. When the player presses the effect button 37 for a long time, this long press is set. The high-speed automatic continuous hitting pattern R1 is changed to a continuous hit, and an effect corresponding to the changed number of repeated hits is executed (see step S810p in FIG. 33). For example, an enemy character is attacked according to the number of consecutive hits, and an effect in which a plurality of enemy characters are defeated is executed.

  Next, when the continuous hitting operation game ends, the setting of the automatic continuous hitting using the high-speed automatic continuous hitting pattern R1 is cleared (see step S810s in FIG. 33). Further, when the game operation in the continuous hit operation game is completed, the player's operation (actual continuous hit or long hit with changed long press) matches any table of the game determination table of the continuous hit operation game. Is determined (see step S839 in FIG. 30). Here, for example, as shown in (7) of FIG. 45, the game determination table of the continuous hit operation game indicates whether or not the continuous hit operation has failed according to the number of consecutive hits during the game operation possible period (effective period). In other words, a game determination table for determining which cut-in image to display on the image display unit 6 after the end of the continuous hitting operation game is defined. Specifically, in the game determination table of the continuous hit operation game, when the number of consecutive hits is 0 to 49, the continuous hit operation is failed, and after the end of the continuous hit operation game, a cut-in image (low cut) In-image) is uniformly displayed, and if the number of consecutive hits is 50 times or more, the consecutive hit operation is successful, and a special symbol lottery of variation in which the consecutive hit operation game is performed after the end of the consecutive hit operation game It is determined that a cut-in image based on the result is displayed. Here, the cut-in image based on the result of the special symbol lottery is a cut-in image having a low big hit reliability (weak cut-in) when the result of the special symbol lottery of the fluctuation in which the continuous hitting operation game is performed is a big hit. Image) is determined to be either a weak cut-in image or a strong cut-in image by an allocation lottery that makes it easy to determine a cut-in image (strong cut-in image) with a higher jackpot reliability, and the result of the special symbol lottery is In this case, the weak cut-in image is determined as one of the weak cut-in image and the strong cut-in image by the lottery of the allocation in which the weak cut-in image can be easily determined. In other words, if the consecutive hit operation of the consecutive hit operation game fails (the number of consecutive hits is 0 to 49), the big hit reliability is low after the end of the consecutive hit operation game, regardless of the result of the special symbol lottery of the variation in which the consecutive hit operation game is performed. A cut-in image is always displayed. On the other hand, when the consecutive hit operation of the consecutive hit operation game is successful (the number of consecutive hits is 50 times or more), a cut-in image indicating the big hit reliability based on the result of the special symbol lottery of the variation in which the consecutive hit operation game is performed is displayed. It will be. Therefore, for example, when the number of consecutive hits is 60, and the hit operation is successful, and a strong cut-in image is determined based on the big hit reliability, this result is temporarily stored in the RAM 503 (FIG. 30). (See step S840).

  Next, as shown in (5-1) of FIG. 45, when the continuous hitting operation fails in the continuous hitting operation game, when a predetermined time elapses after the end of the continuous hitting operation game, a weak cut-in is performed uniformly. The image is displayed on the image display unit 6 (see step S842 in FIG. 30). Specifically, for example, a blue cut-in image indicating that the big hit reliability is low is displayed.

  In addition, as shown in (5-2) of FIG. 45, in the continuous hit operation game, when it is determined that the continuous hit operation is successful and it is determined to display the strong cut-in image based on the result of the special symbol lottery, When a predetermined time elapses after the game ends, a strong cut-in image is displayed on the image display unit 6 (see step S842 in FIG. 30). Specifically, for example, a red cut-in image indicating that the big hit reliability is high is displayed.

  In addition, as shown in (5-3) of FIG. 45, in the continuous hit operation game, when it is determined that the continuous hit operation is successful and the weak cut-in image is displayed based on the result of the special symbol lottery, When a predetermined time elapses after the game ends, a weak cut-in image is displayed on the image display unit 6 (see step S842 in FIG. 30). Specifically, for example, a blue cut-in image indicating that the big hit reliability is low is displayed.

  Next, as shown in (6) of FIG. 45, the display of the cut-in image is finished, and the decorative symbol DI is enlarged and stopped at the center of the image display unit 6 to display the special symbol lottery. The winning result is confirmed and notified (see step S844 in FIG. 30). Specifically, for example, if a special symbol lottery results in a big hit, the decorative symbol DI is stopped and displayed at the hit (eg, “2”, “2”, “2”), so If the player is informed and the result of the special symbol lottery is a loss, the decorative symbol DI is stopped and displayed at the loss eye (for example, “2”, “1”, “2”). To be notified. Note that, in the above, in the fluctuation that does not develop into the SP reach production after the establishment of the reach (that is, the fluctuation pattern “15.01” to “15.04” shown in FIGS. 14 to 18), Although the case where the continuous hitting operation game is executed has been described as an example, the present invention is not limited to this. For example, in the variation executed until the SP reach effect (that is, any of the variation patterns “40.01” to “40.10” shown in FIGS. 14 to 18), the continuous hit operation is performed after the SP reach effect is developed. The game may be executed, or the SPSP reach in the fluctuation executed until the SPSP reach production (that is, the fluctuation pattern “90.01” to “90.14” shown in FIGS. 14 to 18). After the development, the continuous hitting operation game may be executed.

  Here, as described above, this continuous hitting operation game (see FIG. 45) is a continuous hitting operation game related to (affected by) the result of the special symbol lottery, and the special symbol lottery is performed only when the continuous hitting operation is successful. This is a continuous hitting operation game in which an effect based on the result (see (5-2) and (5-3) in FIG. 45) is executed. Therefore, in this continuous hitting operation game, unlike the continuous hitting operation game (see FIGS. 39 and 44) in which points are acquired in accordance with the continuous hitting operation, the player is rewarded for the actual hitting operation of the effect button 37. In addition, it is desired that a cut-in image (that is, a cut-in image with high reliability of the big hit reliability) that is executed based on the result of the special symbol lottery is displayed reliably. For this reason, in this continuous hitting operation game, by setting the high-speed automatic continuous hitting pattern R1, the long press is changed by long pressing the effect button 37 without actually operating the effect button 37 repeatedly. Control is performed so that the number of repeated hits (repeated hits by high-speed automatic repeated hits) easily increases. As a result, the player can easily succeed in the continuous hitting operation by performing the automatic continuous hitting without actually performing the continuous hitting operation of the effect button 37, and is determined based on the result of the special symbol lottery. A highly reliable cut-in image can be easily viewed. In other words, the player can easily succeed in the continuous hitting operation of the continuous hitting operation game and display a highly reliable cut-in image by performing automatic continuous hitting without actually performing the continuous hitting operation. This can prevent the player from being dissatisfied with the inability to see a highly reliable cut-in image.

  Here, in the above, according to the flowcharts shown in FIGS. 28 to 35, whether or not the long press operation is changed to the continuous hit operation (whether the automatic continuous hit is set to valid / invalid), and the automatic continuous hit is set. An example of processing for controlling whether to set to a high-speed or low-speed automatic repeated hitting pattern in the case of setting the effective is described. However, the control process for setting automatic continuous hitting is not limited to this. In the following, another example of the control process for setting the automatic continuous hit, which is a characteristic process of the present invention, will be described with reference to FIG. FIG. 46 is a diagram showing an example of a flowchart of an effect control process performed based on an operation on the effect button 37, including a control process for setting automatic continuous hitting. Also, the image sound control unit 500 repeatedly executes a series of processes shown in FIG. 46 at regular time intervals (for example, 33 milliseconds) in a normal operation except for special cases such as when the power is turned on and when the power is turned off. . Further, processing performed by the image sound control unit 500 described based on the flowchart of FIG. 46 is executed based on a program stored in the ROM 502.

  First, in step S8001, the CPU 501 of the image sound control unit 500 determines whether or not an operation game is being played. Here, the operation game is a game in which a valid period in which an operation on the effect button 37 is valid is set, and a predetermined effect is performed according to an operation on the effect button 37 performed during the valid period. . If the determination in step S8001 is YES, the process proceeds to step S8002, and if this determination is NO, the series of button operation effect execution processing ends, and is shown in FIG. 46 in a predetermined cycle (for example, every 33 milliseconds). A series of button operation effect execution processing is repeated.

Here, the operation game described above includes a one-press operation game (second game to fourth game; not shown), a continuous hit operation game (see FIGS. 39, 44, and 45), and a long press operation game. There is.
The one-press operation game is a game that prompts the user to press the effect button 37. The one-press operation for pressing the effect button 37 for a short time (that is, a short press) and the one-press operation are continuously performed a plurality of times. Regardless of whether the continuous hitting operation to be performed or the long pressing operation for continuously pressing the effect button 37 for a predetermined time or longer is performed, if the pressing of the effect button 37 is detected even once during the effective period, it is effective. It is a game in which a period is ended and an effect is performed in response to the pressing. For example, the effect in response to the press is an effect of displaying an image indicating that points have been acquired according to the timing at which the press of the effect button 37 is detected.
The continuous hit operation game is a game that prompts the player to repeatedly press the effect button 37. During the effective period, the hit operation to the effect button 37 (more precisely, each one-press operation constituting the continuous hit operation) A game in which an effect corresponding to this operation is performed each time a pushing and pushing operation is detected. For example, as shown in (2) of FIG. 39, an effect according to this operation is an effect that changes the moving speed of the background according to this operation, or as shown in (4) of FIG. Accordingly, it is an effect of displaying an image indicating that points have been acquired, or an effect of defeating an enemy character in response to this operation, as shown in (4) of FIG. In other words, in the continuous hit operation game, an effective period in which the multiple operations are valid is set so that the continuous hit operation (multiple single press operations performed continuously) can be detected during the effective period. ing. In addition, when the continuous hitting operation game being executed is a game in which the automatic continuous hitting is set to ON, when a long press operation is detected during the effective period, the long press operation is switched to the continuous hitting operation and switched. An effect corresponding to the continuous hitting operation (more precisely, each one-press operation constituting the continuous hitting operation) is executed. On the other hand, when the continuous hitting operation game being executed is a game in which automatic continuous hitting is not set to ON (set to OFF), if a long press operation is detected, an effect corresponding to this operation is not executed.
The long press operation game is a game that prompts a long press operation of the effect button 37, and when a long press operation is detected during the effective period, an effect corresponding to this operation is performed. For example, the effect according to this operation is an effect of increasing the size of the aura emitted by the teammate character according to the execution time of the long press operation, and when the long press operation is not detected during the effective period, Although the aura does not increase, when the long press operation is detected again, the aura increases again. That is, in the long press operation game, a valid period in which a plurality of operations are valid is set so that a plurality of long press operations can be detected during the valid period. Also, in the long press operation game, when a single press operation or a continuous hit operation is detected during the effective period, an effect corresponding to this operation is executed. For example, an effect corresponding to this operation is an effect in which an aura is emitted from a teammate character, but the size of the aura remains small and does not increase.

  In step S8002, the CPU 501 determines whether or not it is during the valid period. If the determination in step S8002 is YES, the process proceeds to step S8003. If this determination is NO, the series of button operation effect execution processing ends, and is shown in FIG. 46 in a predetermined cycle (for example, every 33 milliseconds). A series of button operation effect execution processing is repeated.

  In step S8003, the CPU 501 determines whether or not the effective period determined as YES in the process of step S8002 is an effective period in which a plurality of operations on the effect button 37 are effective. Here, when an operation game (second to fourth games; not shown) of one press on the effect button 37 is executed as the operation game, as described above, the effect button 37 is pressed during the effective period. Is detected once, the effective period ends (that is, an effective period in which only one operation is effective is set). On the other hand, when a continuous operation game (see FIGS. 39, 44, and 45) for the effect button 37 is being executed as an operation game, as described above, the continuous operation (multiple operations for the effect button 37 during the effective period). An effective period in which a plurality of operations are effective is set so that a single operation can be detected. Even when a long press operation game (not shown) for the effect button 37 is executed as the operation game, as described above, if the long press operation to the effect button 37 is stopped during the effective period, as described above. A valid period in which a plurality of operations are valid is set so that a long press operation performed again can be detected. Therefore, specifically, the CPU 501 determines whether or not an operation game that is not a one-press operation game, that is, a continuous operation game or a long press operation game is in effect. If the determination in step S8003 is YES, the process moves to step S8004. If the determination is NO, the process moves to step S8014.

  In step S <b> 8004, the CPU 501 determines whether or not the player has made a single push operation (short press operation; short press operation) on the effect button 37 based on the operation signal of the effect button 37. Specifically, the operation signal of the effect button 37 is a signal that is switched from the OFF level to the ON level when the effect button 37 is pressed, and is switched from the ON level to the OFF level when the press is released. By storing the operation signal of the effect button 37 in the RAM 503 for the most recent predetermined time (0.5 seconds in the present embodiment), the operation signal of the effect button 37 is switched from the OFF level to the ON level and then returned to the OFF level. In addition, it is determined whether or not the time that has been switched to the ON level is less than a predetermined time (0.5 seconds in the present embodiment). If the determination in step S8004 is YES, the process moves to step S8005. If the determination is NO, the process moves to step S8006.

  In step S8005, the CPU 501 executes an effect corresponding to the one-press operation that is determined to have been performed on the effect button 37 in the process of step S8004. Specifically, when the operation game of the first game (low-speed automatic continuous hit point acquisition continuous hit operation game) shown in (2) of FIG. 39 is being executed, the CPU 501 performs the one-press operation performed on the effect button 37. In response, an effect of changing the background movement speed (or changing the background) is executed. In addition, when the continuous hitting operation game (automatic continuous hitting OFF point acquisition continuous hitting operation game) shown in (4) of FIG. 44 is executed, an image showing that points have been acquired in response to a single press operation on the effect button 37 An effect of displaying (star-shaped image) is executed. In addition, when the continuous hitting operation game (high speed automatic continuous hitting point non-acquisition continuous hitting operation game) shown in (4) of FIG. 45 is being executed, the CPU 501 attacks the enemy character in response to a single press operation on the effect button 37. Then, an effect of defeating the enemy character is executed. Although not shown, when the long press operation game in which the size of the aura emitted by the teammate character is increased in response to the long press operation on the effect button 37 is executed, the CPU 501 generates the effect as described above. In response to a single press operation on the button 37, an aura is emitted from the teammate character, but an effect that the size of the aura remains small and does not increase is executed. Then, the series of button operation effect execution processing ends, and the series of button operation effect execution processing shown in FIG. 46 is repeated in a predetermined cycle (for example, every 33 milliseconds).

  In other words, when the process of steps S8003 to S8005 is performed, a single press operation on the effect button 37 is performed during the effective period of the continuous hitting operation game (automatic continuous hitting ON / OFF does not matter) or the long press operation game. An effect corresponding to the one-press operation is executed (including a case where the player actually performs continuous hitting operation).

  Further, when the player actually performs continuous hitting operation during the effective period during the continuous hitting operation game, the process is repeated in the route of steps S8001 to S8005 in a predetermined cycle (for example, every 33 milliseconds). An effect is executed in accordance with each of a plurality of one-time push operations constituting the operation (that is, an effect is executed in accordance with an actual continuous hit operation).

  In step S8006, the CPU 501 determines whether or not a long press operation on the effect button 37 has been performed by the player. Specifically, the operation signal of the effect button 37 is a signal that is switched from the OFF level to the ON level when the effect button 37 is pressed, and is switched from the ON level to the OFF level when the press is released. By temporarily storing the operation signal of the effect button 37 in the RAM 503 for the most recent predetermined time (0.5 seconds in this embodiment), whether or not the operation signal of the effect button 37 has been at the ON level continuously for the predetermined time described above. If the operation signal of the effect button 37 remains at the ON level for the predetermined time described above, it is determined that a long press operation on the effect button 37 has been performed. If the determination in step S8006 is YES, the process moves to step S8007. If this determination is NO, the series of button operation effect execution processing ends, and is shown in FIG. 46 in a predetermined cycle (for example, every 33 milliseconds). A series of button operation effect execution processing is repeated.

  In step S8007, the CPU 501 determines whether or not a continuous hitting operation game is being performed. Specifically, the CPU 501 operates the first game shown in (2) of FIG. 39 (low-speed automatic continuous hit point acquisition continuous operation game) and the continuous operation game shown in (4) of FIG. 44 (automatic continuous OFF point acquisition). It is determined whether the game is one of the continuous hit operation game) or the continuous hit operation game shown in (4) of FIG. 45 (high-speed automatic continuous hit point non-obtained consecutive hit operation game). That is, it is determined by the process of step S8007 whether the operation game currently being performed is a continuous hit operation game or a long press operation game. If the determination in step S8007 is YES, the process moves to step S8008. If the determination is NO, the long press operation game is being executed, and the process moves to step S8013.

  In step S8008, the CPU 501 determines whether or not an operation game in which automatic continuous hitting is set to ON (automatic continuous hitting is set to be effective) is being performed. Specifically, the CPU 501 determines whether or not it is during the operation game of the first game shown in (2) of FIG. 39 or during the continuous operation game shown in (4) of FIG. If the determination in step S8008 is YES, the process proceeds to step S8009. If this determination is NO, the long-running operation game (automatic continuous OFF point acquisition continuous operation game) shown in (4) of FIG. 44 is held down. Even if there is an operation, the production according to the operation is not executed. Therefore, the series of button operation production execution processing is terminated, and the series of button operation production execution processing shown in FIG. 46 is performed in a predetermined cycle (for example, every 33 milliseconds). repeat.

  In step S8009, the CPU 501 determines whether or not to switch the long press operation determined to have been performed on the effect button 37 in the process of step S8006 to low-speed automatic continuous hitting (low-speed automatic continuous hitting pattern R2; see FIG. 36). . Specifically, the CPU 501 determines whether or not the first game is in an operation game (low speed automatic continuous hit point acquisition continuous hit operation game). If the determination in step S8009 is YES, the process proceeds to step S8010. If this determination is NO, the game is in the continuous operation game (high-speed automatic continuous hit point non-acquisition continuous operation game) shown in (4) of FIG. The process moves to step S8011.

  In step S8010, the CPU 501 switches the long press operation determined to have been performed on the effect button 37 in the process of step S8006 to a low-speed automatic continuous operation. Thereafter, the process proceeds to step S8012.

  In step S8011, the CPU 501 switches the long press operation determined to have been performed on the effect button 37 in the process of step S8006 to a high-speed automatic continuous hitting (high-speed automatic continuous hitting pattern R1; see FIG. 36) operation. Thereafter, the process proceeds to step S8012.

  In step S8012, the CPU 501 executes an effect corresponding to the automatic continuous hit operation switched in step S8010 or step S8011. Specifically, when the long press operation is switched to the low-speed automatic continuous hit operation by the processing in step S8010, the first game operation game (low-speed automatic continuous hit point acquisition continuous hit operation game shown in (2) of FIG. 39). ) Is being executed, and the CPU 501 executes an effect of changing the background moving speed in accordance with the number of consecutive hits by the low-speed automatic hitting operation. If the long press operation is switched to the high-speed automatic continuous hit operation by the processing in step S8011, the continuous hit operation game (high-speed automatic continuous hit point non-acquisition continuous hit operation game) shown in FIG. 45 (4) is being executed. Yes, the CPU 501 executes an effect in which the enemy character is attacked and the enemy character is defeated in accordance with the number of consecutive hits by the high-speed automatic continuous hit operation. Then, the series of button operation effect execution processing ends, and the series of button operation effect execution processing shown in FIG. 46 is repeated in a predetermined cycle (for example, every 33 milliseconds).

  In step S8013, the CPU 501 executes an effect corresponding to the long press operation determined to have been performed on the effect button 37 in the process of step S8006. Specifically, as described above, when the long press operation game in which the size of the aura generated by the teammate character is increased in response to the long press operation on the effect button 37 is executed, the CPU 501 displays the effect button In accordance with the time of the long press operation performed at 37, the effect of increasing the size of the aura emitted by the teammate character is executed. Then, the series of button operation effect execution processing ends, and the series of button operation effect execution processing shown in FIG. 46 is repeated in a predetermined cycle (for example, every 33 milliseconds).

  In step S <b> 8014, the CPU 501 determines whether or not the player has performed an operation (pressing operation) on the effect button 37 based on the operation signal of the effect button 37. Specifically, the CPU 501 determines whether or not the operation signal of the effect button 37 has been switched from the OFF level to the ON level. If the determination in step S8014 is YES, the process proceeds to step S8015. If this determination is NO, the series of button operation effect execution processing ends, and is shown in FIG. 46 in a predetermined cycle (for example, every 33 milliseconds). A series of button operation effect execution processing is repeated.

  In step S8015, the CPU 501 ends the valid period. Thereafter, the process proceeds to step S8016.

  In step S <b> 8016, the CPU 501 executes an effect corresponding to the operation determined to have been performed on the effect button 37 in the process of step S <b> 8014. Specifically, when the operation games of the second to fourth games are being executed, the CPU 501 performs an effect of displaying an image indicating that points have been acquired according to the timing when the operation on the effect button 37 is performed. Run. More specifically, the closer the operated timing is to a predetermined target timing, the more points can be acquired, and the effect of displaying that many points have been acquired is executed. Then, the series of button operation effect execution processing ends, and the series of button operation effect execution processing shown in FIG. 46 is repeated in a predetermined cycle (for example, every 33 milliseconds).

  As described above, in the present embodiment, points are not acquired in accordance with the continuous operation of the effect button 37 (related to the result of the special symbol lottery) (see FIG. 45), the high speed operation game. The automatic repeated hitting pattern (automatic repeated hitting pattern R1 shown in FIG. 36) is set. As a result, even if the player does not actually perform the continuous operation of the effect button 37, it becomes easy to succeed in the continuous operation in the continuous operation game, and the special symbol lottery performed when the continuous operation is successful. A highly reliable notice effect (cut-in image) according to the result can be easily seen. For this reason, it is effective that the player fails in the continuous hitting operation in the continuous hitting operation game and is dissatisfied with the fact that the highly reliable notice effect (cut-in image) according to the result of the special symbol lottery cannot be seen. Can be prevented. On the other hand, in the special notification effect (the operation game effect of the first to fourth games and the notification effect in which the special effect is performed; see FIG. 38), points are acquired according to the repeated operation (number of consecutive hits) of the effect button 37. In a continuous hitting operation game (see FIG. 39) that is not related to the result of the special symbol lottery (see FIG. 39), a low-speed automatic continuous hitting pattern (automatic continuous hitting pattern R2 shown in FIG. 36) is set. As a result, the player can acquire more points by actually performing continuous hitting operation without performing automatic continuous hitting. For this reason, a player who prefers to perform the continuous hitting operation of the effect button 37 without performing the automatic continuous hitting can acquire more points by performing the automatic continuous hitting than actually performing the continuous hitting operation of the effect button 37. Can be effectively prevented. Further, in order to acquire more points, the player must actually perform the repeated operation of the effect button 37, and the player is effectively rewarded for performing the repeated operation of the effect button 37. You can make it. In this way, by setting the automatic continuous hitting pattern to high speed or low speed (automatic continuous hitting pattern R1 or R2 shown in FIG. 36) according to whether or not the continuous hitting operation game is related to the result of the special symbol lottery, It is possible to attract players to the operation game effectively.

  In addition, as described above, in the present embodiment, the effect in the notification effect that is not the special notification effect (the operation game effect of the first to fourth games and the notification effect in which the special effect is performed; see FIG. 38). In a continuous hitting operation game (see FIG. 44) in which points are acquired according to the continuous hitting operation (number of consecutive hits) of the button 37 (not related to the result of the special symbol lottery) (see FIG. 44), automatic continuous hitting is set to invalid. This makes it unsatisfactory that a player who prefers to perform continuous hitting operation on the effect button 37 can earn points by performing automatic continuous hitting without actually performing the continuous hitting operation of the effect button 37. Can be effectively prevented. Further, in order to obtain points, the player must actually perform the continuous operation of the effect button 37, and the player can be effectively rewarded for performing the continuous operation of the effect button 37. . In this way, by setting the automatic continuous hitting pattern to be valid or invalid depending on whether or not the continuous hitting operation game is related to the result of the special symbol lottery, it is possible to effectively attract the player to the continuous hitting operation game. it can.

  As described above, in the present embodiment, in the continuous operation game in which points are acquired according to the continuous operation (number of continuous operations) of the effect button 37 (not related to the result of the special symbol lottery), the low-speed automatic continuous pattern Or by disabling auto-strike, the player may be dissatisfied with the fact that auto-strike can earn more points than actually performing striking operation. In addition, it is possible to prevent the player from having a reward for performing the continuous operation of the effect button 37. Therefore, according to the present embodiment, it is possible to effectively attract a player to a continuous hit operation game that provides enjoyment other than the enjoyment of acquiring game media.

[Modification]
In the above-described embodiment, repeated operation (number of repeated hits) of the effect button 37 performed in the special notification effect (the operation game effect of the first to fourth games and the notification effect in which the special effect is performed; see FIG. 38). ), A low-speed automatic continuous hitting pattern (automatic continuous hitting pattern R2 shown in FIG. 36) is set in a continuous hitting operation game (first game effect; see FIG. 39), and a notification effect that is not a special notification effect. In the continuous hitting operation game (see FIG. 44) in which points are acquired in accordance with the continuous hitting operation of the effect button 37 to be performed, the automatic continuous hitting is set to be invalid. However, the present invention is not limited to this. For example, it may be set such that auto-strike is invalidated in a repetitive operation game in which points are acquired in response to a repetitive operation of the effect button 37 performed in a special notification effect. Further, a low-speed automatic continuous hitting pattern may be set in a continuous hitting operation game in which points are acquired in response to a continuous hitting operation of the effect button 37 performed in a notification effect that is not a special notification effect. Even in this case, it is possible to prevent the player from being dissatisfied with the continuous hitting operation of the effect button 37 in the continuous hitting operation game. Further, it is possible to effectively give the player a reward for performing the hitting of the effect button 37 repeatedly.

  In the above-described embodiment, one continuous hitting operation game is performed in one variation effect. However, a plurality of consecutive hit operation games may be performed in one variation effect. In this case, for example, when a game operation in each of the consecutive hit operation games to be performed is started (at the start of the effective period) in one variation effect, the repeated hit operation game is performed by the repeated operation of the effect button 37 ( It is determined whether or not the game is a continuous hitting operation game in which points are acquired according to the number of repeated hits). If this determination is affirmative, a low-speed automatic continuous hitting pattern is set (or automatic continuous hitting is disabled) and this determination is made. If NO is determined, it may be determined whether or not to set the high-speed automatic continuous hitting pattern.

  In the above-described embodiment, the pressing cycle of the pressing continuous hit pattern is 7 times / s and 3 times / s. However, the present invention is not limited to this. Specifically, it is only necessary that the pressing cycle of at least one continuous hitting pattern is longer than the average pressing cycle (for example, 5 times / s) of the button continuous hitting operation performed by the player.

  In the embodiment described above, in the variation (notification effect) of the same variation pattern, the repetitive operation game in which points are acquired according to the repetitive operation of the effect button 37 shown in (4) of FIG. It is assumed that any one of the repetitive hit operation games that do not acquire points in response to the repetitive hit operation of the effect button 37 shown in (4) may be performed. That is, it is assumed that the type of the consecutive hit operation game to be executed (whether or not points are acquired according to the consecutive hit operation) is not specified by the variation pattern. However, the type of continuous hitting operation game to be executed may be specified by the variation pattern. Specifically, a different variation pattern may be set in accordance with the type of the continuous operation game of the effect button 37 to be executed. In addition, when different variation patterns are set as described above, whether or not to set an automatic repeated hitting pattern (automatic repeated hitting is set to be valid or invalid) according to the changed variation pattern of the started variation effect. Alternatively, when setting an automatic continuous hitting pattern, it may be determined whether to set an automatic continuous hitting pattern as a high-speed or low-speed automatic continuous hitting pattern (automatic continuous hitting patterns R1 and R2 shown in FIG. 36).

In the embodiment described above, in step S8004 in FIG. 46, the operation signal of the effect button 37 is switched from the OFF level to the ON level and then returns to the OFF level, and the ON level time is a predetermined time (for example, 0. 0). By determining that it is less than 5 seconds), it is determined that the one-press operation to the effect button 37 has been performed. However, the present invention is not limited to this. For example, the CPU 501 may determine that the operation signal of the effect button 37 has been switched from the OFF level to the ON level in step S8004. Thus, in step S8005, at the timing when the effect button 37 is pressed, an effect corresponding to the pressing can be executed.
In the case of such a configuration, when the player actually performs continuous hitting operation during the effective period during execution of the continuous hitting operation game or the long press operation game, the process is repeated through the route of steps S8001 to S8005. At the timing when the button 37 is pressed, an effect is executed in response to each press of a plurality of one-time pressing operations constituting the continuous hit operation (that is, an effect is executed in accordance with the actual continuous hit operation). Further, for example, when the player performs a long press operation during the effective period during execution of the continuous hit operation game or the long press operation game, first, the effect button 37 is pressed by the route processing in steps S8001 to S8005. At the timing, an effect corresponding to this pressing is executed. After that, when the operation game being executed is an automatic continuous OFF OFF continuous operation game, the process is repeated in the route of steps S8001 to S8008, and the determination is NO in the process of step S8008. Not executed. On the other hand, when the operation game being executed is an automatic continuous ON ON continuous hit operation game, the low-speed or high-speed automatic continuous hit operation in which the process is repeated in the route of steps S8001 to S8004 and S8006 to S8012, and the long press operation is switched. An effect corresponding to is performed. Further, when the operation game being executed is a long press operation game, thereafter, the process is repeated in steps S8001 to S8004, S8006, S8007, and S8013, and an effect corresponding to the long press operation is executed.

  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 the winning is acquired by turning on the lever with the 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 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 ... Launching device 300 ... payout control unit 311 ... payout drive unit 400 ... production control unit 404 ... RTC
500: Image sound control unit 504: Non-volatile RAM
600 ... Lamp control unit CI ... Character image DI ... Decoration pattern GG ... Gauge image HC ... Continuation count image HG ... Game result image HH ... Awarded ball image SPI ... Special point image

Claims (1)

  1. Operating means operated by the player;
    An operation effect control means for detecting an operation to the operation means and executing an operation effect according to the detected operation;
    A long press determination means for determining whether the operation detected by the operation effect control means is a long press operation for continuously pressing the operation means for a predetermined time or more;
    When it is determined that the long press operation is a long press operation by the long press determination means, the long press operation includes an operation setting means for setting the continuous press operation as a continuous hitting operation a plurality of times at a predetermined pressing cycle,
    The operation effect control means is
    The operation to the operation means can be detected a plurality of times, and has a continuous hit effect execution means for executing a continuous hit effect as the operation effect according to the detected operation,
    The repeated hitting effect execution means includes:
    In the second effect different from the first effect and the first effect, the repeated effect can be executed,
    In the first effect, when the detected operation is determined to be a long press operation by the long press determining unit, the operation setting unit sets the continuous hit effect in the first effect. While performing the repeated hitting effect according to the repeated hitting operation,
    Prior Symbol second effect, if the detected operation is determined to be a long press operation by the long press determination unit does not execute the repeated pressing effect in the second effect, the gaming machine.
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JP2016172149A (en) * 2016-07-06 2016-09-29 京楽産業.株式会社 Game machine

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JP6142140B2 (en) * 2015-01-31 2017-06-07 株式会社大都技研 Amusement stand
JP6530624B2 (en) * 2015-03-27 2019-06-12 株式会社平和 Gaming machine
JP6648366B2 (en) * 2016-07-19 2020-02-14 株式会社三共 Gaming machine
JP2018015060A (en) * 2016-07-25 2018-02-01 株式会社三共 Game machine
JP6436938B2 (en) * 2016-07-25 2018-12-12 株式会社三共 Game machine
JP6436937B2 (en) * 2016-07-25 2018-12-12 株式会社三共 Game machine
JP6588399B2 (en) * 2016-07-28 2019-10-09 京楽産業.株式会社 Game machine
JP6588400B2 (en) * 2016-07-28 2019-10-09 京楽産業.株式会社 Game machine
JP2018023605A (en) * 2016-08-10 2018-02-15 株式会社三共 Game machine

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JP4739283B2 (en) * 2007-06-25 2011-08-03 株式会社大都技研 Amusement stand
JP5517183B2 (en) * 2008-08-20 2014-06-11 豊丸産業株式会社 Game machine
JP5181375B2 (en) * 2010-10-29 2013-04-10 京楽産業.株式会社 Game machine

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* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2016172149A (en) * 2016-07-06 2016-09-29 京楽産業.株式会社 Game machine

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