JP5972247B2 - Game machine - Google Patents

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Publication number
JP5972247B2
JP5972247B2 JP2013234299A JP2013234299A JP5972247B2 JP 5972247 B2 JP5972247 B2 JP 5972247B2 JP 2013234299 A JP2013234299 A JP 2013234299A JP 2013234299 A JP2013234299 A JP 2013234299A JP 5972247 B2 JP5972247 B2 JP 5972247B2
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zone
effect
determination
symbol
special symbol
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JP2015093068A (en
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崇洋 末松
崇洋 末松
智哉 百瀬
智哉 百瀬
正輝 白井
正輝 白井
可奈子 末石
可奈子 末石
佑介 松田
佑介 松田
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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 capable of determining whether or not to execute a special game and executing a series of continuous effects based on the determination result.
  A conventional gaming machine has a function to hold the right to make a jackpot determination according to the winning of a game ball at the starting port, and before the change of the special symbol corresponding to the right starts, With a function to perform a series of continuous effects over a plurality of special symbol variations on the liquid crystal display according to the result of the prior determination. (For example, Patent Document 1).
JP 2012-165773 A
  However, in a conventional gaming machine, when the series of continuous effects described above is executed in response to a winning at one of a plurality of starting openings, the pattern changes based on winning at the other starting opening. In some cases, it is difficult to control the series of continuous effects.
  Therefore, the present invention has been made in view of such a problem, and provides a gaming machine capable of controlling a series of continuous effects without a sense of incongruity in a situation where a series of continuous effects are determined and executed. The purpose is to do.
  The present invention employs the following configuration in order to solve the above problems.
Game machine according to the present invention, a first start-up region and the second start region game balls disposed in the game area flowing down, alternately game ball for the second start area and the first start region The first acquisition information as acquisition information is acquired on condition that the distribution means for distributing to pass, the symbol display means capable of displaying a predetermined symbol, and the passage of the game ball to the first starting area, On the condition that the game ball passes to the second start area, the acquisition means for acquiring the second acquisition information as the acquisition information, and when a predetermined start condition is satisfied, a special game is performed based on the acquisition information When the determination is made by the special game determination means and the special game determination means, the determination of the special game determination means is performed by changing and stopping the symbol displayed on the symbol display means. Symbol control to notify the result When the acquisition information is acquired by the acquisition unit, the storage unit that stores the acquisition information and holds it as a right to make a determination by the special game determination unit, and the predetermined start condition is satisfied Also, based on the acquired information acquired previously, a pre-determining means for determining whether or not to perform the special game in advance (hereinafter referred to as pre-determination), and a predetermined effect when the symbol variation is performed The special game determination means performs the determination from the oldest acquisition information acquired by the acquisition means and stored in the holding storage means, and the effect control means Based on the result of the pre-article determination, a series of symbol variations including the symbol variation before the symbol variation related to the right of the prior determination target (hereinafter referred to as target variation) and the target variation. The based on information including the continuous effect determination means for determining whether to perform the output, the timing for executing the continuous production which is set when it is determined to execute the continuous presentation by the continuous effect determination unit It includes a continuous demonstration execution means for executing a continuous effect, wherein the continuous presentation execution means, based on one of the obtained information of the first acquired information and the prior SL second acquisition information by the continuous effect determination unit When it is determined that the continuous production is to be executed, the game variation to the start area different from the start area corresponding to the target change is the symbol fluctuation before the target fluctuation that triggered the execution of the continuous production. Even if it is based on the acquired information acquired by passing, the continuous based on information including the timing set when it is determined to execute the continuous production Produce continuously.
  According to the present invention, while a series of continuous effects is determined and executed, the series of continuous effects is not interrupted even when the symbol variation is triggered by any starting region. It is possible to improve the interest of the game.
Outline front view of pachinko machine Schematic diagram schematically showing the inside of the starting port forming member It is explanatory drawing which showed the condition where the game ball was introduce | transduced into the start port formation member of FIG. 2, (A) shows the condition where the game ball was distributed to the 1st start port, (B) is a game Shows the situation where the ball is distributed to the 2nd starting port A schematic plan view showing a part of a pachinko machine Enlarged view of the display 4 in FIG. Block diagram showing a configuration example of a control device of a pachinko gaming machine Explanatory drawing which shows the example of a display of the decoration symbol and holding icon in a liquid crystal display It is a pie chart which shows the breakdown of jackpots, (A) shows the breakdown of jackpots related to the first starting port, (B) shows the breakdown of jackpots related to the second starting port The figure which shows the contents of the jackpot corresponding to the jackpot symbol in the pie chart of FIG. Flowchart showing an overview of the control of the hold prefetch effect It is explanatory drawing which shows the execution period of zone production in the 1st change of a special symbol, (A) shows the state immediately after the hold | maintenance which concerns on a pre-reading production target is displayed, and (B) is immediately after zone production is performed. Indicates the state of It is explanatory drawing which shows the execution period of zone production in the 3rd change of a special symbol, (A) shows the state immediately after the hold | maintenance which concerns on a pre-reading production | generation object was displayed, (B) is the special concerning 1st hold | maintenance. The display state during the change of the symbol is shown, (C) shows the display state during the change of the special symbol related to the second hold, and (D) shows the state immediately after the zone effect is executed. Explanatory diagram conceptually showing the relationship between the basic stage and each zone in the normal gaming state It is a block diagram which shows the zone regarding various themes provided in each zone, (A) shows the zone regarding various themes of a common zone, (B) shows the zone regarding various themes of a weak zone, (C) is strong. Indicate the zone for each zone theme It is a correspondence table in which each zone selected as the final zone is associated with the conditions when each zone is selected, and (A) and (B) are conditions for winning a game ball to the first starting port. (C) shows a correspondence table with each zone on condition that a game ball wins the second starting port. It is a screen figure which shows the change of the display mode in a liquid crystal display, and shows a zone effect especially (it respond | corresponds to FIG. 15 (A), and there is no promotion effect) It is a screen figure which shows the change of the display mode in a liquid crystal display, and shows a zone effect especially (corresponding to FIG. 15 (A) and there is a promotion effect) It is a screen figure which shows the change of the display mode in a liquid crystal display, and shows a zone effect especially (corresponding to FIG. 15 (B)) It is a screen figure which shows the change of the display mode in a liquid crystal display, and shows especially zone production (corresponding to Drawing 15 (C)) It is a screen figure which shows the change of the display mode in a liquid crystal display, and shows especially zone production (production which suggests zone promotion) FIG. 20 is a part of the screen diagram of FIG. 20 and shows a specific display mode suggesting zone promotion. The figure which shows an example of the table for determining the scenario of a zone effect at the time of determining that a zone effect is performed based on the winning to the 1st starting port 11. The figure which shows an example of the table for determining the scenario of a zone production at the time of determining to perform a zone production based on the winning to the 2nd starting opening a12. Correspondence table associating specific effects that can be selected in the basic stage with conditions when the specific effects are selected It is a screen figure which shows the change of the display mode in a liquid crystal display, and shows the specific effect performed especially in a basic stage The flowchart which shows an example of the main process performed by the game control part Detailed flowchart of the start port switch process in step S2 of FIG. Detailed flowchart of gate switch processing in step S3 of FIG. Detailed flowchart showing the special symbol processing of step S4 in FIG. The flowchart which shows the detail of the jackpot determination process of step S407 of FIG. The flowchart which shows the detail of the fluctuation pattern setting process of step S408 of FIG. FIG. 29 is a detailed flowchart showing the stop process in step S416. Detailed flowchart showing the normal symbol processing of step S5 of FIG. FIG. 26 is a detailed flowchart showing the big prize opening process in step S6 of FIG. FIG. 34 is a detailed flowchart showing the game state setting process in step S618. Detailed flowchart of the electric opening / closing accessory processing of FIG. The figure which shows an example of the fluctuation pattern table of a normal gaming state The flowchart which shows an example of the timer interruption process performed by an effect control part Detailed flowchart showing command reception processing in step S1001 of FIG. Detailed flowchart showing the advance determination effect processing in step S1302 of FIG. Detailed flowchart showing the change start command processing of step S1304 of FIG. Detailed flowchart showing the fluctuating effect end processing of step S1306 in FIG.
  Hereinafter, a pachinko gaming machine 1 according to an embodiment of the gaming machine of the present invention will be described with reference to the drawings as appropriate. FIG. 1 is a schematic front view of a pachinko gaming machine. FIG. 2 is a schematic view schematically showing the inside of the start port forming member. FIG. 3 is an explanatory diagram conceptually showing a situation where a game ball is introduced into the start port forming member of FIG. 2, and (A) shows a situation where game balls are distributed to the first start port, B) is a diagram illustrating a situation in which game balls are distributed to the second starting port.
[Schematic configuration of pachinko machine]
As shown in FIG. 1, the pachinko gaming machine 1 includes a game board 2 and a frame member 3 that surrounds the outer peripheral side of the game board 2 as a basic configuration. The game board 2 is provided with an accessory related to winning or determination (lottery). The frame member 3 supports a transparent glass plate arranged in parallel with a predetermined interval with respect to the plane of the game board 2. That is, in the pachinko gaming machine 1, the glass plate and the game board 2 form a game area 10 in which game balls can flow down (distribute).
  Further, an upper plate 28, a lower plate 29, and a handle 20 are provided on the lower side of the frame member 3. The upper plate 28 is a part for storing game balls, and the stored game balls are mainly supplied to a launching device (not shown) described later. The lower plate 29 is located below the upper plate 28 and is a part that mainly stores game balls (prize balls) paid out from the pachinko gaming machine 1. The lower plate 29 is provided with a take-out button 23. By operating the take-out button 23, the game balls stored in the lower plate 29 can be discharged downward. The handle 20 is a device that launches a game ball into the game area 10, and includes a rotary lever 21 and a launching device (not shown) that operates in conjunction with the lever 21.
  That is, in the pachinko gaming machine 1, when the player holds the handle 20 and rotates the lever 21 in the clockwise direction, the game balls guided from the upper plate 28 flow into the launching device side, and the game balls are successively played. Fired towards area 10. The game area 10 is provided with game nails, windmills, and the like (hereinafter referred to as nails) (not shown) for causing the game balls to flow down, and the game balls launched by the handle 20 collide with the nails and the like. Flow down. Specifically, the game ball launched by the handle 20 is once guided to the upper side along the outer frame of the game area 10 and changes the moving direction by colliding with a nail or the like while changing the moving direction of the game board 2. It flows down along the plane. The launch of the game ball into the game area 10 can be temporarily stopped by returning the lever 21 of the handle 20 to the original position or operating the stop button 22 provided on the handle 20. .
  Further, this type of handle 20 can change the launch force of the game ball according to the rotation angle of the lever 21. That is, the player can selectively use so-called “left-handed” and “right-handed” by adjusting the rotation angle of the lever 21.
  “Left-handed” can be performed by adjusting the rotation angle of the lever 21 to be smaller (relatively smaller than “right-handed”). That is, by “left-handed”, as shown by the arrow 31 in FIG. 1, the game ball can be caused to flow down in the game area 10 approximately on the left half side of the game board 2. In addition, in the passage route of the game ball launched into the game area 10 by “left-handed”, the first starting port (FIG. 2) 11 and the second starting port (FIG. 2) a12 are used as the prizes and the winning combination. Are provided with a starting port forming member 8 and three normal winning ports 14a, 14b, 14c.
  On the other hand, “right-handed” can be performed by adjusting the rotation angle of the lever 21 to be larger (relatively larger than “left-handed”). That is, as shown by the arrow 32 in FIG. 1, the “right strike” allows the game ball to flow down in the game area 10 approximately on the right half side of the game board 2. It should be noted that, in the passage path of the game ball launched into the game area 10 by “right-handed”, as a bonus and determination, the big winning port 13, one normal winning port 14d, the second starting port b15, electric type An opening / closing tool 16 and a gate 17 are provided.
  Therefore, in the pachinko gaming machine 1, if it is “left-handed”, the game ball launched into the game area 10 flows down along the game board 2 in the process of flowing down along the game board 2, and the normal winning opening 14a. It is possible to win any of -14c. If it is “right-handed”, the game ball launched into the game area 10 flows down along the game board 2 and any of the big winning opening 13, the second starting opening b15, and the normal winning opening 14d. You can win a crab. When the game ball wins at any of the winning openings, a predetermined number of prize balls corresponding to the winning place are paid out to the upper plate 28 or the lower plate 29. Note that the game balls that have not won any of the above-described winning holes are discharged from the game area 10 through the discharge port 18 provided in the lower part of the game board 2.
  As described above, the start port forming member 8 is a portion having the first start port 11 and the second start port a12. As shown in FIG. 2, the start port 35 leading to each of the start ports 11 and a12, A distribution member 36 that distributes the game balls that have passed through the start introduction port 35 to the start ports 11 and a12 is further provided. In the present embodiment, as the sorting member 36, a member that is mechanically sorted according to the seesaw principle using one hinge as a fulcrum is employed. More specifically, the sorting member 36 rotates in parallel to the plane of the game board 2 and has a function of alternately distributing the game balls in the left and right directions by the rotating action. That is, the distribution member 36 can guide the game balls introduced to the start port forming member 8 to the first start port 11 and the second start port a12 with a probability of approximately 50%. It is an alternate prize type. Here, “approximately 50% probability” means that even if a game ball is distributed to the first start port 11 or the second start port a12 by the distribution member 36, the game ball is distributed to the start port. This is because the game ball may not win at any starting port. More specifically, the distributing member 36 distributes the game ball to the first starting port 11 (first posture before the game ball contacts in FIG. 3A) and the game ball to the second starting port a12. To the second posture (the posture before the game ball contacts in FIG. 3B). When the game ball contacts the sorting member 36 in the state changed to the first posture, the game ball is sorted to the first start port 11, and the sorting member 36 changes to the second posture by the contact of the game ball at this time. Next, the game balls that have passed through the start introduction port 35 come into contact with the distribution member 36 in the second posture and are distributed to the second start port a12. Similarly, at this time, the sorting member 36 in the second posture is changed to the first posture by the contact of the game ball. In this way, the sorting member 36 changes the game ball from the first posture to the second posture (or from the second posture to the first posture) when the game ball comes into contact, so that the game ball is moved to the first start port 11 and the second start port. Alternating alternately to a12. Therefore, in the start port forming member 8 having such a configuration, as shown in FIGS. 3A and 3B, when the game ball passes through the start introduction port 35, the flow-down destination is left (see FIG. A)) or right (FIG. 3 (B)), and the distributed game balls are introduced to the first start port 11 or the second start port a12 located downstream thereof.
  In the pachinko gaming machine 1, when a game ball wins through the first start port 11 or when a game ball wins through the second start port a12, a big hit game (special game) advantageous to the player ) Is determined, and the determination result is displayed on the display 4 described later.
  As described above, in this embodiment, the distributing member 36 mechanically changes its position so as to distribute the game ball to the second starting port a12 after distributing the game ball to the first starting port 11, In the embodiment, the distribution member 36 may be operated so that the posture is controlled by the electrically actuated drive unit and the distribution is performed to the first start port 11 or the second start port a12. For example, the distribution member 36 may be electrically changed between a posture for distributing to the first starting port 11 and a posture for distributing to the second starting port a12 in a certain period, and the game balls are distributed at a predetermined ratio (for example, 50 pairs). It may be distributed to each start port at a ratio of 50 or 40 to 60).
  In the following description, the determination executed on condition that a game ball wins the first starting port 11 is referred to as “first special symbol determination”, and the game to the second starting port a12 or the second starting port b15. The determination executed on the condition of winning the ball is referred to as “second special symbol determination”, and these determinations (lottery) are collectively referred to as “special symbol determination (special symbol lottery)”.
  The special winning opening 13 is a special winning area that is opened according to the result of the special symbol determination. A plate for opening and closing the big prize opening 13 is provided at the opening of the big prize opening 13. The special winning opening 13 is normally closed by this plate. On the other hand, when the predetermined jackpot symbol indicating that the determination result of the special symbol determination is “big jackpot” is stopped and displayed on the display 4, the plate is opened. That is, the big hit game is executed by operating the plate to open the special winning opening 13. Under this circumstance, the player can obtain more prize balls by “right-handed” than when no jackpot game is played.
  The normal winning openings 14a to 14d are always open and are winning openings through which a predetermined number of winning balls are paid out by winning game balls. It should be noted that, in the normal winning opening 14, the determination (lottery) is not performed even if a game ball wins, as in each of the start openings 11, 12, 15 described above.
  As described above, the second start port b15 is a start port provided in the right-handed path. In the present embodiment, the second start port b15 is a start port that plays the same role as the second start port a12. The second start opening b15 is configured such that the introduction opening of the game ball is normally closed by the electric opening / closing accessory 16 and is opened when a predetermined condition is satisfied. Specifically, it is determined whether or not the second start port b15 is opened when a game ball passes through the gate 17. If it is determined by this determination that the second start port b15 is to be opened, the opening / closing operation of the blade member constituting the electric opening / closing accessory 16 is performed a prescribed number of times (the number of opening / closing operations referred to here is the opening posture once). , A combination of closing posture once is performed once). That is, the second start port b15 is opened when the blade member of the electric opening and closing accessory 16 is in the open position, and the game ball can pass through the open state. In this way, the second opening b15 is in a state in which it is difficult for the game ball to pass when the electric opening / closing tool 16 is not operated, whereas the game is performed when the electric opening / closing tool 16 is operated. The sphere is easy to pass.
  In the following description, the determination executed on the condition that the game ball is won at the second start port b15 is called “second special symbol determination” as in the case of the second start port a12. The determination (lottery) executed on the condition of the passage of the above is called “ordinary symbol determination (lottery)”.
[Configuration of directing means for pachinko machines]
As shown in FIG. 1, the game board 2 or the frame member 3 is provided with a liquid crystal display 5, a movable accessory 7, a speaker 24, a panel lamp 25, and rotation effect devices 38 and 39 for performing various effects. It has been. Further, the frame member 3 includes a frame lamp 37 (FIG. 6).
  The liquid crystal display 5 is an image display device that displays an effect image, and is provided at a position that can be easily viewed by a player. Specifically, the liquid crystal display 5 is arranged approximately near the center of the game board 2. On the liquid crystal display 5, for example, a decorative image for notifying the determination result of the special symbol determination, a character or item for performing a notice effect, a reserved image for displaying a state in which the special symbol determination is on standby (holding state). An effect image including various display objects such as is displayed. Note that the image display device is not limited to the liquid crystal display, and may be configured by another image display device such as an EL display device.
  The movable accessory 7 is operated by electrical control. For example, a part of a character that is moved relative to the game board 2 or a built-in light emitting device (for example, an LED using a light emitting element). Can be used. That is, the movable accessory 7 can contribute to various effects by moving a part of the character or issuing a light emitting device. The movable accessory 7 operates in accordance with the winning of a game ball to the first start port 11, the second start port a12, or the second start port b15.
  The panel lamp 25 and the frame lamp 37 perform various effects by light, such as changing the lighting or blinking pattern, changing the emission color, and the like. The rotation effect devices 38 and 39 perform various effects by using a built-in light emitting element and a rotating body that rotates around the light emitting element. The speaker 24 produces a musical effect by outputting music, sound, sound effects, etc. so as to synchronize with the display effect performed on the liquid crystal display 5.
[Configuration of operation means related to production of pachinko machines]
FIG. 4 is a schematic plan view showing a part of the pachinko gaming machine. As shown in FIG. 4, the frame member 3 is provided with an effect button 26 and an effect key 27 as operation means that the player operates other than the handle 20. The effect button 26 is a push button for inputting operation information when pressed by the player. The effect key 27 is a cross key for the player to perform a selection operation. In the pachinko gaming machine 1, there is a case where an effect corresponding to the operation of the effect button 26 or the effect key 27 is performed.
[Configuration of display unit 4]
FIG. 5 is an enlarged view of the display 4 in FIG. The display 4 mainly displays information related to special symbol determination and normal symbol determination. As shown in FIG. 5, the first special symbol display 41, the second special symbol display 42, and the first special symbol are displayed. The holding display 43, the second special symbol holding display 44, the normal symbol display 45, the normal symbol holding display 46, the game state display 47, and the round lamp 48 are included.
  The first special symbol display 41 notifies the determination result of the first special symbol determination. Specifically, when the first special symbol determination is performed, the first special symbol display 41 variably displays the symbol (first special symbol). When a predetermined time elapses after the first special symbol is variably displayed, the determination symbol indicating the result of the first special symbol determination is stopped and displayed on the first special symbol display 41. That is, the determination result of the first special symbol determination is notified when the determination symbol is stopped and displayed on the first special symbol display 41. Similarly, the second special symbol display 42 notifies the determination result of the second special symbol determination. That is, when the second special symbol determination is performed, the second special symbol display 42 displays the symbol (second special symbol) in a variable manner, and stops displaying the determination symbol indicating the result after a predetermined time has elapsed. Thus, the second special symbol display 42 also notifies the determination result of the second special symbol determination by stopping and displaying the determination symbol. Then, in the first special symbol display 41 and the second special symbol display 42, if the determination result of the special symbol determination is “big hit”, the big hit symbol indicating the big hit is stopped and displayed as the determined symbol. If the determination result of the symbol determination is “lost”, the lost symbol indicating the loss is stopped and displayed as the determination symbol.
  The first special symbol hold indicator 43 displays the number of holds for the first special symbol determination, and the second special symbol hold indicator 44 displays the number of holds for the second special symbol determination.
  The normal symbol display 45 notifies the determination result of the normal symbol determination. Specifically, when the normal symbol determination is performed, the normal symbol display unit 45 displays the symbols (normal symbols) in a variable manner. Then, when a predetermined time has elapsed from the start of the variable display, the determination symbol indicating the result is stopped and displayed. That is, the determination result of the normal symbol determination is notified by the determination symbol being stopped and displayed on the normal symbol display 45. Further, the normal symbol display 45 notifies whether or not the result of the normal symbol is hit (either per short opening, per long opening or lose) by the lighting pattern. The normal symbol hold display 46 displays the number of holds for normal symbol determination. The game status display 47 displays the game status when the pachinko gaming machine 1 is powered on. The round lamp 48 displays the number of times of opening (the number of rounds) of the big winning opening 13 that is a big hit. Specifically, the round lamp 48 includes two 4R display lamps in which the special winning opening 13 is opened four times and a 16R display lamp in which the special winning opening 13 is opened 16 times. The round lamp 48 may be composed of a plurality of lamps. In this case, 4R and 16R can be distinguished and displayed by changing the combination of turning on and off the lamp.
  In the following description, the symbol displayed on the first special symbol display 41 is referred to as “first special symbol”, and the symbol displayed on the second special symbol display 42 is referred to as “second special symbol”. The first special symbol and the second special symbol are collectively referred to as “special symbols”. The symbol displayed on the normal symbol display 45 is referred to as “ordinary symbol”.
[Configuration of control device mounted on pachinko machine]
On the back side of the game board 2, a control device for controlling various operations of the pachinko gaming machine 1 is provided in addition to a supply tank for storing game balls to be paid out as prize balls. FIG. 6 is a block diagram illustrating a configuration example of the control device of the pachinko gaming machine.
  As shown in FIG. 6, the control device of the pachinko gaming machine 1 includes a game control unit 100 that controls execution of determination (lottery), control of jackpot games, command transmission processing to the effect control unit 130, and the like, a game control unit An effect control unit 130 that comprehensively controls effects based on commands received from 100, an image sound control unit 140 that controls effects by images and sounds, and a lamp that controls effects by various lamps and the movable accessory 7 A control unit 150 is provided. The pachinko gaming machine 1 also includes a payout control unit (not shown) that controls the payout of prize balls.
[Composition of game control unit]
The game control unit 100 includes a CPU 101, a ROM 102, and a RAM 103. Based on the program stored in the ROM 102, the CPU 101 performs various arithmetic processes related to the number of payout prize balls such as internal lottery and determination of winning. The RAM 103 is used as a storage area for temporarily storing various data used when the CPU 101 executes the program, or as a work area for data processing or the like.
  And with respect to this game control part 100, the 1st start opening switch (SW) 111, the 2nd start opening switch (SW) 112, the 2nd start opening switch (SW) 118, the electric opening and closing accessory opening and closing part 113 , A gate switch (SW) 114, a special winning opening switch (SW) 115, a special winning opening control unit 116, a normal winning opening switch (SW) 117, and the display 4 are connected.
  The first start port switch 111 detects that a game ball has won the first start port 11 and outputs a detection signal to the game control unit 100. The second start port switch 112 detects that a game ball has won the second start port a12 and outputs a detection signal to the game control unit 100. The second start port switch 118 detects that a game ball has won the second start port b15 and outputs a detection signal to the game control unit 100. In the present embodiment, the second start port The same detection signal as that of the switch 112 is transmitted. That is, in the present embodiment, the signal detected by the second start port switch 118 is regarded as the signal detected by the second start port switch 112. In the present embodiment, the detection signal detected by the second start port switch 118 is processed as being equivalent to the detection signal output from the second start port switch 112 on the game control unit 100 side (that is, The second special symbol may be changed depending on the winning at the second starting opening a12 and the winning at the second starting opening b15), but different effects may be performed depending on the place where the winning is made. . The electric opening / closing accessory opening / closing unit 113 opens / closes the second start port b <b> 15 according to a control signal from the game control unit 100. Specifically, the electric opening / closing accessory opening / closing part 113 transmits a driving force to the blade member constituting the electric opening / closing accessory 16 via the electric solenoid, and opens / closes the second start opening b15. The gate switch 114 detects that the game ball has passed through the gate 17 and outputs a detection signal to the game control unit 100. The big prize opening switch 115 detects that the game ball has won the big prize opening 13 and outputs the detection signal to the game control unit 100. In response to a control signal from the game control unit 100, the special winning opening control unit 116 drives the electric solenoid and operates the plate that closes the special winning opening 13 by the driving force received from the electric solenoid. That is, the special winning opening control unit 116 controls the opening / closing of the special winning opening 13. The normal winning port switch 117 detects that a game ball has won the normal winning ports 14 a to 14 d and outputs a detection signal to the game control unit 100.
  The game control unit 100 receives a detection signal from the first start port switch 111, the second start port switch 112, the second start port switch 118, the big winning port switch 115, or the normal winning port switch 117 in the CPU 101. Then, a payout control unit (not shown) instructs to pay out a predetermined number of prize balls according to the winning positions of the game balls. Then, the CPU 101 manages the number of payout prize balls based on the information of the payout control unit.
  Further, the CPU 101 acquires a random number at the timing when the detection signal from the first start port switch 111 is input, and executes the first special symbol determination using the acquired random number. Similarly, the CPU 101 acquires a random number at the timing when the detection signal from the second start port switch 112 or the second start port switch 118 is input, and executes the second special symbol determination using the acquired random number. When the result of the special symbol determination is a big hit, the special prize opening control unit 116 opens and closes the special prize opening 13 to execute a special game.
  In addition, the CPU 101 acquires a random number at the timing when the detection signal from the gate switch 114 is input, and executes normal symbol determination using the acquired random number. When the result of the normal symbol determination is successful, the second opening b15 is temporarily opened by the electric opening / closing accessory opening / closing part 113.
  In addition, the CPU 101 sets information indicating the start and stop of the fluctuation of the special symbol, information regarding the fluctuation setting of the winning probability of the special symbol lottery, the setting of fluctuation of the winning probability of the normal symbol lottery, and the setting for shortening the fluctuation time of the special symbol. Data to be shown, information for notifying that the game ball has won the first start port 11 or the second start port a12, and the like are transmitted to the effect control unit 130.
  In addition, the CPU 101 executes the following processing on the display device 4. That is, when the CPU 101 executes the first special symbol determination, the CPU 101 causes the first special symbol display 41 to display the first special symbol variably, and then stops and displays the first special symbol indicating the determination result. Similarly, when executing the second special symbol determination, the CPU 101 displays the second special symbol on the second special symbol display 42 variably, and then stops and displays the second special symbol indicating the determination result. Further, when executing the normal symbol determination, the CPU 101 causes the normal symbol display unit 45 to change the normal symbol, and then stops and displays the normal symbol indicating the determination result.
  Further, the CPU 101 displays the number of holdings for the first special symbol determination on the first special symbol holding display 43, displays the number of holdings for the second special symbol determination on the second special symbol holding display 44, and determines the normal symbol determination. Is displayed on the normal symbol hold indicator 46. Further, the CPU 101 causes the gaming state display 47 to display the gaming state of the pachinko gaming machine 1.
[Configuration of production control unit]
The effect control unit 130 includes a CPU 131, a ROM 132, and an RTC (real time clock) 134. Based on the program stored in the ROM 132, the CPU 131 performs a calculation process when controlling the effect. The RAM 133 is used as a storage area for temporarily storing various data used when the CPU 131 executes the program, or a work area for data processing or the like. The RTC 134 measures the current date and time.
  The production control unit 130 sets the production content based on data indicating the result of the special symbol determination and the like sent from the game control unit 100. In that case, the input of the operation information from the production | presentation button 26 or the production | presentation key 27 is received, and the production | generation content according to the operation information may be set. Then, the effect control unit 130 transmits a command instructing execution of the effect of the set effect content to the image sound control unit 140 and the lamp control unit 150.
[Configuration of Image Sound Control Unit]
The image sound control unit 140 includes a CPU 141, a ROM 142, and a RAM 143. Based on the program stored in the ROM 142, the CPU 141 performs arithmetic processing when controlling an image expressing the content of the effect. Although not shown, the image sound control unit 140 is a VDP (Video Display Processor) that generates an effect image displayed on the liquid crystal display 5 and an sound DSP that generates sound data output from the speaker 24. (Digital Signal Processor). Then, the CPU 141 generates a control signal based on the command from the effect control unit 130 and the program stored in the ROM 142, and outputs the control signal to the VDP and the sound DSP, thereby controlling the operations of the VDP and the sound DSP.
  Connected to the acoustic DSP are an acoustic ROM for storing various acoustic data related to music, voice, sound effects, etc., and an SDRAM used as a work area for data processing by the acoustic DSP. The acoustic DSP reads the acoustic data corresponding to the control signal from the CPU 141 from the acoustic ROM to the SDRAM, executes data processing, and outputs the acoustic data after the data processing to the speaker 24.
  The VDP is an image ROM that stores material data necessary for generating a production image, a drawing engine that performs rendering processing of the production image, and an output circuit that outputs the production image drawn by the drawing engine to the liquid crystal display 5. have. The drawing engine draws the effect image in the frame buffer using the material data stored in the image ROM based on the control signal from the CPU 141. The output circuit outputs the effect image drawn in the frame buffer to the liquid crystal display 5 at a predetermined timing.
[Configuration of lamp control unit]
The lamp control unit 150 includes a CPU 151, a ROM 152, and a RAM 153. The CPU 151 performs arithmetic processing when controlling the operation of the panel lamp 25, the frame lamp 37, and the movable accessory 7 based on the program stored in the ROM 152. The RAM 153 is used as a storage area for temporarily storing various data used when the CPU 151 executes the program, or as a work area for data processing or the like.
  The ROM 152 stores light emission pattern data and operation pattern data. Here, the light emission pattern data is data indicating the light emission patterns of the light emitting elements included in the frame lamp 37, the panel lamp 25, and the movable accessory 7. The motion pattern data is data indicating the motion pattern of the movable accessory 7.
  The CPU 151 reads the light emission pattern data corresponding to the command received from the effect control unit 130 from the light emission pattern data stored in the ROM 152 to the RAM 153, and the light emission of the panel lamp 25, the frame lamp 37, and the movable accessory 7. Controls the light emission of the device. Further, the CPU 151 reads out the operation pattern data corresponding to the command received from the effect control unit 130 from the operation pattern data stored in the ROM 152, and controls the motor for operating the movable accessory 7. .
[Operation overview of the pachinko machine of this embodiment]
Next, an outline of operations characteristic of the pachinko gaming machine of this embodiment will be described. In the pachinko gaming machine 1 of the present embodiment, when a game ball wins the first start port 11, the second start port a12, or the second start port b15, the start corresponding to each start port 11, 12, 15 When the mouth switch 111, 112, 118 detects winning of the game ball, if the condition for starting the special symbol (condition that allows the special symbol to start changing immediately) is not satisfied, the game control unit 100 The right of special symbol determination based on the detection information is held as a holding ball. If the game ball passes the start port while the conditions for starting the special symbol are satisfied, the special symbol judgment is performed and the special symbol starts to fluctuate. The result is notified. Here, the condition for starting the special symbol is not satisfied while the special symbol is changing (including a fixed display period (for example, 0.5 second) immediately after the stop) or during the special game. As long as the conditions for starting the special symbol are not met, the special symbol cannot be started (starting fluctuation) even if the game ball passes through the start port. Deferred.
  Specifically, when a game ball wins the first starting port 11, the winning is detected by the first starting port switch 111, and various random numbers (a big hit random number, a design random number, a variation described later) Pattern random numbers) is acquired as acquisition information. And when the conditions for starting a special symbol are not satisfied, the acquisition information is stored and held in the game control unit 100 as the right of the first special symbol determination. When the game ball wins the second start opening a12, the winning is detected by the second start opening switch 112, and the acquired information is stored and held in the game control unit 100 as the right of the second special symbol determination. . Similarly, when the game ball wins the second start opening b15, the winning is detected by the second start opening switch 118, the acquired information is stored, and the game control unit 100 stores the acquired information as the right of the second special symbol determination. Deferred.
  Then, the reserved special symbol determination right (reserved ball) is digested and the special symbol determination is performed, and the variation of the special symbol based on the special symbol determination right is started. Specifically, when the reserved ball is digested, whether or not the reserved special symbol judgment right is a big hit based on various random numbers, the type of jackpot (symbol) when it is a big hit, and the variation of the special symbol A pattern (variation time) or the like is determined. Information such as the jackpot and the variation pattern determined in this manner is sent to the effect control unit 130, and an effect based on the information is executed.
  For example, when variation pattern information corresponding to an SP (super) reach effect is sent to the effect control unit 130, an SP reach effect corresponding to the variation pattern is selected and executed. When a variation pattern corresponding to the SPSP reach effect is sent, the SPSP reach effect (reach effect having a longer effect time than the SP reach effect) corresponding to the change pattern is selected and executed. Note that there may be a plurality of effects corresponding to one variation pattern. In such a case, a predetermined condition (for example, a reach effect according to the variation of the first special symbol or a variation of the second special symbol). May be selected from among the plurality of effects.
  Further, in the present embodiment, before the special symbol determination right is reserved and before the change of the special symbol related to the reservation is started, a jackpot determination process (hereinafter referred to as a pre-determination process) is performed in advance on the hold. A pre-determining function is provided. And when such a prior determination is performed, the information (pre-determination information) based on the result of the prior determination before the change of the special symbol related to the suspension is started, the game control unit 100 To the effect control unit 130. The prior determination process is a process for determining in advance a result of jackpot determination for a reserved right, a variation pattern of a special symbol when a variation of a special symbol based on the right is started, and the like.
  When the special symbol starts to change, a change start command is transmitted from the game control unit 100 to the effect control unit 130, and effect control of the liquid crystal display 5 or the like is performed based on the change start command.
  FIG. 7 is an explanatory diagram illustrating a display example of a decorative symbol and a hold icon on the liquid crystal display. Specifically, as shown in FIG. 7, a decoration symbol 51 and a hold icon 52 are displayed on the liquid crystal display 5. The decorative symbol 51 is configured by predetermined symbols (for example, effect symbols indicating numbers 0 to 9) displayed in the three regions of the left region 53a, the intermediate region 53b, and the right region 53c. In the following description, the symbol displayed on the left region 53a is referred to as a left decorative symbol 51a, the symbol displayed on the intermediate region 53b is referred to as an intermediate decorative symbol 51b, and the symbol displayed on the right region 53c is referred to as a right decorative symbol 51c. is there.
  The hold icon 52 is an image indicating the right of special symbol determination. Specifically, the hold icon 52 in the present embodiment is an image showing the right of first special symbol determination and the right of second special symbol determination. In the present embodiment, when the hold icon 52 excludes the right of the special symbol determination relating to the special symbol that is currently changing, including both the right of the first special symbol determination and the right of the second special symbol determination, A maximum of eight are reserved. In FIG. 7, eight hold icons 521 to 528 are represented, and one hold (the change) icon 520 corresponding to the special symbol currently changing is further displayed in the changing region 54.
  In the present embodiment, whether the eight reserved icons 521 to 528 and the reserved icons 520 are based on the right of the first special symbol determination or based on the right of the second special symbol determination, is distinguished from each other. Display mode (for example, color or shape) is not possible. That is, in the liquid crystal display 5, even if it is the right to determine the special symbol related to the winning of the game ball to the first starting port 11, the winning of the game ball to the second starting port a12 or the second starting port b15. Even with such special symbol determination rights, the display modes of the hold icons 52 corresponding to them are all the same.
  The hold icon 52 displayed on the liquid crystal display 5 is set to be digested in order from the right end to the left. That is, as described above, since the hold icon 520 at the right end is an image corresponding to the special symbol that is currently changing, the hold icon 521 is digested after the change of the special symbol that is currently changing ends. This is an image showing the right of special symbol determination. More specifically, when the change of the special symbol related to the hold icon 520 displayed in the changing area 54 shown in FIG. 7 ends, the hold icon 520 is deleted from the changing area 54. Thereafter, the hold icon 521 at the right end moves to the changing region 54 in accordance with the change of the special symbol related to the icon 521. The icon 521 moved to the changing area 54 is continuously displayed as the hold (change) icon 521 while the special symbol related to the icon 521 is changing.
  The hold icon 522 adjacent to the left side of the hold icon 521 is an image indicating the right of special symbol determination to be digested after the change of the special symbol related to the hold icon 521 is completed. Similarly, the hold icon 523 is an image indicating the right of special symbol determination to be digested after the change of the special symbol related to the hold icon 522 is ended, and the hold icon 524 is a change of the special symbol related to the hold icon 523. Is the image showing the right of special symbol determination to be digested after the end of the, and the hold icon 525 is an image showing the right of special symbol determination to be digested after the change of the special symbol related to the hold icon 524 is finished Yes, the hold icon 526 is an image showing the right of special symbol determination to be digested after the change of the special symbol related to the hold icon 525 is finished, and the hold icon 527 shows the change of the special symbol related to the hold icon 526 It is an image showing the right of special symbol determination to be digested after the completion, and the hold icon 528 is a special icon related to the hold icon 527. After variation of the pattern is completed, an image showing the right special symbol determination to be digested. As described above, the hold icons 52 that are continuously arranged are configured such that if the hold icons 521 to 527 on the right side are digested, the hold icons 522 to 528 adjacent to the left side thereof are digested next.
  In FIG. 7, the numbers shown in each hold icon 52 indicate the order of digestion for convenience of explanation, and are not actually displayed on the liquid crystal display 5. Further, in the following description, when “notation of“ holding icon ”is used, it means the holding icon 520 indicating a special symbol that is currently fluctuating, and when only“ holding icon ”is indicated, it is currently reserved. The reserved icons 521 to 528 indicating the right of special symbol determination are assumed.
  Next, the gaming state of the pachinko gaming machine 1 of the present embodiment will be described. The gaming state includes a low-probability gaming state in which the probability of winning a jackpot is a first probability (for example, 1/200) and a second probability (for example, 1/60) that is higher than the first probability. There is a high probability gaming state.
  Further, the gaming state includes a non-short-time gaming state and a short-time gaming state. Specifically, the time-saving gaming state has a higher probability of being determined to be a hit in the normal symbol determination than the non-time-saving gaming state (for example, 1 / 1.1), and the electric opening and closing when it is determined to be a win The opening time of the accessory 16 is long (for example, 1.8 seconds × 3 times) and the variation time of the normal symbol is short (for example, 2 seconds). On the contrary, the non-time-saving gaming state has a lower probability of being determined to be a hit in the normal symbol determination than the time-saving gaming state (for example, 1/20), and the electric opening / closing accessory 16 in the case of being determined to be a hit The open time is short (for example, 0.1 second × 1 time), and the normal symbol fluctuation time is long (for example, 12 seconds). In the short-time gaming state, the variation time of the special symbol is shorter than that in the non-short-time gaming state. In the short-time gaming state, when the game ball passes through the gate 17, a normal symbol determination is made, and it is a hit with a high probability, and the second start port b15 is opened for 1.8 seconds × 3 times and the game ball is easy to win. It becomes. For this reason, as long as the player makes “right-handed”, the game ball is likely to win the second start opening b15, and usually the second special symbol is changed. However, in the non-short-time gaming state, even if a normal design determination is performed when the game ball passes through the gate 17, the probability of winning is relatively low, and the second start port b15 is only 0.1 second x 1 time. Since it does not open, it is difficult for the game ball to win the second start port b15. For this reason, in the non-short-time gaming state, the player normally does not “right-handed” but “left-handed”.
  The gaming state of the pachinko gaming machine 1 is set by a combination of the above four gaming states. Specifically, in the present embodiment, the pachinko gaming machine 1 is set to any one of “normal game state”, “probability change game state”, and “latent probability change game state”.
  The “normal gaming state” is a low-probability gaming state and a non-short-time gaming state, and is a gaming state that is initially set in the pachinko gaming machine 1. The “probability gaming state” is a high probability gaming state and a short time gaming state. Further, the “latency probability changing gaming state” is a high probability gaming state and a non-time-saving gaming state.
  In addition to the above three gaming states, a period when a jackpot game is being played may be referred to as a “hit game state”.
  After the jackpot game is played, the pachinko gaming machine 1 shifts from the “normal game state” to the “probability change game state” or the “latency probability change game state”.
  Here, as described above, in the present embodiment, the first start port 11 (corresponding to the first special symbol) and the second start port a12 (corresponding to the second special symbol) which are one of the conditions for starting the special symbol. However, it is constituted by an alternate winning type start opening forming member 8 capable of alternately winning game balls. On the other hand, in the pachinko gaming machine 1 according to the present embodiment, when a jackpot is won by the change of the first special symbol and when the jackpot is won by the change of the second special symbol, Advantages for players may vary.
  FIG. 8 is a pie chart showing the jackpot breakdown, (A) shows the jackpot breakdown for the first start port, and (B) shows the jackpot breakdown for the second start port. FIG. 9 is a diagram showing the contents of the jackpot corresponding to the jackpot symbol in the pie chart of FIG.
  Specifically, the types and contents of jackpots in the pachinko gaming machine 1 will be described. As shown in FIGS. 8 and 9, the game ball wins the first start port 11 and the first special symbol changes. In the case of a big jackpot, the “big jackpot symbol A” will be “per 16R probability variation” at a rate of 1%, the “big jackpot symbol B” will be “per 4R probability variation” at a rate of 24%, and at a rate of 30%. “Big jackpot symbol C” becomes “4R probability variation per piece (specific symbol)” at a rate of 10%, “Big jackpot symbol D” becomes “4R probability variation per unit (surprise)”, and 35% rate by “Big jackpot symbol E” “ 4R probability variation (latency) ”. In addition, when a game ball wins the second starting port (a12 or b15) and is a big hit due to a change in the second special symbol, it becomes “16R probable per change” by the “big hit symbol F” at a rate of 50%. 50%, the “big hit symbol G” becomes “4R probability variation hit”.
  “16R probability change hit” is a predetermined condition (for example, until the number of game balls won in the big prize opening 13 reaches 9 or until 29.5 seconds elapse after the big prize opening 13 is opened). This is a big hit in which the game is controlled in the probabilistic gaming state after the big hit game is repeated 16 times and the long open round in which the big winning opening 13 is opened until it is satisfied is repeated 16 times. Note that “16R probability variation hit” (big hit symbol A, F) is a big hit that is notified when three similar decorative symbols 51 are arranged.
  Similarly, in the “4R probability variation per” (bonus symbol B, G) and “4R probability variation (specific symbol)” (bonus symbol C), the long open round is repeated four times, and the probability variation gaming state after the jackpot game ends. This is a big hit where the game is controlled. After the jackpot game with "16R probability change per hit" or "4R probability change per hit", since it shifts to a probability change game state (high probability game state and short-time game state), as long as the player "right-handed", usually, The second special symbol is changed.
  “4R probability change per hit” (big hit symbol B, G) is a big hit that is notified when three similar decorative symbols 51 are arranged. On the other hand, “4R probability variation (specific symbol)” (jackpot symbol C) is a jackpot that is notified by the appearance of a specific symbol (described later) without the arrangement of three similar decorative symbols 51. .
  “4R probability change (surprise)” (big hit symbol D) repeats a short open round in which the big winning opening 13 is opened for a short period of, for example, 0.1 seconds four times, and after the jackpot game ends, the game is played in the probability change game state. A jackpot to be controlled. In the jackpot game, since the big winning opening 13 is opened only for a short time (0.1 second / round × 4 rounds), the “4R probability change hit (surprise)” is a jackpot that can hardly be expected to play in the jackpot game. In “4R probability change (surprise probability)”, after the jackpot game is over, the game shifts to a probability change game state.
  “4R probability variation perception (latency probability)” (big hit symbol E) is similar to the above 4R probability variation perception (surprise accuracy), and repeats a short opening round that opens the big winning opening 13 for a short period of, for example, 0.1 seconds four times, This is a jackpot to shift to the latent probability changing game state after the game is over. In other words, the “4R probability variation hit (latency probability)” is a jackpot that can hardly be expected to appear in the jackpot game. Also, in “4R probability variation (latency probability)”, the latent probability variation gaming state (high probability gaming state and non-short-time gaming state), “16R probability variation variation”, “4R probability variation probability (surprise)”, etc. In addition, the variation rate of the second special symbol cannot be increased. In other words, in “4R probability variation hit (latency probability)”, after the jackpot game is over, the non-time-short game state is set, so that the game is played “left-handed”. Therefore, after the big hit game by “4R probability variation perception (latency probability)”, the variation of the first special symbol and the variation of the second special symbol are basically performed alternately.
  In “4R probability variation (surprise)” (jackpot symbol D) and “4R probability variation (latency probability)” (jackpot symbol E), the same kind of decorative symbol 51 does not appear and a specific symbol appears. It is a jackpot to be notified.
  The jackpot of “4R” may be a jackpot of “substantially 4R”. The jackpot of “substantially 4R” is a jackpot in which the long open round is repeated 4 times and the short open round is repeated 12 times, and the number of rounds displayed by the round lamp 48 is 16R. There are only 4R worth of big hits.
  In the pachinko gaming machine 1 of the present embodiment, when the acquired information is stored by winning a game ball at the start opening and is held as a special symbol determination right, the game control unit 100 outputs pre-determination information and effects control. Based on the output prior determination information, the unit 130 determines whether or not to perform a prefetch effect (hereinafter referred to as a hold prefetch effect) for the reserved right. If the reserved pre-reading effect is executed, the special symbol determination is performed on the liquid crystal display 5 before the special symbol related to the right is changed for the reserved special symbol determination right. There will be an announcement to announce the result. When notifying the result, an effect using the speaker 24, the panel lamp 25, the frame lamp 37, etc. may be performed in addition to the effect on the liquid crystal display 5.
  FIG. 10 is a flowchart showing an outline of control of the hold prefetch effect. FIG. 11 is an explanatory diagram showing the execution period of the zone effect at the first change of the special symbol, (A) shows a state immediately after the hold related to the pre-reading effect target is displayed, and (B) shows the zone effect. It is a figure which shows the state immediately after performing. FIG. 12 is an explanatory diagram showing the execution period of the zone effect at the third change of the special symbol, (A) shows the state immediately after the hold related to the pre-read effect is displayed, and (B) is the first one. The display state during the change of the special symbol related to the hold is shown, (C) shows the display state during the change of the special symbol related to the second hold, and (D) shows the state immediately after the zone effect is executed. FIG.
  Specifically, the hold prefetch effect is controlled based on the control flow shown in FIG. That is, if a game ball wins one of the start ports 11, 12, and 15 and it is determined that a hold pre-reading effect is to be performed as a result of a prior determination made based on the win, a predetermined hold pre-reading effect is executed. Is done.
  For example, as shown in FIG. 11, if a game ball has won a prize (hold icon 526) in the first starting port 11 in a state where five are already put on hold, first, the game control unit 100 puts on hold by the win. The right of the first special symbol determination corresponding to the icon 526 is suspended (step S10 in FIG. 10). When the game control unit 100 confirms the winning prize, the process proceeds to step S11, and the game control unit 100 makes a pre-determination for the right of the special symbol determination corresponding to the hold icon 526. Specifically, the reserved special symbol determination is based on various random numbers (a jackpot random number, a design random number, a reach random number, a variation pattern random number, etc., which will be described later) acquired when the game ball wins the first starting port 11. Whether or not the right is a jackpot, the type of jackpot (symbol) when it is a jackpot, the variation pattern (variation time) of the special symbol, and the like are determined. The result of this prior determination is transmitted to the effect control unit 130.
  When the effect control unit 130 receives the result of the prior determination, it is determined whether or not to perform the hold prefetch effect (step S12). Specifically, in step S12, it is determined whether or not to perform the hold prefetching effect by performing a lottery using a random number based on the result of the prior determination. For example, if it is determined as a result of the prior determination that the reserved special symbol determination right is a big hit, it is determined that the reserved pre-reading effect is performed with a relatively high probability. Further, as a result of the prior determination, even if the reserved special symbol determination right is lost, it may be determined that the reserved pre-reading effect is performed when a predetermined variation pattern is determined in advance.
  As shown in FIG. 11A, when the result of the prior determination for the sixth hold icon 526 is the target of the hold pre-reading effect, a determination to perform the hold pre-reading effect is made (step S12: YES), and the hold is made. A pre-reading effect is executed (step S13). Here, a series of continuous effects (zone effects) over a variation of a plurality of special symbols is performed as the hold prefetch effect. Although the details will be described later, this “zone effect” is performed by switching the background image of the liquid crystal display 5 to another background image different from the normal background image (the background image of the basic stage shown in FIG. 13 described later). It is a production that raises the expectation of the person. For example, in this embodiment, from the change in the special symbol related to the first hold icon 521 shown in FIG. 11A, the hold that triggered the effect (the sixth hold icon 526 in FIG. 11A). A series of zone effects are performed until such special symbol changes (FIG. 11B). That is, the zone effect is started before the special symbol related to the prefetch target is changed, and the change of the special symbol related to the prefetch target (specifically, a predetermined time after the start of the change after the start of the change). At any timing until the time elapses). In addition, since the “zone effect” mentioned here may be performed over a plurality of special symbol variations, it has been described as “a series of continuous effects”. However, depending on the number of holds, one special symbol may be used. In some cases. That is, also in the following description, the “zone effect” is not limited to an effect over a plurality of special symbol variations, but includes an effect related to a single special symbol variation.
  On the other hand, in step S12, when the hold prefetch effect is not executed, that is, when it is determined NO, the zone effect as the hold prefetch effect is not executed.
[Zone production and related controls]
Next, the execution period of the zone effect in this embodiment will be described. As described above, whether or not to execute the zone effect is determined based on the result of the prior determination. When it is determined that the zone effect is to be performed, the period for which the zone effect is to be performed is determined.
  For example, in FIG. 11, the case where it starts with the 1st fluctuation | variation of a special symbol after the execution decision of zone production is illustrated. That is, in this case, the change of the special symbol by the 0th hold icon 520 shown in FIG. 11A ends, and according to the change of the next special symbol, the first hold shown in FIG. The icon 521 moves to the changing area 54 and becomes the hold icon 520 shown in FIG. 11 (B), and shifts to the zone effect at a predetermined timing from the start of the change of the special symbol.
  Further, FIG. 12 illustrates a case where the execution of the zone effect starts after the third change of the special symbol. That is, in this case, the change of the special symbol by the zeroth hold icon 520 shown in FIG. 12A is completed, and then the first and second hold icons 521 and 522 shown in FIG. Moving to the right side, the special symbol variation by the first and second hold icons 521 and 522 is completed (FIGS. 12B and 12C). Then, when the change of the special symbol related to the third hold icon 523 shown in FIG. 12 (A) starts, the third hold icon 523 moves to the changing area 54, and the change shown in FIG. 12 (D). It becomes the hold icon 520 and shifts to the zone effect at a predetermined timing from the start of the change of the special symbol.
  In addition, although illustration is omitted, in the change of the special symbol related to the hold that has been a trigger for the determination of the zone effect, that is, the zone effect at the sixth change based on FIGS. 11A and 12A. May be started. That is, the zone effect may be performed in one special symbol change.
  As described above, since the period in which the zone effect is performed varies, it is possible to have variations in the period in which the zone effect is performed. That is, in the pachinko gaming machine 1, as shown in FIG. 11, the execution period of the zone effect is substantially lengthened (relatively longer than the case of FIG. 12), or substantially as shown in FIG. The execution period of the zone effect can be shortened (relatively shorter than in the case of FIG. 11).
  Note that, during the period in which the zone effect is performed, a special symbol change is performed according to a simple loss change pattern shown in FIG. 37, which will be described later, except for the final change of the zone effect (prefetch target in FIGS. 11 and 12). That is, whether or not the zone production execution period and execution are performed so that the mid-range fluctuation during the zone production excluding the final fluctuation will not be a big hit or a reach production with high expectation level (reliability; probability) for the big win will not be performed. No is determined.
  Further, the start timing of the zone effect may be slightly shifted from the change start timing even when the change start of the special symbol is started at the same time. In particular, when the start timing of the zone effect is shifted (delayed) from the change start timing of the special symbol, for example, the pseudo variation of the decorative symbol in the pseudo continuous notice effect using the decorative symbol 51 (hereinafter also simply referred to as a pseudo-ream). Alternatively, it can be considered to match the timing of the pseudo stop.
  Here, the pseudo continuous notice effect is an effect of causing the decorative symbol 51 to fluctuate a plurality of times in a single variation of the special symbol. That is, in the quasi-continuous notice effect, an operation in which the decorative pattern 51 is fluctuated and stopped is performed a predetermined number of times (for example, 2 to 4 times). For example, in the case where three pseudo-reams are performed, the decorative symbol 51 starts to fluctuate in response to the fluctuating special symbol on the first special symbol indicator 41 (or the second special symbol indicator 42). After a lapse of time, the decorative symbol 51 is pseudo-stopped in a predetermined mode (for example, a mode indicating a loss or a mode in which a specific symbol is stopped in a specific region) (the first pseudo sequence). This pseudo-stopped state is not a state in which the decorative pattern 51 is completely stopped, but is a state in which the decorative pattern 51 slightly fluctuates in the vertical direction, for example. After that, the decorative symbol 51 starts to fluctuate again and stops pseudo again (the second time in the pseudo sequence). Furthermore, the decorative pattern 51 starts to fluctuate and completely stops at the third pseudo-ream. In the third pseudo-ream, for example, a reach effect in which two decorative symbols of the same kind are stopped and one decorative symbol is changed is performed, and a notification is made whether the third decorative symbol is stopped and whether it is a big hit or not. Done.
  Next, the type of zone effect and the transition of zone effect will be described. When the condition for executing the zone effect is satisfied, one zone effect is executed from the plurality of zone effects. FIG. 13 is an explanatory diagram conceptually showing the relationship between the basic stage and each zone in the normal gaming state. FIG. 14 is a block diagram showing zones related to various themes provided in each zone, (A) shows zones related to various themes in the common zone, (B) shows zones related to various themes in the weak zone, C) is a diagram showing zones related to various themes of the strong zone.
  In this embodiment, as a plurality of zone effects, as shown in FIG. 13, effects related to the common zone, effects related to the weak zone (first zone), and effects related to the strong zone (second zone) are prepared. ing. Further, in the present embodiment, as shown in FIG. 13, in the normal gaming state, an effect is normally performed on the basic stage. That is, in a basic stage where no zone effect is performed, if a predetermined condition to be described later is satisfied as a result of prior determination, the normal stage is maintained while the normal stage is maintained, and a zone related to one of the zones Production is performed. Specifically, when leaving the basic stage, the zone effect is executed by moving to the common zone, the weak zone, or the strong zone. Hereinafter, each zone will be described.
  In principle, the common zone is a zone that functions as a transit zone when shifting to a weak zone or a strong zone. That is, the common zone is an element of a simple scenario up to a weak zone and a strong zone, which will be described later, as part of the zone effect. For this reason, when the zone effect is executed and the common zone is selected, the process subsequently shifts to the weak zone or the strong zone. However, the common zone does not serve as a transit zone and the scenario may end in the common zone. That is, in such a case, the common zone functions as the final zone (described later) without shifting to the weak zone or the strong zone. The common zone has a low expectation for jackpots. Therefore, if the common zone does not move to the weak zone or the strong zone after entering the common zone, in most cases, the loss is notified and the common zone returns to the basic stage. It should be noted that a reach effect or the like with a high degree of expectation for a big hit may be performed without shifting from the common zone to the weak zone or the strong zone.
  Further, the common zone has three theme zones divided by themes, and when a zone effect is performed, the common zones are distributed to any one of the theme zones. Specifically, as shown in FIG. 14A, the common zones are provided with common theme zones C1, C2, and C3 having different themes. As a theme in the common zone, for example, a zone with the theme of conversation between the character A and the character B, or a zone with the theme of the battle situation between the group to which the character A belongs and the group to which the character B belongs, Examples include a roulette theme related to character A and character B, and the like.
  The weak zone is a zone that can be determined based on the result of the prior determination, and is a zone that functions as a final zone in the zone production. That is, the weak zone that functions as the final zone is an effect that has a relatively high expectation for the big hit, compared to the case where the variable effect is performed in the basic stage. Here, the “final zone” is a final zone when the zone transition is performed or the zone transition is not performed in the zone rendering. Final changes are made. That is, the weak zone is an effect that expects a big hit in the final change of the special symbol during the period in which the effect of the weak zone is performed. Probability is high.
  In addition, the weak zone has two theme zones that are divided according to themes. When a zone effect is performed, the weak zones are assigned to one of the theme zones. Specifically, the weak zones A and B having different themes are provided as shown in FIG. 14B. For example, the weak zone includes a weak zone A that is about the character A and a weak zone B that is about the character B.
  Like the weak zone, the strong zone is a zone that can be determined based on the result of the prior determination, and is a zone that functions as a final zone in the zone effect. That is, the strong zone that functions as the final zone is an effect that has a relatively high expectation level (reliability) for the jackpot, and an effect that has a higher expectation level for the jackpot than the weak zone. That is, the strong zone is an effect that expects a big hit in the final change of the special symbol during the period in which the strong zone effect is performed. In the final change, an effect with a high expectation for the big hit is performed. . Further, when the strong zone effect is started, while the effect using the movable accessory 7 is performed at a predetermined timing (for example, the entry timing to the strong zone, the start timing of the final change, etc.), the weak zone effect is performed. Even if is started, an effect using the movable accessory 7 is not performed at a predetermined timing. Thus, in the strong zone production, a flashy production may be performed as compared with the weak zone in order to give the player a sense of expectation.
  In addition, the strong zone has two theme zones that are divided according to themes. When a zone effect is performed, the zone is assigned to one of the theme zones. Specifically, as shown in FIG. 14C, strong zones A and B having different themes are provided. For example, the strong zone includes a strong zone A that is about the character A and a strong zone B that is about the character B. More specifically, the strong zone A has a theme related to the weak zone A, and the strong zone B has a theme related to the weak zone B.
  The transition between the zones shown in FIG. 14 will be described. As shown in FIG. 13, the transition can be made from the common zone (C1 to C3) to the weak zone or the strong zone. In some cases, a weak zone may be entered from the basic stage without going through the common zone. Similarly, a strong zone may be entered from the basic stage without going through the common zone. In some cases, the weak zone may further shift to the strong zone.
  More specifically, from the common zones C1 to C3 shown in FIG. Similarly, a weak zone A or a weak zone B may be entered from the basic stage, and a strong zone A or a strong zone B may be entered.
  Further, the weak zone A may shift to the strong zone A, and the weak zone A may also shift to the strong zone B.
  On the other hand, the weak zone B may shift to the strong zone B, but the weak zone B does not shift to the strong zone A.
  Next, conditions for selecting the weak zone, the strong zone, and the common zone as the final zone of the zone effect will be described.
  In the present embodiment, as described above, the zone effect is executed as the hold prefetching effect in order to increase the player's expectation. In the case of executing the zone effect, depending on the result of the prior determination, which zone effect (the common zone, the weak zone, the strong zone) at the time of the symbol change related to the final zone, that is, the right of the special symbol determination to be determined in advance. (Zone) is selected. Furthermore, a zone related to a specific theme is selected from these three types of zones.
  As described above, in this embodiment, the winner of the jackpot triggered by the change of the second special symbol wins the “16R probable hit” rather than the winner of the jackpot triggered by the change of the first special symbol. Since the ratio is high, it can be said that it is easier for a player to win an advantageous state on the condition such as playing balls if he wins a jackpot triggered by a change in the second special symbol.
  Therefore, in the present embodiment, based on such conditions, in order to further enhance the interest of the game, it has been decided that the zone effect is to be executed by winning the first starting port 11 or by winning the second starting port a12. Based on whether it is decided to execute the zone effect, one of the three types of zones is selected as the final zone. That is, based on the result of the prior determination, it is determined whether or not to execute the zone effect, and when it is determined to execute the zone effect, any one of the three types of zones is set as the final zone. Selected. A specific description will be given below with reference to FIG.
  FIG. 15 is a correspondence table in which each zone selected as the final zone is associated with a condition when each zone is selected, and (A) and (B) are game balls to the first start port. The correspondence table | surface with each zone on condition of the winning of this is shown, (C) is a figure which shows the correspondence table | surface with each zone on condition of winning the game ball to the 2nd starting opening. First, a description will be given of a case where the hold related to the pre-reading production target fluctuates the first special symbol, that is, a case where this hold occurs due to winning at the first start port 11. In this case, FIG. As shown in B), “weak zone A” or “weak zone B” in the weak zone or “strong zone A” in the strong zone is set as the final zone that can be selected. In other words, when a game ball wins at the first starting port 11, the “strong zone B” in the strong zone is not set as the final zone that can be selected.
  Specifically, if the game control unit 100 determines that the jackpot is a jackpot as a result of the prior determination, the jackpot symbol is symbol A or B (see the pie chart in FIG. 8), and it is determined to execute the zone effect. The final zone is selected according to FIG. That is, if the variation pattern corresponding to the SPSP reach production is determined under the above-described conditions, the strong zone A is selected at a rate of 80%, and the weak zone A is selected at a rate of 15%. Weak zone B is selected at a rate of That is, in this embodiment, the hold related to the pre-read effect is generated by winning the first start port 11, and the jackpot symbol based on this hold is the symbol A or B, corresponding to the SPSP reach effect. When the fluctuation pattern to be determined is determined, the strong zone A in the strong zone is easily selected.
  Similarly, in the case where it is determined that the jackpot symbol, the symbol A or B is determined as the jackpot symbol, and it is determined that the zone effect is to be executed, as shown in FIG. If the pattern is determined, weak zone A is selected at a rate of 55%, and weak zone B is selected at a rate of 45%. That is, in the present embodiment, the hold related to the pre-reading effect target is the one that won the first start port 11, and the jackpot symbol based on the hold is the symbol A or B, and the variation pattern corresponding to the SP reach effect is If it is determined, the weak zone A is slightly selected.
  On the other hand, if it is determined that the jackpot is the jackpot symbol is symbols C to E, and it is determined that the zone effect is to be executed, the final zone is selected according to FIG. That is, if the variation pattern corresponding to the specific effect (detailed in the description of the specific flow of the zone effect) is determined under the above-described conditions, the weak zone A is selected at a rate of 100%. Is done. In other words, in the present embodiment, the hold related to the pre-reading effect target is a winning in the first start port 11, and the jackpot symbol based on the hold is the symbols C to E, and the variation pattern corresponding to the specific effect is determined. If so, the weak zone A is always selected as the zone effect to be executed.
  Next, a description will be given of a case where the hold related to the pre-reading effect subject fluctuates the second special symbol, that is, a case where this hold occurs due to winning at the second start opening a12. In this case, it is determined that the zone effect is executed. Then, as shown in FIG. 15C, “weak zone B” in the weak zone or “strong zone B” in the strong zone is set as the final zone that can be selected. In other words, when a game ball wins at the second start opening a12, “weak zone A” in the weak zone and “strong zone A” in the strong zone are set as the final zones that can be selected. Absent.
  Specifically, as a result of the prior determination in the game control unit 100, it is determined that the jackpot is a symbol, and if the jackpot symbol is a symbol F or G, the final zone is selected according to FIG. That is, if the variation pattern corresponding to the SPSP reach effect is determined under the above-described conditions, the strong zone B is selected at a rate of 80% and the weak zone B is selected at a rate of 20%. In other words, in the present embodiment, the hold related to the pre-read effect is generated by winning the second start opening a12, and the jackpot symbol resulting from this hold is the symbol F or G, which corresponds to the SPSP reach effect. If the variation pattern is determined, the strong zone B is easily selected.
  Similarly, when it is determined that the jackpot and the symbol F or G is determined as the jackpot symbol, as shown in FIG. 15C, if the variation pattern corresponding to the SP reach effect is further determined, Weak zone B is selected at a rate of 100%. In other words, in the present embodiment, the hold related to the pre-reading effect target is a winning in the second start port a12, and the jackpot symbol resulting from the hold is the symbol F or G, and the variation pattern corresponding to the SP reach effect is determined. If so, the weak zone B is surely selected as the zone effect to be executed.
  Each zone is selected by lottery using random numbers, and the selection ratio described above is merely an example.
  As described above, in the present embodiment, whether the prefetch target hold is due to the winning of a game ball to the first starting port 11 or the winning of the game ball to the second starting port a12, In addition, whether or not the hold is determined to be a big hit by pre-determination, if it is a big win, what kind of design is determined, and the production related thereto is any production (SPSP reach production, SP reach production, or , Which is a specific production) (variation pattern for determining the production is what variation pattern) and the like, since it is possible to execute various zone production, compared to the conventional one, The fun of the game can be improved dramatically.
  In addition, “SP reach production” and “SPSP reach production” mentioned here are temporarily stopped when any two of the three decorative symbols 51 located in the left middle right region are the same type of symbols. This is an effect (effect using the decorative symbol 51) performed in the state of being played, and is an effect that causes the player to expect that three similar decorative symbols 51 stop. Both “SP reach effect” and “SPSP reach effect” correspond to the variation pattern (variation time) of the special symbol determined by the game control unit 100. That is, when the variation pattern corresponding to the “SP reach production” is selected, the special symbol varies according to the variation pattern, and the SP reach production is performed according to the variation pattern. When a variation pattern corresponding to “SPSP reach production” is selected, the special symbol varies according to the variation pattern, and SPSP reach production is performed according to the variation pattern. Here, the change time indicated by the change pattern corresponding to the “SP reach effect” is set to be relatively shorter than the change time indicated by the change pattern corresponding to the “SPSP reach effect”. For example, the variation pattern corresponding to “SP reach production” is a variation pattern having a variation time of 30 seconds, and the variation pattern corresponding to “SPSP reach production” is a variation pattern having a variation time of 60 seconds. Note that “SP reach production” and “SPSP reach production” are different types of production, and “SPSP reach production” is a production with higher expectation for jackpot than “SP reach production”.
  In addition, the “specific effect” is an effect that suggests a specific jackpot (hit symbols C to E), and is an effect that expects the specific symbol 55 (for example, the Warning symbol shown in FIG. 18 (I)) to stop. is there. Specifically, the “specific effect” is not an effect that expects the three same-type decorative symbols 51 to stop, but an effect whether or not the specific symbol 55 stops at a specific position. When the variation pattern corresponding to the “specific effect” is selected in the game control unit 100, the effect including the specific effect is executed according to the variation of the special symbol based on the variation pattern.
  In addition, although FIG. 15 demonstrated the case where the result of prior determination is a big hit, even if the result of prior determination is a loss, each zone mentioned above is determined according to the variation pattern determined in advance. Is done. For example, when a hold occurs due to a winning of a game ball at the first start port 11, a prior determination is made for this hold. When the result of the pre-judgment is a loss and a variation pattern corresponding to the SPSP reach production (a variation pattern corresponding to the SPSP reach production in which the loss is finally notified unlike the case of the jackpot) is determined Any zone effect is selected so that the weak zone can be easily selected. For example, in this case, the weak zone is selected at a rate of 70%, and the strong zone A is selected at a rate of 30%. On the other hand, as described above, when the result of the preliminary determination is a big hit and the variation pattern corresponding to the SPSP reach effect is determined, the strong zone A is easily selected. For this reason, it can be inferred that the player has a relatively high probability of winning a big hit when a strong zone performance is performed, and conversely, when a weak zone performance is performed, It can be inferred that the probability is high compared to effects other than the zone effects such as the basic stage, but is lower than the strong zones.
  As shown in FIG. 15, the strong zone B as the final zone is performed only based on the result of the preliminary determination based on the winning to the second starting port a12. That is, the strong zone B as the final zone is a dedicated effect related to winning in the second start opening a12. Further, the weak zone A and the strong zone A as the final zones are performed only based on the result of the preliminary determination based on the winning to the first starting port 11. That is, the weak zone A and the strong zone A as the final zones are exclusive effects related to winning a prize at the first start port 11.
  As described above, the hold icon does not separately display the hold related to winning in the first start port 11 and the hold related to winning in the second start port a12. Therefore, it is usually difficult for a player to recognize whether the first special symbol is changed next, the second special symbol is changed, or which special symbol is currently changing depending on the hold icon. It is. In such a situation, when an effect in the weak zone A is performed, the player recognizes that the effect is in accordance with winning in the first start port 11. In the weak zone A, the degree of expectation for the jackpot is lower than that in the strong zone, and when the jackpot is based on the winning at the first start port 11, a jackpot game with little or no play (a lot of play for the player) Is less likely than jackpot). For this reason, even if the performance in the weak zone A is performed, the player's expectation is hardly increased.
  However, as described above, there is a case where the weak zone A is shifted to the strong zone A (FIG. 14). That is, if the strong zone A is selected as the final zone as a result of the preliminary determination, the weak zone A may be rendered and then the strong zone A may be shifted to. Since the strong zone A has a higher degree of expectation for jackpot than the weak zone A, the player's expectation can be enhanced by shifting from the weak zone A to the strong zone A.
  In addition, as shown in FIG. That is, if the strong zone B is selected as the final zone as a result of the preliminary determination, the weak zone A may be rendered and then the strong zone B may be shifted to. Since the strong zone B is a dedicated effect related to winning at the second start opening a12, the strong zone B is performed based on the winning at the second start opening a12. The player recognizes. In the strong zone B, the degree of expectation for the jackpot is higher than that in the weak zone, and when the jackpot is based on the winning at the second start opening a12, the jackpot game with a lot of balls (the player has little or no balls) Is more likely to be made). For this reason, when the strong zone B effect is performed, the player's expectation increases. In particular, from the weak zone A in which the expectation for the jackpot is lower than that in the strong zone and reminds of a jackpot with little (or no) appearance, the strong zone in which the expectation for the jackpot is higher and recalls the jackpot with many appearances. If it shifts to B, a player's expectation can be raised at a stretch.
  Further, as shown in FIG. 15, the weak zone B as the final zone is a result of a prior determination based on a winning to the first starting port 11 or a result of a prior determination based on a winning to the second starting port a12. Based on. That is, the weak zone B as the final zone is an effect performed both by winning at the first starting port 11 and by winning at the second starting port a12. As described above, the advantage differs between the jackpot game related to winning the first start port 11 and the jackpot game related to winning the second start port a12. For this reason, when the performance in the weak zone B is performed, the player proceeds with the game with high interest as to which starting opening the winning is based on. In such a situation, when the transition from the weak zone B to the strong zone B is made, the degree of expectation for the jackpot can be further increased, and the expectation that a more advantageous jackpot game will be performed can be increased. In other words, from a state in which it is not possible to determine whether the effect of the weak zone B has been performed based on the winning of the first start port 11 or the second start port a12, By shifting to a state where a large number of jackpot games are likely to be performed, it is possible to increase the player's expectation.
  Thus, the player's expectation can be further increased by shifting from one zone to another. In this embodiment, the advantages when the big hit is different between the first start port 11 and the second start port a12. In addition, there are a zone effect performed based on a winning at the first start opening 11 and a zone effect performed based on a winning at the second start opening a12. By performing these zone effects and shifting the zone effects, it is possible to improve interest.
  As shown in FIG. 14, the weak zone B does not shift to the strong zone A. This is a weak zone B that reminds both of what has been done based on the winning of the game ball to the first starting port 11 and what has been done based on the winning of the game ball to the second starting port a12. This is because it is difficult to increase the player's expectation even if the player moves to the strong zone A based on the winning of the game ball to the first start port 11. That is, if the transition from the weak zone B to the strong zone A increases the degree of expectation for the jackpot, there is a high possibility that a substantial profit (out of play) will not be obtained. There is a possibility. Therefore, in this embodiment, it is assumed that there is no transition from the weak zone B to the strong zone A. In other embodiments, there may be a transition from the weak zone B to the strong zone A.
  Next, a specific flow of zone production will be described. In the following, each of the conditions shown in FIGS. 15A to 15C will be specifically described by taking one example.
  First, according to FIG. 15 (A), a game ball is won and put on hold at the first start port 11, and it is pre-determined that a variation pattern corresponding to the SPSP reach effect is acquired as a result of the pre-determination related to the hold. The flow of the zone effect when it is determined to perform the zone effect will be described.
  FIG. 16 is a screen diagram showing a change in the display mode in the liquid crystal display, and more particularly a diagram showing a zone effect. In this embodiment, when execution of the zone effect is determined, as described above, the transition from the normal stage effect to the zone effect is made at a predetermined timing from the start of the change of the special symbol. For example, as shown in FIG. 16A, when a predetermined timing arrives, a zone effect is started, and there is a case where a strong zone A that is the final zone is entered. When the zone effect is started, the corresponding zone name is displayed on the liquid crystal display 5. In FIG. 16A, the notation “strong zone A” is used as the corresponding zone name. At this time, in FIG. 16A, three hold icons 521 to 523 (numbers are omitted in FIG. 16) are displayed, and one hold icon 520 (in FIG. No. is omitted), and the third hold icon 523 is a hold related to the pre-reading effect target.
  In FIG. 16, for convenience, the display modes of the three hold icons are expressed differently. Actually, the display modes of the three hold icons are the same. That is, in FIG. 16, the hold icon related to the winning to the first start port 11 is displayed in black, and the hold icon related to the win to the second start port a12 is displayed in white. In the embodiment, the hold icon related to winning in the first start port 11 and the hold icon related to winning in the second start port a12 are not distinguished and displayed. In addition, these three hold icons 521 to 523 are alternately a hold related to the first start port 11 and a hold related to the second start port a12. In FIG. In the direction of digestion), the first start port 11 is reserved, the second start port a12 is reserved, and the first start port 11 is reserved.
  Then, in the liquid crystal display 5, when the special symbol that is variably displayed when the zone effect is started is stopped and displayed, a decorative symbol 51 is given as shown in FIG. (For example, a mode indicating a loss or a mode in which a specific symbol stops in a specific area). Then, the change of the special symbol related to the first hold icon 521 in FIG. That is, as shown in FIG. 16C, the variation control of the decorative symbol 51 is performed in accordance with the variation of the special symbol related to the first hold icon 521 in FIG. Specifically, since the first hold icon 521 displays a hold related to the first start port 11, the decorative design 51 is subjected to variation control in accordance with the variation of the first special design. At this time, the first hold icon 521 in FIG. 16A moves to the changing area 54. Then, the first special symbol is stopped and displayed, and the decorative symbol 51 is stopped and displayed in a predetermined manner (FIG. 16D). Similarly, the change and stop control of the symbol related to the second hold icon 521 in FIG. 16A is performed (FIG. 16E), and the decorative symbol 51 is stopped and displayed in a predetermined manner (FIG. 16). 16 (F)). That is, since the second hold icon 522 displays the hold related to the second start port 11, the decorative design 51 is controlled to fluctuate as the second special design changes.
  As described above, in the present embodiment, the hold related to the pre-reading effect target is due to winning in the first starting port 11, and the zone effect based on the hold has already been performed. Even when the suspension related to the start port a12 is digested (that is, when the second special symbol fluctuates), the zone effect is not interrupted. Similarly, the hold related to the first start opening 11 in a situation where the hold related to the pre-reading production target is due to the winning at the second start opening a12 and the zone production based on the hold has already been performed. Even if it is digested, the zone effect is not interrupted (screen diagram shown in FIG. 19 described later). That is, according to the present embodiment, once the zone effect is started based on the winning to the first start port 11 or the second start port a12, the suspension that is digested in the meantime is based on the first start port 11. Regardless of whether it is based on the second start port a12, control for continuing the zone effect is executed. Thereby, since the consistency of zone production is maintained, it is possible to give the player a further expectation.
  In this way, the decorative symbol 51 is basically stopped and displayed in a losing manner from the start of the zone effect until the suspension related to the prefetch effect target. That is, in the zone effect, the change of the special symbol related to the prefetch target is started through these processes. In addition, when the zone effect is performed with one symbol change, when the change of the special symbol is started, the zone effect is started at the change, and the zone effect is ended at the change.
  When the variation of the special symbol related to the pre-reading object, that is, the first special symbol is started, as shown in FIG. 16 (G), the decorative symbol 51 whose variation is controlled in accordance therewith develops the reach effect. . For example, as a reach effect, as shown in FIG. 16H, among the decorative symbols 51, the left decorative symbol 51a displayed in the left region 53a and the right decorative symbol 51c displayed in the right region 53c are of the same type. There is a case where the display stops at the decorative symbol 51 (the symbol 3 in FIG. 16H) and the decorative symbol 51 is variably displayed in the intermediate region 53b. Then, after that, as shown in FIG. 16I, the reach effect may be developed into an SPSP reach effect, for example. In the present embodiment, the zone effect as the background image ends when the SPSP reach effect or the SP reach effect is developed. Accordingly, the notation “strong zone A” is also erased on the liquid crystal display 5.
Then, the special symbol and the decorative symbol 51 are stopped and displayed based on the result of the special symbol determination and the information regarding the jackpot symbol when it is determined that the jackpot is determined. In FIG. 16 (J), since it is determined that the result of the special symbol determination is a win, the decorative symbol 51 finally has a jackpot pattern (in FIG. Stopped display with symbol “3”). Then, after notifying the jackpot by the decorative symbol 51, in FIG. 16 (K), a display of “jackpot” is displayed to notify the jackpot directly. When these three symbols stop at “3”, the above “4R probability variation hit” (big hit symbol B or G) is indicated.
If the result of the jackpot determination is a loss, only the decorative symbol 51 in the intermediate region 53b stops at a symbol different from the left and right decorative symbols 51 (for example, symbol 2 or 4 based on FIG. 16).
  FIG. 17 is a screen diagram showing a change in the display mode in the liquid crystal display, and more particularly a diagram showing a zone effect. In addition, as shown in FIG. 17, the execution of the zone effect is determined, and the zone effect is shifted to the zone effect at a predetermined timing from the start of the change of the special symbol, but the final zone may not be entered accordingly. That is, it is a case where a zone different from the final zone is reached until reaching the final zone.
  For example, as shown in FIG. 17A, there is a case where the zone effect is started, and the strong zone A that is the final zone is not entered, and the common zone C1 (or the common zone C2 or C3) that is not the final zone is entered. . In this case, the liquid crystal display 5 is labeled “common zone C1”. At this time, in FIG. 17A, the three hold icons 521 to 523 and the hold icon 520 are displayed in the same manner as in FIG.
  Then, when the special symbol that has been variably displayed when the zone effect is started is stopped and displayed, the decorative symbol 51 in the liquid crystal display 5 is in a predetermined manner as shown in FIG. Is stopped and displayed. Then, the variation of the decorative symbol 51 is started in accordance with the variation of the special symbol related to the first hold icon 521 in FIG. That is, since the first hold icon 521 displays the hold related to the first start port 11, the decorative design 51 is controlled to vary with the change of the first special design. At the same time, the background image in the zone effect is switched from the common zone C1 to the weak zone A. That is, in FIG. 17C, a zone with a relatively high jackpot expectation level is changed from a zone with a relatively low jackpot expectation level according to a change in the first special symbol related to the first hold icon 521. The promotion effect which shifts to a zone is performed. Accordingly, in the liquid crystal display 5, the notation “common zone C1” is switched to the notation “weak zone A”.
  Then, when the first special symbol with the promotion effect is stopped and displayed, the decorative symbol 51 in the liquid crystal display 5 is stopped and displayed in a predetermined manner as shown in FIG. . Then, the variation of the decorative symbol 51 is started in accordance with the variation of the special symbol related to the second hold icon 522 in FIG. In other words, since the second hold icon 522 displays the hold related to the second start port a12, the decorative symbol 51 is controlled to be varied in accordance with the variation of the second special symbol. At the same time, the background image in the zone effect is switched from the weak zone A to the strong zone A. That is, in FIG. 17E, the promotion effect from the weak zone A to the strong zone A is performed according to the change of the second special symbol related to the second hold icon 522, and the strongness that is the final zone. Enter Zone A. Accordingly, in the liquid crystal display 5, the notation “weak zone A” is switched to the notation “strong zone A”.
  As described above, at the timing when the zone effect is started, the final zone may not be entered, but may enter the final zone via the promotion effect via another zone. Note that, in the zone effect in which the promotion effect is performed, the zone effect is continued until the special symbol related to the prefetch target is changed, as in the case of the zone effect in which the promotion effect is not performed.
  In FIGS. 17F to 17I, the same effects as in FIGS. 16F to 16I are performed. That is, when the change of the first special symbol related to the prefetch target is started, the reach effect using the decorative symbol 51 is performed. Then, as the reach effect, as shown in FIG. 17I, for example, the reach effect develops to an SPSP reach effect. Based on the result of the special symbol determination, the decorative symbol 51 is stopped and displayed on the liquid crystal display 5. In FIG. 17, since it is determined that the result of the special symbol determination is a jackpot, the decorative symbol 51 finally has the jackpot pattern (in FIG. "Stop display"). Then, after notifying the jackpot by the decorative pattern 51, in FIG. 17 (K), a display of “jackpot” is displayed to notify the jackpot directly. When these three symbols stop at “3”, the above “4R probability variation hit” (big hit symbol B or G) is indicated.
  Next, according to FIG. 15B, a game ball is won and held at the first start port 11, and it is determined beforehand that a variation pattern corresponding to the “specific effect” has been acquired as a result of the prior determination related to the hold. The flow of the zone effect when it is determined to perform the zone effect will be described.
  FIG. 18 is a screen diagram showing a change in display mode in the liquid crystal display, and more particularly a diagram showing a zone effect. For example, as shown in FIG. 18A, it is assumed that the execution of the zone effect is determined, the predetermined timing has arrived, and the zone effect is started. In FIG. 18, as described above, because it is determined that the variation pattern corresponding to the specific effect is determined in advance and the zone effect is performed based on the result of the prior determination, the weak zone that is the final zone with the start of the zone effect is determined. Enter A. Note that, as described with reference to FIG. 17, there is a case where a promotion effect that enters the weak zone A after passing through the common zone may be performed before reaching the weak zone A. Then, as shown in FIG. 18A, when the zone is entered, the corresponding zone name is displayed on the liquid crystal display 5. In FIG. 18A, since the state of entering the weak zone is shown, the notation “weak zone A” is made. At this time, in FIG. 18A, the three hold icons 521 to 523 and the hold icon 520 are displayed in the same manner as in FIGS. 16A and 17A.
  In FIGS. 18B to 18F, the same effects as in FIGS. 16B to 16F are performed. That is, the decorative symbol 51 is changed and stopped in accordance with the change of the special symbol related to the first hold icon 521 and the second hold icon 522 shown in FIG. Is done. Then, the variation control of the special symbol related to the prefetch target, that is, the first special symbol is performed. That is, as shown in FIG. 18 (G), the decorative symbol 51 is subjected to variation control in accordance with the variation control of the first special symbol. Then, as shown in FIG. 18 (H), the two decorative symbols 51 in the left region 53a and the right region 53c temporarily stop at the same type of symbol (symbol 3 in FIG. 18 (H)), and in the intermediate region 53b. 51 is in a state of variably displaying.
  Here, in FIG. 18, as described above, the variation pattern corresponding to the “specific effect” is selected, and it is determined that the specific effect is executed. Therefore, when it is determined that the specific effect is to be performed, the jackpot is not notified by stopping the three decorative symbols 51 in the left and right with the same type of symbols.
  Specifically, when the variation pattern corresponding to the “specific effect” is selected, the reach effect by the decorative design 51 is performed (FIG. 18 (H)), and thereafter, the process shifts to the specific effect at a predetermined timing. Be controlled. For example, the specific effect is performed during the SP reach effect. As shown in FIG. 18I, as the specific effect, for example, an effect that attracts the player's attention such that a character string “Warning” appears is performed. At this time, a warning sound (buzzer sound) may be sounded or an effect of illuminating the light in accordance with the warning sound may be performed. Then, after that, the specific symbol 55 appears, and an effect is given for the player's expectation (FIG. 18 (J)). For example, an effect is performed as if the specific symbol 55 slowly moves downward from above the liquid crystal display 5 and stops at a specific position (center). Stop at the specific position. In FIG. 18, since the jackpot determination is made in the special symbol determination, the jackpot is notified after the specific symbol 55 stops at a specific position. That is, as shown in FIG. 18 (K), a predetermined symbol (for example, “chance” symbol) for displaying the jackpot is stopped and displayed because the display mode of the specific symbol 55 is changed. The variation pattern corresponding to the “specific effect” can be selected when any one of the jackpot symbols C to E is determined. That is, as shown in FIG. 18, an effect in which a jackpot including a specific effect is notified is performed when the jackpot symbol C to E is a jackpot according to the variation of the first special symbol.
  Subsequently, according to FIG. 15 (C), a game ball is won and held at the second starting port 11, and as a result of the preliminary determination relating to the hold, a variation pattern corresponding to the SPSP reach effect is determined in advance and the zone effect is determined. The flow of the zone effect when it is determined to be performed will be described.
  Here, the flow of the zone effect performed in accordance with FIG. 15C is compared with the flow of the zone effect described with reference to FIG. The flow is generally the same except that it is reserved and the final zone selected is different. Therefore, the following is a brief description using FIG. FIG. 19 is a screen diagram showing a change in the display mode in the liquid crystal display, and particularly a zone effect.
  That is, as shown in FIG. 19A, when execution of the zone effect is determined and the zone effect is started, the pre-reading target hold is related to the second start port a12, so that the weak zone B or Enter the strong zone B. In FIG. 19, the vehicle enters the strong zone B, which is the final zone, at a predetermined timing from the start of the variation of the second special symbol. Therefore, in the liquid crystal display 5, the notation “strong zone B” is made. At this time, the three hold icons 521 to 523 move from the hold related to the pre-reading effect object to the right (digested direction), hold related to the second start port a12, hold related to the first start port 11, 2 It is on hold concerning the start port a12. The strong zone B as the final zone may enter through the common zone or the weak zone A or B.
  Then, when the second special symbol variably displayed when the zone effect is started is stopped and displayed, the decorative symbol 51 in the liquid crystal display 5 is predetermined as shown in FIG. 19B. Is stopped and displayed. An effect similar to this continues to FIGS. In FIG. 19 (G), when the variation of the second special symbol related to the prefetch target is started, the decorative symbol 51 that has been subjected to variation control in response thereto develops a reach effect (FIG. 19 (H)). )). As the reach effect, as shown in FIG. 19I, the SPSP reach effect is developed. Based on the result of the special symbol determination, the decorative symbol 51 is stopped and displayed on the liquid crystal display 5. In FIG. 19, since the result of the special symbol determination is determined to be a jackpot, the decorative symbol 51 finally has the jackpot pattern (in FIG. "Stop display"). Then, after notifying the jackpot by the decorative symbol 51, in FIG. 19 (K), a display of “jackpot” is displayed to notify the jackpot directly. In this manner, three similar decorative symbols 51 are stopped and a jackpot is notified. When these three symbols stop at symbol “7”, the above “16R probability variation hit” (big hit symbol A or F) is indicated.
  Here, as described above, although the final zone is determined to be the strong zone A (or the strong zone B), it may enter the common zone (C1 to C3). Similarly, although the final zone is determined to be the weak zone A or B, it may enter the common zone (C1 to C3). This is a promotion effect that moves from a zone with a relatively low expectation for jackpots to a zone with a relatively high expectation for jackpots, and the player's process until the special symbol related to the look-ahead is changed. It is intended to increase expectations. However, if the promotion effect is suddenly performed, there is a concern that the player is not noticed and the intended effect cannot be obtained. Therefore, in the present embodiment, when a zone promotion effect is performed after entering a common zone, an effect suggesting zone promotion (an effect suggesting a zone to be moved next) may be performed ( Hereinafter, it is referred to as a zone promotion suggestion effect).
  In the present embodiment, the zone promotion suggesting effect may be executed when entering the common zone even though the final zone is the strong zone or the weak zone. FIG. 20 is a screen diagram showing a change in the display mode in the liquid crystal display, and particularly a zone effect. FIG. 21 is a part of the screen diagram of FIG. 20 and shows a specific display mode that suggests zone promotion. FIG. 20 shows an example in which the final zone is the strong zone A, but has entered the common zone C1 simultaneously with the start of the zone effect.
  Here, the common zone is divided into three different themes as described above. In the present embodiment, as one of the three themes of the common zone, a zone based on the conversation between the character A and the character B (hereinafter, this theme zone is referred to as a common zone C1) is prepared. ing. As described above, the character A is a character related to the strong zone A and the weak zone A, and the character B is a character related to the strong zone B and the weak zone B. Under such conditions, in the zone promotion suggestion effect, when the zone A is related to the character A, that is, when the zone A moves to the strong zone A or the weak zone A, the character of the conversation of the character A is displayed in a predetermined display mode (for example, When the transition to the zone related to the character B, that is, the strong zone B or the weak zone B is performed, the conversation character of the character B is displayed in the predetermined display mode. The suggestion effect to be displayed is performed.
  Accordingly, in FIG. 20, since the final zone is the strong zone B, the zone promotion suggesting effect using the character B may be performed in the common zone C1 that has entered when the zone effect is started. Specifically, in FIG. 20, when a special symbol related to the first hold icon 521 changes (FIG. 20C), the zone promotion suggestion effect by conversation is immediately before the pre-read target hold. Is done. This zone promotion suggestion effect may be performed when the special symbol related to the prefetch target changes.
  In the zone promotion suggestion effect in the common zone C1, an effect using a conversation between the character A and the character B is performed on the liquid crystal display 5. In the present embodiment, the character A appears at a predetermined position (lower right in FIG. 21) of the liquid crystal display 5, and the character B appears at a position different from the character A (upper left in FIG. 21). It is a setting. For example, as shown in FIG. 21, the character A asks, for example, “We will always be friends”, and the character B answers, for example, “every seven years ago”. The lines of characters A and B may be the contents that the character B side asks and the character A side answers it, or the contents that are abandoned each other (contents that do not expect the other party's response), for example, “Defeat you. Or the like. Further, the order of conversation between the characters A and B may be changed depending on the contents, and is not limited to starting with the character A and ending with the character B shown in FIG. It may be done.
  In the common zone C1, the color of the characters of the characters A and B is usually set to white. That is, when the promotion effect is not performed, the character color of the characters A and B may be controlled to be white. On the other hand, in this embodiment, when a zone is promoted, the character color of the dialogue of the character related to the zone transfer destination may be changed to a mode different from the normal to suggest the transfer destination zone. That is, in FIG. 20, since the transition to the strong zone B is determined, the character color of the words of the character B related to the strong zone B is displayed in a predetermined manner different from the normal. Specifically, in this case, the display mode is such that the character color of the line of the character B is changed to red. In FIG. 21, since the color cannot be displayed in the drawing, instead of changing the color, the display mode of the speech balloon portion is changed. Actually, such speech balloons are not displayed in different display modes, but the display mode of the speech balloons may be changed as shown to indicate the zone transition destination.
  As described above, when the zone promotion suggestion effect in FIG. 20 (C) suggests the transition destination zone, it enters the strong zone B according to the suggestion (FIG. 20 (D)). After entering the strong zone B, the change of the special symbol related to the first hold icon 521 is stopped and displayed (FIG. 20E), and the change of the special symbol related to the prefetch target is started (FIG. 20 ( F)). In addition, as shown in FIG. 20, after a zone promotion suggestion effect is performed in a change of a special symbol and a transition destination zone is suggested, the zone may be shifted to the suggested zone in the change. Alternatively, after the zone promotion suggesting effect is performed in a certain special symbol variation, the variation may end and the next variation may shift to the suggested zone. Then, if the variation pattern corresponding to the SPSP reach effect is selected based on the result of the special symbol determination, the SPSP reach effect is performed as shown in FIG. The symbol is stopped and displayed. In FIG. 20, since the SPSP reach production and subsequent steps are the same as FIGS. 16 and 17 described above, specific drawings are omitted.
  In the above, in order to suggest that the zone transfer destination is the strong zone B, the character color of the line of only the character B related to the strong zone B is set to the predetermined display mode. The character color of these lines may also be set to a predetermined display mode. In other words, the character color of the characters A and B may be displayed in a predetermined display manner, and the effect may suggest only zone promotion. Therefore, the character color of the lines of the characters A and B is set to a predetermined display mode, and suggesting only the promotion of the zone, the player's imagination of which zone to go to is inflated, and the sense of elevation is enhanced. I can expect.
  Further, in the above description, the zone is not promoted if the character colors of characters A and B are normal. However, even if the characters of characters A and B are normal, Zone promotion may be performed. For example, if the character A's serif characters are in a normal display mode and the character B's serif characters are also in a normal display mode, there is a low possibility that the zone will be promoted (for example, at a rate of 5% However, it is not suggested which zone to move to, but the ratio to zone A (weak zone A or strong zone A) and zone B (weak zone B or strong zone B) The ratio is equal. In addition, when the characters of the character A are in a predetermined display mode and the characters of the character B are also in a predetermined display mode, there is a high possibility that the zone will be promoted (for example, at a rate of 80% However, there is no suggestion of which zone to move to, and the rate of shifting to zone A is equal to the rate of shifting to zone B. In addition, when the characters of the character A are in a predetermined display mode and the characters of the character B are in a normal display mode, there is a high possibility that the zone will be promoted and the rate of transition to the zone A Is higher than the rate of transition to zone B. In addition, when the character A's serif characters are in a normal display mode and the character B's serif characters are in a predetermined display mode, the rate of zone promotion is high and the rate of transition to zone B Is higher than the rate of transition to zone A.
  Further, in the zone promotion suggestion effect described above, in the conversation between the character A and the character B, an explanation will be given by suggesting the transition destination zone by changing the display mode of the character color of the lines to a display mode different from the normal display mode. However, in another embodiment, the suggestion effect using another theme is performed using the object A related to the strong zone A and the weak zone A and the object B related to the strong zone B and the weak zone B. It doesn't matter. For example, objects A and B may be fighter planes, etc., and the destination zone may be suggested by an effect such as which number of objects A and B remains. Further, the object A, B may be a roulette or the like, and the transition destination zone may be suggested by an effect such as which object A, B is stuck with an arrow. Even in the suggestion effect of such another embodiment, both the objects A and B are displayed in the same manner as in the zone with the theme of conversation, and an effect suggesting only the promotion of the zone is performed. It doesn't matter.
  Further, in this embodiment, as described above, there is a case where a suggestive effect is performed when the player is promoted from the common zone to a zone that increases the player's expectation, but in other embodiments, the expectation level for the jackpot is equivalent. When performing zone transition from one zone to another, for example, from zone A to zone B, the suggestive effect as described above may be performed.
  The zone effect scenario illustrated in FIGS. 16 to 20 is determined when it is determined that the zone effect is to be performed based on the result of the prior determination. Here, the “zone production scenario” indicates a predetermined zone production transition flow, the first zone (the type of zone performed at the beginning of the zone production), the last zone, and the first zone. It shows how to change a zone that defines a zone on the way from the first zone to the last zone.
  FIG. 22 is a diagram illustrating an example of a table for determining a scenario of the zone effect when it is determined that the zone effect is to be performed based on a winning at the first start port 11. FIG. 23 is a diagram showing an example of a table for determining a zone effect scenario when it is determined that a zone effect is to be performed based on a winning at the second start opening a12.
  As shown in FIG. 22 and FIG. 23, a zone in the final change of the zone effect and a zone in the change before the final change are determined in advance, and the zone effect scenario is determined based on this table. For example, as shown in FIG. 22, when it is determined that the zone effect is to be performed based on the winning at the first starting port 11, four scenarios are prepared when the zone effect is performed in three variations. For example, a scenario 8 is prepared in which a common zone is entered in a variation two before the final variation, a transition is made to a weak zone A in the previous variation, and an effect is performed in the weak zone A in the final variation. . In addition, a scenario 9 is prepared in which a common zone is entered in a change two times before the final change, a transition is made to a weak zone B in the previous change, and an effect is performed in the weak zone B in the final change. . Further, a scenario 10 is prepared in which a common zone is entered in a change two prior to the final change, a weak zone A is transferred in the previous change, and a strong zone A is transferred in the final change. From these multiple scenarios, one scenario is determined based on the zone production period, the final fluctuation pattern, and the like, and the zone production is controlled according to the determined scenario.
  In the present embodiment, the zone effect scenario is determined when the game ball wins the start opening in the effect control unit 130. It should be noted that when the game ball is won at the start opening, the effect control unit 130 determines only the first zone and the last zone, transmits the determined information to the image sound control unit 140, and the image sound control unit 140 The scenario (transition scenario from the first zone to the final zone) may be determined to reduce the processing load on the effect control unit 130. Also, when the game ball wins at the starting gate, the scenario is not decided, only the first zone and the final zone are decided, and the zone transition to the final zone is made each time (when the special symbol starts to change). ) You may decide by lottery.
  By the way, in this embodiment, as mentioned above, the fluctuation pattern corresponding to the specific effect which suggests a specific jackpot (big hit symbol CE) is prepared. In the above description, the example in which the specific effect is executed during the zone effect has been described. That is, in the above, the variation effect corresponding to the specific effect is determined in the prior determination, and the zone effect that suggests that the specific effect is performed is performed. However, in the present embodiment, the specific effect may be executed even during the zone effect (even in the basic stage). Therefore, in the following, a case where a specific effect is performed in the basic stage will be described.
  First, conditions for performing a specific effect in the basic stage will be described. FIG. 24 is a diagram showing a correspondence table in which specific effects that can be selected in the basic stage are associated with conditions when the specific effects are selected.
  In the basic stage, a specific effect may be performed based on the result of the special symbol determination. In the present embodiment, as shown in FIG. 24, in principle, the game control unit 100 responds to a specific effect with respect to fluctuations in the first special symbol related to the winning of a game ball to the first starting port 11. A variation pattern may be selected. That is, if a game ball wins at the first start port 11 and the result of the special symbol determination of the pending special symbol determination related to the winning is a jackpot with the jackpot symbols C to E, the variation pattern corresponding to the specific effect is selected. In addition, even if a game ball wins the first starting port 11 and the result of the special symbol determination of the pending special symbol determination is a loss, a variation pattern corresponding to the specific effect may be selected. When the game control unit 100 selects a variation pattern corresponding to the specific effect, the specific effect is executed. For example, as a variation pattern corresponding to a specific effect, there is prepared a variation pattern that causes the effect control unit 130 to perform an effect in which a warning symbol appears from the SP reach effect ((H) to (J) in FIG. 18).
  On the other hand, in the present embodiment, as shown in FIG. 24, the game control unit 100 corresponds to the specific effect with respect to the variation of the second special symbol related to the winning of the game ball to the second start opening a12. There is no variation pattern. This is because the jackpot symbols C to E are not selected in the second special symbol determination, and therefore it is necessary to prepare a variation pattern corresponding to a specific effect that suggests (expects) the jackpot symbols C to E. Because there is no. In other words, even when a game ball is won at the second start opening a12 and the result of the reserved special symbol determination related to the win is a big hit, the variation pattern corresponding to the specific effect is selected in the game control unit 100. Absent. Similarly, even when a game ball wins at the second start opening a12 and the result of the special symbol determination of the hold related to the win is a loss, the game control unit 100 selects the variation pattern corresponding to the specific effect. There is no case.
  Therefore, in the basic stage, as in the case of performing the zone effect, the game control unit 100 selects the variation pattern corresponding to the specific effect only when the game ball wins the first start port 11 It has become.
  However, if the specific effect is executed only when the game ball is won at the first start port 11, the game indicates that “the specific effect is executed only when the game ball wins the first start port 11”. It is easily guessed by a person. Then, when the specific effect is started according to the change of the special symbol, the change is easily recognized by the player as the change based on the winning of the game ball to the first start port 11, and the entertainment of the game May deteriorate. As a result, the commercial value of the pachinko gaming machine 1 may be significantly reduced.
  Therefore, in the present embodiment, when a game ball is won at the second start opening a12 and is determined to be lost in the special symbol determination, a predetermined variation pattern (corresponding to SP reach production in the present embodiment). On the condition that the variation pattern to be selected) is selected, the effect control unit 130 performs a lottery to determine whether or not to perform the specific effect, and allows the specific effect to be performed according to the result of the lottery. Hereinafter, a case where a game ball is won at the second start opening a12 and a specific effect is executed will be described. In FIG. 25 used in the following description, for the sake of convenience, the “basic stage” is shown in the screen diagram of the liquid crystal display 5, but the “basic stage” is not actually shown.
  For example, as shown in FIG. 24, it is assumed that, as a result of the special symbol determination relating to the winning at the second start port a12, it is determined that the game is lost, and a variation pattern corresponding to the SP reach effect is selected. Thereby, the information of the determination result is transmitted to the effect control unit 130, and the lottery of whether or not to execute the specific effect is performed based on the information of the determination result. If execution of the specific effect is determined in the lottery, the SP reach effect is performed, and the specific effect is executed during the SP reach effect. On the other hand, if the execution of the specific effect is not selected by the lottery, the SP reach effect based on the variation pattern corresponding to the SP reach effect transmitted from the game control unit 100 is performed.
  FIG. 25 shows a case where it is determined that the specific effect is to be executed by the lottery performed in the effect control unit 130. That is, in FIG. 25, in the liquid crystal display 5, a specific effect is performed instead of the SP reach effect corresponding to the variation pattern transmitted from the game control unit 100. Specifically, in FIG. 25A, the decorative symbol 51 is variably displayed along with the variation display of the second special symbol in the basic stage. Then, after a lapse of a predetermined time from the start of the variation of the second special symbol, as shown in FIG. 25B, the two decorative symbols 51 of the left region 53a and the right region 53c are temporarily stopped with the same type of symbols, and Then, the decorative pattern 51 of the intermediate area 53b is variably displayed. Here, as described above, when the specific effect is executed based on the winning at the second start port a12, the effect control unit 130 receives information on the variation pattern corresponding to the SP reach effect from the game control unit 100. Has been received. Therefore, when the specific effect is performed on the condition that the game ball has won the second start opening a12, the reach effect by the decorative symbol 51 is performed, and then the control is performed so as to shift to the specific effect at a predetermined timing. For example, the specific effect is performed during the SP reach effect. As the specific effect, as shown in FIG. 25C, the same effect as the specific effect in FIG. 18 is performed. That is, an effect that attracts the player's attention such that the character string “Warning” appears (FIG. 25C), in addition, a warning sound (buzzer sound) is sounded, or in accordance with the warning sound. Perform effects such as illuminating the light.
  As shown in FIG. 25, in the present embodiment, even when a game ball wins the second start opening a12, it is executed when a game ball wins the first start opening 11 if a predetermined condition is satisfied. Since the same effect (the effect (C) in FIG. 25) as the specific effect (the effect that suggests the appearance of the specific symbol shown in (I) of FIG. 18) is performed, the specific effect is based on winning at any start opening. There is no risk of making it easy for the player to guess whether it is a thing.
[Main processing by game control unit]
Next, the main process executed by the game control unit 100 will be described with reference to FIG. The game control unit 100 repeats a series of processes shown in FIG. 26 every predetermined time (for example, 4 milliseconds) by interruption during normal operation except for special cases such as when the power is turned on or when the power is turned off. Run. Note that the processing of the game control unit 100 described based on the flowcharts of FIG. 26 and subsequent figures is performed by the CPU 101 executing a program stored in the ROM 102.
  First, the CPU 101 of the game control unit 100 executes a random number update process for updating various jackpot random numbers, symbol random numbers, reach random numbers, variation pattern random numbers, and normal symbol random numbers (step S1). Here, the jackpot random number is a random number for determining whether the result of the special symbol determination is a jackpot or a loss. The symbol random number is a random number for determining the type of jackpot (jackpot symbol) when the result of the special symbol determination is a jackpot. The reach random number is a random number for determining whether to perform an effect with reach or an effect without reach when the result of the special symbol determination is a loss. The fluctuation pattern random number is a random number for determining a fluctuation pattern (fluctuation time) when the special symbol is variably displayed. The normal symbol random number is a random number for determining whether the normal symbol lottery is won or lost. The jackpot random number, the design random number, the reach random number, the variation pattern random number, and the normal design random number vary within a predetermined range, and are incremented by “1” each time the process of step S1 is performed. In step S1, when each random number reaches a preset maximum value, each random number is reset.
  Subsequent to step S1, the CPU 101 executes a start port switch (SW) process (step S2). In the start port switch process, the CPU 101 monitors whether or not a detection signal is input from the first start port switch 111 or the second start port switch 112, 118, and each random number (big hit) that is appropriately updated by the process of step S1. For the random number, the design random number, the reach random number, and the variation pattern random number), values at the time when the detection signal is input are acquired and stored in the RAM 103. The start port switch process will be described in detail later with reference to FIG.
  Following step S2, the CPU 101 executes a gate switch (SW) process (step S3). In the gate switch process, the CPU 101 monitors whether or not a detection signal is input from the gate switch 114, and when there is a detection signal input, acquires the value of the normal symbol random number updated in the process of step S1, Store in the RAM 103. This gate switch processing will be described later in detail with reference to FIG.
  Subsequent to step S3, the CPU 101 executes special symbol processing (step S4). As will be described in detail later, in the special symbol processing, whether or not the result of the special symbol determination is a big hit, and the type of jackpot (big hit symbol) in the case of a big hit are determined. Further, the CPU 101 executes special symbol determination using the random number acquired in the start port switch process in step S2, and causes the first special symbol display 41 or the second special symbol display 42 to display the special symbols in a variable manner. The special symbol indicating the result of the special symbol determination is stopped and displayed. The special symbol process will be described later in detail with reference to FIG.
  Subsequent to step S4, the CPU 101 executes normal symbol processing (step S5). In the normal symbol process, the CPU 101 executes the normal symbol determination using the normal symbol random number acquired in the gate switch process of step S3, displays the normal symbol on the normal symbol display unit 45, and then displays the result of the normal symbol determination. The normal symbol indicating is stopped and displayed. The normal symbol processing will be described in detail later with reference to FIG.
  Subsequent to step S5, the CPU 101 executes a special prize opening process for opening and closing the special prize opening 13 via the special prize opening control unit 116 when the special symbol determination in the special symbol process in step S4 is a big hit. (Step S6). The special winning opening process will be described in detail later with reference to FIG.
  Subsequent to step S6, the CPU 101 executes an electric opening / closing accessory process (step S7). In the electric opening / closing accessory processing, when the CPU 101 wins the normal symbol lottery in the normal symbol processing in step S5, the CPU 101 moves the pair of blade members of the electric opening / closing accessory 16 via the electric opening / closing accessory opening / closing portion 113. Operate. The electric opening / closing accessory processing will be described in detail later with reference to FIG.
  Subsequent to step S7, the CPU 101 executes prize ball processing for managing the number of winning game balls and controlling payout of prize balls according to the prize (step S8). Specifically, when the game ball wins any of the first start port 11, the second start port a12, the big winning port 13, and the normal winning port 14, the CPU 101 has the number of awards corresponding to the winning place. Pay out the ball. For example, the CPU 101 pays out three prize balls when a game ball wins the first start opening 11 or the second start opening a12, and 10 prize balls when a game ball wins the big prize opening 13 When a game ball is won in the normal winning opening 14, * award balls are paid out.
  Subsequent to step S8, the CPU 101 executes output processing (step S9). In the output process of step S9, the CPU 101 transmits various commands set in the RAM 103 to the effect control unit 130 in the start opening switch process of step S2, the special symbol process of step S4, the big winning opening process of step S6, and the like.
[Start-up switch processing by game control unit]
Next, with reference to FIG. 27, the details of the start port switch process executed in the game control unit 100 will be described. As shown in FIG. 27, in step S201, the CPU 101 of the game control unit 100 determines whether or not the first start port switch 111 is “ON” (whether or not a game ball has won the first start port 11). Determine. Here, when it is determined that the first start port switch 111 is turned “ON” (step S201: YES), the number U1 of the first special symbol determination stored in the RAM 103 is stored in the ROM 102 in advance. It is determined whether or not it is less than the maximum reserved number Umax1 (for example, 4) for the first special symbol determination (step S202).
  When the CPU 101 determines that the hold number U1 is less than the maximum hold number Umax1 (step S202: YES), the CPU 101 updates the value of the hold number U1 to a value obtained by adding “1” (step S203). Then, the CPU 101 acquires values of various random numbers (a jackpot random number, a design random number, a reach random number, and a variation pattern random number of the random number data D1) updated by the process of step S1, and stores them in the RAM 103 (step S204).
  Here, various random numbers acquired in response to the winning of the game ball at the first starting port 11 are stored in the RAM 103, so that the special symbol determination related to the hold ball whose hold number U1 is increased in step S203. The rights will be withheld. Although the details will be described later, the reserved special symbol determination right is digested in the special symbol processing of step S4, and the special symbol is displayed in a variable manner and stopped after a predetermined time has passed. The result is notified.
  Here, in step S204, the CPU 101 causes the suspension to be digested in the order in which the game balls are won in the starting port (first starting port 11, second starting port a12, second starting port b15) (so-called first-in). First out), various random numbers are stored in the RAM 103. Specifically, in the RAM 103, various random numbers acquired when a game ball is won at the start opening are stored in one queue, and the random number stored first in the queue is extracted in the special symbol processing in step S4. Special symbol determination is performed.
  Subsequently, the CPU 101 executes pre-determination processing based on various random numbers stored in the RAM 103 in step S204 (step S205). The pre-determination process is a process for determining the reserved special symbol determination right, and is a process for determining whether or not the jackpot, the type of jackpot, the variation pattern, etc. and generating the pre-determination information indicating the determination result. is there. Thereafter, the CPU 101 sets a hold command including the advance determination information in the RAM 103 (step S206). The hold command is a command for notifying that the special symbol determination is put on hold, and is transmitted to the effect control unit 130 in the output process in step S9 of FIG. In the prior determination process in step S205, the various random numbers acquired in step S204 may be generated as they are as prior determination information, and the prior determination information may be included in the pending command.
  When it is determined “NO” in step S201, when it is determined “NO” in step S202, or when the process of step S206 is executed, the CPU 101 executes the process of step S207. In step S207, the CPU 101 determines whether or not the second start port switch 112 or 118 is “ON” (whether or not a game ball has won the second start port a12 or the second start port b15). Here, when it is determined that the second start port switch 112 or 118 is “ON” (step S207: YES), the number U2 of second special symbol determination stored in the RAM 103 is stored in the ROM 102 in advance. It is determined whether it is less than the maximum reserved number Umax2 (for example, 4) of the second special symbol determination (step S208).
  When the CPU 101 determines that the hold number U2 is less than the maximum hold number Umax2 (step S208: YES), the CPU 101 updates the value of the hold number U2 to a value obtained by adding “1” (step S209). Then, the CPU 101 acquires various random numbers (big hit random number, symbol random number, reach random number, and variation pattern random number) updated in the process of step S1, and stores them in the RAM 103 (step S210).
  Then, the CPU 101 uses the various random numbers stored in the RAM 103 by the process of step S210 to execute a pre-determination process in the same manner as the process of step S205 (step S211), and stores a hold command including pre-determination information in the RAM 103. Set (step S212).
  When it is determined “NO” in step S207, when it is determined “NO” in step S208, or when the process of step S212 is performed, the CPU 101 ends the start port switch process, and performs the gate switch process. Proceed with the process.
[Gate switch processing by game control unit]
Next, with reference to FIG. 28, the details of the gate switch process executed in the game control unit 100 will be described. As shown in FIG. 28, the CPU 101 determines that the gate switch 114 is “based on whether or not the detection signal from the gate switch 114 (ON signal indicating that the gate switch 114 is“ ON ”) is input. It is determined whether or not “ON” is set (step S301).
  When the CPU 101 determines that the gate switch 114 is turned “ON” (step S301: YES), the normal symbol determination holding number G stored in the RAM 103 is equal to the normal symbol determination maximum holding number Gmax (for example, 4 ) Is determined (step S302).
  When the CPU 101 determines that the hold number G is less than the maximum hold number Gmax (step S302: YES), the CPU 101 updates the hold number G to a value obtained by adding “1” (step S303). A normal symbol random number used for symbol determination is acquired and stored in the RAM 103 (step S304). Note that a pre-determination process may be performed on the normal symbol random number stored in step S204 in the same manner as in step S205, and the result of the pre-determination process may be transmitted to the effect control unit 130 as a normal symbol hold command. .
[Special symbol processing by game control unit]
Next, the details of the special symbol process executed by the game control unit 100 will be described with reference to FIGS. 29 to 32. As shown in FIG. 29, the CPU 101 of the game control unit 100 determines, for example, based on information stored in the RAM 103 whether or not it is during a special game (during a big hit game) (step S401). If it is determined that a special game is being played (step S401: YES), the CPU 101 ends the special symbol process.
  When the CPU 101 determines that the special game is not being played (step S401: NO), the CPU 101 determines whether or not the special symbol is being variably displayed (step S402). Here, when the CPU 101 determines that the special symbol is not in a variable display (step S402: NO), the CPU 103 refers to the RAM 103 and holds the number U1 of the first special symbol determination and the number U2 of the second special symbol determination. Is determined to be greater than or equal to “1” (step S403). If it is determined that the sum is not greater than “1” (step S403: NO), a customer waiting command is set in the RAM 103 (step S404). The special symbol process ends.
  When it is determined that the sum of U1 and U2 is “1” or more (step S403: YES), the CPU 101 extracts the earliest various random numbers stored in the queue of the RAM 103 (step S405). That is, the CPU 101 is the earliest among the various random numbers stored in the queue of the RAM 103 when the game ball wins the starting port (the first starting port 11, the second starting port a12, or the second starting port b15). Retrieve various stored random numbers. Based on the various random numbers extracted here, a jackpot determination process, which will be described later, is performed.
  Subsequent to step S405, the CPU 101 subtracts U1 or U2 by “1” (step S406). Specifically, when the various random numbers extracted in step S405 are acquired according to the winning at the first starting port 11, U1 is subtracted by “1”, and the various random numbers extracted in step S405 are If it is acquired in accordance with winning in the second start port a12 or the second start port b15, U2 is subtracted by “1”.
  Following the process in step S406, the CPU 101 executes a jackpot determination process (step S407). Hereinafter, the jackpot determination process will be described with reference to FIG.
  As shown in FIG. 30, the CPU 101 first determines whether or not it is a big hit (step S451). Specifically, the CPU 101 stores the jackpot random number related to the holding ball obtained by subtracting the holding number U1 or U2 in the process of step S406 (the jackpot random number extracted in the process of step S405) stored in the ROM 102 in advance. It is determined whether or not it matches the winning value of the random number. Thereby, CPU101 determines whether the result of special symbol determination is a big hit. When the gaming state is a high-probability gaming state (when the probability variation gaming flag is “ON”), the probability of being determined to be a big hit is higher than in the normal gaming state.
  Here, when the result of the special symbol determination is a jackpot (step S451: YES), the CPU 101 determines a symbol random number determination process based on the symbol random number stored in the RAM 103 in the process of step S2 together with the above jackpot random number. Is performed (step S452). Specifically, the CPU 101 determines which of the random numbers assigned to each of a plurality of types of jackpots stored in advance in the ROM 102 matches the symbol random number extracted in the process of step S405. Determine the type of jackpot. Then, the CPU 101 sets a jackpot symbol corresponding to the determined jackpot type as setting information in the RAM 103 (step S453). Here, as shown in FIG. 8, when the symbol random number extracted in step S405 relates to winning at the first starting port 11, any one of the jackpot symbols A to E is stored in the RAM 103 as the jackpot symbol. Is set. If the symbol random number extracted in step S405 relates to winning at the second start port a12, one of the jackpot symbols FG is set in the RAM 103 as the jackpot symbol.
  On the other hand, when it is determined in step S451 that it is not a big hit (step S451: NO), the CPU 101 sets a lost symbol indicating that the result of the special symbol determination is a loss in the RAM 103 as setting information (step S454).
  After the process of step S453 or the process of step S454, the CPU 101 ends the jackpot determination process and returns the process to the special symbol process of FIG.
  Returning to FIG. 29, following the jackpot determination process in step S407, the CPU 101 executes a variation pattern setting process (step S408). Hereinafter, the variation pattern setting process will be described with reference to FIG.
  As shown in FIG. 31, the CPU 101 determines whether or not the current gaming state is a normal gaming state (step S461).
  When the CPU 101 determines that the normal gaming state is set (step S461: YES), the CPU 101 sets the normal gaming state variation pattern table in the RAM 103 (step S462). The fluctuation pattern table of the normal gaming state stores a fluctuation pattern when the jackpot determination result is a big hit, a fluctuation pattern when there is a loss and reach, a fluctuation pattern when there is a loss and no reach, etc. Yes. An example of the normal game state variation pattern table will be described later.
  When it is determined that the game state is not the normal game state (step S461: NO), the CPU 101 determines whether or not the current game state is the probability change game state (step S463). When it is determined that the game state is the probability variation game state (step S463: YES), the CPU 101 sets the variation pattern table of the probability variation game state in the RAM 103 (step S464). On the other hand, if it is determined that the game state is not the probability variation game state (step S463: NO), the CPU 101 sets the variation pattern table of the latent probability variation game state in the RAM 103 (step S465).
  Following the processing of step S462, step S464, or step S465, the CPU 101 determines whether or not the result of the jackpot determination in step S407 is a loss (step S466). If the result of the jackpot determination is not a loss, that is, if the jackpot is a jackpot (step S466: NO), the CPU 101 next executes the process of step S468.
  When it is determined that the result of the jackpot determination in step S407 is a loss (step S466: YES), the CPU 101 performs a reach determination process (step S467). In the reach determination process, the CPU 101 determines whether or not there is a reach based on the acquired reach random number. Next, the CPU 101 executes the process of step S468.
  In step S468, the CPU 101 performs a variation pattern random number determination process. Specifically, in step S468, the CPU 101 uses the variation pattern table set in the RAM 103 in the process of step S2 in FIG. 26 together with the above jackpot random number (the jackpot random number used in the determination process of step S407). The variation pattern is selected based on the variation pattern random number stored in (and extracted in step S405). For example, the CPU 101 refers to the normal gaming state variation pattern table shown in FIG. 37, information on whether or not the jackpot, information on the jackpot symbol in the case of jackpot, information on the presence or absence of reach in the case of a loss, 1 variation included in the set variation pattern table based on information on whether the variation is based on winning in the first starting port or winning in the second starting port and the variation pattern random number Determine the pattern.
  In this way, the CPU 101 changes the special symbol based on the fluctuation pattern random number acquired in step S2 of FIG. 26 and the fluctuation pattern table set in step S462, step S464, or step S465 of FIG. Determine the pattern. The determined variation pattern is set in the RAM 103 as setting information (step S469). After the process of step S469, the CPU 101 ends the variation pattern setting process shown in FIG. 31, and returns the process to the special symbol process of FIG.
  Here, an example of the variation pattern table of the normal gaming state set in step S462 will be described.
  FIG. 37 is a diagram illustrating an example of the variation pattern table of the normal gaming state. Note that FIG. 37 shows a variation pattern table that is selected when the gaming state is the normal gaming state. Although not shown, the pachinko gaming machine 1 has other gaming states (probability changing gaming state, latent probability changing game). A table to be selected in the state) is also prepared.
  As shown in FIG. 37, when it is determined that the game is won in accordance with the winning of the game ball to the first start port 11, any one of the variation patterns PA101 to PA104 is selected as the variation pattern of the special symbol. Specifically, when the jackpot symbol A or B is determined, one of the variation patterns PA101 to PA103 is selected. For example, the fluctuation pattern PA101 is a fluctuation pattern corresponding to the SP reach effect described above, and the fluctuation time is 30 seconds. The fluctuation pattern PA102 is a fluctuation pattern corresponding to the SPSP reach effect described above, and the fluctuation time is 60 seconds. The variation pattern PA103 is a variation pattern corresponding to the SPSP reach effect described above, and the variation time is 90 seconds. If the jackpot symbol A or B is determined according to the winning at the first starting port 11 and the jackpot symbol A or B is determined, among the three variation patterns based on the variation pattern random number extracted in step S405. Is selected. Then, the special symbol is variably displayed for the variation time corresponding to the selected variation pattern, and an effect is performed along with the variation display of the special symbol. When these variation patterns are selected, a reach production is performed in which two decorative symbols 51 of the same type are arranged and one decorative symbol 51 is changed, and finally, three decorative symbols 51 of the same type are arranged and a jackpot. The effect that is notified is performed.
  In addition, when it is determined that the jackpot is in accordance with the winning of the game ball to the first starting port 11, and the jackpot symbol is determined to be any of C to E, the variation pattern PA104 or PA105 is selected. The variation patterns PA104 and PA105 are variation patterns corresponding to the above-described specific effects. For example, the variation times are 40 seconds and 18 seconds, respectively. When the variation pattern PA104 is selected, a specific effect (effect of whether or not the specific symbol is stopped) is performed, and finally the specific symbol is stopped (see FIG. 18). For example, when a variation pattern PA104 having a variation time of 40 seconds is selected, a specific effect (long) is performed. In this specific effect (long), an SP reach effect using the decorative design 51 is performed, and an SP reach effect is being performed. A specific effect suggesting a specific symbol is performed, and the specific symbol stops. On the other hand, when the variation pattern PA105 having a variation time of 18 seconds is selected, a specific effect (short) is performed. The specific effect to suggest is performed and the specific symbol stops.
  In addition, as shown in FIG. 37, when it is determined that the game is won in accordance with the winning of the game ball to the second start opening a12, any one of the variation patterns PA101 to PA103 is selected as the variation pattern of the special symbol. As described above, when it is determined that the game is won in accordance with the winning of the game ball to the second starting port a12, the variation patterns PA104 and PA105 corresponding to the specific effect are not selected. In FIG. 37, the variation pattern PA101 to PA103 selected according to the winning of the game ball at the second starting port a12 is changed to the variation pattern PA101 selected according to the winning of the game ball at the first starting port 11. Although it is the same as that of PA103, the variation pattern selected according to the winning of the game ball at the first starting port 11 is the variation pattern selected according to the winning of the game ball at the second starting port a12. It may be different. That is, the variation patterns PA111 to PA113 that cause the effect control unit 130 to perform the same effects as the variation patterns PA101 to PA103 may be prepared as the variation patterns selected according to the winning of the game ball at the second starting port a12. . As described above, by preparing the variation pattern for performing the same effect for each type of the start opening, the effect control unit 130 can determine which start opening is related to the winning opening only by the change pattern. . On the other hand, as shown in FIG. 37, when the variation pattern is not divided according to the type of start opening, in addition to the information of the variation pattern, information on which start opening is related to the winning opening is sent to the effect control unit 130. Need to send.
  On the other hand, as shown in FIG. 37, when it is determined that the game ball has been lost to the first starting port 11 and it is determined that there is a reach, the variation patterns PA201 to PA205 are used as the special symbol variation patterns. Is selected. The fluctuation pattern PA201 is a fluctuation pattern corresponding to the above-described SP reach production, and the fluctuation time is 30 seconds. The fluctuation pattern PA202 is a fluctuation pattern corresponding to the SPSP reach production described above, and the fluctuation time is 60 seconds. The variation pattern PA203 is a variation pattern corresponding to the SPSP reach effect described above, and the variation time is 90 seconds. The variation pattern PA204 is a variation pattern corresponding to the above-described specific effect (variation pattern corresponding to the specific effect (long)). For example, the variation time is 40 seconds. The fluctuation pattern PA205 is a fluctuation pattern corresponding to the above-described specific effect (a fluctuation pattern corresponding to the specific effect (short)). For example, the change time is 18 seconds.
  When the variation patterns PA201 to PA203 are selected, a reach effect is produced in which two decorative designs 51 of the same type are aligned and one decorative design 51 is changed. An effect is provided in which the loss is notified. Further, when the variation pattern PA204 is selected, the specific effect of whether or not the specific symbol is stopped during the SP reach effect is performed as described above, and the specific symbol is not finally stopped. When the variation pattern PA205 is selected, after the different types of decorative symbols 51 are stopped to the left and right, a specific effect suggesting a specific symbol is performed, and the specific symbol is not finally stopped.
  In addition, as shown in FIG. 37, when it is determined that the game ball has been lost to the second starting port a12 and it is determined that there is a reach, the variation patterns PA201 to PA203 are used as the special symbol variation patterns. Is selected. In the same manner as described above in this case, the variation pattern selected in accordance with the winning of the game ball in the second starting port a12 is the variation pattern selected in accordance with the winning of the game ball in the first starting port 11. May be different.
  If it is determined that the game ball has been lost to the second start opening a12 and the variation pattern PA201 corresponding to the SP reach effect is selected, as described above, the effect control unit 130 A predetermined lottery is performed, and either one of an effect including a specific effect (see FIG. 25) or a normal SP reach effect is executed according to the result of the lottery. As a result of the predetermined lottery, when it is determined that an effect including a specific effect is to be performed, the specific effect is performed during the SP reach effect as shown in FIG. As a result of the predetermined lottery, when it is determined that the SP reach effect is to be performed, the SP reach effect in which two decorative symbols 51 of the same type are combined and one decorative symbol 51 is changed is performed, and finally three similar symbols are generated. The effect of notifying the lack of the decorative symbols 51 is notified.
  As shown in FIG. 37, when the result of the special symbol determination is determined to be lost and it is determined that there is no reach, any one of the variation patterns PA301 to PA304 is selected as the variation pattern of the special symbol. The variation patterns PA301 to PA304 are variation patterns in which a simple loss effect is performed. Here, the “simple loss” is an effect for simply notifying the loss that the above-described reach effect is not performed using the decorative symbol 51, and three different types of decorative symbols 51 are, for example, left It is an effect that stops in the order of right and middle. As shown in FIG. 37, any of the variation patterns PA301 to PA304 is selected according to the number of reserved special symbol determinations (the value of U1 + U2 at the time of variation pattern determination).
  As described above, in the normal gaming state, the variation pattern of the special symbol is selected based on the variation pattern table of the normal gaming state shown in FIG. Based on the selected variation pattern, the special symbol is variably displayed on the first special symbol display 41 or the second special symbol display 42, and an effect based on the variation pattern is performed on the liquid crystal display 5.
  Returning to FIG. 29, following the process of step S408, the CPU 101 shows the symbol setting information set in step S407, the variation pattern setting information set in step S408, and the gaming state of the pachinko gaming machine 1. A special symbol variation start command including information and the like is generated and set in the RAM 103 (step S409). This special symbol variation start command is a command for instructing execution of an effect accompanying the variation display of the special symbol, and is transmitted to the effect control unit 130 by executing the output process in step S9 of FIG.
  Subsequent to the process in step S409, the CPU 101 starts the special symbol variation display based on the setting information included in the variation start command set in the step S409 (step S410), and measures the variation time. Start (step S411). The special symbol variation display is performed when the random number extracted in step S405 relates to winning in the second starting port a12 or the second starting port b15 (when U2 is subtracted in step S406). Is performed using the second special symbol display 42, and the random number extracted in step S405 relates to winning in the first starting port 11 (when U1 is subtracted in step S406) This is done using the first special symbol display 41.
  When the CPU 101 determines “YES” in the process of step S402 or when the process of step S411 is executed, the CPU 101 performs the change corresponding to the change pattern set in the process of step S408 from the start of the measurement of the change time in step S411. It is determined whether time has passed (step S412).
  If the CPU 101 determines that the variation time has elapsed (step S412: YES), the CPU 101 sets a special symbol variation stop command for notifying that the variation display of the special symbol is stopped in the RAM 103 (step S413), and step S410. The variation display of the special symbol started in the process is terminated (step S414), and the measured variation time is reset (step S415). Thereby, in the 1st special symbol display 41 or the 2nd special symbol display 42, the symbol according to the determination result of the jackpot determination processing of Step S407 (the jackpot symbol and the lost symbol according to the type of jackpot) is stopped and displayed. The result of the special symbol determination is notified. Note that the special symbol variation stop command set in the process of step S413 is transmitted to the effect control unit 130 by executing the output process of step S9 of FIG.
  After the process of step S415, the CPU 101 executes a stop process (step S416). Details of the stop process will be described later.
  If “YES” is determined in step S401, “NO” is determined in step S405, “NO” is determined in step S412, or if the process of step S416 is performed, the CPU 101 The special symbol process is terminated, and the normal symbol process of step S5 in FIG. 26 is executed.
[Processing during stop by game control unit]
Next, the stop process in step S416 of FIG. 29 will be described. As shown in FIG. 32, the CPU 101 determines whether or not the result of the special symbol determination is a jackpot based on the result of the jackpot determination process in step S407 of FIG. 29 (step S480). If the CPU 101 determines that the game is a jackpot (step S480: YES), the CPU 101 sets the jackpot game flag stored in the RAM 103 to “ON” (step S481).
  Following the processing of step S481, the CPU 101 sets the auxiliary game flag and the probability change game flag stored in the RAM 103 to “OFF” (step S482). Following the processing in step S482, the CPU 101 starts opening (step S483), and sets an opening command in the RAM 103 (step S484). This opening command is a command for causing the effect control unit 130 to perform an opening effect that is started according to the result of the jackpot determination process, and this command is executed by executing the output process in step S9 of FIG. It is transmitted to the effect control unit 130. Thereby, an opening effect (for example, an effect of displaying “big hit”) for notifying the player that the special winning opening 13 is opened is performed.
  On the other hand, if the CPU 101 determines that it is not a big hit (ie, lose) (step S480: NO), it determines whether or not the auxiliary game flag is set to “ON” (step S485). If it is determined that the auxiliary game flag is set to “ON” (step S485: YES), the auxiliary game remaining number J stored in the RAM 103 is decremented by “1”, and the J is updated ( Step S486). The auxiliary game remaining count J indicates the number of remaining special symbol fluctuations (the number of executions of the special symbol determination) in which the auxiliary game state is maintained, and is set in a game state setting process that is executed after the jackpot game is performed. . Details of the game state setting process will be described later.
  Subsequent to the process of step S486, the CPU 101 determines whether or not the auxiliary game remaining count J is “0” (step S487). Here, if it is determined that the auxiliary game remaining number J is “0” (step S487: YES), the CPU 101 sets the auxiliary game flag to “OFF” (step S488).
  When the process of step S488 is executed, when it is determined that the auxiliary game flag is not “ON” (step S485: NO), or when it is determined that the auxiliary game remaining number J is not “0” (step S487: NO) ), The CPU 101 determines whether or not the probability variation game flag is set to “ON” (step S489).
  When it is determined that the probability variation game flag is set to “ON” (step S489: YES), the CPU 101 subtracts “1” from the high probability game remaining number X stored in the RAM 103, and updates the X. (Step S490). Here, the high probability game remaining count X indicates the remaining number of times that the special symbol determination is performed in the high probability game state, and is set in a game state setting process (described later) executed after the jackpot game is performed. .
  Subsequent to step S490, the CPU 101 determines whether or not the high-probability game residual count X is “0” (step S491). Here, when it is determined that the high probability remaining game count X is “0” (step S491: YES), the probability variation game flag stored in the RAM 103 is set to “OFF” (step S492).
  When the process of step S492 is executed, when the process of step S484 is executed, when it is determined that the probability variation game flag is not “ON” (step S489: NO), or the high probability remaining game count X is “ When it is determined that it is not “0” (step S491: NO), the CPU 101 ends the suspension process in FIG.
[Normal symbol processing by game control unit]
Next, the details of the normal symbol process executed by the game control unit 100 will be described with reference to FIG. First, the CPU 101 of the game control unit 100 determines whether or not the auxiliary flag stored in the RAM 103 is set to “ON” (step S501). The auxiliary flag is a flag that is set to “ON” when the result of the normal symbol determination is a win, and is a flag that indicates whether or not the electric opening / closing accessory 16 is being played. The electric opening / closing accessory 16 operates in a predetermined pattern when the result of the normal symbol determination is a win. The operation pattern of the electric opening / closing accessory 16 differs depending on whether or not the state of the gaming machine 1 is the auxiliary game state (whether or not the auxiliary game flag is ON). The operation pattern of the electric opening / closing accessory 16 differs depending on whether the hit type is per long opening or short opening. Here, when it is determined that the auxiliary flag is set to “ON” (step S501: YES), the CPU 101 ends the normal symbol process of FIG.
  If it is determined that the auxiliary flag is not set to “ON” (step S501: NO), the CPU 101 determines whether or not the normal symbol display on the normal symbol display 45 is being displayed (step S502). If it is determined that the normal symbol variation display is not being performed (step S502: NO), it is determined whether or not the normal symbol determination pending number G stored in the RAM 103 is equal to or greater than "1" (step S503). Here, when it is determined that the number of holds G is not “1” or more (step S503: NO), the CPU 101 ends the normal symbol processing of FIG.
  When the CPU 101 determines that the reserved number G is “1” or more (step S503: YES), the CPU 101 updates the reserved number G to a value obtained by subtracting “1” (step S504), and executes normal symbol random number determination processing. (Step S505). Specifically, the normal symbol random number acquired in the process of step S3 in FIG. 26 in response to the game ball passing through the gate 17 is the winning value of the normal symbol random number stored in the ROM 102 (in the auxiliary game state). It is determined whether or not the result of the normal symbol determination is a win based on whether or not it matches (depends on whether or not) (step S506). When the gaming state is the auxiliary gaming state, the probability that the result of the normal symbol determination is a hit is higher than usual.
  If the CPU 101 determines that the result of the normal symbol determination is not successful (step S506: NO), the CPU 101 sets the lost symbol in the RAM 103 (step S507).
  On the other hand, when the CPU 101 determines that the result of the normal symbol determination is a win (step S506: YES), the CPU 101 determines whether or not the type of the normal symbol determination is a long open hit (step S508). In the ROM 102, as the winning value of the normal design random number, the winning value per long opening that will open the second starting port b15 for a long time after winning, and the short opening per second that will open the second starting port b15 for a short time The winning value is set. CPU101 determines whether it is per long release based on the acquired normal symbol random number. In addition to the normal symbol random number (first normal symbol random number) for determining the success of the normal symbol determination, a random number (second ordinary symbol random number) for determining the type of the normal symbol hit may be provided. Good. In this case, it is determined whether or not the winning is based on the first normal symbol random number, and in the case of winning, the winning type (per long opening or per short opening) is determined based on the second ordinary symbol random number. Also good.
  When it determines with it being per long release (step S508: YES), CPU101 sets the symbol per long release to RAM103 (step S509). On the other hand, if it is determined that it is not per long release (step S508: NO), the CPU 101 sets a symbol per short release in the RAM 103 (step S510).
  Following the processing in step S507, the processing in step S509, or the processing in step S510, the CPU 101 determines that the gaming state of the pachinko gaming machine 1 is an auxiliary based on whether or not the auxiliary gaming flag stored in the RAM 103 is ON. It is determined whether or not the game state is set (step S511).
  If the CPU 101 determines that it is not in the auxiliary gaming state (step S511: NO), it sets the normal symbol variation time, which is the time for the normal symbol display 45 to display the normal symbol variably, for example, 12 seconds (step S512). On the contrary, when it is determined that the state is the auxiliary game state (step S511: YES), the normal symbol variation time is set to a relatively short value, for example, 2 seconds (step S513). The normal symbol variation time set by the processing of step S512 or step S513 is temporarily stored in the RAM 103.
  Subsequent to the processing of step S512 or step S513, the CPU 101 normally includes information on the symbol set in step S507, step S509 or step S510 and information indicating the variation time of the normal symbol set in step S512 or step S513. A symbol change start command is set in the RAM 103 (step S514). This normal symbol variation start command is transmitted to the effect control unit 130 by executing the output process of step S9 of FIG.
  Subsequent to step S514, the CPU 101 starts normal symbol fluctuation display on the normal symbol display 45 (step S515), and starts measuring the elapsed time from the start of the fluctuation display (step S516). The symbol processing ends.
  On the other hand, when the CPU 101 determines that the normal symbol change display is being performed on the normal symbol display unit 45 (step S502: YES), the CPU 101 determines whether or not to end the normal symbol change display (step S517). Specifically, based on whether or not the elapsed time when measurement is started by the process of step S516 has reached the normal symbol change time set by the process of step S512 or step S513, the change display of the normal symbol is displayed. It is determined whether or not the end timing has come. Here, when it is determined that the end timing has not come (step S517: NO), the CPU 101 ends the normal symbol processing of FIG.
  If the CPU 101 determines that the normal symbol variation display end timing has come (step S517: YES), the CPU 101 sets a normal symbol variation stop command in the RAM 103 (step S518). The normal symbol variation stop command set in the process of step S518 is transmitted to the effect control unit 130 by executing the output process of step S9 of FIG.
  Subsequent to step S518, the CPU 101 ends the normal symbol variation display by the normal symbol display 45 (step S519). Specifically, the CPU 101 causes the normal symbol display 45 to stop-display the symbol set in the process of step S507, step S509, or step S510. Thereby, the result of the normal symbol determination is notified to the player.
  Following the process of step S519, the CPU 101 resets the elapsed time when the measurement was started by the process of step S516 (step S520). Then, similarly to step S506, it is determined whether or not the result of the normal symbol determination is a win (step S521). If it is determined that the win is a win (step S521: YES), the auxiliary flag is set to “ON”. Set (step S522). When the auxiliary flag is set to “ON”, the electric opening / closing accessory 16 operates.
  After the process of step S522, when it determines with NO by the process of step S517, or when it determines with NO by the process of step S521, CPU101 complete | finishes the normal symbol process of FIG.
[Large winning mouth processing by game control unit]
Next, with reference to FIG. 34, the details of the big prize opening process executed by the game control unit 100 will be described. As shown in FIG. 34, the CPU 101 of the game control unit 100 determines whether or not the jackpot game flag is ON (step S601). Here, the jackpot game flag is a flag that is set to ON in step S481. When the jackpot game flag is ON (step S601: YES), the CPU 101 determines whether or not the opening is being performed (step S602).
  If it is during opening (step S602: YES), the CPU 101 determines whether or not the opening time has elapsed (step S603). If the opening time has elapsed (step S603: YES), the CPU 101 sets “0” to R (indicating the number of rounds in the jackpot game) according to the result of the jackpot determination process, An opening pattern or the like of the special winning opening 13 is set (step S604).
  Here, depending on the jackpot symbol, the value of Rmax and the special winning opening to be opened are different. For example, in the case of jackpot symbol A or F, 16 is set to Rmax, and the big winning opening 13 is opened. In the case of jackpot symbols B and G, Rmax is set to 4, and the big prize opening 13 is opened.
  Following step S604, the CPU 101 adds “1” to R and stores it in the RAM 103 (step S605). Next, the CPU 101 starts opening control of the special winning opening 13A or 13B based on the opening pattern set in step S604 (step S606), and sets a round start command indicating the start of the round in the RAM 103 (step S607). . After the process of step S607, the CPU 101 next executes a process of step S611.
  On the other hand, if the opening is not in progress (step S602: NO), the CPU 101 determines whether the ending is in progress (step S608). If it is during ending (step S608: YES), the CPU 101 next executes the process of step S617. If it is not ending (step S608: NO), the CPU 101 determines whether or not it is during the interval between round games (step S609). If it is during the interval (step S609: YES), the CPU 101 determines whether or not the interval time has elapsed (step S610), and if it has elapsed (step S610: YES), then the processing of step S605 is performed. Run. When the interval time has not elapsed (step S610: NO), the CPU 101 ends the big prize opening process.
  On the other hand, when it is not during the interval (step S609: NO), that is, when the round game is being performed, the CPU 101 determines whether or not the round end condition is satisfied (step S611). If the round end condition is not satisfied (step S611: NO), the CPU 101 ends the big prize opening process.
  Here, for example, the round end condition is, for example, that 29.5 seconds have elapsed since the start of the control for opening the big winning opening in this round in step S606, or the opening of the big winning opening in this round in step S606. That is, the number of winnings to the big winning opening of the game ball after the start of control has reached a predetermined value. When any one of the two conditions is satisfied, the CPU 101 determines that the round end condition is satisfied. Further, another example of the round end condition is that, for example, 0.1 second has elapsed since the start of the opening control of the special winning opening of this round.
  If the round end condition is satisfied (step S611: YES), the CPU 101 ends the special winning opening release control in this round (step S612). Subsequently, the CPU 101 determines whether or not R is equal to Rmax (step S613). That is, the CPU 101 determines whether or not the current round is equal to the maximum number of rounds set in step S604.
  If it is determined that R is not equal to Rmax (step S613: NO), the CPU 101 starts measuring the interval time (step S614), and then ends the big prize opening process.
  When it is determined that R is equal to Rmax (step S613: YES), the CPU 101 starts ending (step S615) and sets an ending command in the RAM 103 (step S616).
  If the CPU 101 performs the process of step S616 or determines YES in the process of step S608, the CPU 101 determines whether or not a preset ending time has elapsed since the start of ending in step S615 (step S615). S617). If the ending time has elapsed (step S617: YES), the CPU 101 executes a game state setting process (step S618). Details of the game state setting process will be described later. After the game state setting process in step S618, the CPU 101 sets the jackpot game flag to OFF (step S619).
  If NO is determined in the process of step S601, NO is determined in the process of step S611, NO is determined in the process of step S617, NO is determined in the process of step S610, NO is determined in the process of step S603. If it is determined that the process of step S614 is executed, or if the process of step S619 is executed, the CPU 101 ends the special winning a prize mouth process shown in FIG.
[Game state setting process by game control unit]
Next, the gaming state setting process in step S618 of FIG. 34 will be described. As shown in FIG. 35, the CPU 101 sets the probability variation game flag to ON (step S631). Subsequently, the CPU 101 sets, for example, “70” as the high probability remaining game count X (step S632). Note that ON / OFF of the probability variation game flag may be set according to the jackpot symbol.
  After the process of step S632, the CPU 101 sets the auxiliary game flag to ON (step S633). Thereafter, the CPU 101 sets, for example, “70” as the auxiliary game remaining count J (step S634).
  When the process of step S634 is executed, the CPU 101 ends the gaming state setting process shown in FIG.
[Electric opening and closing tool processing by game control unit]
Next, the details of the electric opening / closing accessory process in step S7 of FIG. 26 will be described. First, as shown in FIG. 36, the CPU 101 of the game control unit 100 determines whether or not the auxiliary flag is set to “ON” (step S701). If it is determined that the auxiliary flag is not set to “ON” (step S701: NO), the CPU 101 ends the electric opening / closing accessory process.
  If the CPU 101 determines that the auxiliary flag is set to “ON” (step S701: YES), whether or not the electric opening / closing accessory 16 (also referred to as an electric accessory in FIG. 36) is in operation. Is determined (step S702). Here, when it is determined that the electric opening / closing accessory 16 is not in operation (step S702: NO), the CPU 101 determines whether or not it is per long opening based on the symbol set in step S509 or step S510. Determination is made (step S703).
  When it determines with it being per long opening (step S703: YES), CPU101 is an operation pattern which performs the operation | movement which opens the 2nd starting port b15 once as an operation pattern of the electrically operated opening / closing accessory 16, for example for 5.6 seconds. Is set in the RAM 103 (step S707).
  When it is determined that it is not per long opening (step S703: NO), the CPU 101 determines whether or not the gaming state of the pachinko gaming machine 1 is the auxiliary gaming state by determining whether or not the auxiliary gaming flag is ON. Is determined (step S704).
  When the CPU 101 determines that it is not in the auxiliary gaming state (step S704: NO), as the operation pattern of the electric opening / closing accessory 16, for example, an operation pattern in which the operation of opening the second start port b15 for 0.1 second is performed once. Is set in the RAM 103 (step S705).
  On the other hand, if the CPU 101 determines that it is in the auxiliary gaming state (step S704: YES), the operation pattern of the electric opening / closing accessory 16 is, for example, performed three times to open the second start opening b15 for 1.8 seconds. The operation pattern is set in the RAM 103 (step S706).
  After the CPU 101 sets the operation pattern of the electric opening / closing tool 16 by the processing of step S705, step S706, or step S707, the operation of the electric opening / closing tool 16 in the set operation pattern is changed to open / close the electric opening / closing tool 16 The unit 113 is started (step S708).
  When the CPU 101 executes the process of step S708 or determines that the electric opening / closing tool 16 is in operation (step S702: YES), the CPU 101 starts the electric opening / closing tool 16 started in the process of step S708. It is determined whether or not the operation has been completed (step S709). If it is determined that the operation of the electric opening / closing accessory 16 has been completed (step S709: YES), the CPU 101 sets the auxiliary flag stored in the RAM 103 to “OFF” (step S710).
  When it determines with NO by the process of step S701, when it determines with NO by the process of step S709, or when the process of step S710 is performed, CPU101 complete | finishes an electrically-driven opening / closing accessory process.
[Production control processing by production control unit]
Next, details of the effect control based on the various commands from the game control unit 100 described above will be described with reference to FIGS. 38 to 42.
  FIG. 36 is a flowchart showing details of processing performed in the effect control unit 130. In the following description, it is assumed that the processing shown in FIGS. 38 to 42 is performed by the effect control unit 130, but part or all of these processes are performed by the effect control unit 130, the image sound control unit 140, and the lamp control unit 150. It may be executed in any of the above. When the power of the pachinko gaming machine 1 is turned on, the CPU 131 of the effect control unit 130 repeatedly executes a series of processes shown in FIG. 38 every predetermined time (for example, 4 milliseconds) by interruption.
  The effect control unit 130 executes command reception processing (step S1001). The command control process is a process for controlling the production in response to receiving various commands from the game control unit 100. Specifically, the effect control unit 130 receives a command as game information from the game control unit 100, determines the contents of the effect according to the received command, and determines the determined effect as the image sound control unit 140 and A command for causing the lamp control unit 150 to execute is generated. Details of the command reception process will be described later with reference to FIG.
  Following the process of step S1001, the effect control unit 130 executes an operation reception process (step S1002). Specifically, when the effect button 26 or the effect key 27 is operated, the CPU 131 generates an operation command corresponding to the operation and sets it in the RAM 133.
  Then, the effect control unit 130 transmits the command generated in step S1001 to the image sound control unit 140 and the lamp control unit 150 (step S1003). Further, the effect control unit 130 transmits a command (step S1002) corresponding to the operation on the effect button 26 and the effect key 27. In response to this command, the image sound control unit 140 and the lamp control unit 150 execute a predetermined effect. Above, the process shown in FIG. 38 is complete | finished.
[Command control processing by production control unit]
Hereinafter, the command reception process executed in the effect control unit 130 will be described with reference to FIG. First, the effect control unit 130 determines whether or not a hold command transmitted from the game control unit 100 has been received (step S1301). If it is determined that the hold command has been received (step S1301: YES), the effect control unit 130 executes a pre-determination effect process (step S1302).
  In the process of step S1302, the effect control unit 130 performs a prior determination based on information included in the hold command, and determines and executes the content of the effect based on the result of the prior determination. Specifically, the effect control unit 130 determines whether or not a big win is obtained in the special symbol determination related to the received hold command, whether or not a predetermined effect is performed in the variation of the special symbol related to the hold command, and the like. Then, according to the determination result, a pre-decision effect (the above-described hold prefetch effect) is performed.
  In more detail, the prior determination effect process will be described with reference to FIG. In the pre-decision effect process, as shown in FIG. 40, the effect control unit 130 first analyzes information included in the hold command (step S1321). That is, in the process of step S1321, whether the presentation control unit 130 relates to the first start port 11 or the second start port a12 based on the information included in the hold command. Further, it is determined whether or not it is a big hit, if it is a big hit, what is the design, what kind of variation pattern is?
  When the analysis process for the hold command ends, the effect control unit 130 determines whether or not to execute a series of continuous effects (zone effect) based on the analysis result (step S1322). That is, in the process of step S1322, when the effect control unit 130 determines that the result of analyzing the hold command (step 1321) satisfies a predetermined condition (condition for performing the zone effect (FIG. 15)), A lottery is performed, and execution of a series of continuous effects is determined based on the lottery result (step S1322: YES).
  When execution of a series of continuous effects is determined (step S1322: YES), the effect control unit 130 determines the contents of the series of continuous effects (step S1323). Specifically, in the process in step S1323, the production control unit 130 enters the common zone simultaneously with the start of the zone production, for example, the final zone, the execution period of the zone production, and the scenario up to the final zone. The scenario of the zone effect such as entering the strong zone that is the final zone at a predetermined timing), and after determining a series of continuous effects in step S1322, at what timing the zone effect is started, and at what timing Decide whether to move from one zone to another. Note that the zone effect scenario is based on the information shown in FIG. 22 or FIG. 23 as described above, whether or not the jackpot is determined in advance, the jackpot symbol in the case of a jackpot, and the variation pattern. It is determined.
  Then, in the process of step S1324, the effect control unit 130 sets the continuous effect flag to ON and stores it in the RAM 133.
  When it determines with not performing a series of continuous effects (step S1322: NO) or when the process of step 1324 is performed, the effect control part 130 displays a hold icon on the liquid crystal display 5 (step S1325). 40 is terminated, and the process returns to FIG.
  On the other hand, when the process of step S1302 of FIG. 39 is executed, or when it is determined that the hold command is not received (step S1301: NO of FIG. 39), has the presentation control unit 130 received the change start command? It is determined whether or not (step S1303).
  When the change start command is received (step S1303: YES), the effect control unit 130 executes the change start command process (step S1304). Specifically, the effect control unit 130 determines the content of the effect performed in accordance with the change of the special symbol based on the change pattern included in the change start command, and sets a command for executing the effect. . This command is transmitted to the image sound control unit 140 and the lamp control unit 150 in step S1003, and the image sound control unit 140 performs a variation effect of the decorative design 51 in response to receiving this command.
  The change start command process will be described in more detail with reference to FIG. In the change start command process, as shown in FIG. 41, first, the effect control unit 130 analyzes the received change start command (step S1331). That is, the effect control unit 130 determines what the variation pattern included in the variation start command is.
  When the change start command is analyzed in step 1331, the effect control unit 130 determines and starts the change effect based on the analysis result (step S1332). That is, the effect control unit 130 determines a change effect based on the change pattern determined by the analysis, and executes the determined change effect. For example, if the change of the special symbol this time is related to the winning of the game ball to the first start port 11 and the change pattern corresponds to the jackpot and the specific effect, the effect control unit 130 corresponds to the specific effect. A specific effect is selected and executed based on the variation pattern. In addition, if the variation of the special symbol this time is related to the winning of the game ball to the second starting opening a12, and if it is a variation pattern corresponding to the loss and SP reach production, the specific production by the lottery using the production random number Decide whether or not to perform. And if the production | presentation control part 130 determines to perform a specific production, the production including a specific production is selected and performed. On the other hand, if the production control unit 130 determines not to perform the specific production, the SP reach production is selected and executed based on the variation pattern corresponding to the SP reach production.
  In step S1332, when the variable effect is determined and started, the effect control unit 130 moves the hold icon displayed on the liquid crystal display 5 in the digestion direction (for example, the right direction in FIG. 15) (step S1333). ).
  In step 1333, when the hold icon on the liquid crystal display 5 is moved, the effect control unit 130 determines whether or not the continuous effect flag stored in the RAM 133 is ON (step S1334).
  When it is determined that the continuous effect flag is ON (step S1334: YES), the effect control unit 130 controls a series of continuous effects based on the contents of the effect determined in step S1323 (step S1335). . For example, the effect control unit 130 starts the zone effect when it is determined to start the zone effect in the current special symbol variation. In addition, for example, when it is determined to shift from one zone to another zone in the current special symbol variation, the effect control unit 130 shifts the zone.
  When it is determined that the continuous effect flag is not ON (OFF) (step S1334: NO), or when the process of step S1335 is executed, the effect control unit 130 ends the process of FIG. Return processing.
  On the other hand, when the process of step S1304 in FIG. 39 is executed or when the change start command is not received (step S1303: NO in FIG. 5), the effect control unit 130 determines whether or not a change stop command is received. Is determined (step S1305).
  When the change stop command is received (step S1305: YES), the effect control unit 130 executes a change effect end process (step S1306). Specifically, the effect control unit 130 sets a command for ending the effect started in step S1304, and the image sound control unit 140 stops the decorative symbol 51 in response to the command.
  In more detail, the variation effect end process will be described with reference to FIG. In the variation effect end process, as shown in FIG. 42, the effect control unit 130 first determines whether or not the continuous effect flag is ON (step S1341).
  If it is determined that the continuous effect flag is ON (step S1341: YES), it is determined whether or not the current special symbol variation is the final variation of a series of continuous effects being executed. That is, it is determined whether or not to end the continuous performance that is currently being executed along with the stop of the fluctuation of the current special symbol.
  If it is determined that the current variation of the special symbol is the final variation of a series of continuous effects being executed (step S1342: YES), the continuous effect flag is set to OFF.
  If the continuous effect flag is not ON in step S1341 (step S1341: NO), or if the current special symbol variation is not the final variation of the series of continuous effects currently being executed in step S1342 (S1342: NO), Or when the process of step 1343 is performed, the production | presentation control part 130 stops a decoration design, and complete | finishes the fluctuation production according to the fluctuation | variation of a special design (step S1344). And the production | generation control part 130 complete | finishes the process of FIG. 42, and returns a process to FIG.
  On the other hand, when the process of step S1306 in FIG. 39 is executed, or when it is determined that the change stop command has not been received (step S1305: NO in FIG. 39), has the presentation control unit 130 received the opening command? It is determined whether or not (step S1307).
  When the opening command is received (step S1307: YES), the effect control unit 130 performs an opening process (step S1308). The opening process is a process of determining an opening effect that is performed when a jackpot game is started and a jackpot effect that is performed during the jackpot game. The effect control unit 130 determines the contents of the opening effect and the jackpot effect according to the type of jackpot, and causes the image sound control unit 140 and the lamp control unit 150 to execute these effects.
  When the process of step S1308 is executed, or when it is determined that the opening command has not been received (step S1307: NO), the effect control unit 130 determines whether an ending command has been received (step S1309). .
  When the ending command is received (step S1309: YES), the effect control unit 130 executes an ending process (step S1310). The ending process is a process for determining and executing an ending effect to be performed when the jackpot game ends. The effect control unit 130 transmits a command based on the ending process to the image sound control unit 140 and the lamp control unit 150 to execute the ending effect.
  When the process of step S1310 is executed or when it is determined that the ending command has not been received (step S1309: NO), the effect control unit 130 ends the process shown in FIG.
[Modification]
  In addition, this invention is not limited to the said embodiment, The following forms may be sufficient.
  For example, in the above-described embodiment, the description has been given of the configuration in which the zone effect is performed over the variation of a plurality of special symbols when the reservation prefetch effect is performed based on the result of the prior determination, but the present invention is not limited to this. Instead of the configuration of changing the background image as in the zone effect, it may be an effect of changing the display mode of the hold icon. For example, when it is determined to perform the hold prefetching effect based on the result of the advance determination, the display mode of the hold icon related to the advance determination target may be changed to an aspect different from normal. Moreover, you may change the display aspect of the several hold icon containing the hold icon which concerns on the said object of prior determination, and the hold icon digested before this hold icon to the aspect different from usual.
In the above embodiment, the configuration in which the zone effect is performed by the three zones of the common zone, the weak zone, and the strong zone has been described, but the present invention is not limited to this, and the zone configuration includes only the weak zone or the strong zone. (1 zone configuration), 2 zone configuration of weak zone and strong zone, 2 zone configuration of either common zone and weak zone or common zone and strong zone may be used. However, in any case, it is necessary to provide a theme zone corresponding to the first start port 11 and a theme zone corresponding to the second start port a12 at least in the weak zone or the strong zone.
In the present invention, the zone effect may be performed by four or more zones.
  Moreover, although the said embodiment demonstrated the structure which alternately wins a game ball with a probability of about 50% with respect to the 1st starting port 11 and the 2nd starting port a12 using the starting port formation member 8. The present invention is not limited to this, and a start opening that wins a little with respect to any one of the start openings (for example, three enters one start opening and one enters the other start opening). You may be a case where a formation member is used.
  In addition, unlike the start port forming member 8 provided in the above embodiment, the posture of the sorting member 36 that sorts the destination of the game ball is not changed by the weight of the game ball, but by the electrical control, A configuration employing a start port forming member that changes the posture may be employed.
  In the above embodiment, the description has been given of the configuration in which the hold related to winning in the first start port 11 and the hold related to winning in the second start port a12 are digested in the order of winning, but the present invention is limited to this. It may be the composition which preferentially digests the reservation concerning one of the starting openings. For example, even if the hold related to the winning at the second start port a12 (change in the second special symbol) is preferentially digested over the hold related to winning the winning at the first start port 11 (the change in the first special symbol). Good.
  By the way, in amusement halls, in recent years, it has been urged to take measures against unintentional interruption of supplied power. In general, the gaming machine has various information about the game (the number of holds, information on the starting port corresponding to each hold, pre-determined information of each hold, etc.) in both the gaming machine control unit 100 and the effect control unit 130. ) Is stored in the RAM. However, once the power supply is cut off, the RAM cannot retain the information. Therefore, even if the power is restored after that, all the various types of information are lost. Therefore, in the gaming machine, some improvement measures against unintentional power interruption during the game are necessary. Therefore, in this embodiment, a capacitor is provided on the game control unit 100 side, and even if power supply is unintentionally interrupted, the information stored in the RAM is maintained using the power stored in the capacitor during that time. Like to do. When the power is restored, information related to the game held on the game control unit 100 side is sent to the effect control unit 130 side, thereby enabling control based on the information. Specifically, in the present embodiment, when the power is restored, the total number of suspensions immediately before the power is turned off and information on the breakdown of the start port corresponding to those suspensions are transmitted. Thereby, after the power is restored, the state is almost the same as that immediately before the power is shut off (the game control unit 100 holds all stored information before the power is shut off, and the effect control unit 130 The game can be continued in a state where the stored information is not held. In the present embodiment, the hold icon displayed on the liquid crystal display 5 has been described as a configuration in which the icon related to the first start port 11 and the one related to the second start port a12 are displayed in a form that is not distinguished from each other. It is not necessary to accurately reproduce the hold icon related to the first start port 11 and the position of the hold icon related to the second start port a12 before shutting down and after power recovery. That is, when the power is turned on again, the game control unit 100 produces the number of holds related to the winning of the game ball to the first start port 11 and the number of holds related to the winning of the game ball to the second start port a12. If transmitted to the control unit 130, the production control unit 130 only needs to display a hold icon corresponding to the total number of hold.
  On the other hand, in the present invention, the hold icon displayed on the liquid crystal display 5 may be displayed in a form that distinguishes the one related to the first start port and the one related to the second start port a12. In that case, it is necessary to accurately reproduce the hold position related to the first start port 11 and the hold position related to the second start port a12 before the power is shut off and after the power is restored. That is, in this case, not only information on the total number of holds immediately before the power is shut off and information on the breakdown of the start ports corresponding to those holds, but also information on the exact position of the hold corresponding to each start port, It is necessary to transmit to the effect control unit 130. For example, the total number of holds is 6, the hold for the first start port 11 is the second, the fourth and the sixth, the hold for the second start port a12 is the first and the third Information such as the eyes and the fifth is sent to the effect control unit 130. As a result, when the power is turned on again, the effect control unit 130 can distinguish and display the hold icon related to the first start port 11 and the hold icon related to the second start port a12.
  In addition, the configuration of the pachinko gaming machine 1 described in the above embodiment is merely an example, and it goes without saying that the present invention can be realized with other configurations. Further, the order of processing, the set value, the threshold value used for determination, etc. in the flowcharts described above are merely examples, and the present invention can be realized with other orders and values without departing from the scope of the present invention. Needless to say.
In the above embodiment, the case where the present invention is applied to a pachinko gaming machine has been described as an example. However, the present invention is also applicable to other gaming machines such as a slot machine.
[Configuration of pachinko gaming machine according to the present invention and its effects]
As described above, the gaming machine according to the present invention may have the following configuration.
  The gaming machine according to the present invention includes a first start area (11) and a second start area (a12) arranged in a game area where game balls flow down, and a symbol display means (41, 42) capable of displaying a predetermined symbol. ), Acquisition means for acquiring acquisition information on condition that the game ball passes to the first start area or the second start area, and a special game for determining whether or not to perform a special game based on the acquisition information A determination means (S407) for making a determination, a symbol control means for informing the result of the special game determination by changing the symbol displayed on the symbol display means and then stopping, and a result of the special game determination Based on the acquired information acquired by passing the game ball to the first start area, the effect executing means performs the special game determination. 1st When a predetermined effect (weak zone A) based on the outgoing pattern is executed and the special game determination is made based on the acquired information acquired by passing the game ball to the second starting area, A predetermined effect (strong zone B) based on a second effect pattern different from the one effect pattern is executed.
  According to the above configuration, since an effect based on the second effect pattern different from the effect based on the first effect pattern and the effect based on the first effect pattern can be executed, high interest for the player is ensured. be able to.
  In another configuration, the gaming machine can display the first start area (11) and the second start area (a12) arranged in the game area where the game balls flow down, and the first symbol and the second symbol. On the condition that the symbol display means (41, 42), the passing of the game ball to the first start area or the second start area, the acquisition means for acquiring the acquisition information, and the special game based on the acquisition information Determining means (S407) for determining whether or not to perform a special game; first variation pattern determining means for determining a variation pattern of the first symbol based on a result of the special game determination; and Based on the result, the second variation pattern determining means for determining the variation pattern of the second symbol, and the first display displayed on the symbol display means based on the variation pattern determined by the first variation pattern determining means. Change the design By stopping after the first game control, the first symbol control means for notifying the result of the special game determination, and the symbol display means displayed on the symbol display means based on the variation pattern determined by the second variation pattern determination means. 2 symbol control means for notifying the result of the special game determination by changing the symbol and then stopping, and a predetermined variation effect can be executed according to the variation of the symbol of the first symbol or the symbol of the second symbol. And the first variation pattern determining means, when the acquired information is acquired by passing the game ball to the first starting area, the first variation pattern determining means is configured to display the first variation pattern (PA104, PA105). The second variation pattern determining means can determine a second variation pattern (PA) when the acquired information is acquired by passing the game ball to the second starting area. 01) can be determined, and the variation effect executing means executes a first effect executing means for executing an effect including a specific effect and a first effect (a part of the SP reach effect) according to the first change pattern. And a second effect execution means for executing an effect including a second effect that is the same as or similar to a part or all of the first effect according to the second variation pattern, and the first effect execution means When the first variation pattern is determined as the variation pattern of the first design, the production including the specific effect and the first effect is executed, and the second effect execution means is configured to change the second design. When the second variation pattern is determined as a pattern, a predetermined lottery is performed, and an effect including the second effect and the specific effect is executed based on the lottery result.
  According to the above configuration, since the specific effect can be executed regardless of whether the hold is related to the first start area or the hold related to the second start area, It is difficult to determine whether the production is based on the starting area, and the fun of the game can be improved.
  In another configuration, the gaming machine includes a first start area (11) and a second start area (a12) arranged in a game area where game balls flow down, and a symbol display means capable of displaying a predetermined symbol. The acquisition means for acquiring the acquisition information on condition that the game ball has passed to the first start area or the second start area, and a special game based on the acquisition information when a predetermined start condition is satisfied Determination means (S407) for determining whether or not to perform special game, and symbol control means for notifying the result of the special game determination by changing the symbol displayed on the symbol display means and then stopping. When the acquired information is acquired by the acquiring means while the symbol is controlled by the symbol control means, the storage means for storing the new acquired information and suspending it as the right to make the special game determination Prior determination means for performing the special game determination (hereinafter referred to as advance determination) in advance based on the acquired information held in the hold storage means before the predetermined starting condition is satisfied; Based on the result of the previous determination, a series of continuous effects over a plurality of symbol variations including the symbol variation prior to the symbol variation related to the right of the prior determination target (hereinafter referred to as “target variation”) and the target variation. Continuous production execution means for executing the following, wherein the continuous production execution means is based on the acquired information acquired by passing the game ball to either the first start area or the second start area. In the case of executing the series of continuous effects, the symbol variation before the target variation that triggered the series of continuous effects is the passage of the game ball to either the first start area or the second start area. Obtained by And even those based on the acquired information, executes the series of continuous effect.
  According to the above configuration, while a series of continuous effects is determined and executed, the series of continuous effects is not interrupted even when the symbol variation is triggered by any starting region. It is possible to improve the interest of the game.
  In another configuration, the gaming machine includes a start area (11, a12) arranged in a game area where game balls flow down, a symbol display means (41, 42) capable of displaying a predetermined symbol, and the start The acquisition means for acquiring the acquisition information on condition that the game ball passes through the area, and a special game determination as to whether or not to perform a special game based on the acquisition information when a predetermined start condition is satisfied A determination means (S407), a symbol control means for notifying the result of the special game determination by changing the symbol displayed on the symbol display means and then stopping, and the symbol is controlled by the symbol control means. In the meantime, when new acquisition information is acquired by the acquisition unit, the storage unit that stores the new acquisition information and holds it as a right to make the special game determination, and the predetermined start condition are satisfied. Prior to the determination, based on the acquisition information held in the hold storage means, the advance determination means (S205, S211) for performing the special game determination (hereinafter referred to as advance determination) in advance, and the result of the advance determination. Based on the design variation related to the right of the subject of the prior determination (hereinafter referred to as the subject variation), a continuous effect that executes a series of continuous effects over a plurality of symbol variations including the target variation and the target variation. An execution means; and an effect pattern selection means for selecting the series of continuous effects executed by the continuous effect execution means from a plurality of effect patterns, wherein the effect pattern selection means is based on the result of the prior determination. The first effect pattern and the second effect pattern can be selected, and the first effect pattern includes a common effect (common zone) and a first effect (strong zone A or The second production pattern includes the common production and the second production (strong zone B or weak zone B), and the continuous production execution means is selected by the production pattern selection means. When the first effect pattern is determined, the common effect is started and the first result is displayed as a result of the common effect (the line of the character A is red), and then the first effect pattern is displayed. When an effect is executed and the second effect pattern is determined by the effect pattern selection means, the common effect is started, and the result of the second aspect is displayed as a result of the common effect. After performing (Red), the second effect is executed.
  According to the above configuration, after performing the suggestion effect of the first aspect in the series of continuous effects, the first effect is executed, and after the suggestion effect of the second aspect is performed, the second effect is performed. Therefore, the player can confirm the sign that the production shifts, and can thereby enhance the sense of exaltation.
DESCRIPTION OF SYMBOLS 1 Pachinko machine 4 Display 5 Liquid crystal display 8 Start port formation part 10 Game area 11 1st start port (1st start area)
a12 Second start port (second start region)
b15 Second start port (second start region)
100 Game control unit 130 Production control unit

Claims (1)

  1. A first start area and a second start area arranged in a game area where game balls flow down;
    And sorting means for sorting as gaming ball passes alternately for the second start area and the first start-up area,
    A symbol display means capable of displaying a predetermined symbol;
    First acquisition information as acquisition information is acquired on the condition that the game ball passes to the first start area, and second acquisition information as acquisition information on the condition that the game ball passes to the second start area Obtaining means for obtaining
    Special game determination means for determining whether or not to perform a special game based on the acquired information when a predetermined start condition is satisfied;
    When the determination is made by the special game determination means, the symbol control means for notifying the determination result of the special game determination means by changing and stopping the symbol displayed on the symbol display means;
    When the acquisition information is acquired by the acquisition unit, the storage unit stores the acquisition information and holds it as a right to make a determination by the special game determination unit;
    Pre-determining means for determining whether or not to perform the special game in advance (hereinafter referred to as pre-determination) based on the acquired information acquired before the predetermined start condition is established;
    Production control means for executing a predetermined production when the symbol variation is performed,
    The special game determination means includes
    Making the determination from the oldest acquisition information acquired by the acquisition means and stored in the hold storage means;
    The production control means includes
    Based on the result of the prior determination, a continuous effect over a plurality of symbol variations including the symbol variation before the symbol variation related to the right of the prior determination target (hereinafter referred to as target variation) and the target variation. Continuous production determining means for determining whether or not to execute ,
    Anda continuous demonstration execution means for executing the continuous effect on the basis of the information including the timing for executing the continuous production which is set when it is determined to execute the continuous presentation by the continuous effect determination unit,
    The continuous production execution means includes
    If a determination is made to execute the continuous presentation based on one of the obtained information of the first acquired information and the prior SL second acquisition information by the continuous effect determination unit, a trigger for execution of the continuous effect and symbol variable before the subject variation, even those which are the starting area corresponding to the object varies based on the acquired information acquired by the passage of the game ball to different starting region, the continuous effect A gaming machine that continuously executes the continuous production based on information including the timing set when it is determined to be executed.

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