JP5977417B1 - Amusement stand - Google Patents

Amusement stand Download PDF

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JP5977417B1
JP5977417B1 JP2015207229A JP2015207229A JP5977417B1 JP 5977417 B1 JP5977417 B1 JP 5977417B1 JP 2015207229 A JP2015207229 A JP 2015207229A JP 2015207229 A JP2015207229 A JP 2015207229A JP 5977417 B1 JP5977417 B1 JP 5977417B1
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display
image
displayed
state
special
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JP2017077391A (en
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東洋志 原田
東洋志 原田
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株式会社大都技研
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Abstract

An object of the present invention is to provide a game machine having a feature in display by an image display means. A pachinko machine includes an effect display means capable of executing an effect display. The effect means is configured by a decorative symbol display device 208 and a sub display device 1030. In the pachinko machine 100, the symbol variation display in which the super reach effect is executed is easier to confirm and display the big hit symbol pattern than the symbol variation display in which the normal reach effect is executed. After that, it is possible to perform a wipe effect display. [Selection] Figure 1

Description

  The present invention relates to a game table represented by a ball game machine (pachinko machine), a spinning cylinder game machine (slot machine), or an enclosed game machine.

  2. Description of the Related Art Conventionally, a gaming table provided with image display means is known.

JP 2008-200302 A

  However, there is room for improvement in the display by the image display means in the conventional game machine.

  An object of the present invention is to provide a game machine having a feature in display by image display means.

The above purpose is
A ball storage means capable of storing game balls;
A first image display means capable of displaying an image display;
A game machine equipped with
The first image display means is a means capable of displaying a display prompting to discharge a game ball from the ball storage means (hereinafter referred to as “ball discharge display”),
The first image display means is means capable of displaying a plurality of types of effect display,
One effect display of the plurality of types of effect display is a second reach effect display,
In the second reach effect display, after a display suggesting a deviation is displayed, the first image display means is configured to display a first wipe effect display,
The first wipe effect display displayed in a state where the ball discharge display is displayed is configured to overlap the ball discharge display.
This is achieved by a game stand characterized by that.

  According to the present invention, it is possible to realize a game machine having a feature in display by the image display means.

It is the external appearance perspective view which looked at the pachinko machine 100 by the 1st Embodiment of this invention from the front side (player side). It is the external view which looked at the pachinko machine 100 by the 1st Embodiment of this invention from the back side. 1 is a schematic front view of a game board 200 of a pachinko machine 100 according to a first embodiment of the present invention as viewed from the front. It is a circuit block diagram of a control part of pachinko machine 100 by a 1st embodiment of the present invention. It is an example of the display symbol in the pachinko machine 100 by the 1st Embodiment of this invention, Comprising: (a) shows an example of the stop display symbol of special figure 1, (b) shows the stop display symbol of special figure 2 (C) is an example of a decorative symbol, and (d) is a diagram illustrating an example of a normal stop display symbol. It is a flowchart which shows the flow of the main control part main process of the pachinko machine 100 by the 1st Embodiment of this invention. It is a flowchart which shows the flow of the main control part timer interruption process of the pachinko machine 100 by the 1st Embodiment of this invention. (A) is a flowchart which shows an example of the flow of the special figure prefetch process in the pachinko machine 100 by the 1st Embodiment of this invention. (B)-(e) is a figure which shows an example of the prefetch result memory | storage part for special figures 1 and the special figure 2 with which the main control part 300 of the pachinko machine 100 by the 1st Embodiment of this invention was equipped. is there. It is a figure which shows the determination table for common use in the pachinko machine 100 by the 1st Embodiment of this invention, and the example of symbol distribution and the operation at the time of winning. It is a figure which shows the example of the determination table for special drawings in the pachinko machine 100 by the 1st Embodiment of this invention. It is a figure which shows the example of the symbol distribution table for the special figure 1 in the pachinko machine 100 by the 1st Embodiment of this invention, and operation | movement at the time of big hit. It is a figure which shows the example of the symbol distribution table for the special figure 2 in the pachinko machine 100 by the 1st Embodiment of this invention, and the operation | movement at the time of big hit. It is a flowchart which shows the flow of a process in the 1st sub control part 400 of the pachinko machine 100 by the 1st Embodiment of this invention, (a) shows the flow of a 1st sub control part main process, (b) Shows the flow of the first sub-control unit command reception interrupt process, (c) shows the flow of the first sub-control unit timer interrupt process, and (d) shows the flow of the image control process. It is a figure explaining the electric long opening effect performed by the effect control process of the main process in the 1st sub control part 400 of the pachinko machine 100 by the 1st Embodiment of this invention. (A) shows the flow of the electric long opening effect, and (b) shows an example of the electric long opening effect on the decorative symbol display device 208. It is a flowchart which shows the flow of a process in the 2nd sub control part 500 of the pachinko machine 100 by the 1st Embodiment of this invention, (a) shows the flow of the 2nd sub control part main process, (b) Shows the flow of the second sub-control unit command reception interrupt process, and (c) shows the flow of the second sub-control unit timer interrupt process. It is a figure which shows the example of the lottery table of the prefetching advance notice used by the pachinko machine 100 by the 1st Embodiment of this invention, and the lottery table of the notice at the time of change disclosure (after big hit judgment). It is a figure explaining the game effect in the pachinko machine 100 by Example 1 of the 1st embodiment of the present invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 2 of the 1st embodiment of the present invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 3 of the 1st embodiment of the present invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 4 of the 1st embodiment of the present invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 5 of the 1st embodiment of the present invention. It is a figure explaining the game production in the pachinko machine 100 by Example 6 of the 1st embodiment of the present invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 7 of the 1st embodiment of the present invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 8 of the 1st embodiment of the present invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 9 of the 1st embodiment of the present invention. It is a figure explaining the game production in the pachinko machine 100 by Example 10 of the 1st embodiment of the present invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 11 of the 1st embodiment of the present invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 12 of the 1st embodiment of the present invention. It is the schematic front view which looked at the game board 1000 of the pachinko machine 100 by the 2nd Embodiment of this invention from the front. It is a figure explaining the movable body 1002 of the pachinko machine 100 by the 2nd Embodiment of this invention. It is FIG. (1) explaining the game effect in the pachinko machine 100 by Example 1 of the 2nd Embodiment of this invention. It is FIG. (2) explaining the game effect in the pachinko machine 100 by Example 1 of the 2nd Embodiment of this invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 2 of the 2nd embodiment of the present invention. It is a figure explaining the game production in the pachinko machine 100 by Example 3 of the 2nd embodiment of the present invention. It is a figure explaining the game production in the pachinko machine 100 by Example 4 of the 2nd embodiment of the present invention. It is a figure explaining the game production in the pachinko machine 100 by Example 5 of the 2nd embodiment of the present invention. It is a figure explaining the game production in the pachinko machine 100 by Example 6 of the 2nd embodiment of the present invention. It is a figure explaining the game production in the pachinko machine 100 by Example 7 of the 2nd embodiment of the present invention. It is a figure explaining the connection unit of the pachinko machine 100 by Example 8 of the 2nd Embodiment of this invention. It is a figure explaining the connection unit of the pachinko machine 100 by Example 9 of the 2nd embodiment of the present invention. It is a figure explaining the game production in the pachinko machine 100 by Example 10 of the 2nd embodiment of the present invention. It is a figure explaining the game production in the pachinko machine 100 by Example 10 of the 2nd embodiment of the present invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 11 of the 2nd embodiment of the present invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 11 of the 2nd embodiment of the present invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 12 of the 2nd embodiment of the present invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 13 of the 2nd embodiment of the present invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 14 of the 2nd embodiment of the present invention. It is a figure explaining the game production in the pachinko machine 100 by Example 15 of the 2nd embodiment of the present invention. It is a figure explaining the game production in the pachinko machine 100 by Example 16 of the 2nd embodiment of the present invention. It is a figure explaining the game production in the pachinko machine 100 by Example 17 of the 2nd embodiment of the present invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 18 of the 2nd embodiment of the present invention. It is a figure explaining the game production in the pachinko machine 100 by Example 19 of the 2nd embodiment of the present invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 20 of the 2nd embodiment of the present invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 21 of the 2nd embodiment of the present invention. It is a figure explaining the game production in the pachinko machine 100 by Example 22 of the 2nd embodiment of the present invention. It is a figure explaining the game production in the pachinko machine 100 by Example 23 of the 2nd embodiment of the present invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 24 of the 2nd embodiment of the present invention. It is a figure explaining the production pattern of the game production in the pachinko machine 100 of the 3rd embodiment of the present invention. It is a figure explaining the connection unit of the pachinko machine 100 by Example 1-1 of the 3rd Embodiment of this invention. It is a figure explaining the connection unit of the pachinko machine 100 by Example 1-2 of the 3rd Embodiment of this invention. It is a figure explaining the game production in the pachinko machine 100 by Example 1-2 of the 3rd embodiment of the present invention. It is a figure explaining the game production in the pachinko machine 100 by Example 1-3 of the 3rd embodiment of the present invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 1-4 of the 3rd Embodiment of this invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 1-5 of the 3rd Embodiment of this invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 1-6 of the 3rd Embodiment of this invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 1-7 of the 3rd Embodiment of this invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 2-1 of the 3rd Embodiment of this invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 2-1 of the 3rd Embodiment of this invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 2-2 of the 3rd Embodiment of this invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 2-2 of the 3rd Embodiment of this invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 3-1 of the 3rd Embodiment of this invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 3-2 of the 3rd Embodiment of this invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 3-3 of the 3rd Embodiment of this invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 3-4 of the 3rd Embodiment of this invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 3-5 of the 3rd Embodiment of this invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 3-6 of the 3rd Embodiment of this invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 3-7 of the 3rd Embodiment of this invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 4-1 of the 3rd Embodiment of this invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 4-2 of the 3rd Embodiment of this invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 5-1 of the 3rd Embodiment of this invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 5-2 of the 3rd Embodiment of this invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 5-3 of the 3rd Embodiment of this invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 5-4 of the 3rd Embodiment of this invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 6-1 of the 3rd Embodiment of this invention. It is a figure explaining the game production in the pachinko machine 100 by Example 6-2 of the 3rd Embodiment of this invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 6-3 of the 3rd Embodiment of this invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 1 of the 4th mode of the present invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 2 of the 4th embodiment of the present invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 3 of the 4th embodiment of the present invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 4 of the 4th embodiment of the present invention. It is a figure explaining the game production in the pachinko machine 100 by Example 5 of the 4th embodiment of the present invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 6 of the 4th embodiment of the present invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 7 of the 4th embodiment of the present invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 8 of the 4th embodiment of the present invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 9 of the 4th embodiment of the present invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 10 of the 4th embodiment of the present invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 11 of the 4th embodiment of the present invention. It is a figure explaining the game effect in the pachinko machine 100 by Example 12 of the 4th embodiment of the present invention. It is the schematic front view which looked at the slot machine 2000 as a game stand by the modification of this invention from the front. It is a figure which shows the game stand by the modification of this invention, (a) shows the casino machine 3000, (b) shows the mobile telephone 4000 provided with the memory | storage part which memorize | stores the electronic data which implement | achieves this invention, (C) shows a portable game machine 5000 having a storage unit for storing electronic data for realizing the present invention, and (d) shows a home television set having a storage unit for storing electronic data for realizing the present invention. A game machine 6000 is shown, and (e) shows a data server 7000 storing electronic data for realizing the present invention.

[First Embodiment]
Hereinafter, a gaming machine (for example, a ball game machine such as a pachinko machine or a spinning machine such as a slot machine) according to the first embodiment of the present invention will be described with reference to the drawings. First, the overall configuration of the pachinko machine 100 according to the present embodiment will be described with reference to FIG. In addition, the figure is the external appearance perspective view which looked at the pachinko machine 100 from the front side (player side). As an external structure, the pachinko machine 100 includes an outer frame 102, a main body 104, a front frame door 106, a launching device 110, and a game board 200 on the front surface.

  The outer frame 102 is a wooden frame member having a vertical rectangular shape for fixing to an installation location (island facilities or the like) provided in a gaming machine installation sales shop. The main body 104 is referred to as an inner frame, and is a member that is provided inside the outer frame 102 and serves as a longitudinal rectangular gaming machine base body that is rotatably attached to the outer frame 102 via a hinge portion 112. The main body 104 is formed in a frame shape and has a space 114 inside. In addition, when the main body 104 is opened, an inner frame opening sensor (not shown) that detects the opening of the main body 104 is provided.

  The front frame door 106 is attached to the front surface of the main body 104 on the front side of the pachinko machine 100 so as to be openable and closable with a lock function, and is configured in a frame shape so as to be inside thereof. Is a door member having an opening 116. The front frame door 106 is provided with a transparent plate member 118 made of glass or resin at the opening 116, and a speaker 120 and a frame lamp 122 are attached to the front side. A game area 124 is defined by the rear surface of the front frame door 106 and the front surface of the game board 200. Further, a front frame door opening sensor (not shown) that detects opening of the front frame door 106 when the front frame door 106 is opened is provided.

  The front frame door 106 can store a plurality of game balls (hereinafter sometimes simply referred to as “balls”) in a portion below the opening 116 and guide the game balls to the launching device 110. The upper plate 126 is provided, the lower plate 128 that stores game balls that cannot be stored in the upper plate 126, and the game balls stored in the upper plate 126 by the player's operation are discharged to the lower plate 128. A ball release button 130, a ball discharge lever 132 for discharging game balls stored in the lower plate 128 by a player's operation to a game ball collection container (common name, dollar box), and a player's operation to the launcher 110. The ball launching handle 134 that launches the guided game ball to the game area 124 of the game board 200, and the chance to change the effect mode of various effect devices 206 (not shown in FIG. 1) by the player's operation. To the button 136, a chance button lamp 138 that causes the chance button 136 to emit light, a setting operation unit 137 that can be set by a setting person (for example, a player or a game clerk), and a card unit (CR unit) A ball lending operation button 140 for instructing ball lending, a return operation button 142 for instructing the card unit to return the player's balance, and a ball lending display section for displaying the player's balance and card unit status ( (Not shown). In addition, a lower plate full tank sensor (not shown) that detects that the lower plate 128 is full is provided.

  The launching device 110 is attached to the lower side of the main body 104, and a launching rod 146 that rotates when the ball launching handle 134 is operated by the player, and a launching rod 148 that strikes the game ball at the tip of the launching rod 146. .

  The setting operation unit 137 is a push button type switch that can be pressed by the setter, and a confirm (OK) button, an upper button positioned above the confirm button, a lower button positioned below the confirm button, and confirm A right button positioned to the right of the button, a left button positioned to the left of the confirm button, and a cancel (C) button positioned further to the right of the right button. The setting operation unit 137 includes an operation unit sensor that detects the pressing of each button. The setting operation unit 137 of this example has a unit structure in which buttons and operation unit sensors are integrated. At least one of the buttons of the setting operation unit 137 functions as a chance button that changes the effect mode of the various effect devices 206 (see FIG. 3) by the player's operation when a predetermined condition is satisfied. It may be.

  The game board 200 has a game area 124 on the front surface, and is detachably attached to the main body 104 using a predetermined fixing member so as to face the space 114 of the main body 104. The game area 124 can be observed from the opening 116 after the game board 200 is mounted on the main body 104.

  FIG. 2 is an external view of the pachinko machine 100 of FIG. 1 viewed from the back side. The upper part of the back surface of the pachinko machine 100 has an opening that opens upward, a ball tank 150 for temporarily storing game balls, and a lower part of the ball tank 150 that is formed at the bottom of the ball tank 150. A tank rail 154 for guiding a ball that has passed through the communicating hole and dropped to the dispensing device 152 located on the right side of the back surface is provided.

  The payout device 152 is formed of a cylindrical member, and includes a payout motor, a sprocket, and a payout sensor (not shown) inside. The sprocket is configured to be rotatable by a payout motor. The sprocket that temporarily passes through the tank rail 154 and flows down into the payout device 152 is temporarily retained, and the payout motor is driven to rotate by a predetermined angle. Thus, the temporarily accumulated game balls are sent one by one downward to the payout device 152.

  The payout sensor is a sensor for detecting the passage of the game ball sent out by the sprocket. When the game ball is passing, either a high signal or a low signal is displayed. Either the high signal or the low signal is output to the payout controller 600 (see FIG. 4). The game ball that has passed through the payout sensor passes through a ball rail (not shown) and reaches the upper plate 126 disposed on the front side of the pachinko machine 100. The pachinko machine 100 has this configuration. To pay out the ball to the player.

  On the left side of the payout device 152 in the drawing, the main board case 158 that houses the main board 156 that constitutes the main control unit 300 that performs control processing for the entire game, and the production based on the processing information generated by the main control unit 300. The first sub-control unit 400 that performs the control process and the first sub-board 160 that houses the first sub-board 160 that includes the rotary volume control switch 161 that adjusts the volume output from the pachinko machine 100 by the operation of the game shop clerk. A second sub-board case 166 that houses the second sub-board 164 that constitutes the second sub-control unit 500 that performs a control process related to the production based on the processing information generated by the first sub-control unit 400; An error release switch that constitutes a payout control unit 600 that performs control processing related to payout of game balls and that releases an error by the operation of a game store clerk 68, a payout board case 172 for storing a payout board 170, a launch board case 176 for housing a launch board 174 that constitutes a launch control unit 630 for performing control processing relating to the launch of a game ball, and a power source for various electric gaming machines. And a power switch 178 that turns the power on and off by the operation of a game clerk and an RWM clear switch 180 that outputs an RWM clear signal to the main control unit 300 when the power is turned on. A power board case 184 that houses the power board 182, a CR interface unit 186 that transmits and receives signals between the dispensing control unit 600 and the card unit, and a main board for outputting information of the pachinko machine 100 to an external hall computer or the like 156, the first sub-board 160, etc. and the hall computer, etc. It is provided with a relay substrate 188, the to relay.

  The main board 156, the first sub board 160, the second sub board 164 and the like are provided on the back surface of the game board 200 because they need to be changed for each model, and the payout board 170, the launch board 174, the power board 182 and the like are provided. Since it is used in common by a plurality of models, the outer frame 102 is provided.

  FIG. 3 is a schematic front view of the game board 200 as viewed from the front. In the game board 200, an outer rail 202 and an inner rail 204 are arranged, and a game area 124 in which a game ball can roll is defined. An effect device 206 is disposed in the approximate center of the game area 124. The effect device 206 is provided with a decorative symbol display device 208 at substantially the center. The effect device 206 performs the effect by operating the effect movable body 224, and details thereof will be described later.

  The game board 200 in this example is a game board for a so-called right-handed machine. In the right-handed machine, by changing the launch strength of the game ball by operating the ball launching handle 134, the falling path of the game ball is divided into a right path on the right side from the effect device 206 and a left path on the left side from the effect device 206. be able to. In this example, to a normal symbol starting port 228, a normal symbol starting port 229, a first special symbol starting port 230, a second special symbol starting port 232 (open state), variable winning ports 234, 235 (open state), etc., which will be described later. The ease of entering the ball differs between a game ball that falls on the right path and a game ball that falls on the left path.

  For each of the normal symbol start port 229, the second special symbol start port 232 and the variable winning port 235, the normal symbol start port 229, the second special symbol start port 232 and the variable winning port 235 are arranged on the right path. Therefore, it is relatively easy to enter a game ball falling on the right path, and it is relatively difficult or impossible to enter a game ball falling on the left path. On the other hand, for each of the normal symbol starting port 228, the first special symbol starting port 230, and the variable winning port 234, a game that falls on the left path due to the influence of the arrangement pattern of the game nails 238, the warp device 242, and the like. It is relatively easy to enter a ball, and it is relatively difficult to enter a game ball that falls on the right path. In the present embodiment, a right-handed machine is taken as an example, but a right-handed machine may be used.

  The decorative symbol display device 208 is a display device for displaying decorative images and various images (moving images or still images) used for production. In this embodiment, the decorative symbol display device 208 is configured by a liquid crystal display device (Liquid Crystal Display). The decorative symbol display device 208 is divided into four display areas, a left symbol display area 208a, a middle symbol display area 208b, a right symbol display area 208c, and an effect display area 208d, and the left symbol display area 208a, the middle symbol display area 208b, and The right symbol display area 208c displays different decorative symbols, and the effect display area 208d displays an image used for the effect. Furthermore, the position and size of each display area 208a, 208b, 208c, 208d can be freely changed within the display screen of the decorative symbol display device 208. In addition, although the liquid crystal display device is employ | adopted as the decoration symbol display apparatus 208, it is not a liquid crystal display device, What is necessary is just the structure which can display various effects and various game information, for example, a dot matrix display device Other display devices including a 7-segment display device, an organic EL (ElectroLuminescence) display device, a reel (drum) display device, a leaf display device, a plasma display, and a projector may be adopted.

  Below the gaming area 124, a first special symbol display device 212, a second special symbol display device 214, a normal symbol display device 210, a first special symbol hold lamp 218, and a second special symbol hold lamp 220 A normal symbol holding lamp 216 and a high-probability medium lamp 222 are provided. In addition, hereinafter, the normal symbol may be referred to as “general symbol”, the special symbol as “special symbol”, the first special symbol as “special symbol 1”, and the second special symbol as “special symbol 2”.

  The general map display device 210 is a display device for displaying a general map, and is configured by a 7-segment LED in the present embodiment. The special figure 1 display device 212 and the special figure 2 display device 214 are display devices for displaying the special figure, and are configured by 7 segment LEDs in the present embodiment.

  The universal figure holding lamp 216 is a lamp for indicating the number of universal figure floating games (details will be described later) that are on hold. In the present embodiment, up to a predetermined number (for example, four) of universal figure floating games. It is possible to hold. The special figure 1 holding lamp 218 and the special figure 2 holding lamp 220 are lamps for indicating the number of special figure variable games that are held (details will be described later). In the present embodiment, the special figure variable games are predetermined. It is possible to hold up to a number (for example, 4). The high-probability medium lamp 222 is a lamp for indicating that the gaming state is a high probability state in which a big hit is likely to occur or a high probability state, and the gaming state is changed from a low probability state in which a big hit is unlikely to occur. Turns on when switching to the probability state, and turns off when switching from the high probability state to the low probability state.

  In addition, a predetermined ball entrance, for example, a general winning opening 226, a normal start port 228, 229, a special view 1 start port 230, and a special view 2 start port 232, are variable around the rendering device 206. Winning ports 234 and 235 are arranged.

  In the present embodiment, a plurality of general winning holes 226 are provided on the game board 200, and when a predetermined ball detection sensor (not shown) detects a ball entering the general winning holes 226 (in the general winning holes 226). In the case of winning, the payout device 152 is driven, and a predetermined number (for example, 10 balls) of balls are discharged to the upper plate 126 as prize balls. The player can freely take out the balls discharged to the upper plate 126. With these configurations, the player can pay out the winning balls to the player based on winning. The ball that has entered the general winning opening 226 is guided to the back side of the pachinko machine 100 and then discharged to the amusement island side. In the present embodiment, the game balls are paid out to the player as a consideration for winning (hereinafter sometimes referred to as “prize balls”) and balls lent to the player (hereinafter referred to as “rental balls”). May be included).

  The general map start port 228 and the general map start port 229 are configured by a device called a gate or a through chucker for determining whether or not a ball has passed through a predetermined area of the game area 124. In the embodiment, one general-purpose start port 228 is disposed on the left path of the game board 200, and one general-purpose start port 229 is disposed on the right path. Unlike the ball that entered the general winning opening 226, the ball that has passed through the ordinary drawing starting port 228 or the universal drawing starting port 229 is not discharged to the amusement island side. When a predetermined ball detection sensor detects that a ball has passed through the general map start port 228 or the general map start port 229, the pachinko machine 100 starts a general map variable game by the general map display device 210.

  In the present embodiment, only one special figure 1 starting port 230 is provided at the center of the game board 200. When a predetermined ball detection sensor detects a ball entering the special opening 1 starting port 230, the payout device 152 is driven to discharge a predetermined number (for example, three) of balls as prize balls to the upper plate 126. Then, the special figure variable game (hereinafter sometimes referred to as “special figure 1 variable game”) by the special figure 1 display device 212 is started. Note that the ball that has entered the special figure 1 starting port 230 is guided to the back side of the pachinko machine 100 and then discharged to the amusement island side.

  The special figure 2 starting port 232 is called an electric tulip (electrical chew), and in this embodiment, only one is provided on the right path. The special figure 2 starting port 232 is provided with a pair of blade members 232a that can be opened and closed to the left and right. When the blade members 232a are closed, it is impossible to enter a ball. When 210 hits and stops and displays the symbol, the blade member 232a opens and closes at a predetermined time interval and a predetermined number of times. When a predetermined ball detection sensor detects a ball entering the special opening 2 232, the payout device 152 is driven, and a predetermined number (for example, four) of balls is discharged to the upper plate 126 as prize balls. Then, a special figure variable game (hereinafter, also referred to as “special figure 2 variable game”) by the special figure 2 display device 214 is started. The ball that has entered the special figure 2 starting port 232 is guided to the back side of the pachinko machine 100 and then discharged to the amusement island side.

  The variable winning openings 234 and 235 are called a large winning opening or an attacker. In the present embodiment, only one variable winning opening 234 is provided below the center of the game board 200, and the variable winning opening 235 is on the right path. Only one is provided. The variable winning openings 234 and 235 are each provided with a door member that can be freely opened and closed, and a ball cannot be entered while the door member is closed. If the special figure display device stops and displays the jackpot symbol after winning the special figure variation game, for example, one door member of the variable prize opening 234, 235 is closed at a predetermined time interval (for example, opening time 29 seconds, closing time) It opens and closes at a predetermined number of times (for example, 15 times) for a time of 1.5 seconds. When a predetermined ball detection sensor detects a ball entering the variable winning opening 234, 235, the payout device 152 is driven, and a predetermined number (for example, 15) of balls is discharged to the upper plate 126 as a winning ball. The balls that have entered the variable winning openings 234 and 235 are guided to the back side of the pachinko machine 100 and then discharged to the amusement island side.

  Further, a plurality of disk-shaped hitting direction changing members 236 called a windmill and a plurality of game nails 238 are arranged in the vicinity of these winning openings and starting openings, and at the bottom of the inner rail 204, An out port 240 is provided for guiding a ball that has not won a prize or starting port to the back side of the pachinko machine 100 and then discharging it to the game island side.

  The pachinko machine 100 supplies the ball stored in the upper plate 126 by the player to the launch position of the launch rail, drives the launch motor with strength according to the operation amount of the player's ball launch handle 134, and The outer rail 202 and the inner rail 204 are made to pass through the outer rail 202 and the inner rail 204 by the 146 and the launcher 148 and are launched into the game area 124. Then, the ball that has reached the upper part of the game area 124 falls downward while changing the direction of travel by the batting direction changing member 236, the game nail 238, etc. Wins at the starting port (Special Figure 1 starting port 230, Special Figure 2 starting port 232), or wins without winning any of the winning port or starting port, or just passing through the normal starting ports 228, 229 Reach mouth 240.

  Next, the rendering device 206 of the pachinko machine 100 will be described. On the front side of the stage device 206, a warp device 242 (242a, 242b) and a front stage 244 are arranged in an area where the game ball can roll, and an effect movable body 224 is placed in the area where the game ball cannot roll. It is arranged. Further, a fourth symbol display device 248 for displaying the fourth symbol is disposed on the upper right side of the effect movable body 224. The 4th symbol display device 248 includes two square lamps. The two lamps are arranged side by side. For example, LEDs are used as the light sources of these two lamps. The upper lamp corresponds to FIG. 1 and the lower lamp corresponds to FIG. The fourth symbol display device 248 may include only one common lamp corresponding to both the special figure 1 and the special figure 2. Further, the fourth symbol may be displayed on the decorative symbol display device 208. Moreover, the 4th symbol display apparatus may be provided in the production | presentation apparatus 206 (center accessory) like this example. In addition, a decorative symbol display device 208 and a shielding device 246 (hereinafter may be referred to as a door or a shutter) are disposed on the back side of the effect device 206. That is, in the effect device 206, the decorative symbol display device 208 and the shielding device 246 are positioned behind the warp device 242, the front stage 244, and the effect movable body 224. The warp device 242 discharges the game ball that has entered the warp inlet 242a provided at the upper left of the effect device 206 to the front stage 244 below the front surface of the effect device 206 from the warp outlet 242b. The front stage 244 can roll a ball discharged from the warp outlet 242b or a ball carried by a nail of the game board 200, and the passed ball is in the center of the front stage 244. A special route 244a is provided to facilitate entry to 230.

  The effect movable body 224 of this example includes a horizontally long flat panel on which the model name of the pachinko machine 100 and the like are displayed. The effect movable body 224 is movable by a stepping motor (not shown) so that the front of the decorative symbol display device 208 can be moved in a vertical direction within a plane substantially parallel to the display screen.

  The shielding device 246 includes a lattice-like left door 246a and right door 246b, and is disposed between the decorative symbol display device 208 and the front stage 244. Belts wound around two pulleys (not shown) are fixed to the upper portions of the left door 246a and the right door 246b, respectively. That is, the left door 246a and the right door 246b move to the left and right as the belt driven by the motor through the pulley moves. In the state where the left door 246a and the right door 246b are closed, the shielding device 246 covers the inner end portions of the shielding device 246 so that it is difficult for the player to visually recognize the decorative symbol display device 208. In the state where the left door 246a and the right door 246b are opened, each inner end portion slightly overlaps the outer end portion of the display screen of the decorative symbol display device 208, but the player can visually recognize all of the display of the decorative symbol display device 208. It is. In addition, the left door 246a and the right door 246b can be stopped at arbitrary positions, respectively, for example, only a part of the decorative design so that the player can identify which decorative design the displayed decorative design is. Can be shielded. In addition, the left door 246a and the right door 246b may be configured so that a part of the decorative symbol display device 208 behind the lattice hole can be visually recognized, or the shoji part of the lattice hole is closed with a translucent lens body. The display by the decorative symbol display device 208 may be vaguely visible to the player, or the shoji part of the holes in the lattice is completely closed (shielded), and the decorative symbol display device 208 behind is made completely invisible. Also good. The shielding device 246 of this example is configured to expose the lower end of the display screen of the decorative symbol display device 208 even when the left door 246a and the right door 246b are closed.

  Next, the circuit configuration of the control unit of the pachinko machine 100 will be described in detail with reference to FIG. This figure shows a circuit block diagram of the control unit. The control unit of the pachinko machine 100 can be roughly divided into a main control unit 300 that controls the central part of the game and a command signal (hereinafter simply referred to as “command”) transmitted by the main control unit 300. The first sub-control unit 400 that performs control, the second sub-control unit 500 that controls various devices based on the command transmitted from the first sub-control unit 400, and the main control unit 300 according to the command transmitted by the main control unit 300 The payout control unit 600 controls the game ball payout, the launch control unit 630 performs the game ball launch control, and the power supply control unit 660 controls the power supplied to the pachinko machine 100. .

  First, the main control unit 300 of the pachinko machine 100 will be described. The main control unit 300 includes a basic circuit 302 that controls the entire main control unit 300. The basic circuit 302 includes a CPU 304, a ROM 306 for storing control programs and various data, a RAM 308 for temporarily storing data, an I / O 310 for controlling input / output of various devices, a time And a counter timer 312 for measuring the number of times and a WDT 314 for monitoring an abnormality in the program processing. Note that other storage devices may be used for the ROM 306 and the RAM 308, and this is the same for the first sub-control unit 400 and the second sub-control unit 500 described later. The CPU 304 of the basic circuit 302 operates by inputting a clock signal of a predetermined period output from the crystal oscillator 316b as a system clock.

  The basic circuit 302 has a random value generation circuit (counter circuit) 318 (a counter circuit) 318 (used as a hardware random number counter that changes a numerical value in the range of 0 to 65535 every time a clock signal output from the crystal oscillator 316a is received. This circuit includes two counters) and a predetermined ball detection sensor, for example, a sensor for detecting a game ball passing through each start port, winning port, variable winning port, or opening the front frame door A sensor circuit for receiving signals output from various sensors 320 including a sensor, an inner frame opening sensor, and a lower plate full sensor, and outputting an amplification result and a comparison result with a reference voltage to the random value generation circuit 318 and the basic circuit 302 322, a drive circuit 324 for performing display control of a predetermined symbol display device such as the special figure 1 display device 212 or the special figure 2 display device 214, and a predetermined figure A drive circuit 326 for performing display control of the display device, for example, the general map display device 210, and various status display units 328 (for example, the general map hold lamp 216, the special figure 1 hold lamp 218, the special figure 2 hold lamp 220, the high Driving circuit 330 for performing display control of the center lamp 222 and the like, and various movable members such as a blade member 232a of the special drawing 2 starting port 232 and door members of the variable winning ports 234 and 235 are opened and closed. A drive circuit 334 for controlling the solenoid 332 is connected. In this example, the crystal oscillator 316a and the random value generation circuit 318 are provided separately, but the crystal oscillator 316a may be included in the random value generation circuit 318.

  When the sphere detection sensor 320 detects that a sphere is won at the special figure 1 starting port 230, the sensor circuit 322 outputs a signal indicating that the sphere has been detected to the random value generation circuit 318. The random value generation circuit 318 that has received this signal latches the value of the counter corresponding to the special figure 1 starting port 230 at that timing, and stores the latched value in the built-in counter value corresponding to the special figure 1 starting port 230. Store in the register. Similarly, when the random value generation circuit 318 receives a signal indicating that the ball has won the special figure 2 starting port 232, the random number generation circuit 318 latches the value at the timing of the counter corresponding to the special figure 2 starting port 232. The latched value is stored in a built-in counter value storage register corresponding to the special figure 2 starting port 232.

  Further, an information output circuit 336 is connected to the basic circuit 302, and the main control unit 300 is connected to an information input circuit 350 provided in an external hall computer (not shown) or the like via this information output circuit 336. The game information (for example, game state) of the machine 100 is output.

  In addition, the main control unit 300 is provided with a voltage monitoring circuit 338 that monitors the voltage value of the power source supplied from the power source control unit 660 to the main control unit 300. The voltage monitoring circuit 338 is a voltage value of the power source. Is lower than a predetermined value (9 V in this example), a low voltage signal indicating that the voltage has dropped is output to the basic circuit 302.

  In addition, the main control unit 300 is provided with a start signal output circuit (reset signal output circuit) 340 that outputs a start signal (reset signal) when the power is turned on. When an activation signal is input, game control is started (main control section main processing described later is started).

  The main control unit 300 includes an output interface for transmitting a command to the first sub-control unit 400 and an output interface for transmitting a command to the payout control unit 600. Communication with the 1 sub control part 400 and the payout control part 600 is enabled. Information communication between the main control unit 300 and the first sub-control unit 400 and the payout control unit 600 is one-way communication. The main control unit 300 sends commands and the like to the first sub-control unit 400 and the payout control unit 600. The first sub control unit 400 and the payout control unit 600 are configured such that signals such as commands cannot be transmitted to the main control unit 300. However, the information communication between the main control unit 300, the first sub control unit 400, and the payout control unit 600 may be performed by bidirectional communication.

  Next, the first sub control unit 400 of the pachinko machine 100 will be described. The first sub-control unit 400 includes a basic circuit 402 that controls the entire first sub-control unit 400 based mainly on commands transmitted from the main control unit 300. The basic circuit 402 includes a CPU 404, a RAM 408 for temporarily storing data, an I / O 410 for controlling input / output of various devices, and a counter timer 412 for measuring time and frequency. It is installed. The CPU 404 of the basic circuit 402 operates by inputting a clock signal of a predetermined period output from the crystal oscillator 414 as a system clock. The basic circuit 402 is provided with a ROM 406 for storing a control program and various effect data. The ROM 406 may store the control program and various effect data in separate ROMs.

  The basic circuit 402 includes a sound source IC (S-ROM) 416 for controlling the speaker 120 (and amplifier) and a drive circuit 420 for controlling various lamps 418 (for example, the chance button lamp 138). A driving circuit 432 for controlling the driving of the shielding device 246, a shielding device sensor 430 for detecting the current position of the shielding device 246, a chance button sensor 426 for detecting the pressing of the chance button 136, and an output from the speaker 120. A volume adjustment switch 161 (not shown in FIG. 4) for adjusting the volume to be operated, an operation unit sensor (not shown) for detecting depression of each button of the setting operation unit 137, and detection signals from these sensors An image stored in the ROM 406 based on a sensor circuit 428 output to the basic circuit 402 and a signal from the CPU 404 Are connected to the VDP (Video Display Processor) 434 which generates display image using a work area of VRAM436 reads over data or the like to display an image on the decorative pattern display unit 208, a.

  Next, the second sub control unit 500 of the pachinko machine 100 will be described. The second sub control unit 500 includes a basic circuit 502 that receives a control command transmitted from the first sub control unit 400 via an input interface and controls the entire second sub control unit 500 based on the control command. ing. The basic circuit 502 includes a CPU 504, a RAM 508 for temporarily storing data, an I / O 510 for controlling input / output of various devices, and a counter timer 512 for measuring time, the number of times, and the like. doing. The CPU 504 of the basic circuit 502 operates by inputting a clock signal of a predetermined period output from the crystal oscillator 514 as a system clock. The basic circuit 502 is provided with a ROM 506 in which a control program and data for controlling the entire second sub-control unit 500, data for image display, and the like are stored.

  The basic circuit 502 includes a drive circuit 516 for controlling the drive of the effect movable body 224, an effect movable body sensor 424 that detects the current position of the effect movable body 224, and a detection signal from the effect movable body sensor 424. Is output to the basic circuit 502, a game board lamp drive circuit 530 for controlling the game board lamp 532, and a game table frame lamp drive for controlling the game table frame lamp 542 The circuit 540 is connected to a serial communication control circuit 520 that performs lighting control by serial communication between the game board lamp drive circuit 530 and the game stand frame lamp drive circuit 540.

  Next, the payout control unit 600, the launch control unit 630, and the power supply control unit 660 of the pachinko machine 100 will be described. The payout control unit 600 controls the payout motor 602 of the payout device 152 mainly based on a command signal or the like transmitted from the main control unit 300, and wins or rents a ball based on a control signal output from the payout sensor 604. It is detected whether or not the payout has been completed. Further, the payout control unit 600 communicates with a card unit 608 provided separately from the pachinko machine 100 via the interface unit 606.

  The launch control unit 630 outputs a control signal output from the payout control unit 600 to permit or stop the launch, or a launch intensity output circuit provided in the ball launch handle 134 to operate the ball launch handle 134 by the player. Control of the launch motor 632 that drives the launcher 146 and launcher 148, and control of the ball feeder 634 that supplies the launcher 110 with a ball from the upper plate 126 based on a control signal that indicates the launch intensity according to the amount. I do.

  The power control unit 660 converts the AC power supplied from the outside to the pachinko machine 100 into a DC voltage, converts it to a predetermined voltage, and controls each control unit such as the main control unit 300 and the first sub control unit 400, the payout device 152, etc. Supply to each device. Further, the power supply control unit 660 supplies a power storage circuit (for example, a power supply circuit) for supplying power to a predetermined part (for example, the RAM 308 of the main control unit 300) for a predetermined period (for example, 10 days) even after the external power supply is cut off. , Capacitor). In the present embodiment, a predetermined voltage is supplied from the power supply control unit 660 to the payout control unit 600 and the second sub control unit 500, and the main control unit 300, the second sub control unit 500, and the launch control are supplied from the payout control unit 600. Although the predetermined voltage is supplied to the unit 630, the predetermined voltage may be supplied to each control unit and each device through another power supply path.

  Next, the special figure 1 display device 212, the special figure 2 display device 214, the decorative symbol display device 208, and the universal figure display device 210 of the pachinko machine 100 are stopped and displayed using FIGS. The types of figures and ordinary drawings will be described. FIG. 5 (a) shows an example of the stop symbol aspect of FIG. 1, and FIG. 5 (b) shows an example of the stop symbol aspect of FIG. The special figure 1 variable game is started on the condition that the first start port sensor detects that the ball has entered the special figure 1 start opening 230, and the special figure 2 start opening 232 indicates that the ball has entered 2 The special figure 2 variable game is started on condition that the start sensor is detected. When the special figure 1 variable game is started, the special figure 1 display device 212 performs “variable display of special figure 1” which repeats lighting of all seven segments and lighting of one central segment. When the special figure 2 variable game is started, the special figure 2 display device 214 performs “variable display of special figure 2” by repeating all lighting of the seven segments and lighting of the central one segment. . These “variation display of special figure 1” and “variation display of special figure 2” correspond to an example of the symbol fluctuation display in the present embodiment. When the fluctuation time determined before the start of the fluctuation in FIG. 1 elapses, the special figure 1 display device 212 stops and displays the stop symbol form of the special figure 1 and the fluctuation time determined before the fluctuation starts in the special figure 2. After the elapse, the special figure 2 display device 214 stops and displays the stop symbol form of the special figure 2. Therefore, from the start of “figure display of special figure 1” until the stop symbol form of special figure 1 is stopped, or after the start of “fluctuation display of special figure 2”, the stop symbol form of special figure 2 is displayed. Until stop display corresponds to an example of the symbol fluctuation stop display referred to in the present embodiment, the stop symbol mode of special figure 1 or 2 is stopped and displayed after the "fluctuation display of special figure 1 or 2" is started. A series of displays until this is done is referred to as symbol variation stop display. The symbol variation stop display may be continuously performed a plurality of times.

  FIG. 5 (a) shows seven types of special charts, "Special Figure A" to "Special Figure G", as the stop symbol forms in the symbol fluctuation stop display of Special Figure 1. In FIG. 5A, the white portions in the figure indicate the segment locations where the light is turned off, and the black portions indicate the location where the segments are turned on. "Special Figure A" is a 15 round (15R) special jackpot symbol, "Special Figure B" is a 7R special jackpot symbol, and "Special Figure C" is a 7R jackpot symbol. In the pachinko machine 100 of the present embodiment, whether or not a big hit in the special figure variable game is determined by lottery of hardware random numbers, and whether or not a special big hit is determined and the number of rounds are determined by lottery of software random numbers. The difference between the jackpot and the special jackpot is a special figure variation game after the jackpot game ends, and the difference in probability of winning the jackpot is high (special jackpot) or low (jackpot). Hereinafter, a state with a high probability of winning the jackpot is referred to as a special figure high probability state (hereinafter, sometimes referred to as “special figure certain change” or simply “probable change”), and a state with a low probability is specially designated. This is called a low probability state. In addition, after the 15R special jackpot game ends, after the 7R special jackpot game ends and after the 7R jackpot game ends, the state shifts to the time-saving state (electric support state). Although the short time will be described in detail later, the short time state is referred to as a normal high probability state (hereinafter, sometimes referred to as “general probability change”), and the non-short time state is referred to as a general low probability state. “Special figure A” which is a 15R special jackpot symbol and “Special figure B” which is a 7R special jackpot symbol are symbols which become a special figure high probability common figure high probability state after the jackpot game ends, and are 7R jackpot symbols. “Special figure C” is a symbol that becomes a special figure low probability normal figure high probability state after the end of the big hit game. These “special drawing A”, “special drawing B”, and “special drawing C” are symbols that have a relatively large advantage over the player.

  "Special figure D" is a 2R jackpot symbol called sudden probability change, and is a symbol that becomes a special figure high probability ordinary figure high probability state after the jackpot game ends. That is, “Special Figure D” is 2R compared to “Special Figure A” which is 15R and “Special Figure B” which is 7R.

  “Special figure E” is a 2R jackpot symbol called latent probability variation or hidden probability variation. As will be described later, when “Special Figure E” is stopped and displayed in the special figure low probability normal figure low probability state, the special figure high probability normal figure low probability state (so-called “open” time 100 ms × 2R) ends. If the special figure E is stopped and displayed in a state other than the low probability state, the special figure high probability will be displayed after the big hit game (opening time 29000 ms × 2R). Transition to the high probability state shown in FIG. 11 (see FIGS. 11A and 11B). In other words, the “special figure E” indicates that the action during the big hit game and the game state to be shifted thereafter are determined according to the game state when the stop display is made (in this example, whether or not the special figure low probability normal figure low probability state). It is a different design.

  “Special figure F” is a small hit symbol, and is a special figure low probability normal figure low probability state. Further, the “special chart G” is an off-line symbol, and is a symbol that is relatively less advantageous to the player.

  FIG. 5 (b) shows four types of special figures “Special figure a” to “Special figure d” as stop symbol forms in the symbol fluctuation stop display of Special figure 2. “Special figure a” is a 15R special jackpot symbol, “Special figure b” is a 7R special jackpot symbol, “Special figure c” is a 7R jackpot symbol, and “Special figure d” is a missed symbol. In the present embodiment, seven types of special maps (of which five types are big hits) are used as the special symbol 2 as the special symbols 1 to 7 as shown in FIG. As the stop symbol pattern, four types of special maps (three of which are big hits) are used. By configuring in this way, there is a case where it is possible to provide a difference between the advantages of the special figure 1 and the special figure 2 without changing the probability of being a big hit and the probability of being probable among the big wins. In this example, the big hit of Special Figure 1 includes sudden probability changes and latent probability changes that hardly give out balls, whereas the big hit of Special Figure 2 does not include sudden probability changes and latent probability changes. The advantage of special figure 2 is higher than that of special figure 1.

  FIG. 5 (c) shows an example of a decorative design. There are 10 types of decoration patterns of the present embodiment: “Decoration 1” to “Decoration 10”. “Decoration 1” to “Decoration 9” and “Decoration 10” represent the numbers “1” to “9” and “0”, respectively. The first start port sensor detects that a ball has won the special figure 1 starting port 230 or the special figure 2 starting port 232, that is, the ball has entered the special figure 1 starting port 230, or the special figure 2 Each of the left symbol display area 208a, the middle symbol display area 208b, and the right symbol display area 208c of the decorative symbol display device 208 is provided on the condition that the second start port sensor detects that a ball has entered the start port 232. In the symbol display area, “decoration 1” → “decoration 2” → “decoration 3” →... → “decoration 9” → “decoration 10” → “decoration 1” →. “Change design of symbols”.

  And then, "Special Figure A" 15R special jackpot, "Special Figure B" 7R special jackpot, "Special Figure C" 7R big jackpot, "Special Figure a" 15R special jackpot, "Special Figure b" 7R special jackpot When the 7R jackpot of “special drawing c” is notified, a combination of symbols in which three same decorative symbols are arranged in the symbol display areas 208a to 208c (for example, “decoration 1—decoration 1—decoration 1” or “decoration 2— Display “decoration 2—decoration 2”). When the 15R special jackpot of “Special Figure A” and the 15R special jackpot of “Special Figure a” are explicitly notified, a combination of three symbols with the same odd number of decorative symbols (for example, “Decoration 3-Decoration 3- “Decoration 3”, “decoration 7-decoration 7-decoration 7”, etc.) are stopped and displayed.

  In addition, when notifying 2R big hit called “special drawing E” latent probability change (hidden probability change) or “special drawing F” small hit, “decoration 1-decoration 2-decoration 3” is stopped and displayed. To do. When a 2R jackpot called “sudden change” of “special drawing D” is notified, “decoration 1-decoration 3—decoration 5” is stopped and displayed. On the other hand, when notifying of the difference between “special drawing G” and “special drawing d”, symbol combinations other than the symbol combinations shown in FIG. 5C are stopped and displayed in the symbol display areas 208a to 208c.

  FIG.5 (d) shows an example of the usual stop display symbol. In this embodiment, there are three types of stop-display modes for normal maps: “general map A” and “general map B” which are hit symbols, and “general map C” which is a misplaced symbol. Based on the fact that the above-mentioned gate sensor has detected that the sphere has passed through the general map start port 228 and the general map start port 229, the general map display device 210 turns on all seven segments and displays one in the center. Repeatedly turn on the segment of “Usual change display”. Then, when notifying the winning of the common figure variable game, the “normal figure A” or “special figure B” is stopped and displayed, and when notifying the deviation of the common figure variable game, the “normal figure C” is stopped and displayed. To do. Also in FIG. 5D, the white portions in the figure indicate the segment locations where the light is extinguished, and the black portions indicate the location of the segments where the light is illuminated.

  Next, main control unit main processing executed by the CPU 304 of the main control unit 300 will be described with reference to FIG. This figure is a flowchart showing the flow of the main process of the main control unit. As described above, the main control unit 300 is provided with the start signal output circuit (reset signal output circuit) 340 that outputs the start signal (reset signal) when the power is turned on. The CPU 304 of the basic circuit 302 to which this activation signal is input executes a main control unit main process according to a control program stored in advance in the ROM 306 after resetting by a reset interrupt.

  First, in step S101, initial setting 1 is performed. In the initial setting 1, the stack initial value is set in the stack pointer (SP) of the CPU 304 (temporary setting), the interrupt mask is set, the I / O 310 is initialized, the various variables stored in the RAM 308 are initialized, and the WDT 314 is set. Enable operation, set initial values, etc. In this embodiment, a numerical value corresponding to 32.8 ms is set in WDT 314 as an initial value.

  In step S103 following step S101, the value of the counter of WDT 314 is cleared, and the time measurement by WDT 314 is restarted. In step S105 subsequent to step S103, whether or not the low voltage signal is ON, that is, the voltage value of the power supply that the voltage monitoring circuit 338 supplies from the power supply control unit 660 to the main control unit 300 is a predetermined value. When it is less than (9 V in this example), it is monitored whether or not a low voltage signal indicating that the voltage has dropped is output. Then, when the low voltage signal is on (when the CPU 304 detects that the power supply is cut off), the process returns to step S103, and when the low voltage signal is off (when the CPU 304 does not detect that the power supply is cut off), the step is performed. The process proceeds to S107. Even when the predetermined value (9 V) is not yet reached immediately after the power is turned on, the process returns to step S103, and step S105 is repeatedly executed until the supply voltage becomes equal to or higher than the predetermined value.

  In step S107, initial setting 2 is performed. In the initial setting 2, a process for setting a numerical value for determining a cycle for executing a main control unit timer interrupt process, which will be described later, in the counter timer 312, a predetermined port of the I / O 310 (for example, a test output port, a second output port, etc.) 1) a process of outputting a clear signal from the output port 1), a setting for permitting writing to the RAM 308, and the like.

  In step S109 subsequent to step S107, it is determined whether or not the state before power interruption (before power interruption) is restored. If the state before power interruption is not restored (the basic circuit 302 of the main control unit 300 is changed). In the case of initializing), the process proceeds to initialization processing (step S113). Specifically, first, a RAM clear signal transmitted when an RWM clear switch 180 provided on the power supply board 182 is operated by a store clerk or the like is on (indicating that there has been an operation). That is, it is determined whether or not RAM clear is necessary. If the RAM clear signal is on (RAM clear is necessary), the process proceeds to step S113 to set the basic circuit 302 to the initial state. On the other hand, when the RAM clear signal is OFF (when the RAM clear is not necessary), the power status information stored in the power status storage area provided in the RAM 308 is read, and the power status information is information indicating suspend. It is determined whether or not. If the power status information is not information indicating suspend, the process proceeds to step S113 to set the basic circuit 302 to the initial state. If the power status information is information indicating suspend, all 1-byte data stored in a predetermined area (for example, all areas) of the RAM 308 is added to a 1-byte register whose initial value is 0. Thus, the checksum is calculated, and it is determined whether or not the calculated checksum result is a specific value (for example, 0) (whether or not the checksum result is normal). When the checksum result is a specific value (eg, 0) (when the checksum result is normal), the process proceeds to step S111 to return to the state before the power interruption, and the checksum result is a specific value. If the value is other than 0 (for example, 0) (if the result of the checksum is abnormal), the process proceeds to step S113 to set the pachinko machine 100 to the initial state.

  In step S111, power recovery processing is performed. In this power recovery process, the value of the stack pointer stored in the stack pointer save area provided in the RAM 308 at the time of power failure is read and reset to the stack pointer (this setting). In addition, the value of each register stored in the register save area provided in the RAM 308 at the time of power interruption is read out and reset in each register, and then the interrupt permission is set. Thereafter, as a result of the CPU 304 executing the control program based on the reset stack pointer and registers, the pachinko machine 100 returns to the power-off state. That is, the processing is resumed from the instruction next to the instruction (predetermined in step S115) performed immediately before branching to the timer interrupt process (described later) immediately before the power interruption. The RAM 308 of the main control unit 300 is provided with a transmission information storage area. In step S111, a power recovery command is set in the transmission information storage area. This power recovery command is a command indicating that the power has been restored to the state at the time of power-off. In the command setting transmission process (step S233) in the timer interrupt process of the main control unit 300, which will be described later, the first sub control unit 400. Sent to.

  In step S113, initialization processing is performed. In this initialization process, interrupt prohibition setting, stack initial value setting to the stack pointer (this setting), initialization of all storage areas of the RAM 308, and the like are performed. Further, here, a normal return command is set in the transmission information storage area provided in the RAM 308 of the main control unit 300. This normal return command is a command indicating that the initialization process (step S113) of the main control unit 300 has been performed, and, like the power recovery command, the command setting transmission process (in the timer interrupt process of the main control unit 300) ( In step S233), the data is transmitted to the first sub-control unit 400.

  In step S115 subsequent to step S113, the basic random number initial value updating process is performed after setting the interrupt prohibition. In this basic random number initial value update process, the initial values of four random number counters for generating the normal winning random number, the special random number, the special figure 1 random value, and the special figure 2 random value are generated. The four initial value generation random number counters and the two random number counters for generating each of the normal figure variation time determination random value and the special figure variation time determination random value are updated. For example, if the numerical value range that can be taken as the random number value for determining the normal time variation is 0 to 100, the value is acquired from the random number counter storage area for generating the random value for determining the normal time variation time provided in the RAM 308 and acquired. Then, 1 is added to the obtained value and stored in the original random number counter storage area. At this time, if the result of adding 1 to the acquired value is 101, 0 is stored in the original random number counter storage area. Other initial value generation random number counters and random number counters are similarly updated. The initial value generation random number counter is also updated in a basic random number initial value update process (step S207) described later. The main control unit 300 repeatedly executes the process of step S115 except during a timer interrupt process that starts every predetermined period.

  Next, the main control unit timer interrupt process executed by the CPU 304 of the main control unit 300 will be described with reference to FIG. This figure is a flowchart showing the flow of the main control unit timer interrupt process. The main control unit 300 includes a counter timer 312 that generates a timer interrupt signal at a predetermined cycle (in this example, about once every 2 ms). At a predetermined cycle.

  First, in step S201, a timer interrupt start process is performed. In this timer interrupt start process, a process of temporarily saving each register value of the CPU 304 to the stack area is performed. In step S203 following step S201, the WDT 314 is periodically updated so that the WDT 314 count value exceeds the initial setting value (32.8 ms in this example) and no WDT interruption occurs (so as not to detect a processing abnormality). Therefore (in this example, the restart is performed once in about 2 ms, which is the period of the main control unit timer interrupt).

  In step S205 subsequent to step S203, input port state update processing is performed. In this input port state update process, the detection signals of various sensors 320 including the above-mentioned front frame door open sensor, inner frame open sensor, lower pan full sensor, and various ball detection sensors are input via the input port of the I / O 310. The input is monitored for the presence or absence of a detection signal, and stored in a signal state storage area provided for each of the various sensors 320 in the RAM 308. If the detection signal of the sphere detection sensor is described as an example, information on the presence / absence of the detection signal of each sphere detection sensor detected in the timer interruption process (about 4 ms before) is stored in the RAM 308 for each sphere detection sensor. This information is read out from the previous detection signal storage area partitioned and stored in the RAM 308 in the previous detection signal storage area partitioned for each sphere detection sensor, and the previous timer interrupt processing (about 2 ms before) ) Is read from the current detection signal storage area provided for each sphere detection sensor in the RAM 308, and this information is read out from the previous detection signal storage area described above. To remember. Further, the detection signal of each sphere detection sensor detected this time is stored in the above-described current detection signal storage area.

  Further, in step S205, the information on the presence or absence of the detection signal of each sphere detection sensor stored in each storage area of the above-mentioned detection signal storage area, the previous detection signal storage area, and the current detection signal storage area is compared. It is determined whether or not the information on the presence or absence of detection signals for the past three times in the ball detection sensor matches the winning determination pattern information. This main control unit timer interruption process that is repeatedly started at a very short interval of about 2 ms is started several times while one game ball passes through one ball detection sensor. For this reason, every time the main control unit timer interrupt process is activated, a detection signal indicating that the same game ball has passed the same ball detection sensor is confirmed in step S205. As a result, a detection signal indicating that the same game ball has passed the same ball detection sensor is stored in each of the detection signal storage area, the previous detection signal storage area, and the current detection signal storage area. That is, when the game ball starts to pass through the ball detection sensor, there is no detection signal before, a previous detection signal, and a current detection signal. In the present embodiment, in consideration of erroneous detection and noise of the sphere detection sensor, it is determined that there is a prize when the detection signal is stored twice continuously after no detection signal.

  In the ROM 306 of the main control unit 300, winning determination pattern information (in this embodiment, information indicating that there is no previous detection signal, that there is a previous detection signal, and that there is a current detection signal) is stored. In step S205, information on the presence or absence of detection signals for the past three times in each sphere detection sensor is pre-determined winning determination pattern information (in this embodiment, no previous detection signal, previous detection signal present, current detection signal present). In the case of the general winning opening 226, the variable winning openings 234, 235, the special figure 1 starting opening 230, and the special figure 2 starting opening 232, or the ordinary drawing starting opening 228. 229, it is determined that there was a passage. In other words, it is determined that a prize has been received at these winning ports 226, 234, 235 and the starting ports 230, 232, 228, 229. For example, when the information on the presence / absence of the detection signals for the past three matches with the above-described winning determination pattern information in the general winning opening sensor for detecting the winning at the general winning opening 226, there is a winning at the general winning opening 226. If the information on the presence / absence of detection signals for the past three times does not match the above-described winning determination pattern information, the subsequent general winnings are performed. The process branches to the subsequent process without performing the process associated with winning the prize to the mouth 226.

  The ROM 306 of the main control unit 300 stores winning determination clear pattern information (in this embodiment, information indicating that there is a detection signal before, no previous detection signal, no current detection signal). After it is determined that there has been a single win, it is not determined that there has been a win until the information on the presence or absence of detection signals for the past three times matches the winning determination clear pattern information in each ball detection sensor, and the winning determination is cleared. If it matches the pattern information, it is next determined whether or not it matches the winning determination pattern information.

  In step S207 subsequent to step S205, a basic random number initial value update process is performed, and in the next step S209, a basic random number update process is performed. In these basic random number initial value update processing and basic random number update processing, the initial value generation random number counter updated in step S115 is updated, and then used in the main control unit 300. Four random number counters for generating the random value, the special figure 1 random value, and the special figure 2 random value are updated. For example, if the range of values that can be taken as a random number value for a normal winning number is 0 to 100, a value is acquired from a random number counter storage area for generating a normal winning random number value provided in the RAM 308, and 1 is added to the acquired value. Then, it is stored in the original random number counter storage area. At this time, if the result of adding 1 to the acquired value is 101, 0 is stored in the original random number counter storage area. If it is determined that the random number counter has made a round as a result of adding 1 to the acquired value, the value of the initial value generating random number counter corresponding to each random number counter is acquired, and the random number counter storage area Set to.

  For example, a value is acquired from a random number counter for generating a regular winning random number that fluctuates in a numerical range of 0 to 100, and a result obtained by adding 1 to the acquired value is stored in a predetermined initial value storage area provided in the RAM 308. If the value is equal to the previously set initial value (for example, 7), the value is acquired as an initial value from the initial value generation random number counter corresponding to the random number counter for generating the random number for winning the normal number, The initial value set this time is stored in the above-mentioned initial value storage area in order to determine that the random number counter for generating a normal winning random value has made one round next, in addition to setting the random number counter for generating a winning random value Keep it. In addition to the above-described initial value storage area for determining that the random number counter for generating the normal winning random number next makes one round, the random number counter for generating the normal random number and the special figure 1 random number generating The RAM 308 is provided with an initial value storage area for determining that each of the random number counter for generating and the random number counter for generating the special figure 2 random number has made one round. In the present embodiment, the counter for acquiring the special figure 1 random value and the counter for acquiring the special figure 2 random value are provided separately, but the same counter may be used.

  In step S211 following step S209, effect random number update processing is performed. In this effect random number update process, a random number counter for generating an effect random number used by the main control unit 300 is updated.

  In step S213 following step S211, timer update processing is performed. In this timer update process, the time for displaying and changing the symbol on the special symbol display device 212 and the time for displaying and changing the symbol on the special symbol display device 212 are counted. Special figure 1 display symbol update timer, Special figure 2 display symbol update timer for measuring the time for the symbol to be changed / stopped on the special figure 2 display device 214, a predetermined winning effect time, a predetermined opening time, a predetermined time Various timers including a timer for counting the closing time, a predetermined end effect period, and the like are updated.

  In step S215 subsequent to step S213, a winning opening counter updating process is performed. In this winning opening counter updating process, when the winning holes 226, 234, 235 and the starting holes 230, 232, 228, 229 have been won, a prize ball provided in the RAM 308 for each winning hole or for each starting hole. The value in the number storage area is read out, and 1 is added to set the original prize ball number storage area.

  In step S217 following step S215, a winning acceptance process is performed. In this winning acceptance process, it is determined whether or not there has been a prize at the special figure 1 starting port 230, the special figure 2 starting port 232, the ordinary drawing starting ports 228 and 229, and the variable winning ports 234 and 235. Here, the determination is made using the determination result of whether or not it matches the winning determination pattern information in step S205.

  When the special figure 1 starting port 230 is won and the corresponding special figure 1 holding number storage area provided in the RAM 308 is not full, the special figure 1 starting port 230 of the random number generation circuit (hard random number circuit) 318 A special figure 1 winning random number value generated by performing predetermined processing on a value stored in a corresponding built-in counter value storage register is acquired, and a special figure is generated from a special figure 1 random number generation random number counter provided in the RAM 308. One random value is acquired and stored in the special figure 1 random value storage area in the order of acquisition. The special figure 1 winning random number values and the special figure 1 random number values in the special figure 1 random value storage area are stored in the same number as the special figure 1 reservation number stored in the special figure 1 reservation number storage area. In the special figure 1 random value storage area, each time the special figure 1 holding number decreases, the data of the combination of the special figure 1 winning random number and the special figure 1 random value having the highest holding order (first) is deleted. At the same time, processing is performed so that the data holding order of the remaining special figure 1 winning random number value and special figure 1 random number value is incremented by one. Also, each time the special figure 1 holding number increases, a new special figure 1 is added to the next holding order of the data of the combination of the special figure 1 winning random number value and the special figure 1 random value having the lowest (last) holding order. The data of a set of winning random numbers and special figure 1 random values is written.

  When the special figure 2 starting port 232 is won and the corresponding special figure 2 reserved number storage area provided in the RAM 308 is not full, a built-in counter corresponding to the special figure 2 starting port 232 of the random number generation circuit 318 The special figure 2 winning random number value generated by performing predetermined processing on the value stored in the value storage register is acquired, and the special figure 2 random number value is acquired from the special figure 2 random value generation random number counter provided in the RAM 308. Then, they are stored in the special figure 2 random value storage area in the order of acquisition. The special figure 2 winning random number values and the special figure 2 random number values in the special figure 2 random number storage area are stored in the same number as the special figure 2 reservation number stored in the special figure 2 reservation number storage area. In the special figure 2 random value storage area, each time the special figure 2 hold number decreases, the data of the combination of the special figure 2 winning random value and the special figure 2 random value with the highest holding order is deleted, and the remainder The special ranking 2 winning random number value and the special figure 2 random value set data are processed so that the holding order is incremented by one. Each time the special figure 2 hold number increases by one, a special special figure 2 winning random number value is added to the next holding rank of the data of the special figure 2 winning random number value and the special figure 2 random value group having the lowest holding order. And special figure 2 random value set data is written.

  Also, special figure 1 starting information (a pair of special figure 1 winning random value and special figure 1 random value) or special figure 2 starting information (a pair of special figure 2 winning random value and special figure 2 random value) has been newly acquired. In this case, the special figure prefetching process is executed using the start information. Details of the special figure prefetching process will be described later.

  If there is a winning at the general chart start port 228 or the general map start slot 229, and the corresponding general map hold number storage area provided in the RAM 308 is not full, the value is automatically displayed from the random number counter for generating the random number for winning the normal chart. Obtained as a winning random number value, obtains a regular random number value from a random number counter for generating a regular random number value provided in the RAM 308, and stores it in a regular random value storage area in the order of acquisition. The number of combinations of the random numbers and the common random numbers in the random number value storage area is stored in the same number as the number of reserved general numbers stored in the general number hold number storage area. In the standard random number storage area, each time the number of pending charts decreases by one, the data of the combination of the random number value and the random number value with the highest ranking (first) in the ranking is deleted and the remaining Is processed so that the holding order of the data of the pair of the common figure winning random number and the common figure random number is incremented by one. In addition, each time the number of pending orders increases by one, a new winning figure random number value and a new standing figure winning random number value in the next holding rank of the data of the combination of the random number value and the random number value with the lowest ranking (last) Data of a set of regular random numbers is written. When there is a winning at the variable winning opening 234, information indicating that a ball has entered the variable winning opening 234 is stored in the winning storage area for the variable winning opening 234. When a winning is made at the variable winning opening 235, information indicating that a ball has entered the variable winning opening 235 is stored in the winning storage area for the variable winning opening 235.

  In step S219 following step S217, a payout request number transmission process is performed. Note that the output schedule information and the payout request information output to the payout control unit 600 are composed of, for example, 1 byte, strobe information (indicating that data is set when ON), bit 6 Power-on information (if turned on, indicates that this is the first command transmission after power-on), bits 4-5 indicate the current processing type for encryption (0-3), and bits 0-3 indicate encryption The number of payout requests after processing is shown.

  In step S221 following step S219, a normal state update process is performed. This normal state update process performs one of a plurality of processes corresponding to the normal state. For example, in the general diagram state update process in the middle of the normal map change display (the value of the above-mentioned general map display symbol update timer is 1 or more), the 7 segment LED constituting the general map display device 210 is repeatedly turned on and off. Turns off drive control. By performing this control, the general map display device 210 performs normal variable display (normal map variable game).

  Also, in the general state update process at the timing when the normal map change display time has elapsed (the timing at which the value of the general map display symbol update timer has changed from 1 to 0), When the 7-segment LED constituting the general-purpose display device 210 is turned on / off to control the display mode, and the normal-map hit flag is off, the general-purpose display is displayed so that the display mode of the off symbol is displayed. The 7 segment LED constituting the device 210 is controlled to be turned on / off. Further, the RAM 308 of the main control unit 300 is provided with a setting area for performing various settings in various processes, not limited to the normal state update process. Here, the above-described lighting / extinguishing drive control is performed, and the setting area is set to indicate that the normal stop display is being performed. By performing this control, the general-purpose display device 210 is either one of the winning symbols (the common diagram A or B shown in FIG. 5D) and the off symbol (the common diagram C shown in FIG. 5D). The final symbol is displayed. Thereafter, information indicating the stop period is set in a storage area of a normal stop time management timer provided in the RAM 308 to maintain the display for a predetermined stop display period (for example, 500 ms). With this setting, the symbol that has been confirmed and displayed is stopped and displayed for a predetermined period, and the player is notified of the result of the normal game.

  Further, if the result of the usual figure variable game is a hit, the usual figure hit flag is turned on. When the usual figure hit flag is on, in the usual figure state update process at the timing when the predetermined stop display period ends (when the usual figure stop time management timer value changes from 1 to 0), A normal operation is set in the setting area, and a predetermined open period (for example, 2 seconds), a solenoid for driving to open / close the blade member 232a of the special opening 2 232 (a part of various solenoids 332), A signal for holding 232a in the open state is output, and information indicating the open period is set in the storage area of the blade open time management timer provided in the RAM 308.

  Further, in the usual state update process that starts at the timing when the predetermined opening period ends (the timing when the value of the blade opening time management timer is changed from 1 to 0), the predetermined closing period (for example, 500 ms), A signal for holding the blade member in the closed state is output to the solenoid 332 for opening and closing driving, and information indicating the closing period is set in the storage area of the blade closing time management timer provided in the RAM 308.

  Further, in the normal state update process that starts at the timing when the predetermined closing period ends (when the value of the blade closing time management timer is changed from 1 to 0), the non-operating state is set in the setting area of the RAM 308. To do. Furthermore, if the result of the usual figure fluctuation game is out of place, the usual figure flag is turned off. In the case where the usual figure hit flag is off, even in the usual figure state update process at the timing when the predetermined stop display period described above ends (when the value of the usual figure stop time management timer is changed from 1 to 0), In the setting area of the RAM 308, normal operation inactive is set. In the general state update process in the case where the general map is not operating, nothing is done and the process proceeds to the next step S223.

  In step S223, a general drawing related lottery process is performed. In this general map-related lottery process, the open / close control of the general map variable game and the special map 2 start port 232 is not performed (the state of the normal map is inactive), and the number of the general map variable games that are on hold Is set to be 1 or more, and is executed using a pair of the first ordinary winning random number value and the ordinary random number value in the ordinary random number value storage area.

  The main control unit 300 obtains the normal start information (a combination of the normal winning random number and the normal random number) from the earliest (most recently stored) holding position in the normal random number storage area. On the basis of the obtained normal figure winning random number value in the obtained ordinary figure starting information, the value of the ordinary figure probability variation flag in the RAM 308, etc., the determination table for the success / failure stored in the ROM 306 (FIGS. 9A and 9B described later). (Ref.) Is used to determine whether or not to win or not (determination of success / failure). Next, the main control unit 300, based on the general random number value in the acquired general map start information and the determined success / failure determination result, etc., the general map determination table stored in the ROM 306 (the hit shown in FIG. 9C). The symbol (stop symbol) to be stopped and displayed after the normal variation display is determined using the hour action table). Next, the main control unit 300, for example, selects various tables (for example, timer number selection (not shown)) stored in the ROM 306 based on the determined success / failure determination result, the stop symbol, the acquired random number for determining the normal time change time, etc. The normal fluctuation display time (timer number) is determined using a table, and the fluctuation display time is stored in the normal figure fluctuation time storage area provided in the RAM 308 as the normal figure fluctuation display time.

  The main control unit 300 extracts the earliest general chart start information from the normal random number value storage area, erases the earliest general chart start information from the normal random number value storage area, and Decrease the number of reserved maps in the area by 1. At this time, the general chart start information taken out from the standard random number storage area is stored in a temporary area provided in the RAM 308, and the above-mentioned determination is made based on the general chart start information stored in the temporary area. Also good.

  The main control unit 300 sets the common figure flag provided in the RAM 308 to ON when the determination result is successful (winning), and sets the common figure flag to OFF when not successful.

  Next, the special figure state update process for each of the special figure 1 and the special figure 2 is performed. First, the special figure state update process (the special figure 2 state update process) for the special figure 2 is performed (step S225). In the special figure 2 state update process, one of the following processes is performed according to the state of the special figure 2.

  For example, in the special figure 2 state update process in the middle of the special figure 2 fluctuation display (the value of the special figure 2 display symbol update timer described above is 1 or more), the 7-segment LED constituting the special figure 2 display device 214 is turned on and off. Repeatedly turn on / off drive control. By performing this control, the special figure 2 display device 214 performs the special figure 2 variable display (special figure 2 variable game). In addition, predetermined transmission information indicating that the rotation start setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-described transmission information storage area, and the process ends.

  Further, the RAM 308 of the main control unit 300 is provided with flags such as a 15R big hit flag, a 7R big hit flag, a 2R big hit flag, a small hit flag, a loss flag, a special figure probability fluctuation flag, and a normal figure probability fluctuation flag. . These flags are set to ON or OFF based on the stop symbol determined in the special figure 2 related lottery process described later. In the special figure 2 state update process starting at the timing when the special figure 2 variable display time has elapsed (the timing when the special figure 2 display symbol update timer value has changed from 1 to 0), for example, when the 15R big hit flag is on 5 (b) shows that the special figure a, the 7R big hit flag is on, and the special figure probability fluctuation flag is on, the special figure b, the 7R big hit flag is on, and the special figure probability fluctuation flag is off. When the special flag c and the off flag are turned on, the 7-segment LED constituting the special figure 2 display device 214 is controlled to be turned on / off so that the special figure d is displayed. 2 is set to indicate that the stop display is being performed. By performing this control, the special figure 2 display device 214 performs a fixed display of any one of the special figures a to d.

  Thereafter, in order to maintain the display for a predetermined stop display period (for example, 500 ms), information indicating the stop period is set in the storage area of the special figure 2 stop time management timer provided in the RAM 308. With this setting, the specially displayed special figure 2 is stopped and displayed for a predetermined period, and the result of the special figure 2 variable game is notified to the player. In addition, if the time reduction number stored in the time reduction number storage unit provided in the RAM 308 is 1 or more, 1 is subtracted from the time reduction number. If not, turn off the time flag. Further, the hourly flag is also turned off during the big hit game (in the special game state). Also, if the probability variation number stored in the probability variation number storage unit provided in the RAM 308 is 1 or more, 1 is subtracted from the probability variation number, and if the subtraction result is 1 to 0, the special figure probability variation flag. Turn off.

  Further, the special transmission information indicating that the rotation stop setting transmission process is executed in the command setting transmission process (step S233) is additionally stored in the above-described transmission information storage area, and the design for stopping the variable display is shown in FIG. The special figure 2 identification information indicating the presence is additionally stored in the RAM 308 as information to be included in command data, which will be described later, and the processing is terminated.

  Further, if the result of the special figure 2 variable game is a big hit, the big hit flag is turned on. When the big hit flag is on, in the special figure 2 state update process at the timing when the predetermined stop display period ends (the special figure 2 stop time management timer value changes from 1 to 0), the setting of the RAM 308 is set. In order to set a special figure 2 in operation in the area and wait for a predetermined winning effect period (for example, 3 seconds), that is, a period during which an image for notifying the player that a big hit by the decorative symbol display device 208 is started is displayed. In addition, information indicating the winning effect period is set in the storage area of the special figure 2 standby time management timer provided in the RAM 308. Further, predetermined transmission information indicating that the winning effect setting transmission process is executed in the command setting transmission process (step S233) is additionally stored in the transmission information storage area.

  Further, in the special figure 2 state update process that starts at the timing when the predetermined winning effect period ends (the timing when the value of the special figure 2 standby time management timer changes from 1 to 0), a predetermined release period (for example, 29 seconds) Or, until a winning of a predetermined number of game balls (for example, 10 balls) is detected in the variable winning holes 234, 235) solenoids for opening / closing the door members of the variable winning holes 234, 235 (part of various solenoids 332) In addition, a signal for holding the door member in the opened state is output, and information indicating the opening period is set in the storage area of the door opening time management timer provided in the RAM 308. In addition, predetermined transmission information indicating that the special winning opening release setting transmission process is executed in the command setting transmission process (step S233) is additionally stored in the transmission information storage area.

  In the special figure 2 state update process that starts at the timing when the predetermined opening period ends (the timing when the door opening time management timer value changes from 1 to 0), the predetermined closing period (for example, 1.5 seconds) A signal for holding the door member in a closed state is output to a solenoid for opening / closing the door member of the variable prize opening 234, 235 (a part of various solenoids 332), and a door closing time management timer provided in the RAM 308 is used. Information indicating the closing period is set in the storage area. In addition, predetermined transmission information indicating that the special winning opening closing setting transmission process is executed in the command setting transmission process (step S233) is additionally stored in the transmission information storage area.

  In addition, the door member opening / closing control is repeated a predetermined number of times (in this embodiment, 15 rounds or 7 rounds in the case of Special Figure 2, 15 rounds, 7 rounds or 2 rounds in the case of Special Figure 1), and the control is finished. In the special figure 2 state update process that starts at the timing, a predetermined end effect period (for example, 3 seconds), that is, a period in which an image for notifying the player that the jackpot by the decorative symbol display device 208 is ended is displayed. Therefore, information indicating the effect standby period is set in the storage area of the effect standby time management timer provided in the RAM 308. Also, if the normal probability fluctuation flag is set to ON, at the same time as the end of the big hit game, the hour / hour number (for example, 100 times) is set in the hour / hour number storage unit provided in the RAM 308 and provided in the RAM 308. Turn on the short time flag. If the ordinary probability fluctuation flag is set to OFF, the number of time reductions is not set in the time reduction number storage unit, and the time reduction flag is not turned on.

  The short time here means that the pachinko machine is in an advantageous state for the player in order to shorten the time from the end of the big hit game to the start of the next big hit game. When the time reduction flag is set to ON, the normal figure high probability state (normal figure certain change) is established. There is a higher probability of hitting in the general-game variable game in the high-probability state than in the normal-game low-probability state. In addition, in the normal figure high probability state, the fluctuation time of the general figure variable game is shorter than in the normal figure low probability state (normal figure variable short). Furthermore, in the normal high probability state, compared to the normal low probability state, the opening time in one opening of the pair of blade members 232a of the special drawing 2 starting port 232 is likely to be longer (electrical chew extension). In addition, the pair of blade members 232a are more likely to open in the normal high probability state than in the normal low probability state. The state in which any one of these ordinary figure change, universal figure change, and electric Chu extension is set is referred to as an electric support (starting prize winning support by electric tulip) state.

  In addition, as described above, the hourly flag is set to off during the big hit game (in the special game state). Therefore, the normal low probability state is maintained during the big hit game. This is because, if the game is in a high probability state during a big hit game, a predetermined number of variable winning holes 234 and 235 will be placed in the special figure 2 start opening 232 during the big hit game until a game ball enters. There is a problem that game balls enter and the number of game balls that can be acquired during a big hit increases, resulting in an increase in euphoria. This is to solve this problem.

  If the special figure probability variation flag is set to ON, the probability variation number (for example, 10,000 times) is set in the probability variation number storage unit provided in the RAM 308 simultaneously with the end of the big hit game.

  Further, predetermined transmission information indicating that the end effect setting transmission process is executed in the command setting transmission process (step S233) is additionally stored in the transmission information storage area.

  In the special figure 2 state update process that starts at the timing when the predetermined end production period ends (the timing when the production standby time management timer value changes from 1 to 0), the special figure 2 is not activated in the setting area of the RAM 308. Set medium.

  Further, if the result of the special figure 2 variable game is out of order, the out-of-game flag is turned on. In the case where the miss flag is on, even in the special figure 2 state update process at the timing when the predetermined stop display period described above ends (the timing when the special figure 2 stop time management timer value changes from 1 to 0), In the setting area of the RAM 308, special figure 2 inactive is set. In the special figure 2 state update process when the special figure 2 is not in operation, nothing is done and the process proceeds to the next step S227.

  Subsequently, special figure state update processing (special figure 1 state update process) for special figure 1 is performed (step S227). In the special figure 1 state update process, each process described in the special figure 2 state update process is performed according to the state of the special figure 1. Each process performed in the special figure 1 state update process is the same as the process in which “special figure 2” in the contents described in the special figure 2 state update process is replaced with “special figure 1”. Omitted. However, in this example, since the stop symbol form of special figure 1 is different from the stop symbol aspect of special figure 2, the timing at which the special figure 1 variable display time has elapsed (the value of the special figure 1 display symbol update timer becomes 1 to 0) The special figure 1 state update process starting at the same time) is different from the special figure 2 state update process. In the special figure 1 state update process started at the above timing, for example, when the 15R big hit flag is on and the special figure probability variation flag is on, the special figure A shown in FIG. When the figure probability fluctuation flag is on, the special figure B, the 7R big hit flag is on, when the special figure probability fluctuation flag is off, the special figure C, the 2R big hit flag is on, the special figure probability fluctuation flag is on, When the figure probability fluctuation flag is on, the special figure D, 2R big hit flag is on, the special figure probability fluctuation flag is on, and when the common figure probability fluctuation flag is off, the special figure E, the small hit flag is on The special segment F is controlled to turn on / off the 7-segment LED constituting the special diagram 1 display device 212 so that the special flag F is turned on and the special flag G is turned on. Special figure 1 stop table To set indicating that it is in. By performing this control in the special figure 1 state update process started at the above timing, the special figure 1 display device 212 performs a fixed display of any one of the special figures A to G. The order of the special figure 2 state update process and the special figure 1 state update process may be reversed.

  When the special figure state update process in step S225 and step S227 is completed, a special figure related lottery process for each of special figure 1 and special figure 2 is performed. Also here, first, a special drawing related lottery process for special figure 2 (a special drawing 2 related lottery process) is performed (step S229), and then a special drawing related lottery process for special figure 1 (a special drawing 1 related lottery process). ) Is performed (step S231). In the special drawing 2 related lottery process, the floating game of the special drawing 1 and the special drawing 2 is not performed, and the state of the special drawing 1 and the special drawing 2 are both inactive and is held. The game is executed using the first special figure 2 winning random number value and the special figure 2 random number value in the special figure 2 random value storage area, starting from the fact that the number of variable games is 1 or more. The special figure 1 related lottery process does not perform the floating game of the special figure 1 and the special figure 2, the state of the special figure 1 and the special figure 2 are both inactive, and is suspended. The game is executed using the first special figure 1 winning random number value and the special figure 1 random number value in the special figure 1 random value storage area as a starting condition that the number of variable games is 1 or more.

  Also for these special drawing related lottery processes, the main control unit 300 performs the special figure 2 related lottery processing before the special figure 1 related lottery processing, so that the special figure 2 variable game start condition and the special figure 1 fluctuation Even if the game start conditions are satisfied at the same time, since the special figure 2 variable game is changing first, the special figure 1 variable game does not start changing. In addition, when the number of reserved special figure 2 variable games is 1 or more, the lottery process and the variable game related to the special figure 1 variable game hold are not performed. In addition, the notification of the result of the special symbol variable game success / failure determination by the decorative symbol display device 208 is performed by the first sub-control unit 400, and the lottery result of the lottery based on the winning at the special symbol 2 starting port 232 is notified. Priority is given to the notification of the lottery result of the lottery based on the winning in the special figure 1 starting port 230. In the present embodiment, a special figure variable game with a high advantage (in this example, special figure 2 variable game) is given priority over a low special figure variable game (in this example, special figure 1 variable game). . For this reason, it may be easy to give a difference in the advantage of the gaming state.

  In the case of the special figure 2 related lottery process in step S229, the main control unit 300 starts the special figure 2 start information (special) from the first (most recently stored) holding position in the special figure 2 random value storage area. 2), and based on the special figure 2 winning random number value in the obtained special figure 2 start information, the value of the special figure probability variation flag in the RAM 308, and the like. Is used as a big hit or a small hit (in this example, the small hit can be selected only in FIG. 1) using the determination table (see FIGS. 10 (a) to 10 (d) described later). Or whether it is determined to be out of place (judgment determination). Next, the main control unit 300, based on the special figure 2 random value in the acquired special figure 2 start information and the determined success / failure determination result, etc., the special figure determination table (FIG. 11 (a), Using the symbol distribution table shown in FIG. 12A, the symbol (stop symbol) to be stopped and displayed after the variation display of the special diagram 2 is determined. Next, the main control unit 300 is stored in the ROM 306 based on, for example, the determined success / failure determination result, the stop symbol, the special figure 2 holding number at the time of the determination, the acquired special figure variation time determination random number value, and the like. The variable display time (timer number) in FIG. 2 is determined using various tables (for example, a timer number selection table not shown).

  After fetching the first special figure 2 start information from the special figure 2 random value storage area, the main control unit 300 deletes the first special figure 2 start information from the special figure 2 random value storage area, 2 is subtracted from the reserved figure number 2 in the reserved number storage area. At this time, the special figure 2 start information extracted from the special figure 2 random value storage area is stored in a temporary area provided in the RAM 308, and the above-described determination is performed based on the special figure 2 start information stored in the temporary area. You may do it.

  After the special figure 2 related lottery process (step S229) as described above, the special figure 1 related lottery process (step S231) is performed in the same manner.

  In the above description, the special figure 2 variable game having a high advantage is started in preference to the special figure 1 variable game having a low advantage, and the special figure 2 hold is prioritized over the special figure 1 hold. Special figure 2 priority fluctuation is given as an example, but special figure 1 variable game with low advantage is started over special figure 2 variable game with high advantage, and special figure 1 suspension is The special figure 1 priority fluctuation | variation digested preferentially over hold may be sufficient. In addition, priority is not given to special figure 2 variable game and special figure 1 variable game, and the start opening prize is started in the order in which the special figure variable games related to the holding of each of special figure 1 and special figure 2 are held at the start opening. It may be a forward variation. In the starting order winning order fluctuation, the upper limit number of holds is 8 regardless of the special figures 1 and 2, and compared with the priority fluctuation in which the upper limit number of holds is 4 in each of the special figures 1 and 2. In some cases, the substantial upper limit of the number of holds can be increased.

  In the above description, it is assumed that the lottery process and the variable game relating to the holding of the other special figure are not performed according to the state of the special figure, but the invention is not limited to this, and the special figure state update described above is not performed. The process and the special figure related lottery process may be performed independently in the special figure 1 and the special figure 2, respectively, so that a plurality of special figures may be changed simultaneously. In addition, when a plurality of special figures are changed at the same time, a plurality of areas for displaying the lottery results of each special figure are provided on the decorative symbol display device 208 or the lottery results of each special figure are displayed. A plurality of decorative symbol display devices may be provided, and the lottery results may be displayed separately, or the lottery results of a plurality of special drawings may be displayed in one area. In addition, when fluctuations related to a plurality of special figures are performed simultaneously, the lottery result of the special figure that stopped the fluctuation may affect the lottery result of the special figure that stops the fluctuation later.

  In step S233 following step S231, command setting transmission processing is performed. In this command setting transmission process, various commands are transmitted to the first sub-control unit 400. The output schedule information to be transmitted to the first sub-control unit 400 is composed of 16 bits, for example, bit 15 is strobe information (indicating that data is set when ON), bits 11 to 14 are Command type (in this embodiment, basic command, symbol variation start command, symbol variation stop command, winning effect start command, end effect start command, jackpot round number designation command, power recovery command, RAM clear command, prefetch result information command Information that can specify the type of command, etc.), bits 0 to 10 are constituted by command data (predetermined information corresponding to the command type). Further, in the present embodiment, a symbol variation start command and a symbol variation stop command related to a common symbol are also included as command types.

  Specifically, the strobe information is turned on or off by the command transmission process described above. In addition, if the command type is a special symbol design change start (rotation start) command, the command data includes various big hit flags, small hit flags, outlier flags, special figure probability fluctuation flags, and special drawing related lottery processing. In the case of the symbol variation stop (rotation stop) command, including information indicating the timer number selected in, including the values of various big hit flags, small hit flags, outlier flags, special figure probability variation flags, etc. In the case of a start command and an end production start command, information including the value of a special figure probability variation flag, etc., and in the case of a jackpot round number designation command, information indicating the value of a special figure probability variation flag, the number of big hit rounds, etc. Is included. When the command type indicates a basic command, device information in the command data, presence / absence of winning in the special figure 1 starting port 230, presence / absence of winning in the special figure 2 starting port 232, winning in the variable winning ports 234 and 235 Contains information indicating presence or absence. In the case of a prefetch result information command, information indicating the types of special figure 1 and special figure 2, the prefetch number stored in the prefetch number storage area described later, the stop symbol stored in the prefetch result storage unit, etc. Included.

  In addition, if the command type is a normal symbol variation start (rotation start) command, the command data includes values such as a universal symbol per unit flag, a general symbol deviation flag, a general symbol probability variation flag, etc. Information that includes information about the determined stop symbol and variation time, and in the case of a regular symbol variation stop (rotation stop) command, information indicating the value of the universal symbol per unit flag, the usual symbol deviation flag, the common symbol probability variation flag, etc. Is included.

  In the rotation start setting transmission process described above, the command data includes values such as various big hit flags, small hit flags, off-set flags, and special figure probability variation flags stored in the RAM 308, special figure 1 related lottery processes, and special figures. Information indicating the timer number selected in the FIG. 2 related lottery process, the number of the special figure 1 variable game or the special figure 2 variable game being held, etc. is set. In the rotation stop setting transmission process described above, information indicating values of various big hit flags, small hit flags, loss flags, special figure probability variation flags, etc. stored in the RAM 308 is set in the command data.

  In the winning effect setting transmission process described above, the command control data stored in the RAM 308, the effect control information output to the decorative symbol display device 208, various lamps 418, and the speaker 120 during the winning effect period, the special figure probability variation flag The information indicating the value, the number of the special figure 1 variable game or the special figure 2 variable game, etc. that are held is set. In the above-described end effect setting transmission process, the command control data stored in the RAM 308, the effect control information output to the decorative symbol display device 208, various lamps 418, and the speaker 120 during the effect standby period, the special figure probability variation flag Information indicating the value, the number of the special figure 1 variable game or the special figure 2 variable game being held, etc. is set. In the above-described special winning opening release setting transmission process, the command data includes the number of big hits stored in the RAM 308, the value of the special figure probability variation flag, the number of the special figure 1 variable game or the special figure 2 variable game held. Set the information that indicates. In the above-mentioned special winning opening closing setting transmission process, the command data includes the number of big hit rounds stored in the RAM 308, the value of the special figure probability variation flag, the number of the special figure 1 variable game or the special figure 2 variable game held. Set the information that indicates.

  In step S233, general command special figure hold increase processing is also performed. In this general command special figure pending increase process, special figure identification information (information showing special figure 1 or special figure 2) stored in the transmission information storage area of the RAM 308, command notice information (preliminary notice information, false) Set either advance notice information or no advance notice information).

  In the first sub-control unit 400, it is possible to determine the production control according to the change of the game control in the main control unit 300 by the command type included in the received output schedule information, and it is included in the output schedule information. Based on the information of the command data, the contents of effect control can be determined.

  In step S235 following step S233, external output signal setting processing is performed. In this external output signal setting process, the game information stored in the RAM 308 is output to the information input circuit 350 separate from the pachinko machine 100 via the information output circuit 336.

  In step S237 following step S235, device monitoring processing is performed. In this device monitoring process, the signal states of the various sensors stored in the signal state storage area in step S205 are read, and the presence or absence of a predetermined error, for example, the presence or absence of a front frame door opening error or the presence or absence of a bottom pan full error is monitored. . When a front frame door open error or a lower pan full error is detected, the transmission information to be transmitted to the first sub-control unit 400 includes device information indicating whether there is a front frame door open error or a lower pan full error. Set. Further, various solenoids 332 are driven to control the opening and closing of the special figure 2 starting port 232 and the variable prize winning ports 234 and 235, and the general diagram display device 210 and the special figure 1 display via the drive circuits 324, 326 and 330. Display data to be output to the device 212, the special figure 2 display device 214, the various status display unit 328, and the like is set in the output port of the I / O 310. Further, the output schedule information set in the payout request number transmission process (step S219) is output to the payout control unit 600 via the output port of the I / O 310.

  In step S239 following step S237, it is monitored whether or not the low voltage signal is ON. Then, when the low voltage signal is on (when power supply cutoff is detected), the process proceeds to step S243, and when the low voltage signal is off (when power supply cutoff is not detected), the process proceeds to step S241. In step S241, timer interrupt end processing is performed. In this timer interrupt end process, the value of each register temporarily saved in step S201 is set in each original register, interrupt permission is set, etc., and then the main control unit main process shown in FIG. Return to. On the other hand, in step S243, a specific variable or stack pointer for returning to the power-off state at the time of power recovery is saved in a predetermined area of the RAM 308 as return data, and power-off processing such as initialization of input / output ports is performed. After that, the process returns to the main process of the main control unit shown in FIG.

  FIG. 8A is a flowchart showing an example of the flow of the special figure prefetching process executed in the winning acceptance process (step S217). In the special figure prefetching process, the main control unit 300 prefetches the increased start information (newly acquired start information) in each of special figure 1 and special figure 2, and pre-stops the stop symbol before the success / failure determination process. The predetermination result (special drawing prefetching result) is stored in the prefetching result storage unit (see FIGS. 8B to 8E) in the RAM 308.

  Here, in the RAM 308, the special figure 1 prefetch result storage unit for storing the special figure 1 prefetch result and the number of special figure 1 prefetch results stored in the special figure 1 prefetch result storage unit are specially displayed. A special figure 1 pre-reading number storage area for storing as one pre-reading number is provided. The prefetch result storage unit for special figure 1 can store up to four prefetch results in this example. In the special figure 1 prefetching result storage unit, every time the number of special figure 1 prefetching decreases by one, the data of the special figure 1 prefetching result with the highest rank (first) is erased and the remaining special figure 1 prefetching result Are processed so that the rank of the data is incremented by one. Each time the special figure 1 prefetch number increases by one, new special figure 1 prefetch result data is written in the next rank of the special figure 1 prefetch result data of the lowest rank (last).

  Also, in the RAM 308, the special figure 2 prefetch result storage unit for storing the special figure 2 prefetch result and the number of special figure 2 prefetch results stored in the special figure 2 prefetch result storage unit are stored in the special figure 2 prefetch. A special figure 2 pre-reading number storage area for storing numbers is provided. The prefetch result storage unit for special figure 2 can store up to four prefetch results in this example. In the special figure 2 prefetching result storage unit, every time the number of special figure 2 prefetching decreases by one, the data of the special figure 2 prefetching result having the highest rank is deleted and the order of the remaining special figure 2 prefetching result data Are processed so that they are incremented by one. Each time the special figure 2 prefetch number increases by one, new special figure 2 prefetch result data is written in the next rank of the special figure 2 prefetch data having the lowest rank.

  In the special figure prefetching process, first, the main control unit 300 determines whether or not the start information of the special figure 2 has increased (step S301). The determination as to whether or not the start information of the special figure 2 has increased is made, for example, by referring to the special figure 2 hold number stored in the special figure 2 hold number storage area and the special figure 2 prefetch number storage area. The comparison is made with the number of pre-reads in FIG. The main control unit 300 determines that the start information of the special figure 2 has increased when the special figure 2 hold number is larger than the special figure 2 prefetch number, and the special figure 2 hold number is equal to the special figure 2 prefetch number. It is determined that the starting information in Fig. 2 has not increased. When it is determined that the start information of FIG. 2 has increased, the process proceeds to step S303, and when it is determined that the start information of FIG. 2 has not increased, the process proceeds to step S307.

  In step S303, the increased special figure 2 starting information (a special figure 2 winning random value and a set of special figure 2 random values) is displayed before the success / failure determination process in the special figure 2 related lottery process (step S229). FIG. 2 Read ahead from the random value storage area. Then, using the pre-read special figure 2 start information and the determination table for special determination 2 and the special figure determination table used at the time of determination, for example, the special figure 2 variable game stop symbol related to the start information is selected. Prior determination is made before the success / failure determination process in the process (step S229). Note that this pre-determination process may be performed using a special table for pre-determination instead of the table used at the time of determination.

  In step S305 subsequent to step S303, the stop symbol information as the special figure 2 prefetching result obtained in the prior determination is stored in the earliest free area of the special figure 2 prefetching result storage unit in the RAM 308. Thereafter, the process proceeds to step S307.

  In step S307, the main control unit 300 determines whether or not the start information of FIG. 1 has increased. The determination as to whether or not the start information of FIG. 1 has increased is made, for example, in the same way as in FIG. This is done by comparing the special figure 1 pre-reading number stored in. If it is determined that the start information of FIG. 1 has increased, the process proceeds to step S309. If it is determined that the start information of FIG. Return to the winning acceptance process (step S217).

  In step S309, it is determined based on various flags in the RAM 308 whether or not non-electric support is in progress. If it is determined that the non-electric support is being performed, the process proceeds to step S311. If it is determined that the non-electric support is not being performed (the electric support is being performed), the process proceeds to step S315. In this example, it is determined whether or not non-electric support is being performed, but it may be determined in step S309 whether or not the execution condition of the special figure 1 prefetch notice is satisfied. For example, the execution conditions of the special figure 1 pre-reading notice include conditions such as not being in a big hit game other than being in non-electric support.

  In step S311, the increased special figure 1 start information (a special figure 1 winning random value and a pair of special figure 1 random value) is processed before the success determination process in the special figure 1 lottery process (step S231). FIG. 1 Read ahead from the random value storage area. Then, using the pre-read special figure 1 start information and the determination table for special determination and the special figure determination table used at the time of determination, for example, the special figure 1 variable game stop symbol related to the start information is selected as the special figure 1 related lottery. Prior determination is made before the success / failure determination process in the process (step S231). Note that this pre-determination process may be performed using a special table for pre-determination instead of the table used at the time of determination.

  In step S313 following step S311, the stop symbol information as the special figure 1 prefetching result obtained in the prior determination is stored in the earliest free area of the special figure 1 prefetching result storage unit in the RAM 308. Thereafter, the special figure prefetching process is terminated, and the process returns to the winning acceptance process (step S217) of the main control unit timer interruption process.

  In step S315, the pre-read result for the special figure 1 in the RAM 308 is stored in the RAM 308 in place of the stop symbol information instead of pre-reading the increased special figure 1 start information and indicating that the start information is not pre-read. Stored in the earliest free area of the copy. Thereafter, the special figure prefetching process is terminated, and the process returns to the winning acceptance process (step S217) of the main control unit timer interruption process.

  In the present embodiment, only the increased start information is pre-read and pre-determined. However, all start information may be pre-read and pre-determined. Further, in the above-described command setting transmission process (step S233), only the pre-read result of the starting information for the increase may be transmitted to the first sub-control unit 400, or the pre-read result storage for special figure 1 and special figure 2 All the prefetching results in the section may be transmitted to the first sub-control section 400.

  In the present embodiment, pre-reading is always executed for the increased starting information of Special Figure 2, and pre-reading is always executed for the increased starting information of Special Figure 1 except during the electric support. Further, it may be determined by lottery whether to pre-read the starting information of the increased special figure 1 and special figure 2. Alternatively, in the first sub-control unit 400 that has received the prefetch result from the main control unit 300, for example, it may be determined by lottery whether to perform prefetch notification for each hold. Regardless of the gaming state (for example, whether or not non-electric support is in progress), when the start information increases, prefetching is always executed and the prefetching result is stored in the prefetching result storage unit. The result may be configured to be transmitted to the first sub-control unit 400, and the first sub-control unit 400 may determine whether or not to execute the lottery and effect using the pre-read result.

  FIGS. 8B to 8E illustrate a state in which the prefetch result information and the like are stored in the prefetch result storage unit in the RAM 308. FIG. 8B shows an example of a state in which the special figure 1 prefetch result information is stored in the special figure 1 prefetch result storage unit. As shown in FIG. 8B, the special figure 1 prefetch result storage unit has, for example, the same number (four in the present embodiment) of storage areas as the special figure 1 variable game holdable number. . Each storage area is associated with the hold order (hold 1 to hold 4) of the special figure 1 random value storage area. In each of the storage areas, the stop symbol information of Special Figure 1 is stored. In the example shown in FIG. 8B, the storage area “hold 1” stores “special chart G” (out of line) as stop symbol information, and the storage area “hold 2” stores “special chart G” as stop symbol information. "(Out of line)" is stored, "Special Figure F" (small hit) is stored as stop symbol information in the storage area "Hold 3", and "Special Figure A" is stored as stop symbol information in the storage area "Hold 4". (15R special jackpot) is stored.

  FIG. 8C shows an example of a state in which the special figure 2 prefetch result information is stored in the special figure 2 prefetch result storage unit. As shown in FIG. 8C, the special figure 2 prefetch result storage unit has, for example, the same number (four in the present embodiment) of storage areas as the special figure 2 variable game holdable number. . Each storage area is associated with the hold order (hold 1 to hold 4) of the special figure 2 random value storage area. In each of the storage areas, the stop symbol information of the special figure 2 is stored. In the example shown in FIG. 8C, the storage area “hold 1” stores “special drawing d” (out of line) as stop symbol information, and the storage areas “hold 2” to “hold 4” have stop symbols. Information is not stored. In FIG. 8C, the state where the stop symbol information is not stored in the storage area is described as “none”.

  FIG. 8 (d) shows an example of the prefetch result storage unit for special figure 1 during the electric support. As shown in FIG. 8D, “undecided” information is stored in the storage area “hold 1” instead of the stopped symbol information. In the storage areas “hold 2” to “hold 4”, neither stop symbol information nor “undecided” information is stored.

  As shown in FIG. 8E, in each storage area of the special chart 1 prefetch result storage section, “timer number” indicating the fluctuation time of the special figure 1 variable game is not the stop symbol information but the prefetch result. May be stored. In the example shown in FIG. 8E, the storage area “pending 1” stores “timer 3” as timer number information, the storage area “pending 2” stores “timer 5” as timer number information, No timer number information is stored in the storage areas “hold 3” and “hold 4”. In FIG. 8E, a state in which the timer number information is not stored is expressed as “none”. In addition, when timer number information is stored in each storage area of the special chart 1 prefetch result storage unit, the timer number may be set so as to correspond to the success / failure result.

  In the above description, an example is given in which stop symbols and timer numbers are pre-determined, and stop symbol information and timer number information are stored in the prefetch result storage unit. While being stored in the result storage unit, it may be transmitted to the first sub-control unit 400 as prefetching result information.

  Next, various tables used in the main control unit 300 of the pachinko machine 100 according to the present embodiment will be described. Various tables shown in FIGS. 9 to 12 are stored in the ROM 306 of the main control unit 300, for example.

  FIGS. 9A and 9B show an example of the success / failure determination table used when the success / failure determination is performed in the common drawing related lottery process (step S223). The success / failure determination table shown in FIGS. 9A and 9B includes items of “normal probability”, “random number range”, and “correction result”. The item “normal figure probability” indicates the normal figure probability (ordinary figure low probability or common figure high probability) at the time of determination of success or failure. The item “Random number range” indicates a numerical range to be compared with the acquired normal winning random number value. Here, the possible range of the normal winning random number in this example is 0 to 99 (the range of the numerical range is 100).

  The success / failure determination table shown in FIG. 9A is a normal / failure determination table used when the probability of normalization at the time of determination of success / failure is low. As shown in FIG. 9A, when this success / failure determination table is used, the winning probability is 1/100 (that is, 1%), and the probability of losing is 99/100.

  The success / failure determination table shown in FIG. 9B is a normal / failure determination table used in the case where the normal probability at the time of determination is high. As shown in FIG. 9B, when this success / failure determination table is used, the probability of winning is about 100/100 (that is, 100%), and the probability of loss is 0%. When this success / failure determination table is compared with the success / failure determination table shown in FIG. 9A, the winning probability is 100 times. In this way, it is possible to design so that only the hit is selected in the usual high probability state (during short-time operation). Further, the probability of deviation may be higher than 0% at the time of short-time operation, but the probability of hit selection being higher at the time of short-time operation than at the time of short-time operation (ordinary low probability state).

  FIG. 9C shows a table for symbol allocation and hit operation for ordinary use. The numerical value in the “distribution” column in the table is the random number range distribution rate for each symbol (that is, the symbol of each symbol, which is compared with the general random number value when the stop symbol is determined in the general symbol related lottery process (step S223)). Equal to selection probability). As shown in FIG. 9 (c), in the case where the result of determining whether or not the normal-game variable game is successful, the allocation ratio of each winning symbol is 50% for the normal-game A and 50% for the normal-game B. Normal maps A and B are symbols in which the electric chew release operation is executed after the normal variable game. It should be noted that when the determination result is out of order, only one out of the ordinary figure C is selected as the out of order symbol, so in the case of out of place, the ordinary figure C is selected with a probability of 100%. When the general figure C is selected, the electric chew release operation is not executed after the general figure variable game.

  As shown in FIG. 9C, after the general map A is stopped and displayed, the opening operation of the special figure 2 starting port (electrical chew) 232 is executed. When the game state at the time of the stop display of FIG. A is not operating for a short time, the blade member 232a of the electric Chu 232 is first opened for 100 ms, then closed for 5000 to 10000 ms, and then opened for 5400 ms. To do. When the game state at the time of the stop display in FIG. A is short-time operation, the blade member 232a of the electric Chu 232 is first opened for 1800 ms, then closed for about 2000 ms, then opened again for 1800 ms, It closes for about 2000 ms and opens again for 1800 ms.

  Further, as shown in FIG. 9C, after the general map B is stopped and displayed, the opening operation of the special figure 2 starting port (electrical chew) 232 is executed. When the game state at the time of the stop display in FIG. When the game state at the time of the stop display in FIG. B is short-time operation, the blade member 232a of the electric Chu 232 is first opened for 2400 ms, then closed for about 2000 ms, then opened for about 1450 ms, and again It closes for about 2000 ms and opens again for 1450 ms.

  FIGS. 10A to 10D show an example of the determination table used when determining whether or not the lottery process is related to the special figure 2 lottery process (step S229) or the special figure 1 lottery process (step S231). Yes. The success / failure determination table shown in FIGS. 10A to 10D includes items of “special figure probability”, “random number range”, and “correction determination result”. The item “special figure probability” indicates a special figure probability (special figure low probability or special figure high probability) at the time of determination of success or failure. The item “random number range” indicates a numerical range to be compared with the acquired special figure 2 winning random value or the special figure 1 winning random value. Here, the possible range of the special figure 2 winning random value and the special figure 1 winning random value of this example is 0 to 65535 (the range of the numerical value range is 65536).

  The success / failure determination table shown in FIG. 10 (a) is a success / failure determination table for special figure 1 used when the special figure probability at the time of success / failure determination is low. As shown in FIG. 10A, when this success / failure determination table is used, the big hit probability is about 1/299 (= 219/65536), and the small hit probability is about 1/399 (= 165 / 65536).

  The success / failure determination table shown in FIG. 10 (b) is a success / failure determination table for special figure 1 used when the special figure probability at the time of the validity determination is high. As shown in FIG. 10B, when this success / failure determination table is used, the big hit probability is about 1/30 (= 2185/65536), and the small hit probability is about 1/399. When this success / failure determination table is compared with the success / failure determination table shown in FIG. 10A, the big hit probability is about 10 times, and the small hit probability is the same.

  The success / failure determination table shown in FIG. 10 (c) is the success / failure determination table for special figure 2 used when the special figure probability at the time of success / failure determination is low. As shown in FIG. 10C, when this success / failure determination table is used, the big hit probability is about 1/299 and the small hit probability is zero.

  The success / failure determination table shown in FIG. 10 (d) is a success / failure determination table for special figure 2 that is used when the special figure probability at the time of success / failure determination is high. As shown in FIG. 10D, when this success / failure determination table is used, the big hit probability is about 1/30 and the small hit probability is zero. When this success / failure determination table is compared with the success / failure determination table shown in FIG. 10 (c), the probability of jackpot is about 10 times.

  Fig.11 (a) has shown the symbol distribution table for the special figure 1. FIG. The numerical value in the “distribution” column in the table is a distribution ratio of random numbers for each symbol (that is, each symbol) compared with the special symbol 1 random value when determining the stop symbol in the special symbol 1 related lottery process (step S231). It is equal to the symbol selection probability). As shown in FIG. 11 (a), when the result of determining whether or not the special figure 1 variable game is successful is the big hit, the special symbol A (15R special big hit) is 30%, and the special figure B (7R special big hit) is 25%, special figure C (7R big hit) is 25%, special figure D (sudden probability big hit) is 10%, special figure E (latent probability big hit) is 10% is there. Special drawings A, B, D, and E, excluding special drawing C, are symbols for which the probability change is activated after the big hit game ends. The ratio of probability variation jackpots (special drawings A, B, D, E) in the jackpot of the special figure 1 variable game, that is, the probability variation probability is 75%.

  Special illustrations A, B, and D are the gaming state (special figure high probability, special figure low probability, normal figure high probability (during short-time operation), normal figure low probability (due to short-time inactive) at the time of determination of success / failure (during symbol stop display) Regardless of the time)), the time is shortened (no time reduction is set) after the big hit game ends. The special figure C is a symbol in which the time is shortened (the number of time reductions is 100 times) after the big hit game is finished, regardless of the game state at the time of the determination of success or failure. The special figure E is a symbol in which the short time is activated after the big hit game is completed only when the gaming state at the time of the determination is a special figure high probability state or a normal figure high probability state. That is, when special figure E is stopped and displayed in the special figure low probability normal figure low probability state, the time reduction does not operate after the big hit game ends. For example, when special figure E is stopped and displayed as a big hit symbol continuously several times from a special figure low probability normal figure low probability state, the time reduction does not operate after the first stop display (special figure high probability normal figure) However, after the second and subsequent stops, the short time is activated (the special figure high probability normal figure high probability state is entered). In the special figure 1 variable game jackpot, the probability of time reduction is 90% in the special figure low probability normal figure low probability state and 100% in the other game states.

  In this example, there is only one kind of small hits symbol and off symbol in the special figure 1 variable game. Therefore, when the result of the special figure 1 variable game is determined to be a small hit, the special figure F is selected with a probability of 100% regardless of the special figure 1 random value, and the result of the special figure 1 variable game is determined. If it is out of place, the special figure G is selected with a probability of 100% regardless of the special figure 1 random value. However, a plurality of types of small hit symbols and outlier symbols may be provided in the same manner as the big hit symbols, and may be determined by lottery using special figure 1 random numbers.

  FIG.11 (b) has shown the example of the operation | movement at the time of the big hit in each symbol of the special figure 1. FIG. As shown in FIG. 11B, in the jackpot game after the special figure A is stopped and displayed, the attacker is released for 15R at 29000 ms per 1R. Similarly, in the jackpot game after special figure B or special figure C is stopped and displayed, the attacker is released for 7R at 29000 ms per 1R, and in the jackpot game after special figure D is stopped and displayed, the attacker is released. Is performed 2R at 29000 ms per 1R.

  As for special figure E, the operation of the big hit game differs depending on the game state at the time of the symbol stop display. In the big hit game after the special figure E is stopped and displayed in the special figure low probability normal figure low probability state, the attacker is released 2R at 100 ms per 1R. In this big hit game, it is difficult to enter a game ball because the opening time is short. On the other hand, in the big hit game after the special figure E is stopped and displayed in a game state other than the special figure low probability normal figure low probability state, 2R is played at 29000 ms per 1R. In this big hit game, it is easy to enter a game ball because the opening time is relatively long.

  In the small hit game after the special figure F is stopped and displayed, the 100 ms attacker release is performed twice in one release opportunity. That is, the attacker operates in the same manner in the big hit game after the special figure E is stopped and displayed in the special figure low probability normal figure low probability state and the small hit game after the special figure F is stopped and displayed.

  Fig.12 (a) has shown the symbol distribution table for the special figure 2. FIG. The numerical value in the “distribution” column in the table is the distribution ratio of the random number range for each symbol (that is, each symbol) that is compared with the special symbol 2 random value when determining the stop symbol in the special symbol 2 related lottery process (step S229). It is equal to the symbol selection probability). As shown in FIG. 12 (a), in the case where the determination result of the special figure 2 variable game is a big hit, the distribution ratio of each big hit symbol is 70% for the special figure a (15R special big hit), and the special figure b (7R special big hit) is 5%, special figure c (7R big hit) is 25%. Special figures a and b are symbols for which the probability change is activated after the big hit game ends. The ratio of probability variation jackpots (special figures a and b) in the special figure 2 variable game jackpot, that is, the probability variation probability is 75%, which is the same as the probability variation probability of the special figure 1 variable game.

  Special illustrations a and b indicate the game state at the time of the success / failure determination (design stop display) (special figure high probability, special figure low probability, normal figure high probability (during short-time operation), normal figure low probability (during short-time inactive) Regardless of the), the time is shortened (no time reduction setting is set) after the big hit game ends. The special figure c is a symbol in which the time is shortened (the number of time reductions is 100 times) after the big hit game is finished, regardless of the game state at the time of determination of success / failure. The probability that the time is given in the big hit of the special figure 2 variable game is 100% regardless of the game state.

  In this example, there is only one type of outlier symbol in the special figure 2 variable game. Accordingly, when the result of determining whether or not the special figure 2 variable game is correct is out of order, the special figure d is selected with a probability of 100% regardless of the special figure 2 random value. However, a plurality of types of missing symbols may be provided in the same manner as the jackpot symbol, and may be determined by lottery using special figure 2 random values.

  FIG.12 (b) has shown the example of the operation | movement at the time of the big hit in each symbol of the special figure 2. FIG. As shown in FIG. 12B, in the jackpot game after the special figure a is stopped and displayed, the attacker is released for 15R at 29000 ms per 1R, and after the special figure b or the special figure c is stopped and displayed. In the big hit game, the attacker is released 7R at 29000ms per 1R.

  As shown in FIG. 11 and FIG. 12, the special figure 2 has a higher probability of being given a shorter time than the special figure 1 and has a longer open time of the attacker (or a larger R number). Therefore, it can be considered that the special figure 2 is more advantageous than the special figure 1.

  Next, processing of the first sub control unit 400 will be described with reference to FIGS. 13 and 14. FIG. 13A is a flowchart showing a flow of main processing executed by the CPU 404 of the first sub control unit 400. First, in step S401 in FIG. 13A, various initial settings are performed. When the power is turned on, an initialization process is first executed in step S401. In this initialization processing, initialization of input / output ports, initialization processing of a storage area in the RAM 408, and the like are performed.

  In step S403 following step S401, it is determined whether or not the timer variable is 10 or more, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or more, the process proceeds to step S405. . In step S405, 0 is assigned to the timer variable.

  In step S407 following step S405, command processing is performed. The CPU 404 of the first sub control unit 400 determines whether a command has been received from the main control unit 300.

  In step S409 following step S407, an effect control process is performed. For example, when there is a new command in step S407, processing such as reading the effect data corresponding to this command from the ROM 406 is performed, and when the effect data needs to be updated, the effect data is updated. Among the various processes executed in the effect control process, the electric long open effect will be described later with reference to FIG.

  In step S411 following step S409, a chance button control process is performed. In the chance button control process, when the pressing of the chance button 136 is detected, the effect data updated in step S409 is changed to the effect data corresponding to the pressing of the chance button 136.

  In step S413 subsequent to step S411, image control processing is performed. In the image control process, when there is a command to the VDP 434 in the effect data read in step S409, this command is output to the VDP 434 (details will be described later).

  In step S415 following step S413, sound control processing is performed. In the sound control process, if there is a command to the sound source IC 416 in the effect data read in step S409, this command is output to the sound source IC 416.

  In step S417 following step S415, lamp control processing is performed. In the lamp control process, if there is a command to various lamps 418 in the effect data read in step S409, this command is output to the drive circuit 420.

  In step S419 following step S417, shutter control processing is performed. In the shutter control process, if there is a command to the shielding device 246 in the effect data read in step S409, this command is output to the drive circuit 432.

  In step S421 following step S419, information transmission processing is performed. In the information transmission process, when there is a control command to be transmitted to the second sub-control unit 500 in the effect data read in step S409, a setting is made to output this control command. Thereafter, the process returns to step S403.

  FIG. 13B is a flowchart showing the flow of the first sub control unit command reception interrupt process (strobe interrupt process) executed by the CPU 404 of the first sub control unit 400. This command reception interrupt process is a process executed when the first sub-control unit 400 detects a strobe signal from the main control unit 300. In step S501 of the command reception interrupt process, the command received from the main control unit 300 is stored in the command storage area provided in the RAM 408 as an unprocessed command.

  FIG. 13C is a flowchart showing the flow of the first sub control unit timer interrupt process executed by the CPU 404 of the first sub control unit 400. The first sub-control unit 400 includes a hardware timer that generates a timer interrupt at a predetermined cycle (in this example, once every 2 ms). The timer interrupt process is triggered by this timer interrupt. Run in cycles. In step S601 of the first sub control unit timer interrupt process, 1 is added to the value of the timer variable storage area of the RAM 408 described in step S403 of the first sub control unit main process, and the result is stored in the original timer variable storage area. To do. Therefore, in step S403, the value of the timer variable is determined to be 10 or more every 20 ms (2 ms × 10).

  In step S603 following step S601, a control command is transmitted to the second sub-control unit 500 set in the information transmission process (step S421) of the first sub-control unit main process, and other random number values for effects are updated. Etc.

  FIG. 13D is a flowchart showing the flow of the image control process (step S413) of the first sub-control unit main process. In step S701, an instruction to transfer image data is issued. Here, the CPU 404 first swaps the designation of the display areas A and B in the VRAM 436. As a result, an image of one frame stored in the display area not designated as the drawing area is displayed on the decorative design display device 208. Next, the CPU 404 sets ROM coordinates (transfer source address of the ROM 406), VRAM coordinates (transfer destination address of the VRAM 436) and the like in the attribute register of the VDP 434 based on the position information table and the like, and then the image from the ROM 406 to the VRAM 436. Sets an instruction to start data transfer The VDP 434 transfers the image data from the ROM 406 to the VRAM 436 based on the command set in the attribute register. Thereafter, the VDP 434 outputs a transfer end interrupt signal to the CPU 404.

  In step S703 following step S701, it is determined whether or not a transfer end interrupt signal from the VDP 434 is input. If a transfer end interrupt signal is input, the process proceeds to step S705. Wait for the input signal to be input.

  In step S705, parameters are set based on the production scenario configuration table and attribute data. Here, in order to form a display image in the display area A or B of the VRAM 436 based on the image data transferred to the VRAM 436 in step S701, the CPU 404 has information on the image data constituting the display image (coordinate axis and image size of the VRAM 436). , VRAM coordinates (arrangement coordinates, etc.) are instructed to the VDP 434. The VDP 434 performs parameter setting according to the attribute based on the instruction stored in the attribute register.

  In step S707 following step S705, a drawing instruction is performed. In this drawing instruction, the CPU 404 instructs the VDP 434 to start drawing an image. The VDP 434 starts drawing an image in the frame buffer in accordance with an instruction from the CPU 404.

  In step S709 following step S707, it is determined whether or not a generation end interrupt signal from the VDP 434 based on the end of image drawing is input. If a generation end interrupt signal is input, the process proceeds to step S711. Waits for the generation end interrupt signal to be input.

  In step S711, a scene display counter which is set in a predetermined area of the RAM 408 and counts how many scene images have been generated is incremented (+1), and the process ends.

  FIG. 14A shows the flow of the electric long opening effect process executed in the effect control process of the main process in the first sub-control unit 400. FIG. 14 (b) shows an example of an electric long open effect on the decorative symbol display device 208. The electric-chu-long opening effect is an effect that can be executed during a normal-game variable game, and the special-image 2 start opening (electric-chu) 232 is opened for a long time and / or multiple times (hereinafter referred to as a multi-game variable game). This may be referred to as long open). It should be noted that, even after the normal fluctuation stop, the electric-chu-long opening effect (for example, a notification effect such as “electric-chu-opening!”) May be continued based on the normal signal stop symbol.

  The electric long-long opening effect process shown in FIG. 14 (a) is a normal symbol change start from the main control unit 300 in the command process (step S407) of the main process of the first sub-control unit 400 in FIG. 13 (a). This is executed when a (start rotation) command is received.

  First, sub-control unit 400 first determines whether or not the electric long opening effect execution restriction flag for restricting the execution of electric long opening effect is off (step S801). The first sub-control unit 400 refers to the value of the electric long open effect execution restriction flag stored in a predetermined area in the RAM 408 and determines whether or not the execution of the electric long open effect is restricted. For example, even when the electric tulong release effect is executed during display darkness in which the entire image display area of the decorative symbol display device 208 is black, the player cannot visually recognize the effect and the effect of the electric chew long release effect cannot be obtained. . Therefore, in such a case, the electric long-long opening effect execution restriction flag is turned on based on the effect based on the determination result of the special figure fluctuation game during display darkening. In addition, when the entire image display area of the decorative symbol display device 208 is not dark-displayed and the fluctuation time of the normal figure fluctuation game is long enough to execute the electric-chu-long opening effect, It is possible to perform an electric Chulong opening effect that can entertain the user. Therefore, in such a case, the electric long-long opening effect execution restriction flag is turned off based on the effect or demonstration effect based on the determination result of the special figure fluctuation game.

  If the electric-chu-long opening effect execution restriction flag is on in step S801, the first sub-control unit 400 determines that the electric-chu-long opening effect is restricted, and controls the electric-chu-long opening effect. Other control processes are executed, this process is terminated, and the process returns to the main process effect control process (step S409).

  If the electric-chu-long opening effect execution restriction flag is off in step S801, the first sub-control unit 400 determines that the electric-chu long opening effect can be executed, and proceeds to step S803 to start the usual symbol variation (start rotation). It is determined whether or not the result of determining whether or not the normal-game variable game is successful by referring to information about the normal-game hit flag and the normal-use flag from the command data of the command.

  If the first sub-control unit 400 determines in step S803 that the result of determining whether or not the normal figure variation game is successful, the process proceeds to step S805, where the first sub-control unit 400 determines the normal figure from the command data of the normal symbol change start (rotation start) command. With reference to the information regarding the stop symbol, it is determined whether or not the stop symbol of the normal figure variable game is the normal symbol A.

  If the first sub-control unit 400 determines in step S805 that the stop symbol of the usual figure variable game is the usual figure A, the first sub-control unit 400 proceeds to step S807, selects the effect whose effect type is “success pattern”, and opens the electric tulong. Set as production. Next, the first sub-control unit 400 proceeds to step S809, executes other control processing for the electric long open effect based on the “success pattern”, ends this processing, and effects control of the main processing The process returns to the process (step S409).

  If the first sub-control unit 400 determines in step S805 that the usual variable game is not the usual figure A, the first sub-control unit 400 proceeds to step S811, selects an effect whose effect type is “failure pattern A”, and releases the electric tulong. Set as production. Next, the first sub-control unit 400 proceeds to step S809, executes other control processing for the electric-chu-long opening effect based on “failure pattern A”, ends this processing, and produces the main processing effect. The process returns to the control process (step S409).

  If the first sub-control unit 400 determines in step S803 that the result of determining whether or not the normal game is a winning game is not successful, the first sub-control unit 400 proceeds to step S815 and executes an electric tulong opening false (gasse) effect execution lottery process. In the electric long open false effect execution lottery process, a random value is extracted from the random counter for electric long open false effect execution lottery provided in the RAM 408, and the electric long open false effect execution lottery table stored in the ROM 406 is stored. Is used to determine whether or not the random number value is a hit.

  The first sub-control unit 400 determines whether or not to execute the electric long open false effect based on the result of the determination in step S815 (step S817).

  If the first sub-control unit 400 determines in step S817 to execute the electric-chu-long opening false effect, the first sub-control unit 400 proceeds to step S821, selects an effect whose effect type is “failed pattern B”, and sets it as an electric-chu-long opening effect. Next, the first sub-control unit 400 proceeds to step S809, executes other control processing for the electric-chu-long opening effect based on “failure pattern B”, ends this processing, and produces the main processing effect. The process returns to the control process (step S409).

  If the first sub-control unit 400 determines in step S817 that the electric-chu-long opening false effect is not executed, the first sub-control unit 400 executes another control process for not executing the electric-chu-long opening effect, ends this processing, and performs the main processing. The process returns to the effect control process (step S409).

  In the process of the electric-chu-long opening effect shown in FIG. 14, when the electric-chu-long opening effect execution restriction flag is off, the electric-chu-long opening effect is always performed if it is a win. The lottery may be performed in the same manner as when the game is off, and the presentation may be performed only when the lottery is won. Also, in this example, when the electric chew is open for a short time (short open) (general figure B), the production of “failure pattern A” is set, and when the electric chew is not released (general figure C), “failure pattern A” is set. The effect “B” is set, but the same effect may be performed with a deviation (common figure B) from the hit (normal figure B).

  FIG. 14B shows an example of the electric tulong opening effect. FIG. 14B shows a display effect being executed in the image display area of the decorative symbol display device 208. The entire surface of the image display area becomes the effect display area 208d, and for example, a background effect named “Land Stage” is executed. In the front of the background effect, the decoration display of the decoration pattern in which “decoration 1” to “decoration 10” sequentially move from top to bottom in the left middle right symbol display areas 208a, 208b, 208c (indicated by a downward arrow in the figure). Is running. A change icon display area a is arranged on the lower left side in the effect display area 208d, and a change icon of a pattern imitating a car is displayed. On the right side of the fluctuation icon display area a, a special figure hold display area c for displaying special figure hold is arranged, and a hold icon b having a pattern imitating an automobile is displayed. On the lower right side in the effect display area 208d, an electric long open effect area d is arranged. An ordinary figure display device 210 (not shown) starts the ordinary figure variation game, the execution of the electric-chu-long opening effect is not restricted, and the electric-chu-long opening effect area d is executed. As an electric Chu-long opening effect, a message that a samurai character is operating the lottery machine is displayed along with a display of “help chance drawing”, and the special figure 2 starting port 232 is selected by winning the normal game. There is a roaring effect that makes the player expect that it may be released long. As shown in FIG. 14 (b), a part of the right symbol display area 208c is hidden by the electric tulong opening effect. In addition, a part of the right side area of the special figure hold display area c is also hidden. As described above, when the electric-chu-long opening effect may make it difficult to confirm at least part of the decorative symbol variation display, or when the decorative symbol variation display makes it difficult to confirm at least part of the electric-chu long opening effect. There may be.

  Next, the processing of the second sub control unit 500 will be described with reference to FIG. FIG. 15A is a flowchart of main processing executed by the CPU 504 of the second sub-control unit 500. First, in step S901 in FIG. 15A, various initial settings are performed. When power is turned on, initialization processing is first executed in step S901. In this initialization processing, initial setting of input / output ports, initialization processing of a storage area in the RAM 508, and the like are performed.

  In step S903 following step S901, it is determined whether or not the timer variable is 10 or more. This process is repeated until the timer variable becomes 10, and when the timer variable becomes 10 or more, the process proceeds to step S905. . In step S905, 0 is assigned to the timer variable.

  In step S907 following step S905, command processing is performed. The CPU 504 of the second sub control unit 500 determines whether a command has been received from the first sub control unit 400.

  In step S909 following step S907, an effect control process is performed. For example, when there is a new command in step S907, processing such as reading the effect data corresponding to this command from the ROM 506 is performed, and when the effect data needs to be updated, the effect data is updated.

  In step S911 following step S909, lamp control processing is performed. For example, if there is a command from the first sub-control unit 400 to the game board lamp 532 or the game table frame lamp 542, this command is output to the serial communication control circuit 520.

  In step S913 following step S911, a movable body control process is performed. For example, when there is a command from the first sub-control unit 400 to the effect movable body 224, this command is output to the drive circuit 516. Thereafter, the process returns to step S903.

  FIG. 15B is a flowchart of command reception interrupt processing executed by the CPU 504 of the second sub-control unit 500. This command reception interrupt process is a process executed when the second sub control unit 500 detects a strobe signal from the first sub control unit 400. In step S1001 of the command reception interrupt process, the command received from the first sub control unit 400 is stored in the command storage area provided in the RAM 508 as an unprocessed command.

  FIG. 15C is a flowchart of timer interrupt processing executed by the CPU 504 of the second sub control unit 500. The second sub-control unit 500 includes a hardware timer that generates a timer interrupt at a predetermined cycle (in this example, once every 2 ms). The timer interrupt process is triggered by this timer interrupt. Run in cycles. In step S1101 of the timer interrupt process, 1 is added to the value of the timer variable storage area of the RAM 508 described in step S903 of the second sub-control unit main process, and the original timer variable storage area is stored. Therefore, in step S903, the value of the timer variable is determined to be 10 or more every 20 ms (2 ms × 10). In step S1103 following step S1101, an effect random number update process or the like is performed.

  Next, an effect example of the pachinko machine 100 according to the present embodiment will be described with reference to FIGS.

  FIG. 16A shows an example of the pre-reading notice lottery table used when the prefetching notice lottery is performed in the effect control process (step S409) of the first sub-control unit main process shown in FIG. The prefetch lottery is executed when the first sub-control unit 400 receives a prefetch result information command including prefetch result information from the main control unit 300, and a display mode of a hold icon indicating a hold corresponding to the prefetch result by the prefetch notice lottery Is determined. The lottery table for the pre-reading notice shown in FIG. 16A includes items of “pre-fetching notice mode”, “big hit”, and “out”.

  The “prefetching notice mode” in the left column of the figure indicates the display mode of the hold icon displayed on the decorative symbol display device 208. “White” indicates that the display mode of the hold icon is a white circle, “Black” indicates that the display mode of the hold icon is a black circle, and “Heat” indicates that the display mode of the hold icon is in a circle. “Heat” indicates that the character is drawn. “White → Black” indicates that a change animation (details will be described later) is executed in which the display state of the hold icon changes from a white circle to a black circle. “Black → Heat” indicates that a change animation is executed in which the display mode of the hold icon changes from a black circle to a mode in which “Heat” is drawn in a circle. In the present embodiment, the default display mode of the hold icon is a white circle. When the prefetch result includes undetermined information, the hold icon indicating the hold corresponding to the prefetch result may be displayed in the default display mode without executing the prefetch notice lottery.

  The “big hit” in the middle row in the figure indicates a prefetch lottery random number obtained from a prefetch lottery random number counter provided in the RAM 408 when the prefetch notice mode is determined in the effect control process (step S409) when the prefetch result is a big hit. The distribution ratio of the random number range of the prefetching notice mode (that is, equal to the selection probability of each prefetching notice mode) to be compared is shown. As shown in FIG. 16A, when the prefetching notice result is a big hit, the distribution ratio of each prefetching notice mode is 80% for “white”, 2% for “black”, and “heat”. 7%, “white → black” is 3%, and “black → heat” is 8%.

  “Last” in the right column in the figure indicates a prefetch lottery random number acquired from a prefetch lottery random number counter provided in the RAM 408 when the prefetch notice mode is determined in the effect control process (step S409) when the prefetch result is out of order. The distribution ratio of the random number range of the prefetching notice mode (that is, equal to the selection probability of each prefetching notice mode) to be compared is shown. As shown in FIG. 16 (a), when the prefetching notice result is out of order, the distribution ratio of each prefetching notice mode is 94% for “white”, 2% for “black”, and “heat”. 1%, “white → black” is 2%, and “black → heat” is 1%.

  FIG. 16B is an example of a lottery table for notice at the start of change (after the big hit determination) used when the notice lottery is performed in the effect control process (step S409) of the first sub control unit main process shown in FIG. Is shown. The notice lottery is executed when the first sub-control unit 400 receives a symbol variation start command from the main control unit 300, and the notice effect type for the special figure variation game being executed is determined by the notice lottery. The notice lottery table at the start of fluctuation shown in FIG. 16B includes items of “notice mode”, “big hit”, and “out”. The “notice mode” in the left column in the figure indicates a mode of a notice that is executed using the decorative symbol display device 208 or the effect movable body 990. “Logo drop” indicates that the announcement movable body 990 moves downward, and “Rotation” indicates that the image displayed on the decorative symbol display device 208 rotates. "Logo drop + rotation" indicates that the presentation movable body 990 moves downward, and a notice is executed in a manner that the image displayed on the decorative symbol display device 208 rotates. This indicates that the notice effect is not executed.

  The “big hit” in the middle row in the figure indicates the notice lottery random number acquired from the notice lottery random number counter provided in the RAM 408 when the notice mode is determined in the effect control process (step S409) when the result of the determination is a big hit. The distribution ratio of the random number range of the notice mode to be compared (that is, equal to the selection probability of each notice mode) is shown. As shown in FIG. 16 (b), when the notice result is a big hit, the distribution ratio of each notice mode is 4% for “logo drop”, 7% for “rotation”, and “logo drop + rotation”. "Is 14% and" None "is 75%.

  In the right column of the figure, “missing” indicates the notice lottery random number obtained from the notice lottery random number counter provided in the RAM 408 when determining the notice mode in the effect control process (step S409) when the result of the determination is wrong. The distribution ratio of the random number range of the notice mode to be compared (that is, equal to the selection probability of each notice mode) is shown. As shown in FIG. 16 (b), when the result of the notice is out of place, the distribution ratio of each notice form is 3% for "logo drop", 2% for "rotation", and "logo drop + rotation" "Is 1% and" None "is 94%.

  In addition, the notice mode of “logo drop” may be different depending on whether it is a big hit or not. For example, the distance that the effect movable body 990 moves downward may be different depending on whether it is a big hit or the speed that the effect movable body 990 moves may be different. In addition, the notice mode of “rotation” may be different depending on whether it is a big hit or not. For example, in the case of a big hit, the image is rotated once, and in the case of a loss, the image is not rotated once and the rotation display is terminated and the normal display is restored. It should be noted that the image may be rotated once even in the case of dislocation. In addition, for example, the rotation angle of the image may be different, the angular velocity of the image rotation may be different, the rotation direction of the image may be different, The image to be rotated may be different. In addition, the notice mode of “logo drop + rotation” may be different as described above depending on whether it is a big hit or not.

Example 1
An effect example of Example 1 of the present embodiment will be described with reference to FIG. Moreover, in FIG. 17 and each figure mentioned later, the example of special figure 1 variable game in each Example is shown in time series. In addition, fluctuations in the decorative symbols in the symbol display areas 208a to 208c of the decorative symbol display device 208 are represented by white thick arrows.

  First, with reference to FIG. 17A, common points of FIG. As shown in FIG. 17A, a decoration frame f <b> 1 having a shape obtained by vertically inverting the “L” character is displayed in the upper left part of the display area of the decoration symbol display device 208. A square-shaped special figure 1 reservation number display area 931 is provided in the upper left part of the decoration frame f1, and a square special figure 2 reservation number display area 932 is provided on the right side of the decoration frame f1. Below FIG. 931, a special figure 1 4th symbol display area 933 is provided, and below that, a special figure 2 4th symbol display area 934 is provided. In the special figure 1 holding number display area 931, the number of holdings in the special figure 1 is displayed as a number. For example, when there is no holding in the special figure 1, "0" is displayed. In the special figure 2 holding number display area 932, the number of holdings in the special figure 2 is displayed as a number. For example, when there is no holding in the special figure 2, "0" is displayed. Further, in the special figure 1 4 symbol display area 933, when the special figure 1 variable game is being executed, the fact that the special figure 1 variable game is being executed is notified as a change display of the 4 symbol "/". , “\” Images are displayed alternately, and when the special figure 1 variable game is not being executed (when special figure 1 is stopped), the fourth symbol display is “-” or “◯”. An image is displayed. “-” Is the fourth symbol displayed when the result of the special figure 1 variable game is out of place, and “◯” is the fourth graphic displayed when the result of the special figure 1 variable game is a big hit. is there. Note that “-” may be displayed as the fourth symbol during the non-execution of the special figure 1 variable game regardless of the result of the special figure 1 variable game. Further, in the special figure 2 fourth symbol display area 934, when the special figure 2 variable game is being executed, the fact that the special figure 2 variable game is being executed is notified as a variable display of the fourth symbol "/". , “\” Images are displayed alternately, and when the special figure 2 variable game is not being executed (when special figure 2 is stopped), the fourth symbol display is “-” or “○”. An image is displayed. “-” Is the fourth symbol displayed when the result of the special figure 2 variable game is out of place, and “◯” is the fourth graphic displayed when the result of the special figure 2 variable game is a big hit. is there. Note that “−” may be displayed as the fourth symbol during the non-execution of the special figure 2 variable game regardless of the result of the special figure 2 variable game.

  Below the display area of the decorative symbol display device 208, a horizontally long rectangular decorative frame f2 is displayed. In the center of the decorative frame f2, a square-shaped variable icon display area 940 in which a part of the left and right frames is opened is provided. Note that the variation icon may be displayed in a display size (for example, a display size larger than the hold icon) different from the hold icon displayed in the hold icon display area 930 described later. This may facilitate identification of the variation icon and the hold icon.

  A special figure 1 hold icon display area 950 is provided on the left side of the fluctuation icon display area 940, and a special figure 2 hold icon display area 960 is provided on the right side of the fluctuation icon display area 940. The special figure 1 hold icon display area 950 is roughly divided into four areas of a first area, a second area, a third area, and a fourth area from left to right. Each of the first to fourth areas corresponds to the first to fourth reserved orders in FIG. That is, a special figure 1 hold icon corresponding to the hold of special figure 1 that is the earliest (most recently stored) can be displayed in the first area, and similarly, 2 in the second to fourth areas. A special figure 1 hold icon corresponding to the fourth special figure 1 hold can be displayed. Similarly, the special figure 2 reserved icon display area 960 is roughly divided into four areas, ie, a first area, a second area, a third area, and a fourth area, from left to right. The first to fourth areas correspond to the first to fourth special figure 2 holding ranks, respectively. That is, a special figure 2 hold icon corresponding to the hold of the first special figure 2 stored in the first area can be displayed in the first area, and similarly, 2 in the second to fourth areas. A special figure 2 hold icon corresponding to the fourth special figure 2 hold can be displayed. In the special figure 1 hold icon display area 950 and the special figure 2 hold icon display area 960, various animations representing movement of the hold icon are executed.

  A square-shaped navigation character display area 970 is provided to the left of the special figure 1 hold display area 950. In the navigation character display area 970, a merchant character image h1 is displayed. The merchant character image h1 is used for an explanation effect such as a tutorial effect or a notice (notice of the change or a pre-read notice) effect.

  A square effect custom state display area 980 is provided on the right side of the special figure 2 hold display area 960. In the effect custom state display area 980, “level 1 to 99” are displayed according to the effect custom state of the pachinko machine 100. The level of the effect custom state is set so as to increase, for example, when an effect with a low appearance rate is performed. The level of the effect custom state may be set so as to increase even when a predetermined number of game balls are hit, when a predetermined effect is executed, or when a big win is won.

  FIG. 17A shows a state in which the special figure 1 variable game is completed. In the left middle right symbol display areas 208a to 208c of the decorative symbol display device 208, the symbol combination “decoration 2-decoration 3-decoration 4” indicating that the result of determining whether or not the special figure 1 variable game is wrong has been stopped. Has been. In the special symbol 1 4th symbol display area 933, the 4th symbol in the display mode of “-” for notifying the deviation is stopped and displayed. In addition, in the special figure 2 4th symbol display area 934, the 4th symbol of the display mode of “-” which notifies that the result of the latest special figure 2 variable game is out of order is stopped and displayed. In addition, the special figure 1 hold number display area 931 displays “1” indicating that the hold number of the special figure 1 is 1, and the special figure 2 hold number display area 932 indicates that the hold number of the special figure 2 is 0. “0” is displayed indicating that In the special figure 1 hold icon display area 950, a default special figure 1 hold icon 951 displayed in a white circle is displayed.

  FIG. 17 (b) shows a state in which the suspension of the special figure 1 is digested and the special figure 1 variable game is started. In the left, middle, and right symbol display areas 208a to 208c of the decorative symbol display device 208, the decorative symbols are displayed in a variable manner. In the special symbol 1 fourth symbol display area 933, the variation display of the fourth symbol is executed. Further, “0” is displayed in the special figure 1 hold number display area 931, and it is notified that the hold number of the special figure 1 has decreased by 1 and the hold number of the special figure 1 has become zero.

  When the special figure 1 hold is reduced by 1 and the special figure 1 variable game is started, the hold / variation icon is displayed in the variable icon display area 940 and the special figure 1 hold icon display area 950 of the decorative symbol display device 208. A moving animation between them is executed. In the movement animation between the hold / change icons, the special figure 1 hold icon 951 displayed in the first area of the special figure 1 hold icon display area 950 becomes the change icon 941 and moves to the change icon display area 940. . A right-pointing arrow shown at the upper left of the variation icon 941 in FIG.

  In FIG. 17C, “decoration 2” is temporarily stopped and displayed in the left symbol display area 208 a of the decorative symbol display device 208, the moving animation between the hold and change icons is finished, and the change icon 941 is displayed in the change icon display area 940. Is displayed. Further, “1” is displayed in the special figure 1 hold number display area 931 based on the game ball entering the special figure 1 start opening 230, and the first area of the special figure 1 hold icon display area 950 is white. The default special figure 1 hold icon 952 displayed in a circle shows a state in which the hold icon has increased due to an increase animation. An upward arrow shown to the left of the special figure 1 hold icon 952 in FIG. 17B represents the moving direction of the special figure 1 hold icon 952. In FIG. 17C, a balloon image representing a line of the merchant character image h1 displayed in the navigation character display area 970 of the decorative symbol display device 208 is started to be displayed in the lower left portion of the effect display area 208d. . The balloon image is an image used for the advance notice by the merchant character image h1.

  FIG. 17D shows a state in which “decoration 2” is temporarily stopped and displayed in the left symbol display area 208 a and the right symbol display area 208 c of the decorative symbol display device 208. Further, “2” is displayed in the special figure 1 hold number display area 931 based on the game ball entering the special figure 1 start port 230, and the second area of the special figure 1 hold icon display area 950 is black. The special figure 1 hold icon 953 displayed in a circle shows a state in which the hold icon has increased due to an increase animation. The upward arrow shown to the left of the special figure 1 hold icon 953 in FIG. 17D represents the moving direction of the special figure 1 hold icon 953. In addition, an image of a character string of “chance?” Is displayed in a balloon image representing a line of the merchant character image h1, and an effect that is expected to develop into a reach effect is executed. In addition, a substantially square-shaped hold change image h2 including an image of the character string “hold change” is displayed so as to overlap with the decorative symbols displayed in the middle symbol display area 208b and the right symbol display area 208c. . The hold change image h <b> 2 is an image that is displayed to notify that a pre-reading notice for changing the display mode of the currently displayed hold icon or the change icon or an effect of the change notice is executed. In this example, it is notified that the change animation in which the display mode of the hold icon being displayed is changed is executed by the hold change image h2. The hold change image h2 may be a display that is displayed only when the hold icon in FIG. 1 is changed, or a display that is displayed only when the hold icon in FIG. 2 is changed. Alternatively, it may be a display that is displayed only when the variable icon is changed, or may be a display that is displayed only when the hold icon of Special Figure 1 and Special Figure 2 is changed, The display may appear only when the hold icon and the variation icon of the special figure 2 are changed, or only when the hold icon of the special figure 1, the hold icon of the special figure 2 and the fluctuation icon are changed. It may be a display.

  FIG. 17E shows that “decoration 2—decoration 4—decoration 2” is stopped and displayed in the left middle right symbol display areas 208a to 208c of the ornament symbol display device 208, and the result of the special figure 1 variable game is out of place. Indicates a state of being notified. In addition, an erasing animation in which the fluctuation icon 941 displayed in the fluctuation icon display area 940 moves downward is displayed, and the fluctuation icon 941 is gradually deleted. FIG. 17E shows a state in which a change animation is executed in which the display mode of the special figure 1 hold icon 952 changes from “white to black”. In the change animation, a lightning strike image is displayed on the special figure 1 hold icon 952 from the hold change image h2, and the effect image is displayed overlapping the special figure 1 hold icon 951. The effect image is displayed in front of the special figure 1 hold icons 952 and 953, and the whole special figure 1 hold icon 952 and a part of the special figure 1 hold icon 953 are hidden by the effect image.

  FIG. 17 (f) shows a state in which the special figure 1 variable game is completed. In the left middle right symbol display areas 208a to 208c of the decorative symbol display device 208, the symbol combination “decoration 2-decoration 3-decoration 4” indicating that the result of determining whether or not the special figure 1 variable game is wrong has been stopped. Has been. Also, in FIG. 17 (f), the change animation ends, the on-hold change image h2 and the effect image shown in FIG. It has changed.

  FIG. 17 (g) shows a state in which the suspension of the first special figure 1 is completed and the special figure 1 variable game is started. In the left, middle, and right symbol display areas 208a to 208c of the decorative symbol display device 208, the decorative symbols are displayed in a variable manner. In the special symbol 1 fourth symbol display area 933, the variation display of the fourth symbol is executed. Also, “1” is displayed in the special figure 1 hold count display area 931, the special figure 1 hold icon 952 becomes a change icon, and a movement animation between the hold and change icons and a movement animation of the special figure 1 hold icon 953 are started. ing. In FIG. 17G, a balloon image representing a line of the merchant character image h1 displayed in the navigation character display area 970 of the decorative symbol display device 208 is started to be displayed in the lower left portion of the effect display area 208d. .

  FIG. 17H shows a state in which the movement animation between the hold / change icons and the movement animation of the special figure 1 hold icon 953 are finished. In FIG. 17 (h), an image of a character string “dono-” is displayed in a speech balloon image representing a line of the merchant character image h1, and it is suggested that a character image h3 of the manuscript described later appears. Production is being performed. The character image h3 of Tono is a character image used for the “rotation” notice effect (hereinafter also referred to as “rotation display notice effect”) shown in FIG.

  FIG. 17 (i) shows a state where “decoration 3” is temporarily stopped and displayed in the left symbol display area 208 a of the decorative symbol display device 208. In addition, the character image h3 of Tono is displayed in the upper right part of the effect display area 208d, and a character string image of “Call me?” Is displayed in the balloon image representing the dialogue of the character image h3 of the Tono. In addition, an image of a character string “Tono!” Is displayed in a balloon image representing a line of the merchant character image h1.

  FIG. 17J illustrates a state in which “decoration 3” is temporarily stopped and displayed in the left symbol display area 208a and the right symbol display area 208c of the decorative symbol display device 208, and the reach effect is started. In addition, a character string image of “chance?” Is displayed in the speech balloon image representing the line of the merchant character image h1, and then “chance!” Is displayed in the speech balloon image representing the line of the character image h3. An image of the character string is displayed. By displaying an image of the character string “chance!” Representing the dialogue of the character image h3 of Tono, it is suggested that the rotation display notice effect is executed.

  FIG. 17K shows that all images displayed on the decorative symbol display device 208 (hereinafter, may be referred to as “rotation target images” in this embodiment) are displayed on the image display area of the decorative symbol display device 208. As shown in FIG. 1, the rotation center is 45 ° counterclockwise as viewed from the player. In FIG. 17K, the aspect ratio of the rotation target image is changed and displayed. Here, the aspect ratio of the rotation target image rotated 45 ° counterclockwise is taken in the direction rotated 45 ° counterclockwise from the horizontal direction, and taken in the direction orthogonal to the horizontal axis. The aspect ratio of the case. Similarly, the aspect ratio of the rotated image after rotation is the aspect ratio when the horizontal axis is taken in the direction rotated counterclockwise from the horizontal direction and the vertical axis is taken in the direction perpendicular to the horizontal axis. . For example, when the rotation target image is rotated 90 ° counterclockwise as viewed from the player, the aspect ratio of the rotation target image is the rotation target image in a state of being rotated 90 ° clockwise as viewed from the player. This indicates the ratio of the vertical length to the horizontal length. Further, the variation display of the 4th symbol displayed in the 4th symbol display area 933 and the decorative symbol in the middle symbol display area 208b is also executed during the execution of the rotation display notice effect.

  The rotation target image before rotation shown in FIG. 17 (j) is displayed with an aspect ratio that matches the aspect ratio 9:16 (the aspect ratio of the screen of the decorative symbol display device 208). The rotation target image shown in 17 (k) is displayed with an aspect ratio that matches a screen with an aspect ratio of 7: 5. In addition, a part of the character image h3, a part of “decoration 3” displayed in the right symbol display area 208c, and a part of the navigation character display area 970 are displayed so that they can be seen from the decoration symbol display device 208. The Further, the variation display of the 4th symbol displayed in the 4th symbol display area 933 and the decorative symbol in the middle symbol display area 208b is also executed during the execution of the rotation display notice effect.

  FIG. 17L shows a state in which the rotation target image is rotated 45 ° counterclockwise (total 90 ° rotation) from the state of FIG. 17K with the center of the image display area of the decorative symbol display device 208 as the rotation center. Show. The rotation target image is displayed in an aspect ratio that matches a screen with an aspect ratio of 1: 1. In FIG. 17L, the entire image to be rotated is displayed without being completely viewed.

  FIG. 17 (m) shows a state in which the image to be rotated is rotated 90 ° counterclockwise (a total rotation of 180 °) with the center of the image display area of the decorative symbol display device 208 as the rotation center from the state of FIG. Show. In addition, the aspect ratio of the rotation target image is changed to the aspect ratio of the rotation target image before the rotation.

  FIG. 17 (n) shows a state in which the rotation target image is rotated 45 ° counterclockwise (total 225 ° rotation) from the state of FIG. 17 (m) around the center of the image display area of the decorative symbol display device 208 as the rotation center. Show. The rotation target image is displayed in an aspect ratio that matches a screen having an aspect ratio of 7: 5. Also, in FIG. 17 (n), the hold change image h2 is displayed as the rotation target image during the execution of the rotation display notice effect, and the decorative symbols displayed in the middle symbol display area 208b and the right symbol display area 208c are displayed. It is displayed overlapping with the image h3. The on-hold change image h2 displayed in FIG. 17 (n) is an image used to produce a notice of the change that changes the display mode of the change icon. In addition, a part of the character image h3, a part of “decoration 3” displayed in the right symbol display area 208c, and a part of the navigation character display area 970 are displayed so that they can be seen from the decoration symbol display device 208. The

  FIG. 17 (o) shows a state in which the rotation target image is rotated 45 ° counterclockwise (total 270 ° rotation) from the state of FIG. 17 (n) with the center of the image display area of the decorative symbol display device 208 as the rotation center. Show. The rotation target image is displayed with an aspect ratio that matches a screen with an aspect ratio of 1: 1. Further, in FIG. 17 (o), the rotation target image is not completely seen. FIG. 17 (o) shows a state in which an effect of changing the display mode of the fluctuation icon is executed. In the effect, an animation is performed in which lightning is generated from the hold change image h2 and lightning strikes the fluctuation icon displayed in a black circle. The lightning strike variation icon overlaps with the effect image, so that the entire variation icon is hidden by the effect image. In FIG. 17 (o), “2” is displayed in the special figure 1 hold number display area 931 based on the game ball entering the special figure 1 start port 230, and the special figure 1 hold icon display area. A special figure 1 hold icon 954 displayed in a black circle in the second area 950 shows a state in which an increase animation of the hold icon appears.

  FIG. 17 (p) shows a state in which the rotation target image is rotated 45 ° counterclockwise (a total of 315 ° rotation) from the state of FIG. 17 (o) with the center of the image display area of the decorative symbol display device 208 as the rotation center. Show. The rotation target image is displayed in an aspect ratio that matches a screen having an aspect ratio of 7: 5. In addition, the pending change image h2 shown in FIG. 17 (o) and the effect image displayed so as to overlap the entire variation icon 941 are erased, and a character of “heat” is drawn in a circle. The fluctuation icon is displayed. Next, in FIG. 17 (q), the image to be rotated is rotated 45 ° counterclockwise (total 360 ° rotation) from the state of FIG. 17 (p) around the center of the image display area of the decorative symbol display device 208. FIG. 5 shows a state in which the rotation target image is rotated once and returned to the original display state. Further, the aspect ratio of the rotation target image is returned to the original aspect ratio before the rotation. Next, in FIG. 17 (r), “decoration 3—decoration 2—decoration 3” is stopped and displayed in the left middle right symbol display areas 208a to 208c of the ornamental symbol display device 208, and the result of the special figure 1 variable game is off. The state where it was notified is shown. In addition, when the variation icon displayed in the variation icon display area 940 moves downward, an erasing animation for erasing the variation icon is executed. A downward arrow shown at the upper left of the variation icon in FIG. 17 (r) represents the moving direction of the variation icon.

  As described above, in the rotation display notice effect of the present embodiment, when the rotation target image is rotated, the aspect ratio of the rotation target image may change. A character image may be used as the rotation target image, and the presence of the character image may be enhanced by changing the aspect ratio of the character image, and a strong impression may be given to the player. Further, in the rotation display notice effect in the present embodiment, the rotation target image is rotated once (360 ° rotation), but the rotation target image may be rotated one rotation or more. For example, the larger the number of rotations of the rotation target image, the higher the big hit reliability may be set.

  The aspect ratio of the rotation target image may change in relation to the rotation angle of the rotation target image. For example, the CPU 404 of the first sub-control unit determines the aspect ratio of the rotation target image using a predetermined function with the rotation angle of the rotation target image as a variable, and the image data stored in the ROM 406 based on the aspect ratio In some cases, the display image may be generated using the work area of the VRAM 436. The aspect ratio of the rotation target image may change randomly. For example, the CPU 404 of the first sub-control unit determines the aspect ratio of the image to be rotated using a random number, and generates a display image using the work area of the VRAM 436 from the image data stored in the ROM 406 based on the aspect ratio. There may be cases. In addition, the display area of the rotation target image may be enlarged or reduced depending on the change in the aspect ratio of the rotation target image, or the rotation target image may be displayed so that the display area of the rotation target image is constant. The aspect ratio may change.

  In this embodiment, the rotation target image has the center of the image display area of the decorative symbol display device 208 as the center of rotation, but there are cases where an arbitrary position in the image display area of the decorative symbol display device 208 is the center of rotation. Also good. Further, the rotation target image may be rotated with a straight line passing through the center of the image display area of the decorative symbol display device 208 as a rotation axis, or a straight line passing through an arbitrary position in the image display region of the decorative symbol display device 208. It may be rotated as an axis. In this embodiment, the angular speed of rotation of each image in the rotation target image is constant, but the angular speed of rotation of each image may be varied according to the distance from the center of rotation. For example, the angular velocity of rotation of each image may be decreased as the distance from the center of rotation increases. In this case, the player may be given an impression that the rotation target image is rotating faster than it looks. Further, in this embodiment, an effect of changing the change icon is performed during the rotation display notice effect as a notice of the symbol change display being executed. For this reason, it may be possible to synergistically increase expectations for the special figure variation game being executed by performing these effects simultaneously.

(Example 2)
An effect example of Example 2 of the present embodiment will be described with reference to FIG. 18 (a) to 18 (r) display effects of the special figure 1 variable game in time series. FIG. 18A shows a state in which the special figure 1 variable game is completed, and shows the same state as that shown in FIG. Next, FIG. 18 (b) shows a state in which the special FIG. 1 suspension is digested and the special FIG. 1 variable game is started, and shows the same state as FIG. 17 (b). Next, in FIG. 18C, “decoration 2” is temporarily stopped and displayed in the left symbol display area 208 a of the decorative symbol display device 208, the moving animation of the special figure 1 hold icon 951 is ended, and the variable icon display area 940 is displayed. The change icon 941 is displayed. Further, “1” is displayed in the special figure 1 hold number display area 931 based on the game ball entering the special figure 1 start opening 230, and the first area of the special figure 1 hold icon display area 950 is black. The special figure 1 hold icon 952 displayed in a circle shows a state in which the hold icon has increased due to an increase animation. FIG. 18C shows a balloon image immediately after the balloon image representing the merchant character image h1 displayed in the navigation character display area 970 of the decorative symbol display device 208 is displayed in the lower left portion of the effect display area 208d. Indicates the state.

  FIG. 18D shows a state where “decoration 2” is temporarily stopped and displayed in the left symbol display area 208 a and the right symbol display area 208 c of the decorative symbol display device 208. Further, “2” is displayed in the special figure 1 hold number display area 931 based on the game ball entering the special figure 1 start port 230, and the second area of the special figure 1 hold icon display area 950 is black. The special figure 1 hold icon 953 displayed in a circle shows a state in which the hold icon has increased due to an increase animation. In addition, an image of a character string “chance?” Is displayed in a balloon image representing a line of the merchant character image h1.

  FIG. 18E shows that “decoration 2—decoration 4—decoration 2” is stopped and displayed in the left middle right symbol display areas 208a to 208c of the ornament symbol display device 208, and the result of the special figure 1 variable game is out of place. Indicates a state of being notified. Next, FIG. 18 (f) shows a state in which the special figure 1 variable game is finished, and shows the same state as FIG. 17 (f). Next, FIG. 18 (g) shows a state in which the suspension of the first special figure 1 is digested and the special figure 1 variable game is started, showing the same state as FIG. 17 (g). Next, FIG. 18 (h) shows a state in which the movement animation between the hold / change icons and the movement animation of the special figure 1 hold icon 953 have been completed, and shows the same state as FIG. 17 (h). Next, FIG. 18 (i) shows a state in which “decoration 3” is temporarily stopped and the character image h3 of the shrine is displayed in the left symbol display area 208a of the decorative symbol display device 208, which is the same as FIG. 17 (i). Indicates the state.

  FIG. 18J shows a state in which “decoration 3” is temporarily stopped and displayed in the left symbol display area 208a and the right symbol display area 208c of the decorative symbol display device 208, and the reach effect is started. In addition, a character string image of “chance?” Is displayed in the speech balloon image representing the line of the merchant character image h1, and then “chance!” Is displayed in the speech balloon image representing the line of the character image h3. An image of the character string is displayed. By displaying an image of the character string “chance!” Representing the dialogue of the character image h3 of Tono, it is suggested that the rotation display notice effect is executed.

  FIG. 18 (k) shows the decorative symbol displayed on the decorative symbol display device 208, the hold change image h2, the character image h3 of the lord, the speech balloon image representing the lines of the character image h3 of the lord, the decorative frame f2, and the decorative frame f2. Images (holding icons, change icons, merchant character images h1, etc.) displayed in the inside, and balloon images representing the lines of the merchant character images h1 (hereinafter referred to as “rotation target images” in this embodiment). Shows a state in which the center of the image display area of the decorative symbol display device 208 is rotated 45 ° counterclockwise as viewed from the player. Also, in the rotation display notice effect of the present embodiment, unlike the rotation display notice effect shown in Example 1 of the present embodiment, the decoration frame f1 and the image displayed in the decoration frame f1 (reserved number display, second display) Rotation display of 4 symbol images (hereinafter, these images may be referred to as “non-rotation target images” in this embodiment) is not executed, and the aspect ratio of the non-rotation target image does not change. The non-rotation target image is displayed with priority over the rotation target image. The rotation target image may be displayed with priority over the non-rotation target image, or only some of the rotation target images may be displayed with priority over the non-rotation target image. There may be a case where only some of the non-rotation target images are displayed with priority over the rotation target image.

  The rotation target image before the rotation is displayed with an aspect ratio that matches the aspect ratio of 9:16 (the aspect ratio of the screen of the decorative symbol display device 208), whereas the rotation shown in FIG. The target image is displayed with an aspect ratio adapted to a screen with an aspect ratio of 7: 5. In addition, a part of the character image h3, a part of “decoration 3” displayed in the right symbol display area 208c, and a part of the navigation character display area 970 are displayed so that they can be seen from the decoration symbol display device 208. The Further, the variation display of the 4th symbol displayed in the 4th symbol display area 933 and the decorative symbol in the middle symbol display area 208b is also executed during the execution of the rotation display notice effect.

  FIG. 18L shows a state in which the rotation target image is rotated 45 ° counterclockwise (total 90 ° rotation) from the state of FIG. 18K with the center of the image display area of the decorative symbol display device 208 as the rotation center. Show. The rotation target image is displayed in an aspect ratio that matches a screen with an aspect ratio of 1: 1. Further, in FIG. 18L, the entire rotation target image is displayed without being completely viewed.

  FIG. 18 (m) shows a state in which the rotation target image is rotated 90 ° counterclockwise (a total rotation of 180 °) with the center of the image display area of the decorative symbol display device 208 as the rotation center from the state of FIG. 18 (l). Show. In addition, the aspect ratio of the rotation target image is changed to the aspect ratio of the rotation target image before the rotation. In addition, the decorative frame f1 is displayed so as to overlap the decorative frame f2. The decorative frame f1 is displayed on the front side of the decorative frame f2, and the decorative frame f1 is displayed with priority over the decorative frame f2.

  FIG. 18 (n) shows a state in which the rotation target image is rotated 45 ° counterclockwise (a total of 225 ° rotation) from the state of FIG. 18 (m) about the center of the image display area of the decorative symbol display device 208 as the rotation center. Show. The rotation target image is displayed in an aspect ratio that matches a screen having an aspect ratio of 7: 5. Further, in FIG. 18 (n), the hold change image h2 is displayed as the rotation target image during the execution of the rotation display notice effect, and the decorative symbols displayed in the middle symbol display area 208b and the right symbol display area 208c, and the character of the lord. It is displayed overlapping with the image h3. The on-hold change image h2 displayed in FIG. 18 (n) is an image used for producing the notice of the change that changes the display mode of the change icon. In addition, a part of the character image h3, a part of “decoration 3” displayed in the right symbol display area 208c, and a part of the navigation character display area 970 are displayed so that they can be seen from the decoration symbol display device 208. The

  FIG. 18 (o) shows a state in which the image to be rotated is rotated 45 ° counterclockwise (total 270 ° rotation) from the state of FIG. 18 (n) with the center of the image display area of the decorative symbol display device 208 as the rotation center. Show. The rotation target image is displayed with an aspect ratio that matches a screen with an aspect ratio of 1: 1. Further, in FIG. 18 (o), the rotation target image is not completely seen. FIG. 18 (o) shows a state in which an effect of changing the display mode of the fluctuation icon is executed. In the effect, an animation is performed in which lightning is generated from the hold change image h2 and lightning strikes the fluctuation icon displayed in a black circle. The lightning strike variation icon overlaps with the effect image, so that the entire variation icon is hidden by the effect image. In FIG. 18 (o), “2” is displayed in the special figure 1 hold number display area 931 based on the game ball entering the special figure 1 starting port 230, and the special figure 1 hold icon display area. A special figure 1 hold icon 954 displayed in a black circle in the second area 950 appears as a result of an increase animation of the hold icon.

  FIG. 18 (p) shows a state in which the rotation target image is rotated 45 ° counterclockwise (a total of 315 ° rotation) from the state of FIG. 18 (o) about the center of the image display area of the decorative symbol display device 208 as the rotation center. Show. The rotation target image is displayed in an aspect ratio that matches a screen having an aspect ratio of 7: 5. In addition, the pending change image h2 shown in FIG. 18 (o) and the effect image displayed so as to overlap with the entire change icon are deleted, and the change of the aspect in which the characters “heat” are drawn in the circle An icon is displayed. Next, in FIG. 18 (q), the image to be rotated is rotated 45 ° counterclockwise (total 360 ° rotation) from the state of FIG. 18 (p) around the center of the image display area of the decorative symbol display device 208 as the rotation center. FIG. 5 shows a state in which the rotation target image is rotated once and returned to the original display state. Further, the aspect ratio of the rotation target image is returned to the original aspect ratio before the rotation. Next, in FIG. 18 (r), “decoration 3—decoration 2—decoration 3” is stopped and displayed in the left middle right symbol display areas 208a to 208c of the ornamental symbol display device 208, and the result of the special figure 1 variable game is off. The state where it was notified is shown. Further, an erasing animation for erasing the variation icon 941 is executed by moving the variation icon displayed in the variation icon display area 940 downward.

  As described above, in the rotation display notice effect of the present embodiment, the non-rotation target image is not rotated when the rotation target image is rotated. For the non-rotation target image, the 4th symbol displayed in the 4th symbol display area and the hold number display displayed in the hold number display area are used. For this reason, an image for notifying information important to the player is not rotated.

(Example 3)
An effect example of Example 3 of the present embodiment will be described with reference to FIG. FIGS. 19A to 19R display effects of the special figure 1 variable game in time series. FIGS. 19A to 19H show the same state as FIGS. 18A to 18H. Next, in FIG. 19 (i), a character image h3 is displayed at the lower right of the effect display area 208d. The character image h3 of the lord and the decorative frame f2 are displayed in an overlapping manner, and a part (chin portion) of the character image h3 of the lord is hidden by the decorative frame f2. FIG. 19 (i) shows the same state as FIG. 18 (i) except that the display position of the balloon image representing the lines of the character image h3 and the character image h3 is different. Next, FIG. 19 (j) shows the same state as FIG. 18 (j) except that the display position of the balloon image representing the lines of the character image h3 and the character image h3 is different.

  FIG. 19 (k) shows a balloon image representing the decorative symbol displayed on the decorative symbol display device 208, the character image h3 of the shrine, and the speech of the character image h3 of the shrine (hereinafter, these images are referred to as “ ”May be referred to as a“ rotation target image ”)), showing a state in which the center of the image display area of the decorative symbol display device 208 is rotated 45 ° counterclockwise as viewed from the player. Also, in the rotation display notice effect of the present embodiment, unlike the rotation display notice effect shown in the first embodiment, the image displayed in the decoration frame f1, the decoration frame f1, the decoration frame f2, and the decoration frame f2 are displayed. The rotated image and the speech balloon image representing the speech of the character (hereinafter, these images may be referred to as “non-rotation target images” in this example) are not executed, and the non-rotation target image is not executed. The aspect ratio of does not change. The non-rotation target image is displayed with priority over the rotation target image. The rotation target image may be displayed with priority over the non-rotation target image, or only some of the rotation target images may be displayed with priority over the non-rotation target image. There may be a case where only some of the non-rotation target images are displayed with priority over the rotation target image.

  In FIG. 19 (k), the aspect ratio of the rotation target image is changed and displayed. The rotation target image before the rotation is displayed with an aspect ratio that matches the aspect ratio of 9:16 (the aspect ratio of the screen of the decorative symbol display device 208), whereas the rotation shown in FIG. The aspect ratio of the target image is changed to an aspect ratio that matches a screen with an aspect ratio of 3: 4. In addition, the character image h3 of Tono displays the hidden chin portion. In addition, a part of “decoration 3” displayed in the left symbol display area 208 a is out of view in the decorative symbol display device 208. Next, FIG. 19 (l) shows a state in which the image to be rotated is rotated 45 ° counterclockwise from the state of FIG. 19 (k) with the center of the image display area of the decorative symbol display device 208 as the center of rotation. The aspect ratio of the rotation target image is changed to an aspect ratio adapted to a screen having an aspect ratio of 1: 1. Next, FIG. 19 (m) shows a state in which the image to be rotated is rotated 90 ° counterclockwise from the state of FIG. 19 (l) with the center of the image display area of the decorative symbol display device 208 as the center of rotation. In addition, the aspect ratio of the rotation target image is changed to the aspect ratio of the rotation target image before the rotation. Next, FIG. 19 (n) shows a state in which the image to be rotated is rotated 45 ° counterclockwise from the state of FIG. 19 (m) with the center of the image display area of the decorative symbol display device 208 as the center of rotation. The aspect ratio of the rotation target image is changed to an aspect ratio adapted to a screen having an aspect ratio of 3: 4. FIG. 19 (n) shows a decorative change image displayed on the middle symbol display area 208b and the right symbol display area 208c as the image to be rotated as the rotation target image during execution of the rotation display notice effect. It is displayed overlapping with the image h3. The on-hold change image h2 displayed in FIG. 19 (n) is an image that is used to produce a notice of the change that changes the display mode of the change icon.

  FIG. 19 (o) shows a state in which the rotation target image is rotated 45 ° counterclockwise from the state of FIG. 19 (n) with the center of the image display area of the decorative symbol display device 208 as the rotation center. The aspect ratio of the rotation target image is changed to an aspect ratio adapted to a screen having an aspect ratio of 1: 1. FIG. 19 (o) shows a state in which an effect of changing the display mode of the fluctuation icon (change animation of the fluctuation icon) is executed. In the effect in the present embodiment, the lightning generated from the hold change image h2 is displayed so as to fall at a position different from the change icon to be changed. In addition, the fluctuation icon of the non-rotation target image changes from a black circle to a mode in which “heat” is drawn in a circle at the timing when a lightning occurs from the hold change image h2 and the effect image is displayed. ing. In the present embodiment, since the changing variation icon is not hidden by the effect image, the changed variation icon can be visually recognized earlier than when the changing variation icon is hidden by the effect image.

  FIG. 19 (p) shows a state in which the image to be rotated is rotated 45 ° counterclockwise from the state of FIG. 19 (o) with the center of the image display area of the decorative symbol display device 208 as the center of rotation. The aspect ratio of the rotation target image is changed to an aspect ratio adapted to a screen having an aspect ratio of 3: 4. The pending change image h2, the lightning image, and the effect image are deleted. Next, FIG. 19 (q) shows a state in which the image to be rotated is rotated 45 ° counterclockwise from the state of FIG. 19 (p) with the center of the image display area of the decorative symbol display device 208 as the rotation center and returned to the original state. Show. Further, the aspect ratio of the rotation target image is restored to the original aspect ratio. Next, in FIG. 19 (r), “decoration 3—decoration 2—decoration 3” is stopped and displayed in the left middle right symbol display areas 208a to 208c of the ornamental symbol display device 208, and the result of the special figure 1 variable game is off. The state where it was notified is shown. In addition, when the variation icon displayed in the variation icon display area 940 moves downward, an erasing animation for erasing the variation icon is executed.

  As described above, in the rotation display notice effect of the present embodiment, the non-rotation target image is not rotated when the rotation target image is rotated. For the non-rotation target image, images such as the fourth symbol displayed in the fourth symbol display area, the hold number display displayed in the hold number display area, the hold icon, and the variation icon are used. For this reason, an image for notifying information important to the player is not rotated.

Example 4
An effect example of Example 4 of the present embodiment will be described with reference to FIG. 20 (a) to 20 (r) display the effects of the special figure 1 variable game in time series. FIGS. 20A to 20I show the same state as FIGS. 19A to 19I.

  FIG. 20J shows a state in which “decoration 3” is temporarily stopped and displayed in the left symbol display area 208a and the right symbol display area 208c of the decorative symbol display device 208, and the reach effect is started. In addition, a character string image of “chance?” Is displayed in the speech balloon image representing the line of the merchant character image h1, and then “chance!” Is displayed in the speech balloon image representing the line of the character image h3. An image of the character string is displayed. By displaying an image of the character string “chance!” Representing the dialogue of the character image h3 of Tono, it is suggested that the rotation display notice effect is executed. FIG. 20J shows a decoration frame f2, an image displayed in the decoration frame f2 (pending icon, change icon, merchant character image h1, etc.), and a balloon image representing a line of the merchant character image h1. It has been erased.

  FIG. 20 (k) shows a balloon image (hereinafter, in the present embodiment) representing lines of the decorative symbol displayed on the decorative symbol display device 208, the hold change image h2, the character image h3 of the lord, and the character image h3 of the lord. "It may be referred to as a" rotation target image ") shows a state in which the center of the image display area of the decorative symbol display device 208 is rotated 45 degrees counterclockwise as viewed from the player. Also, in the rotation display notice effect of the present example, unlike the rotation display notice effect shown in Example 1 of the present embodiment, an image displayed in the decoration frame f1 and the decoration frame f1 (hereinafter, in this example, These images are sometimes referred to as “non-rotation target images”), and the rotation display of the non-rotation target images does not change. The non-rotation target image is displayed with priority over the rotation target image. The rotation target image may be displayed with priority over the non-rotation target image, or only some of the rotation target images may be displayed with priority over the non-rotation target image. There may be a case where only some of the non-rotation target images are displayed with priority over the rotation target image. In FIG. 20 (k), the aspect ratio of the rotation target image is changed and displayed. The rotation target image before rotation is displayed with an aspect ratio that matches the aspect ratio of 9:16 (the aspect ratio of the screen of the decorative symbol display device 208), whereas the rotation shown in FIG. The aspect ratio of the target image changes in accordance with the aspect ratio of the screen having an aspect ratio of 3: 4.

  FIG. 20 (l) shows a state in which the rotation target image is rotated 45 ° counterclockwise (total 90 ° rotation) from the state of FIG. 20 (k) with the center of the image display area of the decorative symbol display device 208 as the rotation center. Show. The aspect ratio of the rotation target image is changed to an aspect ratio adapted to a screen having an aspect ratio of 1: 1. Next, in FIG. 20 (m), the image to be rotated is rotated 90 ° counterclockwise (a total rotation of 180 °) around the center of the image display area of the decorative symbol display device 208 from the state of FIG. 20 (l). Indicates the state. In addition, the aspect ratio of the rotation target image is changed to the aspect ratio of the rotation target image before the rotation. The decorative frame f1 is displayed on the front side of the decorative symbol, and the decorative frame f1 is displayed with priority over the decorative symbol. Next, in FIG. 20 (n), the image to be rotated is rotated 45 ° counterclockwise (total 225 ° rotation) from the state of FIG. 20 (m) around the center of the image display area of the decorative symbol display device 208 as the rotation center. Indicates the state. The aspect ratio of the rotation target image is changed to an aspect ratio adapted to a screen having an aspect ratio of 3: 4. In FIG. 20 (n), the hold change image h2 is displayed as the rotation target image during the execution of the rotation display notice effect, and the hold change image h2g is displayed in the middle symbol display area 208b and the right symbol display area 208c. It is displayed overlapping the symbol and the character image h3 of the shrine. The on-hold change image h2 displayed in FIG. 20 (n) is an image used for producing a notice of the change that changes the display mode of the change icon.

  FIG. 20 (o) shows a state in which the rotation target image is rotated 45 ° counterclockwise (total 270 ° rotation) from the state of FIG. Show. The aspect ratio of the rotation target image is changed to an aspect ratio adapted to a screen having an aspect ratio of 1: 1. FIG. 20 (o) shows a state in which an effect of changing the display mode of the fluctuation icon is executed. The effect is different from the effect of changing the display mode of the fluctuation icon during the rotation display notice effect in the example 1 and the example 2 of the present embodiment, and the thunder generated from the hold change image h2 is changed. It is displayed so as not to fall on the target fluctuation icon. In addition, the fluctuation icon of the non-rotation target image is displayed in a circle at the position of the fluctuation icon display area 940 before the execution of the rotation display announcement effect at the timing when the effect image is displayed due to the occurrence of lightning from the hold change image h2. The variation icon 942 in the form of “heat” is temporarily overlapped with the hold change image h2 and “decoration 3”, and is placed on the near side in preference to the hold change image h2 and “decoration 3”. It is displayed. Therefore, the player can temporarily confirm that the change icon has changed.

  FIG. 20 (p) shows a state in which the rotation target image is rotated 45 ° counterclockwise (a total of 315 ° rotation) from the state of FIG. 20 (o) with the center of the image display area of the decorative symbol display device 208 as the rotation center. Show. The aspect ratio of the rotation target image is changed to an aspect ratio adapted to a screen having an aspect ratio of 3: 4. In addition, the pending change image h2, the lightning image, the effect image, and the variation icon 941 are deleted. Next, in FIG. 20 (q), the image to be rotated is rotated 45 ° counterclockwise from the state of FIG. 19 (p) with the center of the image display area of the decorative symbol display device 208 as the rotation center (360 ° in total). It shows the state of returning to the original. The aspect ratio of the rotation target image is restored to the original aspect ratio. Further, the erased decoration frame f2, the image displayed in the decoration frame f2 (holding icon, change icon, merchant character image h1, etc.), and the balloon image representing the line of the merchant character image h1 are displayed. Yes. Next, in FIG. 20 (r), “decoration 3—decoration 2—decoration 3” is stopped and displayed in the left middle right symbol display areas 208a to 208c of the ornamental symbol display device 208, and the result of the special figure 1 variable game is off. The state where it was notified is shown. In addition, when the variation icon displayed in the variation icon display area 940 moves downward, an erasing animation for erasing the variation icon is executed.

  As described above, in the rotation display advance notice effect of the present embodiment, when the rotation target image is rotated, images such as the hold icon and the fluctuation icon which are important information for the player are not displayed. In some cases, the player can be focused on the rotation display of the rotation target image. Moreover, in the rotation display notice effect of the present embodiment, an effect of changing the variation icon is performed even though the variation icon is not displayed. For this reason, an unexpected surprise may be given to the player. In addition, there may be a case where the player's expectation can be satisfied by displaying only the variation icon that has temporarily changed during the effect of changing the variation icon. Further, the variation icon may be temporarily not displayed until the rotation display of the rotation target image is completed. In this case, since a predetermined time is required until the change icon is displayed after the change icon change animation is completed, the player's expectation may be amplified. Moreover, in the rotation display advance notice effect of the present embodiment, there may be an effect that the hold icon is changed even though the hold icon is not displayed.

(Example 5)
An effect example of Example 5 of the present embodiment will be described with reference to FIG. 21 (a) to 21 (l) display the effects of the special figure 1 variable game in time series. In addition, the pachinko machine 100 used in the present embodiment and later-described embodiments 6 to 9 includes a sub display device 209 mounted on the effect movable body 225. The effect movable body 225 can be moved up and down and rotated two-dimensionally in a plane substantially parallel to the display screen of the decorative symbol display device 208 in front of the decorative symbol display device 208 by a drive system (not shown). . The production movable body 225 may be configured to be able to operate three-dimensionally. In addition, the sub display device 209 is a display device for performing various displays used for decorative symbols and effects, and is configured by a liquid crystal display device (Liquid Crystal Display) in the present embodiment. In addition, although the liquid crystal display device is employ | adopted as the sub display device 209, what is necessary is just the structure which can display various productions and various game information, even if it is not a liquid crystal display device, for example, a dot matrix display device, Other display devices including a 7-segment display device, an organic EL (ElectroLuminescence) display device, a reel (drum) display device, a leaf display device, a plasma display, and a projector may be adopted. The sub display device 209 is controlled by the first sub control unit 400 in the same manner as the decorative symbol display device 208. The sub display device 209 may be controlled by the second sub control unit 500.

  FIG. 21A shows a state in which the special figure 1 variable game is completed. In the left middle right symbol display areas 208a to 208c of the decorative symbol display device 208, the symbol combination “decoration 2-decoration 3-decoration 4” indicating that the result of determining whether or not the special figure 1 variable game is wrong has been stopped. Has been. In the special figure 1 4th symbol display area 933 and the special figure 2 4th symbol display area 934, the 4th symbol of the display mode for notifying the deviation is stopped and displayed. In addition, the special figure 1 hold number display area 931 displays “1” indicating that the hold number of the special figure 1 is 1, and the special figure 2 hold number display area 932 indicates that the hold number of the special figure 2 is 0. “0” is displayed indicating that In the special figure 1 hold icon display area 950, a default special figure 1 hold icon 951 displayed in a white circle is displayed. FIG. 21A shows a state in which the sub display device 209 is located at a position in front of the upper center of the decorative symbol display device 208. In the state shown in FIG. 21A, the sub display device 209 (the effect movable body 225) is located at the initial position.

  FIG. 21 (b) shows a state in which the suspension of the special figure 1 is digested and the special figure 1 variable game is started. In the left, middle, and right symbol display areas 208a to 208c of the decorative symbol display device 208, the decorative symbols are displayed in a variable manner. In the special symbol 1 fourth symbol display area 933, the variation display of the fourth symbol is executed. Further, “0” is displayed in the special figure 1 hold number display area 931, and it is notified that the hold number of the special figure 1 has decreased by 1 and the hold number of the special figure 1 has become zero. When the special figure 1 hold is reduced by 1 and the special figure 1 variable game is started, the hold / variation icon is displayed in the variable icon display area 940 and the special figure 1 hold icon display area 950 of the decorative symbol display device 208. A moving animation between them is executed. In the movement animation between the hold / change icons, the special figure 1 hold icon 951 displayed in the first area of the special figure 1 hold icon display area 950 becomes the change icon 941 and moves to the change icon display area 940. . In this way, in FIG. 21B, the moving animation between the hold / change icons is executed.

  FIG. 21C shows a state in which the moving animation between the hold / change icon is finished and the change icon 941 is displayed in the change icon display area 940. FIG. 21C shows a state where the character image h3 is displayed in the effect display area 209a of the sub display device 209. In this example, the character image h3 of Tono is a character image used for the “rotation” notice effect (hereinafter also referred to as “rotation display notice effect”) shown in FIG.

  FIG. 21 (d) shows a state in which a rotation display notice effect as a reach effect is executed. In the rotation display notice effect of the present embodiment, the sub display device 209 performs rotation display of the character image h3. FIG. 21D shows a state in which “decoration 2” is temporarily stopped and displayed in the left symbol display area 208 a and the right symbol display area 208 c of the decorative symbol display device 208. In addition, the character image h3 displayed on the sub display device 209 (hereinafter, sometimes referred to as “rotation target image” in this example) has the center of the image display area of the sub display device 209 as the center of rotation. A state rotated 45 ° counterclockwise is shown. In FIG. 21D, the rotation target image is displayed with the aspect ratio of the image changed. The rotation target image before rotation is displayed with an aspect ratio that matches the aspect ratio of 9:16 (the aspect ratio of the screen of the sub display device 209), whereas the rotation target image shown in FIG. The aspect ratio of the image changes to an aspect ratio that matches the screen having an aspect ratio of 7: 5. Next, FIG. 21 (e) shows a state in which the rotation target image is rotated 45 ° counterclockwise (total 90 ° rotation) from the state of FIG. 21 (d) with the center of the image display area of the sub display device 209 as the rotation center. Is shown. Further, the aspect ratio of the rotation target image is changed to an aspect ratio adapted to a screen having an aspect ratio of 1: 1. Next, FIG. 21 (f) shows a state in which the image to be rotated is the state shown in FIG. 21 (e) or 45 ° rotated counterclockwise about the center of the image display area of the sub display device 209 (a total rotation of 135 °). Is shown. Further, the aspect ratio of the rotation target image is changed to an aspect ratio adapted to a screen having an aspect ratio of 7: 5.

  FIG. 21G shows a state in which the rotation target image is rotated 45 ° counterclockwise (total 180 ° rotation) from the state of FIG. 21F with the center of the image display area of the sub display device 209 as the rotation center. ing. In addition, the aspect ratio of the rotation target image is changed to the aspect ratio of the rotation target image before the rotation. Next, FIG. 21 (h) shows a state in which the image to be rotated is rotated 45 ° counterclockwise (a total of 225 ° rotation) from the state of FIG. 21 (g) with the center of the image display area of the sub display device 209 as the rotation center. Is shown. Further, the aspect ratio of the rotation target image is changed to an aspect ratio adapted to a screen having an aspect ratio of 7: 5. Next, FIG. 21 (i) shows a state in which the rotation target image is rotated 45 ° counterclockwise (total 270 ° rotation) from the state of FIG. 21 (h) around the center of the image display area of the sub-sub display device 209. Is shown. Further, the aspect ratio of the rotation target image is changed to an aspect ratio adapted to a screen having an aspect ratio of 1: 1. Next, FIG. 21 (j) shows a state in which the image to be rotated is rotated 45 ° counterclockwise (a total of 315 ° rotation) from the state of FIG. 21 (e) with the center of the image display area of the sub display device 209 as the rotation center. Is shown. Further, the aspect ratio of the rotation target image is changed to an aspect ratio adapted to a screen having an aspect ratio of 7: 5. Next, FIG. 21 (k) shows that the rotation target image is rotated 45 ° counterclockwise (total 360 ° rotation) from the state of FIG. 21 (j) around the center of the image display area of the sub display device 209 as the rotation center. The state has returned to. Further, the aspect ratio of the rotation target image is returned to the original aspect ratio before the rotation. Next, in FIG. 21 (l), “decoration 2—decoration 4—decoration 2” is stopped and displayed in the left middle right symbol display areas 208a to 208c of the sub display device 209, and the result of the special figure 1 variable game is off. This indicates a state in which this is notified. Further, when the variation icon 941 displayed in the variation icon display area 940 moves downward, an erasing animation for erasing the variation icon 941 is executed.

  As described above, in the rotation display notice effect of the present embodiment, when the rotation target image displayed on the sub display device 209 is rotated, the aspect ratio of the rotation target image may change. A character image is used as the rotation target image. In some cases, the presence of the character image is enhanced by changing the aspect ratio of the character image, and the player can be impacted. Further, in the rotation display notice effect in the present embodiment, the rotation target image is rotated once (360 °), but may be configured to rotate one rotation or more. For example, the larger the number of rotations of the rotation target image, the higher the big hit reliability.

  Further, the aspect ratio of the rotation target image may change in relation to the rotation angle of the rotation target image. For example, the CPU 404 of the first sub control unit 400 determines the aspect ratio of the rotation target image using a predetermined function with the rotation angle of the rotation target image as a variable, and the image stored in the ROM 406 based on the aspect ratio. A display image may be generated from the data using the work area of the VRAM 436. The aspect ratio of the rotation target image may change randomly. For example, the CPU 404 of the first sub-control unit 400 determines the aspect ratio of the rotation target image using a random number, and uses the work area of the VRAM 436 to display the display image from the image data stored in the ROM 406 based on the aspect ratio. It may be generated. In addition, the display area of the rotation target image may be enlarged or reduced depending on the change in the aspect ratio of the rotation target image, or the rotation target image may be displayed so that the display area of the rotation target image is constant. The aspect ratio may change.

  In the present embodiment, the rotation target image has the center of the image display area of the sub display device 209 as the center of rotation, but there are cases where an arbitrary position in the image display area of the sub display device 209 is the center of rotation. Also good. The rotation target image may be rotated about a straight line passing through the center of the image display area of the sub display device 209 as a rotation axis, or a straight line passing through an arbitrary position in the image display area of the sub display device 209. It may be rotated as a rotation axis.

  In this embodiment, the rotational angular velocity of the rotation target image is constant. However, the rotation angular velocity of the rotation target image may be varied according to the distance from the rotation center. For example, the angular velocity of the rotation of the rotation target image may be decreased as the distance from the rotation center increases. In this case, the player may be given the illusion that the image to be rotated is rotating faster than it looks.

(Example 6)
An effect example of Example 6 of the present embodiment will be described with reference to FIG. 22 (a) to 22 (l) display the effects of the special figure 1 variable game in time series.

  FIG. 22A shows a state in which the special figure 1 variable game is completed. In the left middle right symbol display areas 208a to 208c of the decorative symbol display device 208, the symbol combination “decoration 2-decoration 3-decoration 4” indicating that the result of determining whether or not the special figure 1 variable game is wrong has been stopped. Has been. In the special figure 1 4th symbol display area 933 and the special figure 2 4th symbol display area 934, the 4th symbol of the display mode for notifying the deviation is stopped and displayed. In addition, the special figure 1 hold number display area 931 displays “1” indicating that the hold number of the special figure 1 is 1, and the special figure 2 hold number display area 932 indicates that the hold number of the special figure 2 is 0. “0” is displayed indicating that In the special figure 1 hold icon display area 950, a default special figure 1 hold icon 951 displayed in a white circle is displayed. FIG. 22A shows a state in which the sub display device 209 is located at a position in front of the upper center of the decorative symbol display device 208. Further, the sub display device 209 has a holding display area 209b for displaying a holding number display image in the lower left part. In FIG. 22A, “1” indicating that the number of holds in FIG. 1 is 1 is displayed as a hold number display image in the hold display area 209 b of the sub display device 209.

  FIG. 22 (b) shows a state in which the suspension of the special figure 1 is digested and the special figure 1 variable game is started. In the left, middle, and right symbol display areas 208a to 208c of the decorative symbol display device 208, the decorative symbols are displayed in a variable manner. In the special symbol 1 fourth symbol display area 933, the variation display of the fourth symbol is executed. Further, “0” is displayed in the special figure 1 hold number display area 931, and it is notified that the hold number of the special figure 1 has decreased by 1 and the hold number of the special figure 1 has become zero. When the special figure 1 hold is reduced by 1 and the special figure 1 variable game is started, the hold / variation icon is displayed in the variable icon display area 940 and the special figure 1 hold icon display area 950 of the decorative symbol display device 208. A moving animation between them is executed. In the movement animation between the hold / change icons, the special figure 1 hold icon 951 displayed in the first area of the special figure 1 hold icon display area 950 becomes the change icon 941 and moves to the change icon display area 940. . In this way, the moving animation between the hold / change icons is executed. In the hold display area 209b in the lower left part of the sub display device 209, “0” indicating that the hold number in FIG. 1 is 0 is displayed as the hold number display image.

  FIG. 22C shows a state in which the moving animation between the hold / change icon is finished and the change icon 941 is displayed in the change icon display area 940. FIG. 22C shows a state where the character image h3 is displayed in the effect display area 209a of the sub display device 209. The character image h3 of Tono is a character image used for the “rotation” notice effect (hereinafter also referred to as “rotation display notice effect”) shown in FIG.

  FIG. 22D shows a state in which a rotation display notice effect as a reach effect is executed. In the rotation display notice effect of the present embodiment, the sub display device 209 rotates 360 ° counterclockwise as viewed from the player in a plane parallel to the display screen of the decorative symbol display device 208 in front of the decorative symbol display device 208. Thus, the character image h3 of Tono is rotated 360 ° counterclockwise. FIG. 22D shows a state in which “decoration 2” is temporarily stopped and displayed in the left symbol display area 208 a and the right symbol display area 208 c of the decorative symbol display device 208. Further, the sub display device 209 moves from the front position at the center upper part of the decorative symbol display device 208 to the lower position and rotates 45 ° counterclockwise about the center of the image display area of the sub display device 209 as the rotation center. Shows the state. In addition, the hold display area 209 b in the lower left portion of the sub display device 209 has moved to the upper left portion of the sub display device 209. In addition, the “0” image as the hold number display image displayed in the hold display area 209 b is 45 clockwise around the center of the “0” image in accordance with the rotation angle of the sub display device 209. ° Rotated and displayed.

  FIG. 22E shows a state in which the sub display device 209 is rotated 45 ° counterclockwise (total 90 ° rotation) from the state of FIG. 22D around the center of the image display area of the sub display device 209. Is shown. In addition, the “0” image as the hold number display image displayed in the hold display area 209 b is 45 clockwise around the center of the “0” image in accordance with the rotation angle of the sub display device 209. It is displayed with a rotation of 90 ° (a total rotation of 90 °). Next, in FIG. 22F, the sub display device 209 rotates 45 ° counterclockwise from the state of FIG. 22E around the center of the image display area of the sub display device 209 (a total rotation of 135 °). Shows the state. In addition, the hold display area 209b in the upper left part of the sub display device 209 has moved to the upper right part of the sub display device 209. Further, the “0” image as the hold number display image displayed in the hold display area 209 b is 45 ° clockwise around the center of the “0” image in accordance with the rotation angle of the sub display device 209. Rotated (total 135 ° rotation) is displayed. Next, FIG. 22G shows that the sub display device 209 rotates 45 ° counterclockwise from the state of FIG. 22F with the center of the image display area of the sub display device 209 as the rotation center (total 180 ° rotation). Shows the state. Further, the “0” image as the hold number display image displayed in the hold display area 209 b is 45 ° clockwise around the center of the “0” image in accordance with the rotation angle of the sub display device 209. Rotation (total 180 ° rotation) is displayed.

  FIG. 22H shows a state in which the sub display device 209 is rotated 45 ° counterclockwise (total 225 ° rotation) from the state of FIG. 22G with the center of the image display area of the sub display device 209 as the center of rotation. Is shown. In addition, the hold display area 209 b in the upper right part of the sub display device 209 has moved to the lower right part of the sub display device 209. Further, the “0” image of the hold number display image displayed in the hold display area 209 b is rotated by 45 ° clockwise around the center of the “0” image in accordance with the rotation angle of the sub display device 209. (Total 225 ° rotation) is displayed. Next, in FIG. 22 (i), the sub display device 209 rotates 45 ° counterclockwise from the state of FIG. 22 (h) about the center of the image display area of the sub display device 209 as the rotation center (total 270 ° rotation). Shows the state. Further, the “0” image of the hold number display image displayed in the hold display area 209 b is rotated by 45 ° clockwise around the center of the “0” image in accordance with the rotation angle of the sub display device 209. (Total 270 ° rotation) is displayed.

  FIG. 22J shows a state in which the sub display device 209 is rotated 45 ° counterclockwise (a total of 315 ° rotation) around the center of the image display area of the sub display device 209 from the state of FIG. Is shown. In addition, the hold display area 209 b in the lower right portion of the sub display device 209 has moved to the original position in the lower left portion of the sub display device 209. Further, the “0” image as the hold number display image displayed in the hold display area 209 b is 45 ° clockwise around the center of the “0” image in accordance with the rotation angle of the sub display device 209. Rotated (total 315 ° rotation) is displayed. Next, in FIG. 22 (k), the sub display device 209 rotates 45 ° counterclockwise from the state of FIG. 22 (j) with the center of the image display area of the sub display device 209 as the rotation center (360 ° total rotation). Shows the state. Further, the “0” image as the hold number display image displayed in the hold display area 209 b is 45 ° clockwise around the center of the “0” image in accordance with the rotation angle of the sub display device 209. Rotated (total 360 ° rotation) is displayed. Next, in FIG. 22 (l), “decoration 2—decoration 4—decoration 2” is stopped and displayed in the left middle right symbol display areas 208a to 208c of the ornamental symbol display device 208, and the result of the special figure 1 variable game is off. The state where it was notified is shown. Further, the sub-display device 209 deletes the character image h3, and the decorative symbol display device 208 deletes the variation icon 941 by moving the variation icon 941 displayed in the variation icon display area 940 downward. Animation is running.

  As described above, in the rotation display notice effect of the present embodiment, the rotation display of the rotation target image is performed by rotating the sub display device 209. Further, when the sub display device 209 is rotated, the hold number display image displayed on the sub display device 209 is displayed in a manner that does not rotate when viewed from the player. In addition, the hold display area 209b of the sub display device 209 is moved so as to be displayed at the left corner of the sub display device 209 when viewed from the player in accordance with the rotation of the sub display device 209. For this reason, during the rotation of the sub display device 209, the hold number display image, which is important information for the player, is displayed at a position where the player can easily see. Further, in place of the rotation of the sub display device 209, the decorative symbol display device 208 may be rotated to produce an effect of rotating the image displayed on the decorative symbol display device 208. By rotating the display device 208 and the sub display device 209 simultaneously or continuously, there may be a case where an effect of rotating the images displayed on the decorative symbol display device 208 and the sub display device 209 is performed. The decorative symbol display device 208 may be rotatable, and the sub display device 209 may be fixed to the game board 200 so as not to move.

(Example 7)
An effect example of Example 7 of the present embodiment will be described with reference to FIG. 23 (a) to (l) display effects of the special figure 1 variable game in time series.

  FIG. 23 (a) shows a state in which the special figure 1 variable game is completed, and shows the same state as FIG. 21 (a). Next, FIG. 23 (b) shows a state in which the special FIG. 1 suspension is digested and the special FIG. 1 variable game is started, and shows the same state as FIG. 21 (b). Next, FIG. 23 (c) shows that the decorative symbols change display is executed in the left middle right symbol display areas 208a to 208c of the decorative symbol display device 208, the movement animation between the hold and change icons ends, and the change icon display area A change icon 941 is displayed at 940. FIG. 23C shows a state in which the sub display device 209 moves downward, and the character image h3 is displayed in the effect display area 209a of the sub display device 209. The character image h3 of Tono is a character image used for the “rotation” notice effect (hereinafter also referred to as “rotation display notice effect”) shown in FIG.

  FIG. 23 (d) shows a state in which a rotation display notice effect as a reach effect is executed. FIG. 23D shows a state in which the sub display device 209 is rotated 45 ° counterclockwise about the center of the image display area of the sub display device 209 as the rotation center. Further, the character image h3 displayed at the center of the effect display area 209a of the sub display device 209 is centered on the image display area of the sub display device 209 in accordance with the counterclockwise rotation of the sub display device 209. Is rotated 45 ° clockwise around the center of rotation. For this reason, the player's character image h3 is visually recognized by the player so as not to rotate. Next, FIGS. 23E to 23K show a state in which the sub display device 209 is rotated by 45 °. Further, in FIGS. 23E to 23K, the character image h3 is displayed by rotating clockwise at the same rotational speed as that of the sub display device 209. Therefore, during the rotation of the sub display device 209, the player's character image h3 is always viewed as not rotating. Next, FIG. 23 (l) shows that “decoration 2-decoration 4-decoration 2” is stopped and displayed in the left middle right symbol display areas 208a to 208c of the ornament symbol display device 208, and the result of the special figure 1 variable game is off. The state where it was notified is shown. Further, the sub-display device 209 deletes the character image h3, and the decorative symbol display device 208 deletes the variation icon 941 by moving the variation icon 941 displayed in the variation icon display area 940 downward. Animation is running.

  As described above, in the rotation display notice effect of the present embodiment, the character image displayed on the sub display device 209 is rotated in the opposite direction to the sub display device 209 at the same speed while the sub display device 209 is rotated. The character image is displayed in such a manner that it is not rotated as viewed from the player. For this reason, since the image displayed on the sub display device does not rotate although the sub display device 209 is rotating, it may be possible to give the player a surprise. In this embodiment, the character image is rotated in the direction opposite to the rotation direction of the sub display device 209 at the same speed as the rotation speed of the sub display device 209. However, the direction opposite to the rotation direction of the sub display device 209 is used. The character image may be rotated at a speed different from the rotation speed of the sub display device 209, or in the same direction as the rotation direction of the sub display device 209, or the same speed as the rotation speed of the sub display device 209 or The character image may be rotated at different speeds.

(Example 8)
An effect example of Example 8 of the present embodiment will be described with reference to FIG. FIGS. 24A to 24F show the effects of the special figure 1 variable game in time series.

  FIG. 24A shows a state in which the special figure 1 variable game is completed, and shows the same state as FIG. Next, FIG. 24B shows a state in which the sub display device 209 has moved downward and the character image h3 is displayed on the sub display device 209, and shows the same state as FIG. 23C. . The character image h3 of Tono is a character image used for the “rotation” notice effect (hereinafter also referred to as “rotation display notice effect”) shown in FIG. FIG. 24B-1 shows image data read from the ROM 406 of the first sub control unit 400 in order to display an image on the sub display device 209 in the state of FIG. . The image data shown in FIG. 24 (b-1) has a princess character image h3 and a princess character image h4 at the lower left of the lord character image h3. It is the image data of the aspect which is not rotating. Further, in this example, the princess character image h4 is an image used for the advance notice with high hit reliability. FIG. 24B-2 uses the work area of the VRAM 436 from the image data shown in FIG. 24B-1 to display an image on the sub display device 209 in the state of FIG. 24B. The generated display data is shown. A predetermined rectangular area having an aspect ratio of 9:16 is cut out from the image data shown in FIG. 24B-1 around the center of the image data as display data. FIG. 24B-3 shows a state in which an image is displayed on the sub display device 209 based on the display data shown in FIG.

  FIGS. 24C to 24E show a state in which the rotation display notice effect as the reach effect is executed. In the rotation display notice effect of the present embodiment, the sub display device 209 rotates 45 ° counterclockwise in a plane parallel to the display screen of the decorative symbol display device 208 in front of the decorative symbol display device 208 and then clockwise. Rotated by 45 °. Moreover, the rectangle shown with the dashed-two dotted line in the figure of FIG.24 (c)-(e) has shown the position of the sub display apparatus 209 before rotation. In addition, arrows shown in FIGS. 24C to 24E indicate the rotation direction of the sub display device 209.

  FIG. 24C shows a state in which the sub display device 209 is rotated 30 ° counterclockwise from the state shown in FIG. 24B with the center of the image display area of the sub display device 209 as the center of rotation. . Further, the character image h3 displayed at the center of the sub display device 209 is displayed in a non-rotating manner as viewed from the player. In the sub display device 209, a part of the character image h4 of the princess that was out of view from the sub display device 209 is displayed in the lower left part in a manner that is not rotated as viewed from the player. FIG. 24C-1 shows image data read from the ROM 406 of the first sub control unit 400 in order to display an image on the sub display device 209 in the state of FIG. The image data shown in FIG. 24C-1 is image data obtained by rotating the image data shown in FIG. 24B-1 clockwise by 30 ° with the center of the image data as the rotation center. 24C-2 uses the work area of the VRAM 436 from the image data shown in FIG. 24C-1 to display an image on the sub display device 209 in the state of FIG. 24C. The generated display data is shown. The display data is obtained by cutting out a predetermined rectangular area having an aspect ratio of 9:16 from the image data shown in FIG. 24 (c-3) displays an image on the sub display device 209 based on the display data shown in FIG. 24 (c-2), and rotates the sub display device 209 counterclockwise from the state shown in FIG. 24 (b). FIG. 24 shows a state rotated by 30 °, and shows a state of the sub display device 209 in FIG.

  FIG. 24D shows a state in which the sub display device 209 has rotated 15 ° counterclockwise from the state shown in FIG. 24C with the center of the image display area of the sub display device 209 as the center of rotation. . Further, the character image h3 displayed at the center of the sub display device 209 is displayed in a non-rotating manner as viewed from the player. Further, in the sub display device 209, the entire princess character image h4 is displayed in the lower left portion in a manner that is not rotated when viewed from the player. FIG. 24D-1 shows image data read from the ROM 406 of the first sub control unit 400 in order to display an image on the sub display device 209 in the state of FIG. The image data shown in (d-1) of FIG. 24 is image data in a form in which the image data shown in (c-1) of FIG. 24 is rotated by 15 ° clockwise around the center of the image data. FIG. 24D-2 uses the work area of the VRAM 436 from the image data shown in FIG. 24D-1 to display the image on the sub display device 209 in the state of FIG. The generated display data is shown. The display data is obtained by cutting out a predetermined rectangular area having an aspect ratio of 9:16 from the image data shown in FIG. 24D-1 as the center. FIG. 24D-3 shows an image on the sub display device 209 based on the display data shown in FIG. 24D-2, and the sub display device 209 is rotated counterclockwise from the state shown in FIG. FIG. 24 shows a state rotated by 15 °, and shows a state of the sub display device 209 in FIG.

  FIG. 24E shows a state in which the sub display device 209 is rotated 15 ° clockwise from the state shown in FIG. 24D with the center of the image display area of the sub display device 209 as the center of rotation. Further, the character image h3 displayed at the center of the sub display device 209 is displayed in a non-rotating manner as viewed from the player. In the sub display device 209, a part of the princess character image h <b> 4 is displayed in the lower left portion in a manner not rotated when viewed from the player, and the other part is out of view from the sub display device 209. FIG. 24E shows a state immediately before the rotation display notice effect as the reach effect ends. FIG. 24 (e-1) shows image data read from the ROM 406 of the first sub control unit 400 in order to display an image on the sub display device 209 in the state of FIG. 24 (e). The image data shown in FIG. 24 (e-1) is image data in a form obtained by rotating the image data shown in FIG. 24 (d-1) by 15 ° counterclockwise around the center of the image data. This is the same as the image data shown in (c-1). FIG. 24 (e-2) uses the work area of the VRAM 436 from the image data shown in FIG. 24 (e-1) to display an image on the sub display device 209 in the state of FIG. 24 (e). The generated display data is shown. The display data is the same as the display data shown in FIG. 24 (e-3) displays an image on the sub display device 209 based on the display data shown in FIG. 24 (c-2), and the sub display device 209 is rotated clockwise from the state shown in FIG. 24 (d). This shows a state rotated by 15 °, and shows a state of the sub display device 209 in FIG. FIG. 24 (e-3) shows the same state as FIG. 24 (c-3).

  FIG. 24F shows that “decoration 2—decoration 2—decoration 2” is stopped in the left middle right symbol display areas 208a to 208c of the ornamental symbol display device 208, and the result of the special figure 1 variable game is a big hit. Indicates a state of being notified. In the special symbol 1 and 4 symbol display area 933 of the decorative symbol display device 208, an image of “◯” is displayed to notify that the result of the special symbol 1 variable game is a big hit. FIG. 24F shows that the sub display device 209 is rotated 30 ° clockwise from the state shown in FIG. 24E around the center of the image display area of the sub display device 209 as the center of rotation. Shows the state. Further, the character image h3 displayed at the center of the sub display device 209 is displayed in a non-rotating manner as viewed from the player. Further, in the sub display device 209, the princess character image h4 is not displayed. FIG. 24F-1 shows image data read from the ROM 406 of the first sub control unit 400 in order to display an image on the sub display device 209 in the state of FIG. The image data shown in FIG. 24 (f-1) is image data in a form in which the image data shown in FIG. 24 (e-1) is rotated 30 ° counterclockwise with the center of the image data as the rotation center. This is the same as the image data shown in (b-1). FIG. 24 (f-2) uses the work area of the VRAM 436 from the image data shown in FIG. 24 (f-1) to display an image on the sub display device 209 in the state of FIG. 24 (f). The generated display data is shown. The display data is the same as the display data shown in FIG. 24 (f-3) displays an image on the sub display device 209 based on the display data shown in FIG. 24 (f-2), and the sub display device 209 is rotated clockwise from the state shown in FIG. 24 (e). This shows a state rotated by 30 °, and shows a state of the sub display device 209 in FIG. FIG. 24 (f-3) shows the same state as FIG. 24 (b-3).

  As described above, in the rotation display notice effect of the present embodiment, the image displayed on the sub display device 209 is rotated at the same speed in the opposite direction to the sub display device 209 while rotating the sub display device 209. The character image h3 of Tono is displayed in a mode that does not rotate when viewed from the player. Further, in the rotation display notice effect of the present embodiment, the princess character image h4 that has been overlooked on the sub display device 209 before the rotation display notice effect is executed is displayed on the sub display device 209. Is displayed on the sub display device 209. Also, the princess character image h4 is displayed on the sub display device 209 when the sub display device 209 rotates more than a predetermined angle. For this reason, the player pays attention to the rotation angle of the sub display device 209, and may be able to improve the interest of the game. Further, in the rotation display notice effect of the present embodiment, the princess character image h4 is displayed by the rotation of the sub display device 209, but a character is displayed in accordance with the jackpot reliability of the symbol variation display being executed. You may make it do. For example, when the big hit reliability is relatively low, the enemy character may be displayed. Further, the princess character image h4 is displayed by rotating the sub display device 209 counterclockwise by a predetermined angle, whereas the sub display device 209 rotates by a predetermined angle clockwise to display the enemy. A character may be displayed. Further, the aspect ratio of the character image h3 and the princess character image h4 used for the rotation display notice effect in this embodiment may change during the rotation display notice effect.

Example 9
An effect example of Example 9 of the present embodiment will be described with reference to FIG. 25 (a) to 25 (f) display effects of the special figure 1 variable game in time series.

  FIG. 25 (a) shows a state in which the special figure 1 variable game is completed, and shows the same state as FIG. 21 (a). Next, FIG. 25 (b) shows that the decorative symbols change display is executed in the left middle right symbol display areas 208a to 208c of the decorative symbol display device 208, the movement animation between the hold / change icons ends, and the change icon display area A change icon 941 is displayed at 940. Also, in FIG. 25B, the sub display device 209 moves downward, and the character image h3 of the lord is displayed in the center of the sub display device 209, and the merchant character image h1 ′ is displayed in the lower left portion of the sub display device 209. It shows the state that was done. The character image h3 of Tono is a character image used for the “rotation” notice effect (hereinafter also referred to as “rotation display notice effect”) shown in FIG. The merchant character image h <b> 1 ′ is the same character image as the merchant character image h <b> 1 displayed in the navigation character display area 970. FIG. 25 (b-1) shows image data read from the ROM 406 of the first sub control unit 400 in order to display an image on the sub display device 209 in the state of FIG. 25 (b). . The image data shown in FIG. 25 (b-1) has a princess character image h3 and a princess character image h4 at the lower left of the lord character image h3. It is the image data of the aspect which is not rotating. Further, in this example, the princess character image h4 is an image used for the advance notice with high hit reliability. FIG. 25B-2 uses the work area of the VRAM 436 from the image data shown in FIG. 25B-1 to display an image on the sub display device 209 in the state of FIG. The generated display data is shown. A predetermined rectangular area with an aspect ratio of 9:16 is cut out from the image data shown in FIG. 25B-1 around the center of the image data as display data. Also, the display data shown in FIG. 25 (b-2) is displayed at a predetermined position (lower left of the display data) of the display data generated from the image data shown in FIG. 25 (b-1). This is display data in which the merchant character image h1 ′ read from the ROM 406 is superimposed. FIG. 25 (b-3) shows a state in which an image is displayed on the sub display device 209 based on the display data shown in FIG. 25 (b-2). Further, the merchant character image h1 ′ is displayed with priority over the image data shown in FIG. 25 (b-1), but the image data shown in FIG. 25 (b-1) is changed from the merchant character image h1 ′. It may be displayed with priority.

  FIGS. 25C to 25E show a state in which a rotation display notice effect as a reach effect is executed. In the rotation display notice effect of the present embodiment, the sub display device 209 rotates 45 ° counterclockwise in a plane parallel to the display screen of the decorative symbol display device 208 in front of the decorative symbol display device 208 and then clockwise. Rotated by 45 °. In addition, a rectangle indicated by a two-dot chain line in the diagrams of FIGS. 25C to 25E indicates the position of the sub display device 209 before rotation. In addition, the arrows shown in FIGS. 25C to 25E indicate the rotation direction of the sub display device 209.

  FIG. 25C shows a state in which the sub display device 209 is rotated 30 ° counterclockwise from the state shown in FIG. 25B with the center of the image display area of the sub display device 209 as the center of rotation. . Further, the character image h3 displayed at the center of the sub display device 209 is displayed in a non-rotating manner as viewed from the player. Further, the merchant character image h1 ′ displayed in the lower left portion of the sub display device 209 is displayed in the image display area of the sub display device 209 from the state shown in FIG. It is displayed in such a manner that it is rotated 30 ° counterclockwise with the center as the center of rotation. Further, in the sub display device 209, a part of the princess character image h4 that has been seen out of the sub display device 209 is displayed in the lower right part of the character image h1 'in a manner that is not rotated when viewed from the player. FIG. 25C-1 shows image data read from the ROM 406 of the first sub control unit 400 in order to display an image on the sub display device 209 in the state of FIG. The image data shown in FIG. 25C-1 is image data in a mode in which the image data shown in FIG. 25B-1 is rotated 30 ° clockwise around the center of the image data. 25 (c-2) uses the work area of the VRAM 436 from the image data shown in FIG. 25 (c-1) to display an image on the sub display device 209 in the state of FIG. 25 (c). The generated display data is shown. The display data is obtained by cutting a predetermined rectangular area having an aspect ratio of 9:16 from the image data shown in FIG. 25C-1 with the center of the image data as the center. The display data shown in FIG. 25 (c-2) is first displayed at a predetermined position (position shown in FIG. 25 (b-2)) of the display data generated from the image data shown in FIG. 25 (c-1). This is display data in which merchant character images h1 ′ read from the ROM 406 of the sub-control unit 400 are superimposed. FIG. 25 (c-3) displays an image on the sub display device 209 based on the display data shown in FIG. 25 (c-2), and turns the sub display device 209 counterclockwise from the state shown in FIG. 25 (b). FIG. 25 shows a state rotated by 30 °, and shows a state of the sub display device 209 in FIG.

  FIG. 25D shows a state in which the sub display device 209 has rotated 15 ° counterclockwise from the state shown in FIG. 25C with the center of the image display area of the sub display device 209 as the center of rotation. . Further, the character image h3 displayed at the center of the sub display device 209 is displayed in a non-rotating manner as viewed from the player. Further, the merchant character image h1 ′ displayed in the lower left portion of the sub display device 209 is displayed in the image display area of the sub display device 209 from the state shown in FIG. 25C by rotating the sub display device 209. It is displayed in such a manner that it is rotated 15 ° counterclockwise with the center as the center of rotation. Further, in the sub display device 209, the entire princess character image h4 is displayed on the right side of the merchant character image h1 'in a manner that is not rotated when viewed from the player. FIG. 25D-1 illustrates image data read from the ROM 406 of the first sub control unit 400 in order to display an image on the sub display device 209 in the state of FIG. The image data shown in FIG. 25 (d-1) is image data in a mode in which the image data shown in FIG. 25 (c-1) is rotated 15 ° clockwise around the center of the image data. FIG. 25D-2 uses the work area of the VRAM 436 from the image data shown in FIG. 25D-1 to display an image on the sub display device 209 in the state of FIG. The generated display data is shown. The display data is obtained by cutting a predetermined rectangular area having an aspect ratio of 9:16 around the center of the image data from the image data shown in FIG. The display data shown in FIG. 25 (d-2) is first displayed at a predetermined position (position shown in FIG. 25 (b-2)) of the display data generated from the image data shown in FIG. 25 (d-1). This is display data in which merchant character images h1 ′ read from the ROM 406 of the sub-control unit 400 are superimposed. 25 (d-3) displays an image on the sub display device 209 based on the display data shown in FIG. 25 (d-2), and rotates the sub display device 209 counterclockwise from the state shown in FIG. 25 (c). FIG. 25 shows a state rotated by 15 °, and shows a state of the sub display device 209 in FIG.

  FIG. 25E shows a state in which the sub display device 209 is rotated 15 ° clockwise from the state shown in FIG. 25D with the center of the image display area of the sub display device 209 as the center of rotation. Further, the character image h3 displayed at the center of the sub display device 209 is displayed in a non-rotating manner as viewed from the player. Further, the merchant character image h1 ′ displayed in the lower left portion of the sub display device 209 is displayed in the image display area of the sub display device 209 from the state shown in FIG. It is displayed in such a manner that it is rotated 15 ° clockwise around the center. Further, in the sub display device 209, a part of the princess character image h4 is displayed in the lower right side of the character image h1 ′ as viewed from the player, and the other part is displayed from the sub display device 209. I'm out of sight. FIG. 25 (e) shows a state immediately before the rotation display notice effect as the reach effect ends. FIG. 25E-1 shows image data read from the ROM 406 of the first sub control unit 400 in order to display an image on the sub display device 209 in the state of FIG. The image data shown in FIG. 25 (e-1) is image data obtained by rotating the image data shown in FIG. 25 (d-1) by 15 ° counterclockwise around the center of the image data. 25 (e-2) uses the work area of the VRAM 436 from the image data shown in FIG. 25 (e-1) in order to display an image on the sub display device 209 in the state of FIG. 25 (e). The generated display data is shown. The display data is obtained by cutting a predetermined rectangular area having an aspect ratio of 9:16 around the center of the image data from the image data shown in FIG. Also, the display data shown in FIG. 25 (e-2) is first displayed at a predetermined position (position shown in FIG. 25 (b-2)) of the display data generated from the image data shown in FIG. 25 (e-1). This is display data in which merchant character images h1 ′ read from the ROM 406 of the sub-control unit 400 are superimposed. 25 (e-3) displays an image on the sub display device 209 based on the display data shown in FIG. 25 (e-2), and moves the sub display device 209 clockwise from the state shown in FIG. 25 (d). This shows a state rotated by 15 °, and shows a state of the sub display device 209 in FIG.

  FIG. 25 (f) shows that “decoration 2—decoration 2—decoration 2” is stopped and displayed in the left middle right symbol display areas 208a to 208c of the ornament symbol display device 208, and the result of the special figure 1 variable game is a big hit. Indicates a state of being notified. In the special symbol 1 and 4 symbol display area 933 of the decorative symbol display device 208, an image of “◯” is displayed to notify that the result of the special symbol 1 variable game is a big hit. FIG. 25F shows that the sub display device 209 is rotated 30 ° clockwise from the state shown in FIG. 25E around the center of the image display area of the sub display device 209 as the center of rotation. Shows the state. Further, the character image h3 displayed at the center of the sub display device 209 is displayed in a non-rotating manner as viewed from the player. Further, the merchant character image h1 ′ displayed in the lower left portion of the sub display device 209 is displayed in the image display area of the sub display device 209 from the state shown in FIG. 25E as the sub display device 209 rotates. It is displayed in such a manner that it rotates 30 ° clockwise around the center as the center of rotation and returns to its original position. Further, in the sub display device 209, the princess character image h4 is not displayed. FIG. 25 (f-1) shows image data read from the ROM 406 of the first sub control unit 400 in order to display an image on the sub display device 209 in the state of FIG. 25 (f). The image data shown in FIG. 25 (f-1) is image data in a mode in which the image data shown in FIG. 25 (e-1) is rotated 30 ° counterclockwise with the center of the image data as the rotation center. This is the same as the image data shown in (b-1). 25 (f-2) uses the work area of the VRAM 436 from the image data shown in FIG. 25 (f-1) to display an image on the sub display device 209 in the state of FIG. 25 (f). The generated display data is shown. Also, the display data shown in FIG. 25 (f-2) is displayed at a predetermined position (lower left of the display data) of the display data generated from the image data shown in FIG. 25 (b-1). This is display data in which the merchant character image h1 ′ read from the ROM 406 is superimposed, and the display data is the same as the display data shown in FIG. 25 (f-3) displays an image on the sub display device 209 based on the display data shown in FIG. 25 (f-2), and the sub display device 209 is rotated clockwise from the state shown in FIG. 25 (e). This shows a state rotated by 30 °, and shows a state of the sub display device 209 in FIG. FIG. 25 (f-3) shows the same state as FIG. 25 (b-3).

  As described above, in the rotation display advance notice effect of the present embodiment, the character image (donor character image h3 displayed on the sub display device 209 in a manner not rotated when viewed from the player while the sub display device 209 is rotated). And a princess character image h4) and a character image (merchant character image h1 ′) displayed in a rotating manner as viewed from the player. On the rotating sub display device 209, a character image displayed in a non-rotating manner as viewed from the player and a character image displayed in a rotating manner as viewed from the player are displayed simultaneously. There are cases where unexpected surprises can be given to the player.

(Example 10)
An effect example of Example 10 of the present embodiment will be described with reference to FIG. FIGS. 26A to 26F show the effects of the special figure 1 variable game in time series.

  FIG. 26 (a) shows a state in which the special figure 1 variable game is completed, and shows the same state as FIG. 24 (a). Next, FIG. 26 (b) shows a state in which the special FIG. 1 suspension is digested and the special FIG. 1 variable game is started, and shows the same state as FIG. 24 (b). FIG. 26B shows a state in which the sub display device 209 moves downward and a character image h3 is displayed on the sub display device 209. The character image h3 of Tono is an image used for a lateral movement display effect as a reach effect.

  FIGS. 26C to 26E show a state in which a lateral movement display effect as a reach effect is executed. In the lateral movement display effect of the present embodiment, the sub display device 209 moves in the left-right direction in a plane parallel to the display screen of the decorative symbol display device 208 in front of the decorative symbol display device 208. In addition, a rectangle indicated by a two-dot chain line in FIGS. 26C to 26E indicates the position of the sub display device 209 before moving in the left-right direction.

  FIG. 26C shows a state in which the sub display device 209 has moved leftward from the state shown in FIG. In addition, the character image h3 displayed at the center of the effect display area 209a of the sub display device 209 is displayed in such a manner that it moves to the right by the same distance as the movement distance of the sub display device 209 in the left direction. Yes. For this reason, the character image h3 of Tono is displayed so as not to move as viewed from the player. In the sub display device 209, a part of the princess character image h <b> 4 that has been overlooked in the sub display device 209 is displayed in the upper left part. Further, in this example, the princess character image h4 is an image used for the advance notice with high hit reliability.

  FIG. 26D shows a state in which the sub display device 209 has moved in the left lateral direction from the state shown in FIG. Further, the character image h3 displayed at the center of the sub display device 209 is displayed in such a manner that it moves to the right by the same distance as the movement distance of the sub display device 209 in the left direction. For this reason, the character image h3 of Tono is displayed so that it may be visually recognized so that it may not move, seeing from a player. In the sub display device 209, the entire princess character image h4 is displayed at the upper left.

  FIG. 26E shows a state in which the sub display device 209 has moved to the right from the state shown in FIG. Further, the character image h3 displayed at the center of the sub display device 209 is displayed in such a manner as to move to the left by the same distance as the right movement distance of the sub display device 209. For this reason, the character image h3 of Tono is displayed so as not to move as viewed from the player. Further, in the sub display device 209, a part of the princess character image h4 is displayed in the upper left part, and a part of the princess character image h4 is completely cut out. FIG. 26E shows a state immediately before the lateral movement display effect as the reach effect ends.

  FIG. 26 (f) shows that “decoration 2-decoration 2-decoration 2” is stopped and displayed in the left middle right symbol display areas 208a to 208c of the ornament symbol display device 208, and the result of the special figure 1 variable game is a big hit. Indicates a state of being notified. In the special symbol 1 and 4 symbol display area 933 of the decorative symbol display device 208, an image of “◯” is displayed to notify that the result of the special symbol 1 variable game is a big hit. FIG. 26F shows a state in which the sub display device 209 has moved rightward from the state shown in FIG. Further, the character image h3 displayed at the center of the sub display device 209 is displayed in such a manner as to move to the left by the same distance as the right movement distance of the sub display device 209. For this reason, the character image h3 of Tono is displayed in a mode in which it does not move as viewed from the player. Further, in the sub display device 209, the princess character image h4 is not displayed.

  Thus, in the lateral movement display notice effect of the present embodiment, the image displayed on the sub display device 209 is moved in the opposite direction to the sub display device 209 at the same speed while the sub display device 209 is moved laterally. The character image h3 of Tono is displayed in such a manner that the character image h3 does not move as viewed from the player. Further, in the lateral movement display announcement effect of the present embodiment, the princess character image h4 that has been overlooked on the sub display device 209 before the lateral movement display announcement effect is executed is displayed on the sub display device 209. Displayed on the sub display device 209 by the horizontal movement display. The princess character image h4 is displayed on the sub display device 209 when the sub display device 209 moves beyond a predetermined distance. For this reason, the player pays attention to the distance moved by the sub display device 209, and may be able to improve the interest of the game. Further, in the lateral movement display notice effect of the present embodiment, a character combined with the jackpot reliability of the symbol variation display being executed may be displayed. For example, when the big hit reliability is relatively low, the enemy character may be displayed. In addition, the princess character image h4 is displayed by moving the sub display device 209 to the left by a predetermined distance, whereas the enemy character of the lord is moved by moving the sub display device 209 to the right by a predetermined distance. May be displayed. In addition, the character ratio h3 and the princess character image h4 used for the lateral movement display notice effect in the present embodiment may change in aspect ratio during the lateral movement display notice effect.

(Example 11)
An effect example of Example 11 of the present embodiment will be described with reference to FIG. 27 (a) to 27 (n) display effects of the special figure 1 variable game in time series. In addition, the pachinko machine 100 used in the present embodiment and in an embodiment 11 described later has an effect movable body 990. The effect movable body 990 can be moved and rotated two-dimensionally in a plane substantially parallel to the display screen of the decorative symbol display device 208 in front of the decorative symbol display device 208 by a drive system (not shown). . The effect movable body 990 may be configured to be able to move and rotate three-dimensionally. The effect movable body 990 has a horizontally long rectangular shape, and a character string image of “CR Daito Machine” is displayed on the surface.

  FIG. 27A shows a state in which the special figure 1 variable game is completed. In the left middle right symbol display areas 208a to 208c of the decorative symbol display device 208, the symbol combination “decoration 2-decoration 3-decoration 4” indicating that the result of determining whether or not the special figure 1 variable game is wrong has been stopped. Has been. In the special figure 1 4th symbol display area 933 and the special figure 2 4th symbol display area 934, the 4th symbol of the display mode for notifying the deviation is stopped and displayed. In addition, the special figure 1 hold number display area 931 displays “1” indicating that the hold number of the special figure 1 is 1, and the special figure 2 hold number display area 932 indicates that the hold number of the special figure 2 is 0. “0” is displayed indicating that In the special figure 1 hold icon display area 950, a default special figure 1 hold icon 951 displayed in a white circle is displayed. FIG. 27A shows a state where the effect movable body 990 is located at the center upper position of the decorative symbol display device 208. In the state shown in FIG. 27A, the effect movable body 990 is located at the initial position.

  FIG. 27 (b) shows a state in which the suspension of the special figure 1 is digested and the special figure 1 variable game is started. In the left, middle, and right symbol display areas 208a to 208c of the decorative symbol display device 208, the decorative symbols are displayed in a variable manner. In the special symbol 1 fourth symbol display area 933, the variation display of the fourth symbol is executed. Further, “0” is displayed in the special figure 1 hold number display area 931, and it is notified that the hold number of the special figure 1 has decreased by 1 and the hold number of the special figure 1 has become zero. In addition, when the special figure 1 hold is decreased by one and the special figure 1 variable game is started, the movement animation of the special figure 1 hold icon 951 is being executed. Further, in the hold display area 209b in the lower left part of the sub display device 209, “0” indicating that the number of holds in FIG. 1 is 0 is displayed.

  In FIG. 27C, “decoration 2” is temporarily stopped and displayed in the left symbol display area 208 a of the decorative symbol display device 208, the moving animation between the hold and change icons is finished, and the change icon 941 is displayed in the change icon display area 940. Is displayed. Further, “1” is displayed in the special figure 1 hold number display area 931 based on the game ball entering the special figure 1 start opening 230, and the first area of the special figure 1 hold icon display area 950 is white. The default special figure 1 hold icon 952 displayed in a circle shows a state in which the hold icon has increased due to an increase animation. FIG. 27C shows a balloon image immediately after the balloon image representing the merchant character image h1 displayed in the navigation character display area 970 of the decorative symbol display device 208 is displayed in the lower left portion of the effect display area 208d. Indicates the state.

  FIG. 27D shows a state in which “decoration 2” is temporarily stopped and displayed in the left symbol display area 208 a and the right symbol display area 208 c of the decorative symbol display device 208. Further, “2” is displayed in the special figure 1 hold number display area 931 based on the game ball entering the special figure 1 start port 230, and the second area of the special figure 1 hold icon display area 950 is black. The special figure 1 hold icon 953 displayed in a circle shows a state in which the hold icon has increased due to an increase animation. In addition, an image of a character string “chance?” Is displayed in a balloon image representing a line of the merchant character image h1.

  FIG. 27 (e) shows a state in which an effect (hereinafter sometimes referred to as “logo drop effect”) in which the effect movable body 990 moves downward is executed. The logo drop effect is an effect used for a notice of “logo drop” shown in FIG. In the effect display area 208d of the decorative symbol display device 208, an effect image h5 is displayed across the position behind the effect movable body 990 and the position behind the effect movable body 990. The effect image h5 is an image used for a logo drop effect. In FIG. 27E, after the effect image h5 is displayed on the decorative symbol display device 208, “decoration 2-decoration 4-decoration 2” is stopped and displayed in the left middle right symbol display areas 208a to 208c. FIG. 1 shows a state in which it is notified that the result of the variable game is out of place. Further, when the variation icon 941 displayed in the variation icon display area 940 moves downward, an erasing animation for erasing the variation icon 941 is executed. FIG. 27E shows a state in which a change animation is executed in which the display mode of the hold icon 952 changes from a white circle to a black circle. Note that the logo drop effect shown in FIG. 27E may be used as an effect in combination with a change animation in which the display mode of the hold icon 952 changes from a white circle to a black circle, or is displayed in a black circle. The special figure 1 hold icon 953 may be used as an effect in combination with the display, or may be used alone as an effect of a pre-reading notice. Next, FIG. 27 (f) shows a state in which the effect movable body 990 has moved upward from the position shown in FIG. 27 (e) and returned to the original position shown in FIG. 27 (a). Further, in the decorative symbol display device 208, the effect image h5 is erased as the effect movable body 990 moves upward.

  FIG. 27 (g) shows a state in which the suspension of the first special figure 1 is completed and the special figure 1 variable game is started. In the left, middle, and right symbol display areas 208a to 208c of the decorative symbol display device 208, the decorative symbols are displayed in a variable manner. In the special symbol 1 fourth symbol display area 933, the variation display of the fourth symbol is executed. Further, “1” is displayed in the special figure 1 hold number display area 931, and shows a state immediately after the movement animation between the hold and change icons and the movement animation of the special figure 1 hold icon 952 are started. FIG. 27 (g) shows a balloon image immediately after the balloon image representing the merchant character image h1 displayed in the navigation character display area 970 of the decorative symbol display device 208 is displayed in the lower left portion of the effect display area 208d. Indicates the state.

  FIG. 27H shows a state in which the movement animation between the hold / change icons and the movement animation of the special figure 1 hold icon 953 are finished. Further, in FIG. 27 (h), an image of a character string “dono-” is displayed in a balloon image representing a line of the merchant character image h1, and it is suggested that a character image h3 of the noun described later appears. Production is being performed. The character image h3 of Tono is a character image used for the “rotation” notice effect (hereinafter also referred to as “rotation display notice effect”) shown in FIG.

  FIG. 27 (i) shows a state where “decoration 3” is temporarily stopped and displayed in the left symbol display area 208 a of the decorative symbol display device 208. In addition, a character image h3 of Tono is displayed in the lower right part of the effect display area 208d, and a character string image of “Call me?” Is displayed in a balloon image representing a line of the character image h3 of the Tono. In addition, an image of a character string “Tono!” Is displayed in a balloon image representing a line of the merchant character image h1.

  FIG. 27J shows a state in which “decoration 3” is temporarily stopped and displayed in the left symbol display area 208a and the right symbol display area 208c of the decorative symbol display device 208, and the reach effect is started. In addition, a character string image of “chance?” Is displayed in the speech balloon image representing the line of the merchant character image h1, and then “chance!” Is displayed in the speech balloon image representing the line of the character image h3. An image of the character string is displayed. By displaying an image of the character string “chance!” Representing the dialogue of the character image h3 of Tono, it is suggested that the rotation display notice effect is executed.

  FIG. 27 (k) shows a state where a rotation display notice effect as a reach effect has been executed. In FIG. 27 (k), all the images displayed on the decorative symbol display device 208 (hereinafter may be referred to as “rotation target images” in this example) are displayed on the decorative symbol display device 208. A state is shown in which the center of the region is rotated 45 ° counterclockwise as viewed from the player with the center of rotation as the center of rotation. In FIG. 27K, the aspect ratio of the rotation target image is changed and displayed. The image to be rotated before the rotation is displayed with an aspect ratio that matches the aspect ratio of 9:16 (the aspect ratio of the screen of the decorative symbol display device 208), whereas the rotation shown in FIG. The aspect ratio of the target image is changed to an aspect ratio that matches a screen with an aspect ratio of 4: 5. In addition, a part of “decoration 3” and a part of the navigation character display area 970 displayed in the right symbol display area 208 c are out of the decoration symbol display device 208. In FIG. 27 (k), in order to make the rotation display notice effect stand out, the effect movable body 990 moves to a position that cannot be visually recognized by the player above the decorative symbol display device 208.

  FIG. 27 (l) shows a state in which the rotation target image is rotated 45 ° counterclockwise (total 90 ° rotation) from the state of FIG. 27 (k) with the center of the image display area of the decorative symbol display device 208 as the rotation center. Show. The rotation target image is displayed in an aspect ratio that matches a screen with an aspect ratio of 1: 1. Further, in the decorative symbol display device 209, the image to be rotated is not completely visible. FIG. 27 (l) shows a state in which a logo drop effect is performed in which the effect movable body 990 moves downward from the position (not shown) in FIG. 27 (k) during the rotation display notice effect. . In addition, on the decorative symbol display device 208, an effect image h5 is displayed as a rotation target image. Also, in FIG. 27 (l), the effect image h5 is displayed in a mode rotated 90 ° counterclockwise as viewed from the player, unlike the state shown in FIG. 27 (e), on the left side of the effect display area 208d. ing. The size of the decorative symbol displayed on the decorative symbol display device in the state of FIG. 27 (l) is smaller than the size of the decorative symbol displayed on the decorative symbol display device in the state of FIG. 27 (e). It is a size. The same applies to the hold icon, the change icon, the merchant character image h1, and the effect image h5.

  FIG. 27 (m) shows that the image to be rotated is rotated 270 ° counterclockwise (a total rotation of 360 °) around the center of the image display area of the decorative symbol display device 208 from the state of FIG. 27 (j). It shows the returned state. The aspect ratio of the rotation target image is restored to the original aspect ratio and the original size. In FIG. 27 (m), the effect movable body 990 moves upward from the position of FIG. 27 (l) and is located at the original position (position shown in FIG. 27 (a)). . In the decorative symbol display device 208, the effect image h5 is deleted. Next, in FIG. 27 (n), “decoration 3—decoration 2—decoration 3” is stopped and displayed in the left middle right symbol display areas 208a to 208c of the ornamental symbol display device 208, and the result of the special figure 1 variable game is off. The state where it was notified is shown. Further, when the variation icon 941 displayed in the variation icon display area 940 moves downward, an erasing animation for erasing the variation icon 941 is executed.

  As described above, in the logo drop effect of the present embodiment, when the effect movable body 990 is operated in front of the decorative symbol display device 208, the effect image is displayed at the position behind the effect movable member 990 in the decorative symbol display device 208. When the effect movable body 990 is operated in front of the decoration symbol display device 208, the effect image is displayed at a position different from the position behind the effect movable body 990 in the decoration symbol display device 208. There is an effect to be displayed. The effect image displayed at the position behind the effect movable body 2990 may cause the player to emphasize the operation of the effect movable body 990, and is displayed at a position different from the position behind the effect movable body 990. Since the effect image is displayed at an unexpected position, the player may be surprised unexpectedly. Further, the big hit reliability may be different depending on the size, display color and display position of the effect image.

(Example 12)
An effect example of Example 12 of the present embodiment will be described with reference to FIG. FIGS. 28A to 28F show the effects of the special figure 1 variable game in time series.

  FIG. 28A shows a state in which the special figure 1 variable game is completed, and shows the same state as FIG. Next, FIG. 28 (b) shows a state in which the special figure 1 variable game is started, and shows the same state as FIG. 27 (b). Next, FIG. 28C shows the same state as FIG. 27C, in which “decoration 2” is temporarily stopped and displayed in the left symbol display area 208a of the decorative symbol display device 208.

  FIG. 28D shows a state in which “decoration 2” is temporarily stopped and displayed in the left symbol display area 208 a and the right symbol display area 208 c of the decorative symbol display device 208. FIG. 28D shows a state in which an effect that the effect movable body 990 moves downward from the position shown in FIG. 28C (hereinafter sometimes referred to as “logo drop effect”) is executed. Show. The logo drop effect is an effect used for a notice of “logo drop” shown in FIG. In the effect display area 208d of the decorative symbol display device 208, an effect image h5 is displayed across the position behind the effect movable body 990 and the position behind the effect movable body 990. The effect image h5 is an image used for a logo drop effect.

  FIG. 28E shows a state in which the island simultaneous production is started during the execution of the logo drop production. The island simultaneous effect is an effect in which pachinko machines of the same model installed on the same island facility execute the same effect at the same timing. In the island simultaneous production of the present embodiment, a display in which the princess character image h6 sings a song is displayed on the left part of the effect display area 208d of the decorative symbol display device 208, and the left middle right symbol display areas 208a to 208c are displayed. The displayed decorative symbol is reduced and displayed at the lower right portion of the decorative symbol display device 208. In addition, a character string image of “Island Simultaneous Start!” Is displayed on the right side of the effect display area 208d of the decorative symbol display device 208. FIG. 28E shows the effect display area 208d of the decorative symbol display device 208 in which the effect image h5 displayed in FIG. 28D is at a position different from the position displayed in FIG. The state is displayed in a reduced size in the lower right. FIG. 28E shows a state in which a change animation is executed in which the display mode of the hold icon 952 changes from a white circle to a black circle. Further, “2” is displayed in the special figure 1 hold number display area 931 based on the game ball entering the special figure 1 start port 230, and the second area of the special figure 1 hold icon display area 950 is black. A special figure 1 hold icon 953 displayed in a circle is displayed. Note that the logo drop effect of the present embodiment may be used as an effect suggesting that a change animation in which the display mode of the hold icon 952 changes from a white circle to a black circle is performed. It may be used alone as an effect.

  In FIG. 28 (f), during the island simultaneous production, the effect movable body 990 moves upward from the position shown in FIG. 28 (d) and returns to the original position (position shown in FIG. 28 (a)). Is shown. In addition, a character string image of “Island Performance” is displayed to the right of the effect display area 208d of the decorative symbol display device 208 to notify that the island performance is in progress. In addition, the effect image h5 reduced and displayed at the lower right portion of the decorative symbol display device 208 is deleted, and the left middle right symbol display regions 208a to 208c reduced at the lower right portion of the decorative symbol display device 208 are displayed as “decoration 2”. “Decoration 4-Decoration 2” is stopped and displayed, and it is notified that the result of the special figure 1 variable game is out of place. Further, when the variation icon 941 displayed in the variation icon display area 940 moves downward, an erasing animation for erasing the variation icon 941 is executed.

  Thus, in the logo drop effect of the present embodiment, when the effect movable body 990 is operated in front of the decorative symbol display device 208, an effect image is displayed at a position behind the effect movable member 990 in the decorative symbol display device 208. When the effect movable body 990 is operated in front of the displayed state and the decorative symbol display device 208, the effect image is displayed at a position different from the back of the effect movable member 990 on the decorative symbol display device 208. There is a state. The state in which the effect image is displayed at a position different from the position behind the effect movable body 990 in the decorative symbol display device 208 may give the player an unexpectedness. It may be possible to provide a topic. Further, the big hit reliability may be different depending on the size, display color and display position of the effect image.

  Next, the characteristic configuration of the gaming machine according to the first embodiment described above will be described with reference to FIGS. 1 to 28 again.

(A1)
A game machine having image display means (for example, a decorative symbol display device 208 or a sub display device 209),
The image display means may perform a rotation display of a first image (for example, Tono character image h3),
When the rotation display is performed, the aspect ratio of the first image may change (see, for example, FIGS. 17 (j) to (q) or FIGS. 21 (c) to 21 (k)).
A game stand characterized by that.

  According to the gaming machine having this configuration, when the first image is rotated and displayed, the aspect ratio of the first image may change, so the presence of the first image is amplified. In some cases, a strong impression may be given to the player. In addition, any one of the images such as the character image, the decorative design, the hold icon, the variation icon, and the background design, or all of them may be used as the first image, or other than these images. May be the first image.

(A2)
A gaming machine as set forth in (A1) above,
When the rotation display is performed, the second image (for example, the hold icon or the hold number display) may not be rotated (for example, FIGS. 19J to 19Q, or FIGS. 22C to 22C). k)),
A game stand characterized by that.
(A3)
A gaming machine as set forth in (A2) above,
When the rotation display is performed, the second image (for example, the fourth pattern) does not rotate (for example, see FIGS. 18 (j) to (q)).
A game stand characterized by that.

  According to the gaming machine having such a configuration, when the rotation display of the first image is performed, the rotation display of the first image is emphasized because the rotation display of the second image may not be performed. Meanwhile, the player can make the second image visible to the player. In addition, there may be a case where any one of the images such as the character image, the decorative design, the hold icon, the change icon, and the background design, or all of these images are used as the second image. May have a different image as the second image.

(A4)
The game stand according to any one of (A1) to (A3) above,
When the rotation display is performed, an image (for example, the princess character image h4) that has been cut off by the image display unit before the rotation display is performed is displayed on the image display unit by performing the rotation display. (See, for example, FIGS. 24B to 24D),
A game stand characterized by that.

  According to the gaming machine having such a configuration, an image that has been disregarded in the image display unit before the first image is rotated and displayed is displayed on the image display unit by the first rotation display. In some cases, it may be possible to give an unexpected surprise to the player.

(A5)
The game stand according to any one of (A1) to (A4) above,
When the rotation display is performed, an image (for example, a decorative pattern) displayed on the image display unit before the rotation display is performed may be cut off by the image display unit by performing the rotation display. (See, for example, FIGS. 17 (i) to (k)),
A game stand characterized by that.

  According to the gaming machine having the above configuration, when the image displayed on the image display unit before the first image is rotated and displayed is cut off on the image display unit when the first rotation is displayed. Because of this, it may be possible to give an unexpected surprise to the player.

(A6)
The game stand according to any one of (A1) to (A5) above,
The game machine is a pachinko machine (for example, a pachinko machine 100).
A game stand characterized by that.
(A7)
The game stand according to any one of (A1) to (A5) above,
The gaming table is a slot machine (for example, slot machine 2000).
A game stand characterized by that.

(B1)
Production movable body (for example, production movable body 990),
Image display means (for example, a decorative symbol display device 208);
A game machine equipped with
When the effect movable body is operated in front of the image display means, the first state (for example, the effect image h5) is displayed in the first position (for example, in FIG. 27E). The display state of the effect image h5 shown in FIG. 28 or the display state of the effect image h5 shown in FIG.
The first position is a position behind the effect movable body in the image display means (see, for example, FIG. 27 (e) or FIG. 28 (d)),
The first image is an effect image,
When the effect movable body is operated in front of the image display means, the second state in which the first image is displayed at the second position (for example, the display of the effect image h5 shown in FIG. 27 (l)). Or the display state of the effect image h5 shown in FIG.
The second position is a position different from the back of the effect movable body in the image display means (see, for example, FIG. 27 (l) or FIG. 28 (e)).
A game stand characterized by that.

  According to the gaming machine having the configuration, when the production movable body is operated in front of the image display means, the first image is located at a second position different from the position behind the production movable body. The effect image of the first image will be displayed at a position unexpected to the player, giving the player an unexpectedness. May be possible.

(B2)
A gaming machine as set forth in (B1) above,
In the first state, the first image may be displayed across the first position and the third position,
The third position is a position different from the back of the effect movable body in the image display means (see, for example, FIG. 27 (e) or FIG. 28 (d)).
A game stand characterized by that.
(B3)
The game stand according to (B1) or (B2) above,
The size of the first image in the first state is a first size,
The size of the first image in the second state is a third size,
The third size is smaller than the first size (for example, see FIGS. 27 (e) and (f) or FIGS. 28 (d) and (e)),
A game stand characterized by that.

  According to the gaming machine having this configuration, the first image in the first state is different from the first image in the second state, so that the player can enjoy variations of the first image. There are cases where you can not.

(B4)
The game stand according to any one of (B1) to (B3) above,
In the first state, a second image (for example, a decorative pattern) may be displayed in a first direction (for example, see FIG. 27 (e)),
In the second state, the second image may be displayed in a second direction (a direction rotated 90 ° counterclockwise from the first direction) (see, for example, FIG. 27 (l)).
The first image is an image different from the second image,
The second direction is a direction different from the first direction.
A game stand characterized by that.
(B5)
The game stand according to (B4) above,
The size of the second image in the first state is a second size,
The size of the second image in the second state is a fourth size,
The fourth size is smaller than the second size (for example, see FIGS. 27E and 27).
A game stand characterized by that.

  According to the gaming machine having this configuration, the size of the second image in the first state is different from the size of the second image in the second state, so that the player can enjoy variations of the second image. There are cases where you can not. In addition, there may be a case where any one of the images such as the character image, the decorative design, the hold icon, the change icon, and the background design, or all of these images are used as the second image. May have a different image as the second image.

(B6)
The game stand according to any one of (B1) to (B5) above,
The game machine is a pachinko machine (for example, a pachinko machine 100).
A game stand characterized by that.
(B7)
The game stand according to any one of (B1) to (B5) above,
The gaming table is a slot machine (for example, slot machine 2000).
A game stand characterized by that.

(C1)
An image display unit (for example, a sub display device 209) capable of displaying an effect image for producing a game;
Driving means for driving the image display unit (for example, the movable body for production 225);
A game machine equipped with
The image display unit may move by driving the driving means,
In a period (hereinafter referred to as “first period”) in which the image display unit is moving in a first direction (a rotation direction around the rotation axis of the image display unit or a linear direction). The unit may display a first video (for example, a video of the character image h3 of Tono and a video of the character image h4 of the princess)
The first moving image is a moving image including a mode in which a first image (for example, Tono character image h3 or Princess character image h4) moves in the first direction.
A game stand characterized by that.

  According to the gaming machine having the configuration, an impact is given by the movement of the image display unit, and the display angle and the display position of the image displayed on the image display unit are changed during the movement period. May be able to perform operations that are not seen on a non-daily basis, allowing the player to forget the daily routine and concentrate more on the game. Further, the entire period during which the image display unit is moving in the first direction may be set as the first period, or a part of the period during which the image display unit is moving in the first direction. May be the first period. In addition, with an effect as a trigger, the entire period of the period from when the image display unit starts to move in the first direction until it stops may be set as the first period, or with an effect different from a certain effect as a trigger, A part of the period from when the image display unit starts to move in the first direction until it stops may be set as the first period.

(C2)
The game stand according to (C1) above,
The game table according to claim 1, wherein the first moving image is a moving image including an animation display mode using the first image.

  In the example according to the present embodiment, an example is shown in which the expression, outer shape, and the like of the first image (dono character image h3 and princess character image h4) are fixedly displayed. The outer shape or the like may be displayed in a deformed manner. For example, referring to FIG. 24, the face of the palace that was not displayed in FIG. 24 (a) is displayed as a true face in FIG. 24 (b), and a little smile is shown in FIG. 24 (c). An animation may be performed in which a full smile is shown in 24 (d), a little smile is returned in FIG. 24 (e), and a true face is returned in FIG. 24 (f). Further, the aspect in which the first image (for example, the character image h3 of the lord) moves in the first direction may indicate that the display position of the animation including the character image h3 of the lord moves. The animation is not limited to the variable display of the character display, but changes in the outer shape of the character, etc., variable display of the lines (change display from partial character strings indicating lines to the entire character strings, etc.), characters and icons Color change, character / icon movement display, etc., or a combination of these may be included.

(C3)
The game stand according to (C1) or (C2) above,
In the first period, the image display unit is configured to move in a first direction;
In the first period, the first image is configured to move in a second direction;
The first direction and the second direction are opposite directions.
A game stand characterized by that.

  In a gaming machine having such a configuration, the first orientation when the image display unit operates is triggered by a certain effect (for example, arrival of the timing for starting the image display unit operation effect during super reach). (For example, the left-facing direction) and other effects (for example, the timing of starting the effect by the operation of the image display unit to inform the player whether or not the probability change at the end of the jackpot starts) The first direction when the display unit operates may be a different direction (for example, right direction). In addition, the first direction and the second direction may be the same direction instead of the opposite directions. In this case, the first image is moved or rotated faster than the image display unit is moved or rotated. Is visible. For this reason, it is possible to give the player an extraordinary feeling that cannot be obtained in a mode in which the image rotates in the fixed image display unit, and the first image in the image display unit is further increased in speed. Rotating and moving in the game may cause you to forget your everyday sensations and concentrate on the game.

(C4)
The game stand according to (C3) above,
In the first period, the image display unit is configured to move at a first speed in the first direction;
In the first period, the first image is configured to move at a second speed in the second direction;
The first speed and the second speed are the same speed.
A game stand characterized by that.

  According to the gaming machine having the above configuration, the image display unit appears to move to the player, but the display position / display angle of the first image does not seem to move, so that it is unusual for the notification means. When it is possible to perform a normal operation, the notification itself by the image display unit display can play the same role as when it is not moving, and it is possible to achieve both the impactful operation and the notification There is. Further, the first direction and the second direction may be opposite directions, and the first speed and the second speed may be different. In this case, the first direction and the second direction may be different from the movement or rotation of the image display unit. One image is visually recognized by the player so as to move or rotate slowly. For this reason, it is possible to give the player an extraordinary feeling that cannot be obtained in a mode in which the image rotates in the fixed image display unit, and the first image in the image display unit is the image display unit. Since the movement and rotation are performed so as to slowly follow the movement and rotation of the game, it may be possible to forget a more everyday feeling and concentrate on the game. In addition, when the image display unit moves and rotates quickly with an emphasis on impact, by moving and rotating the first image gently, the notification itself by the image display unit display is close to when it is not moving, It may be possible to fulfill the role of notification.

(C5)
The game stand according to any one of (C1) to (C4) above,
The first moving image is a moving image including a mode in which a second image (for example, a merchant character image h1 ′) is displayed.
A game stand characterized by that.
(C6)
The game stand according to (C5) above,
In the first period, the second image is configured not to move in the first direction.
A game stand characterized by that.

  The gaming machine having this configuration may be configured not to display a second image that does not move in the first direction during the first period. That is, in the first period, since all the images displayed on the image display unit are configured to move in the first direction, the movement of the image display unit and the image is given a unified feeling and more impactful. There are cases where the production operation can be executed.

(C7)
The game stand according to (C5) or (C6) above,
The game table according to claim 1, wherein the first moving image is a moving image including an animation display mode by the second image.

  In the example according to the present embodiment, an example is shown in which the expression, outer shape, and the like of the second image (merchant character image h1 ′) are fixedly displayed. The expression, outer shape, etc. of the second image may be displayed in a deformed manner. For example, referring to FIG. 25, the merchant's face that was not displayed on the sub display device 209 in FIG. 25 (a) is displayed as a true face in FIG. 25 (b), and a little in FIG. 25 (c). The animation may be such that the face becomes steep, the face becomes steep in FIG. 25D, the face returns to a steep face in FIG. 25E, and returns to the true face in FIG. The aspect in which the second image does not move in the first direction may indicate that the animation display position does not move. The animation is not limited to the variable display of the character display, but changes in the outer shape of the character, etc., variable display of the lines (change display from partial character strings indicating lines to the entire character strings, etc.), characters and icons Color change, character / icon movement display, etc., or a combination of these may be included.

(C8)
The game stand according to (C3) or (C4) above,
“Moving by driving of the driving means” described in (C1) above means “rotating by driving of the driving means”
“The first image moves in the first direction” described in (C1) above means “the first image rotates in the first direction”.
The first direction is a rotation direction (for example, a circumferential direction) around the rotation axis of the image display unit.
A game stand characterized by that.
(C9)
The gaming machine according to (C8) above,
The first orientation is one of clockwise and counterclockwise.
A game stand characterized by that.

(C10)
The game stand according to any one of (C1) to (C7) above,
“Moving by driving the driving unit” described in (C1) above means “moving linearly by driving the driving unit”.
“The first image moves in the first direction” described in (C1) above means that “the first image linearly moves in the first direction”.
A game stand characterized by that.

  The above-mentioned “the first image linearly moves in the first direction” may be “the first image linearly moves in the vertical direction”. In this case, the first direction is one of upward and downward. Further, the above-mentioned “first image linearly moves in the first direction” may mean “first image linearly moves in the left-right direction”. In this case, the first direction is one of the left direction and the right direction. The above-mentioned “first image linearly moves in the first direction” may mean “first image linearly moves in an oblique direction”. In this case, the first direction is one of the upper left direction, the lower right direction, the upper right direction, and the lower left direction.

  A modification of the configuration described in the example according to the present embodiment will be described with reference to the drawings. For example, the driving means (production movable body 225) shown in FIG. 21 to FIG. 26 is a combination of rotational movement and linear movement (vertical direction, horizontal direction, diagonal direction, forward and backward direction as viewed from the player). There may be. Further, the pachinko machine 100 may be configured to be equipped with a plurality of image display units. Further, a plurality of image display devices may be mounted on one image display unit. An LED may be mounted on the image display unit, or a movable body for production may be mounted. Further, before the image display unit is rotated or moved, the production movable body is moved from the initial state to the movable state, and after the image display unit in which the production movable body is in the movable state performs the rotation operation or the movement operation. It may be configured to stop and then move the effect movable body to an initial state. In addition, during the symbol variation display, the symbol that is finally stopped and displayed in the symbol variation display is more effective when the effect operation illustrated in FIG. 23 is performed than when the effect operation illustrated in FIG. 22 is performed. The mode may be configured to easily become a big hit mode, and when the effect operation of FIG. 22 is performed during the symbol variation display, the effect operation of FIG. 22 is performed. It may be configured such that the symbol mode that is finally stopped and displayed in the symbol variation display tends to be a big hit mode. Further, when the effect operation of FIG. 22 is performed during the symbol variation display, the symbol mode that is finally stopped and displayed in the symbol variation display may be configured to be a big hit mode. When the effect operation of FIG. 23 is performed during the symbol variation display, the symbol mode that is finally stopped and displayed in the symbol variation display may be configured to be the big hit mode. 22 and 23 both show examples in which the same effect display is performed. However, when the sub display device shown in FIG. 22 rotates, the image displayed on the sub display device also rotates together. The effects visually recognized by the player and the effects visually recognized by the player so that the image displayed on the sub display device when the sub display device shown in FIG. You may comprise so that it may become. For example, “One of the other effects” is an effect in which Tono fights the musician, and “The other effect in another effect” is an effect in which the princess dances. Also good. “One of the other effects” may be installed, one or more may be installed, or one of the “other effects” may be installed. Multiple types may be installed. In addition, when the sub display device rotates as shown in FIG. 22, the figure is more than the number of types of effects in which at least a part (or all of the images) displayed on the sub display device rotate together. When the sub display device rotates as shown in FIG. 23, the player visually recognizes that at least a part (or all) of the image displayed on the sub display device is not rotated together. You may be comprised so that the number of types may increase. Conversely, when the sub display device rotates as shown in FIG. 23, at least a part (or all of the images) displayed on the sub display device is visually recognized by the player so that they are not rotated together. When the sub display device rotates as shown in FIG. 22, at least a part (or all) of the images displayed on the sub display device rotate together rather than the number of types of effects to be produced. You may be comprised so that the number of types may increase.

  Further, the example of the effect shown in FIG. 22 and the example of the effect shown in FIG. 23 may be combined. For example, in a period (period A) when the sub display device starts to rotate, the sub display device is rotated in one direction (for example, counterclockwise) at a speed A (for example, 20 rpm) and displayed on the sub display device. The image is displayed so that the image displayed on the sub display device is not rotated so as to be viewed by the player so as to rotate together with the sub display device. In the next period (period B), the sub display device is rotated at a speed B (for example, 40 rpm) in one direction (for example, counterclockwise), and the image displayed on the sub display device is more than the sub display device. At least a part or the whole of the image is rotated in another direction (for example, clockwise) at a speed B ′ (for example, 20 rpm) so that the player can visually recognize it as rotating slowly. In the next period (period C), the sub display device is rotated in one direction (for example, counterclockwise) at a speed C (for example, 50 rpm), and the image displayed on the sub display device is more than the sub display device. At least a part or all of the image is rotated in another direction (for example, clockwise) at a speed C ′ (for example, 40 rpm) so that the player can visually recognize the image as rotating slowly. In the next period (period D), the sub display device is rotated in one direction (for example, counterclockwise) at a speed D (for example, 60 rpm), and the image displayed on the sub display device is not rotated. At least part or all of the image is rotated in the other direction (for example, clockwise) at the speed D (for example, 60 rpm) so that the player can visually recognize that only the sub display device is rotating. Let In the next period (period E), the sub display device is rotated in one direction (for example, counterclockwise) at a speed E (for example, 50 rpm), and the image displayed on the sub display device is more than the sub display device. At least a part or all of the image is rotated in another direction (for example, clockwise) at a speed E ′ (for example, 40 rpm) so that the player can visually recognize the image as rotating slowly. In the next period (period F), the sub display device is rotated in one direction (for example, counterclockwise) at a speed F (for example, 40 rpm), and the image displayed on the sub display device is more than the sub display device. At least a part or all of the image is rotated in another direction (for example, clockwise) at a speed F ′ (for example, 20 rpm) so that the player can visually recognize the image as rotating slowly. During the period (period G) before the sub display device finishes rotating in the next period, the sub display device is rotated at a speed G (for example, 20 rpm) in one direction (for example, counterclockwise) and displayed on the sub display device. The image to be displayed may not be rotated so as to be visually recognized by the player so as to rotate together with the sub display device. Thus, as illustrated in the period A to the period D, as the sub display device rotates, the rotation of the image displayed on the sub display device gradually shifts from the rotation of the sub display device. The sub display device is rotated, and a part of or all of the display of the sub display device is shifted to a state where the player can visually recognize it. It may be possible to perform certain effects. Further, as illustrated in the period D to the period G, the rotation of the image displayed on the sub display device gradually rotates together with the sub display device as the sub display device rotates. By causing the player to visually recognize the change as described above, it may be possible to provide a new sense of unity with the sub display device and the image. In these examples, the difference between the rotation speed of the sub display device and the rotation speed of the image displayed on the sub display device is gradually reduced during the periods A to D, and the sub display is performed during the periods D to G. Although the difference between the rotation speed of the device and the rotation speed of the image displayed on the sub display device is gradually increased, conversely, during the period A to D, the rotation speed of the sub display device is increased. The difference between the speed and the rotation speed of the image displayed on the sub display device is gradually increased. During the periods D to G, the rotation speed of the sub display device and the rotation of the image displayed on the sub display device are increased. You may comprise so that the difference in speed may be made small gradually. Also, here, the rotating sub display device and the image displayed on the rotating sub display device are illustrated, but the present invention is also applicable to the sub display device that moves linearly and the image that is displayed on the sub display device that moves linearly. Is also possible.

[Second Embodiment]
Next, a pachinko machine 100 according to a second embodiment of the present invention will be described with reference to FIGS. The pachinko machine 100 according to the present embodiment has the same configuration and control system as the pachinko machine 100 according to the first embodiment. The same components as those of the pachinko machine 100 according to the first embodiment are denoted by the same reference numerals, and the description thereof is omitted. In the following description excluding FIG. 39 and FIG. 40, the side closer to the player with the pachinko machine 100 installed in the island facility of the game store is referred to as “front” (front, front side, front side, front end, etc.). In addition, the reverse is "rear" (back, rear, rear side, rear end, etc.), and the vertical upper direction as viewed from the player is "up" (upper, upper, upper end, etc.), and vice versa. ”(Downward, lower, lower end, etc.), the horizontal left when viewed from the player is“ left ”(left, left, left end, etc.), and vice versa (right, right, right, right end, etc.) ).

  FIG. 29 is a schematic front view of the gaming board 1000 provided in the pachinko machine 100 according to the present embodiment as seen from the front. A main liquid crystal unit 1001 is disposed in the center case at the approximate center of the game area 124 defined by the outer rail 202 and the inner rail 204. A decorative symbol display device 208 is disposed at substantially the center of the main liquid crystal unit 1001. The main liquid crystal unit 1001 performs effects by driving the decorative symbol display device 208 and the lamp, and details will be described later.

  The game board 1000 of this example is a game board for a so-called right-handed machine. About the general figure starting port 228 and the special figure 2 starting port 232, since these general figure starting port 228 and the special figure 2 starting port 232 are arrange | positioned on the right side path | route, the entrance of the game ball which falls on the right side path | route Is relatively easy, and it is relatively difficult or impossible to enter a game ball falling on the left path. With respect to the variable winning opening 234, it is relatively easy to enter a game ball that falls on the right path, and it is relatively difficult to enter a game ball that falls on the left path, depending on the arrangement pattern of the game nails. In FIG. 29, the game nails are not shown. On the other hand, with regard to Special Figure 1 starting port 230, it is relatively easy to enter a game ball falling on the left path due to the influence of the arrangement pattern of game nails, the presence of warp device 242, and the like. It is relatively difficult to enter a falling game ball. In the present embodiment, a right-handed machine is taken as an example, but a right-handed machine may be used. In addition, general winning ports (not shown) are provided on the right route and the left route.

  On the front side of the main liquid crystal unit 1001, a warp device 242 (242a, 242b) and a front stage 244 are arranged in an area where the game ball can roll, and a plurality of movable bodies are arranged in an area where the game ball cannot roll. Has been. The pachinko machine 100 according to the present embodiment has six movable bodies: a movable body 1002, a movable body 1004, a movable body 1006, a movable body 1008, a movable body 1010, and a movable body 1012. These movable bodies are arranged in order of the movable body 1010, the movable body 1004, the movable body 1002, the movable bodies 1006 and 1008, and the movable body 1012 from the front side. The movable body 1006 and the movable body 1008 are arranged so that the positions in the front-rear direction are the same. The movable body 1004 is disposed on the front side of the movable body 1002. The second sub-control unit 500 executes drive control of the movable body 1002, the movable body 1004, the movable body 1006, the movable body 1008, the movable body 1010, and the movable body 1012. The drive control may be executed by the first sub control unit 400.

  The movable body 1002 has a laterally long rectangular external shape when viewed from the front side. The movable body 1002 can move up and down behind the front stage 244. In the state shown in FIG. 29, the movable body 1002 is located at the initial position. The movable body 1002 has a sub display device 1030 on the front side.

  A liquid crystal display device is used for the sub display device 1030. The sub display device 1030 has a horizontally long rectangular display area smaller than the decorative symbol display device 208, and produces an effect by displaying one or more images. In this example, the sub display device 1030 displays an image of the seascape where the yacht floats. Although the sub display device 1030 employs a liquid crystal display device, the sub display device 1030 is not limited to the liquid crystal display device, but may be configured to display various effects and various game information. For example, a dot matrix display device Other display devices including a 7-segment display device, an organic EL (ElectroLuminescence) display device, a reel (drum) display device, a leaf display device, a plasma display, and a projector may be adopted. Further, the display control of the sub display device 1030 is executed by the first sub control unit 400. Note that the display control of the sub display device 1030 may be executed by the second sub control unit 500, or a display control unit for executing the display control may be newly provided. Note that the display control unit may execute display control of the decorative symbol display device 208.

  The movable body 1002 includes an elongated illuminating unit 1014a, an illuminating unit 1014b, an illuminating unit 1014c, and an illuminating unit 1014d arranged so as to surround the sub display device 1030. The illumination unit 1014a is disposed on the left side of the sub display device 1030 so that the vertical direction is the longitudinal direction. The illumination unit 1014b is disposed below the sub display device 1030 so that the horizontal direction is the longitudinal direction. The illumination unit 1014c is disposed on the right side of the sub display device 1030 so that the vertical direction is the longitudinal direction. The illumination unit 1014d is disposed above the sub display device 1030 so that the horizontal direction is the longitudinal direction. A plurality of color LEDs are used as the light sources of the illumination units 1014a to 1014d, and the illumination units 1014a to 1014d can emit light in a plurality of colors.

  A movable body 1004 is disposed on the upper left portion of the movable body 1002. The movable body 1004 has an external shape simulating lightning. The movable body 1004 is fixed at one point in the upper left portion of the movable body 1002 outside the display area of the sub display device 1030. When the movable body 1004 is driven by a stepping motor (not shown), the front of the sub display device 1030 can be rotated in a plane substantially parallel to the display screen around the one point. In the state shown in FIG. 29, the movable body 1004 is located at the operation completion position. The movable body 1004 overlaps the display area of the sub display device 1030 in a state where the movable body 1004 is located at the operation completion position. Thereby, a part of the image displayed on the sub display device 1030 is hidden by the movable body 1004. The initial position of the movable body 1004 is a position in a state where the movable body 1004 is rotated 60 ° counterclockwise from the state shown in FIG. The movable body 1004 does not overlap the display area of the sub display device 1030 when positioned at the initial position.

  A movable body 1006 is arranged on the left side of the decorative symbol display device 208. The movable body 1006 is disposed between the movable body 1002 and the main liquid crystal unit 1001 and is movable in the left-right direction. The movable body 1002 has a plate-like shape, and a transmission part 1006a is provided at the upper part and a transmission part 1006b is provided at the lower part. The transmission parts 1006a and 1006b have a horizontally long rectangular shape, and the rear side of the movable body 1006 is visible through the transmission parts 1006a and 1006b. Note that the transmissive portions 1006a and 1006b only have to be visible on the rear side, and a transparent plate such as an acrylic plate may be disposed on the transmissive portions 1006a and 1006b, and the transmissive portions 1006a and 1006b are openings. May be. In addition, an elongated illumination unit 1016 is disposed on the right end of the front surface side of the movable body 1006. The illumination unit 1016 is arranged so that the vertical direction is the longitudinal direction. A plurality of colors of LEDs are used as the light source of the illumination unit 1016, and the illumination unit 1016 can emit light in a plurality of colors.

  A belt wound around two pulleys (not shown) is fixed to the upper part of the movable body 1006. The movable body 1006 moves to the left and right with the operation of a belt driven by a motor via a pulley. The operation range of the movable body 1006 is from the position where the right end portion of the movable body 1006 is located to the left of the left end portion of the display area of the decorative symbol display device 208 to the position located at the center of the display area of the decorative symbol display device 208. . The movable body 1006 becomes invisible to the player in a state where it is located at the left end of the operation range. In the state shown in FIG. 29, the movable body 1006 is located at the initial position. The movable body 1006 overlaps a part of the display area of the decorative symbol display device 208 when it is located at the initial position. Thereby, a part of the image displayed on the decorative symbol display device 208 is hidden by the movable body 1006. In addition, a part of the image displayed on the decorative symbol display device 208 is visible through the transmission parts 1006a and 1006b of the movable body 1006.

  A movable body 1008 is arranged on the right side of the decorative symbol display device 208. The movable body 1008 is disposed between the movable body 1002 and the main liquid crystal unit 1001 and is movable in the left-right direction. The movable body 1008 has a plate shape, and is provided with a transmission part 1008a at the upper part and a transmission part 1008b at the lower part. The transmission parts 1008a and 1008b have a horizontally long rectangular shape, and the rear side of the movable body 1008 is visible through the transmission parts 1008a and 1008b. Note that the transmissive portions 1008a and 1008b only have to be visible on the rear side, a transparent plate such as an acrylic plate may be disposed on the transmissive portions 1008a and 1008b, and the transmissive portions 1008a and 1008b are openings. May be. In addition, an elongated illuminating unit 1018 is disposed at the left end of the front surface of the movable body 1008. The illumination unit 1018 is arranged so that the vertical direction is the longitudinal direction. A plurality of colors of LEDs are used as the light source of the illumination unit 1018, and the illumination unit 1016 can emit light in a plurality of colors.

  A belt wound around two pulleys (not shown) is fixed to the upper part of the movable body 1008. The movable body 1008 moves to the left and right with the operation of a belt driven by a motor via a pulley. The operation range of the movable body 1008 is from the position where the left end portion of the movable body 1008 is positioned to the right of the right end portion of the display area of the decorative symbol display device 208 to the position positioned at the center of the display area of the decorative symbol display device 208. . The movable body 1008 becomes invisible to the player in a state where it is located at the right end of the operation range. In the state shown in FIG. 29, the movable body 1008 is located at the initial position. The movable body 1008 overlaps with a part of the display area of the decorative symbol display device 208 when positioned at the initial position. Thereby, a part of the image displayed on the decorative design display device 208 is hidden by the movable body 1008. In addition, a part of the image displayed on the decorative symbol display device 208 is visible through the transmission parts 1008a and 1008b of the movable body 1008.

  The movable body 1006 functions as a left shutter, and the movable body 1008 functions as a right shutter. When the movable body 1006 moves to the right end of the moving range and the movable body 1008 moves to the left end of the moving range, the right end portion of the movable body 1006 and the left end portion of the movable body 1008 are in contact with each other. An effect that the shutter is opened and closed by the movable bodies 1006 and 1008 is executed.

  A movable body 1010 is disposed above the decorative symbol display device 208. The movable body 1010 has a horizontally long flat plate shape, and a character string “chance” is attached to the front side. Further, the movable body 1010 is driven by a stepping motor (not shown) so that the front of the decorative symbol display device 208 can be moved in the vertical direction within a plane substantially parallel to the display screen. When the movable bodies 1006 and 1008 are closed, the movable body 1010 can move in front of the movable bodies 1006 and 1008 in the vertical direction. In the state shown in FIG. 29, the movable body 1010 is located at the initial position.

  The movable body 1012 is disposed in the upper left part of the main liquid crystal unit 1001. The movable body 1012 has an external shape imitating the lightning bolt similar to the movable body 1004. Further, the movable body 1012 is fixed outside the display area of the decorative symbol display device 208 and at the upper left of the main liquid crystal unit 1001. When the movable body 1012 is driven by a stepping motor (not shown), the front of the decorative symbol display device 208 can be rotated in a plane substantially parallel to the display screen around the one point. The movable body 1012 can rotate 60 ° clockwise from the initial position. Note that the movable body 1012 may be capable of rotating 360 ° or more.

  In the game board 1000, one sensor for detecting whether or not the movable bodies 1002 to 1012 are located at the initial position is arranged for each movable body. The said sensor is contained in the production movable body sensor 424 shown in FIG. For example, a photo sensor is used as the sensor.

  A main liquid crystal unit 1001 is disposed behind the movable bodies 1006 and 1008. A decorative symbol display device 208 is arranged in the center of the main liquid crystal unit 1001. In the state shown in FIG. 29, “decoration 2—decoration 3—decoration 4” is stopped and displayed in the left middle right symbol display areas 208a to 208c of the ornamental symbol display device 208. In the effect display area 208d below the left middle right symbol display areas 208a to 208c, a white circular change icon a1, a white circular hold icon b1, a white circular hold icon b2, and a character “heat” in the white circle A hold icon b3 in which is drawn and a black circular hold icon b4 are displayed in this order from the left. The hold icon b1 indicates the hold of the first special figure 1 variable game with the hold order, the hold icon b2 indicates the hold of the second special figure 1 variable game with the hold order, and the hold icon b3 has the third hold order. The special figure 1 variable game is on hold, and the hold icon b4 indicates the hold of the special figure 1 variable game having the fourth hold order. In the effect display area 208d, a background image including images of the sun, clouds, and balloons is displayed. A part of the sun image is hidden by the movable body 1006, and the other part of the sun image is visible to the player through the transmission part 1006a of the movable body 1006. In addition, a part of the cloud image is hidden by the movable body 1006, and the other part of the cloud image is visible to the player through the transmission portion 1006b of the movable body 1006. A part of the cloud image is hidden by the movable body 1002.

  The main liquid crystal unit 1001 includes an elongated illumination unit 1020, an illumination unit 1022, an illumination unit 1024, and an illumination unit 1026 disposed so as to surround the decorative symbol display device 208. The illumination unit 1020 is arranged on the left side of the decorative symbol display device 208 so that the vertical direction is the longitudinal direction. The illumination unit 1022 is disposed on the right side of the decorative symbol display device 208 so that the vertical direction is the longitudinal direction. The illumination unit 1024 is disposed below the decorative symbol display device 208 so that the horizontal direction is the longitudinal direction. The illumination unit 1026 is disposed above the decorative symbol display device 208 so that the horizontal direction is the longitudinal direction. A plurality of colors of LEDs are used as the light sources of the illumination units 1020 to 1026, and the illumination units 1020 to 1026 can emit light in a plurality of colors. In the state shown in FIG. 29, the entire lighting units 1024 and 1026 are visible to the player, and only a part of the lighting unit 1020 is visible from the player via the transmission unit 1006a. Only a part of the upper part is visible to the player through the transmission part 1008a.

  Next, the movable body 1002 will be described in more detail with reference to FIG. FIG. 30A shows a state in which the movable body 1002 is viewed from the front. Below the movable body 1002, a motor 1040 as a drive source of the movable body 1002 is disposed. The motor 1040 is fixed to the center case of the game board 1000 so that the rotation axis is in the vertical direction. One end of a screw shaft 1042 is fixed to the rotating shaft of the motor 1040 so that the extending direction is the vertical direction.

  A lower base 1044 is disposed between the movable body 1002 and the motor 1040. The lower base 1044 is fixed to the game board 1000. The motor 1040 and the lower base 1044 are disposed below the rear side of the front stage 244 and are not visible to the player. The lower base 1044 has a receiving portion 1044a having a flat surface for receiving the movable body 1002 on the right side, and a shaft fixing portion 1044b to which the guide shaft 1046 is fixed on the left side. The receiving portion 1044a and the shaft fixing portion 1044b are different from each other, and the receiving portion 1044a is positioned higher than the shaft fixing portion 1044b. For this reason, when the movable body 1002 moves to the lowermost part of the movement range, the movable body 1002 contacts the receiving portion 1044a but does not contact the shaft fixing portion 1044b.

  Further, the receiving portion 1044a is provided with a through hole that penetrates the lower base 1044 in the vertical direction, and a sliding bearing is disposed in the through hole. The screw shaft 1042 passes through the sliding bearing and is supported by the sliding bearing.

  Further, in the state shown in FIG. 30A, the movable body 1004 is located at the initial position. The movable body 1004 can rotate about 60 ° clockwise from the initial position. Note that the movable body 1004 may be rotatable by 60 ° or more (eg, 360 °).

  FIGS. 30B and 30C show a state in which the movable body 1002 is viewed from the rear right side. In the state shown in FIG. 30B, the movable body 1002 is located at the uppermost position in the movement range. In the state shown in FIG. 30 (c), the movable body 1002 is located at the lowermost part of the movement range. As shown in FIGS. 30B and 30C, the movable body 1002 includes a sub liquid crystal unit 1032 and a moving unit 1036. The sub liquid crystal unit 1032 has a horizontally long rectangular parallelepiped shape, is disposed on the front side of the movable body 1002, and includes a movable body 1004, illumination units 1014a to 1014d, and a sub display device 1030 as shown in FIG.

  The sub liquid crystal unit 1032 includes a driver for the sub display device 1030, LEDs of the illumination units 1014a to 1014d, an LED driver, a motor for driving the movable body 1004, and a gear. The sub liquid crystal unit 1032 includes a rectangular window portion 1034a, a window portion 1034b, a window portion 1034c, a window portion 1034d (not shown in FIG. 30B), and a window portion 1034e on the rear side. The window portion 1034a is disposed behind the illumination portion 1014a, the window portion 1034b is disposed behind the illumination portion 1014b, the window portion 1034c is disposed behind the illumination portion 1014c, and the window portion 1034d is disposed behind the illumination portion 1014d. Has been. A transparent plate is disposed in the window portions 1034a to 1034e, and the front side of the window portions 1034a to 1034e is visible. On the front side of the windows 1034a to 1034d, an LED, an LED driver mounting board, a decorative lens, and the like are arranged. The windows 1034a to 1034d are used for checking the illumination unit. Further, the window portion 1034e is disposed behind the movable body 1004. A motor for driving the movable body 1004 and a gear for transmitting power to the movable body 1004 are disposed on the front side of the window portion 1034e. The window portion 1034e is used for checking the drive mechanism of the movable body 1004.

  The moving unit 1036 has a horizontally long rectangular parallelepiped shape smaller than that of the sub liquid crystal unit 1032, and is arranged on the rear surface side of the sub liquid crystal unit 1032. The moving unit 1036 includes a motor that rotates the sub liquid crystal unit 1032 and a gear that is fixed to the rotation shaft of the motor and transmits the power of the motor to the sub liquid crystal unit 1032. The sub liquid crystal unit 1032 and the moving unit 1036 are connected via a harness. In addition, the sub liquid crystal unit 1032 is installed in the moving unit 1036 so as to be rotatable about the display area of the sub display device 1030 in the same plane including the sub liquid crystal unit 1032 when in the initial posture. The sub liquid crystal unit 1032 can rotate 180 ° clockwise from the initial posture shown in FIG. 30B, and can rotate 180 ° counterclockwise from the initial posture. Thus, the sub liquid crystal unit 1032 also functions as a movable body.

  When the sub liquid crystal unit 1032 and the movable unit 1036 are connected using a connection unit (slip ring or the like) shown in FIGS. 39 and 40 described later, the sub liquid crystal unit 1032 has a clockwise direction and a counterclockwise direction. May be rotatable up to a predetermined angle exceeding 180 degrees, may be rotatable up to a predetermined angle exceeding 360 degrees, or there may be no limitation on the rotation angle.

  Further, the moving unit 1036 is provided with two through holes penetrating in the vertical direction. A nut is fixed to the right through hole, and a screw shaft 1042 is fitted to the nut. By rotating the screw shaft 1042, the nut can be moved up and down, and the movable body 1002 can be moved up and down. A guide shaft 1046 passes through the left through hole. The movable body 1004 is guided by the guide shaft 1046 and can move up and down stably.

  An upper base 1048 is disposed above the moving unit 1036. The upper base 1048 is fixed to a transparent plate (not shown) disposed at a position where the position in the front-rear direction is between the movable body 1002 and the movable bodies 1006 and 1008, and is disposed at a position where it is difficult for the player to see. The upper base 1048 has a receiving portion 1048a having a flat surface for receiving the moving unit 1036 on the right side, and a shaft fixing portion 1048b to which the guide shaft 1046 is fixed on the left side. A sliding bearing is disposed on the receiving portion 1048b, and the other end of the screw shaft 1042 is supported by the sliding bearing. Further, the receiving portion 1048a and the shaft fixing portion 1048b are stepped, and the receiving portion 1048a is located at a position lower than the shaft fixing portion 1048b. The moving unit 1036 has an upper surface portion 1036a having a flat surface that comes into contact with the receiving portion 1048a when moved to the uppermost position. As shown in FIG. 30B, when the movable body 1002 is positioned at the uppermost position, the upper surface portion 1036a of the moving unit 1036 contacts the receiving portion 1048a but does not contact the shaft fixing portion 1048b.

  Further, the moving unit 1036 has a lower surface portion 1036b having a flat surface that comes into contact with the receiving portion 1044a of the lower base 1044 when moved to the lowermost position. As shown in FIG. 30C, when the movable body 1002 is positioned at the lowermost position, the lower surface portion 1036b of the moving unit 1036 contacts the receiving portion 1048a, but does not contact the shaft fixing portion 1048b.

  The moving unit 1036 includes control means for controlling the moving operation of the movable body 1002 and the rotating operation of the sub liquid crystal unit 1032 inside. Examples of movement control means arranged in the movement unit 1036 include a microprocessor, a programmable IC, an ASIC, a DSP, a ROM, a RAM, an LSI, a communication control circuit, and the like. The movement unit 1036 may include only one of these movement control means or a plurality of movement control means. In addition, a harness (not shown) having one end connected to the sub display device 1030 extends from the rear side of the moving unit 1036, and the other end of the harness is disposed on the back side of the game board 1000 (for example, Connected to the first sub-board 160). The other end of the harness may be connected to the relay board, and the sub display device 1030 and the control board may be connected via the harness and the relay board.

  Next, the operation of the movable body 1002 will be described with reference to FIGS. FIG. 30B shows a state where the movable body 1002 is located at the uppermost position in the movement range. The upper surface portion 1036 a of the moving unit 1036 is in contact with the receiving portion 1048 a of the upper base 1048. The receiving portion 1048a functions as a mechanical end of the movable body 1002.

  When the motor 1040 is driven from the state shown in FIG. 30B to rotate the screw shaft 1042 clockwise when viewed from below, the nut fixed to the moving unit 1036 and fitted to the screw shaft 1042 is screwed. It moves below the shaft 1042. Thereby, the movable body 1002 moves downward.

  FIG. 30C shows a state in which the movable body 1002 is located at the lowest position in the movement range. The lower surface portion 1036b of the moving unit 1036 is in contact with the receiving portion 1044a of the lower base 1044. The receiving portion 1044a functions as a mechanical end of the movable body 1002. Further, from the state shown in FIG. 30C, when the screw shaft 1042 is rotated counterclockwise by the motor 1040 when viewed from below, the nut fixed to the moving unit 1036 and fitted to the screw shaft 1042 is screwed. Move above the shaft 1042. Thereby, the movable body 1002 moves upward.

  Further, when the movable body 1002 is stationary at a position higher than the lowest position, a load is applied to the screw shaft 1042 due to the weight of the movable body 1002, so that a torque having a magnitude that matches the load is applied to the screw shaft 1042 by the motor 1040. . Thereby, it is possible to prevent the screw shaft 1042 from rotating due to the load of the weight of the movable body 1002 and to make the movable body 1002 stationary.

  Further, when the power source of the pachinko machine 100 is turned off for some reason while the movable body 1002 is stationary at a position higher than the lowermost position, electric power for driving the motor 1040 cannot be obtained. For this reason, the screw shaft 1042 rotates clockwise when viewed from above by the load of the movable body 1002 due to its own weight, and moves until the movable body 1002 contacts the receiving portion 1044b of the lower base 1044. Even when the movable body 1002 moves downward under its own weight, the movable body 1002 can be received by the receiving portion 1044b, so that the movable body 1002 can be prevented from being damaged.

Example 1
FIG. 31 and FIG. 32 show an effect example in Example 1 of the present embodiment. 31 and 32 show the effect state in time series. 31 (a) to (q), (t), (u), (x) to (z), (b) to (d), and FIG. 32 are the games of the pachinko machine 100 shown in FIG. 31 (b) and 31 (s) show only the main liquid crystal unit 1001, and FIGS. 31 (v) and 31 (w) show only the movable body 1002. FIG. In FIG. 31 and subsequent figures, the illustration of the general-purpose display device 210, the special figure 1 display device 212, the special figure 2 display device 214, the special figure 1 hold lamp 218, the special figure 2 hold lamp 220, and the high accuracy medium lamp 222 are omitted. In addition, illustration of the game ball is also omitted.

  FIG. 31A shows a state where the special figure variable game is not being executed. In the left middle right symbol display areas 208a to 208c of the decoration symbol display device 208, “decoration 2—decoration 3—decoration 4” is stopped and notified that the result of the latest special figure 1 variable game is off. ing. In addition, in the state shown in FIG. Further, in the state shown in FIG. 31A, the movable bodies 1002, 1004, 1006, 1008, 1010, and 1012 are located at the initial positions. The initial position of the movable body 1002 is a position higher than the lowermost position shown in FIG. 30C, and is closer to the lowermost position than the uppermost position shown in FIG. When the movable body 1002 is located at the initial position, the entire movable body 1002 is visible to the player. In addition, a part of the sun image displayed in the effect display area 208d of the decorative symbol display device 208 is hidden by the movable body 1006, and the other part of the sun image is visible through the transmission part 1006a. It has become. In addition, a part of the cloud image displayed in the effect display area 208d is hidden by the movable body 1006, and the other part of the cloud image is visible through the transmission unit 1006b.

  FIG. 31 (b) continued from FIG. 31 (a) shows a state in which the number of holds in FIG. 1 has increased from 0 to 1 based on the fact that one game ball has entered the special figure 1 starting port 230. ing. In the effect display area 208d of the decorative symbol display device 208, a black circular hold icon is displayed, and it is notified that the number of holds in the special figure 1 is 1. Further, the black circular hold icon is a hold icon in a pre-reading notice mode as shown in FIG.

  FIG. 31 (c) continued from FIG. 31 (b) shows a state in which the special figure 1 variable game is started on the special figure 1 display device 212 (not shown). Special Figure 1 After the start of the variable game, the hold icon becomes a change icon and a moving animation between the hold and change icons moving to the left is displayed.

  FIG. 31 (d) continued from FIG. 31 (c) shows a state in which the decorative symbol variation display is started. In FIG. 31 and the subsequent figures, the decorative symbol variation display is indicated by a downward white bold arrow. In the present embodiment, the decorative symbol variation display is started after the movement animation of the hold / variation icon is started.

  FIG. 31E continuing from FIG. 31D shows a state in which “decoration 2” is temporarily stopped in the left and right symbol display areas 208a and 208c. The reach effect is started after FIG.

  FIG. 31 (f) continued from FIG. 31 (e) shows a state in which the movable body 1010 has moved from the initial position to the lowest position within the operating range. The movable body 1010 is stopped at a position on the front side of the decorative symbol display device 208. As a result, the movable body 1010 and a part of the image displayed on the decorative symbol display device 208 overlap, and a part of the image cannot be visually recognized by the player. The pachinko machine 100 is in a case where at least a part of a decorative pattern or a preview image (for example, an image of the sun, a cloud, a balloon, a hold icon, a change icon, etc.) overlaps with a movable body and cannot be seen by a player. Compared to the case where at least a part of the decorative symbol or the preview image does not overlap with the movable body, there is a higher possibility that it will be a big hit in the running special figure floating game or the pending special figure floating game It may be configured as follows.

  FIG. 31G continued from FIG. 31F shows a state in which the movable body 1010 has moved upward and returned to the initial position. The initial position of the movable body 1010 is the uppermost position in the movement range of the movable body 1010. When the movable body 1010 returns to the initial position, the effect operation of the movable body 1010 in the reach effect ends.

  FIG. 31 (h) subsequent to FIG. 31 (g) shows a state where the movable body 1006 has moved to the right from the initial position. A part of the sun image and a part of “Decoration 2” are visually recognized through the transmissive part 1006a, and a part of the cloud image is visually recognized through the transmissive part 1006b. When the movable body 1006 is located at the initial position as shown in FIG. 31G and when the movable body 1006 is moved rightward from the initial position as shown in FIG. The part where the image of the cloud is visible is different. When a sun image or a cloud image is displayed as a preview image, the visible portion of the preview image differs before and after the movable body moves. The symbol variation display where the visible part of the preview image may be different before and after the movement of the movable body is easier to confirm and display the big hit symbol form than the symbol variation display where the visible part of the preview image may not differ It may be configured.

  FIG. 31 (i) continued from FIG. 31 (h) shows a state in which the movable body 1006 has moved leftward and returned to the initial position. Thereby, the rendering operation of the movable body 1006 in the reach rendering is finished.

  FIG. 31 (j) continued from FIG. 31 (i) shows a state in which the movable body 1008 has moved leftward from the initial position. A part of the cloud image and a part of “Decoration 2” are visually recognized through the transmission part 1008a, and a part of the cloud image is visually recognized through the transmission part 1008b. As a result, when the movable body 1008 is located at the initial position as shown in FIG. 31 (i) and when the movable body 1008 is moved leftward from the initial position as shown in FIG. The portions where the image and the cloud image can be visually recognized are different. The symbol variation display where the visible part of the preview image may be different before and after the movement of the movable body is easier to confirm and display the big hit symbol form than the symbol variation display where the visible part of the preview image may not differ It may be configured. When the pre-reading notice may be different before and after the movable body moves, the pre-reading notice is executed when the visible part of the notice image may not be different before and after the movable body moves. It may be configured such that the big hit symbol pattern is more easily confirmed and displayed in the symbol variation display to be prefetched than in the case where it is performed.

  FIG. 31 (k) subsequent to FIG. 31 (j) shows a state in which the movable body 1008 has moved to the right and returned to the initial position. Thereby, the rendering operation of the movable body 1008 in the reach rendering is finished.

  FIG. 31 (l) subsequent to FIG. 31 (k) shows a state where the movable body 1002 is located at the uppermost position from the initial position. In this example, the movable body 1002 moves upward from the initial position and starts the effect operation.

  FIG. 31 (m) following FIG. 31 (l) shows a state in which the sub liquid crystal unit 1032 of the movable body 1002 starts rotating. The sub liquid crystal unit 1032 can be rotated 180 ° clockwise and counterclockwise from the initial posture shown in FIG. 31L in which the upper and lower ends are parallel to the horizontal direction and the left and right ends are parallel to the vertical direction. It is. In FIG. 31 (m), the sub liquid crystal unit 1032 is rotated 45 ° counterclockwise.

  FIG. 31 (n) following FIG. 31 (m) shows a state in which the sub liquid crystal unit 1032 is rotated 90 ° clockwise from the state shown in FIG. 31 (m). As shown in FIGS. 31 (l) to (n), before and after the rotation of the sub liquid crystal unit 1032, the portions where the balloon image and the cloud image are visible are different. When a balloon image or a cloud image is displayed as a preview image, the visible portion of the preview image is different before and after the operation of the movable body. The symbol variation display where the visible part of the preview image may be different before and after the movement of the movable body is easier to confirm and display the big hit symbol form than the symbol variation display where the visible part of the preview image may not differ It may be configured. When the pre-reading notice may be different before and after the movable body moves, the pre-reading notice is executed when the visible part of the notice image may not be different before and after the movable body moves. It may be configured such that the big hit symbol pattern is more easily confirmed and displayed in the symbol variation display to be prefetched than in the case where it is performed.

  FIG. 31 (o) following FIG. 31 (n) shows a state in which the sub liquid crystal unit 1032 is rotated 45 ° counterclockwise from the state shown in FIG. 31 (n) and returned to the initial posture.

  FIG. 31 (p) continuing from FIG. 31 (o) shows a state in which the movable body 1002 has moved downward and returned to the initial position. Thereby, the rendering operation of the movable body 1002 in the reach rendering ends.

  FIG. 31 (q) subsequent to FIG. 31 (p) shows a state in which the movable body 1012 is rotated 60 ° clockwise from the initial position. FIG. 31 (r) shows only the main liquid crystal unit 1001 extracted at the same timing as that of FIG. 31 (q), and shows a state in which the movable body 1012 is rotated 60 ° clockwise from the initial position. Due to the rotation of the movable body 1012, the movable body 1012 and the image displayed on the decorative symbol display device 208 overlap. For this reason, the movable body 1012 makes it impossible for the player to visually recognize the sun image and part of the “decoration 2”. The symbol variation display where the visible part of the preview image may be different before and after the movement of the movable body is easier to confirm and display the big hit symbol form than the symbol variation display where the visible part of the preview image may not differ It may be configured. When the pre-reading notice may be different before and after the movable body moves, the pre-reading notice is executed when the visible part of the notice image may not be different before and after the movable body moves. It may be configured such that the big hit symbol pattern is more easily confirmed and displayed in the symbol variation display to be prefetched than in the case where it is performed.

  FIG. 31 (s) following FIGS. 31 (q) and (r) shows only the main liquid crystal unit 1001 extracted, and the movable body 1012 rotates counterclockwise from the state shown in FIGS. 31 (q) and (r). It shows a state where it has rotated 90 ° and has returned to its initial position. FIG.31 (t) has shown the game board 1000 of the same timing as FIG.31 (s). When the movable body 1012 returns to the initial position, the effect operation of the movable body 1012 in the reach effect ends.

  FIG. 31 (u) subsequent to FIGS. 31 (s) and (t) shows a state where the movable body 1004 is rotated 60 ° clockwise from the initial position. FIG. 31 (v) shows only the movable body 1002 extracted at the same timing as that in FIG. 31 (u), and shows a state in which the movable body 1004 is rotated 60 ° clockwise from the initial position. Due to the rotation of the movable body 1004, the movable body 1004 and the image of the seascape displayed on the sub display device 1030 overlap. For this reason, the movable body 1004 makes it impossible for the player to see part of the image of the seascape. An image of the sea view may be displayed as a preview image. The symbol variation display where the visible part of the preview image may be different before and after the movement of the movable body is easier to confirm and display the big hit symbol form than the symbol variation display where the visible part of the preview image may not differ It may be configured. When the pre-reading notice may be different before and after the movable body moves, the pre-reading notice is executed when the visible part of the notice image may not be different before and after the movable body moves. It may be configured such that the big hit symbol pattern is more easily confirmed and displayed in the symbol variation display to be prefetched than in the case where it is performed.

  In addition, as shown in FIG. 31 (u), based on the fact that one game ball has entered the special figure 1 starting port 230, the number of reserved figures in the special figure 1 increases from 0 to 1, and the effect display area 208d is displayed. A white circular hold icon is displayed.

  FIG. 31 (w) following FIGS. 31 (u) and 31 (v) shows only the movable body 1002 extracted, and the movable body 1004 is rotated 60 in the counterclockwise direction from the state shown in FIGS. 31 (u) and 31 (v). This shows the state where it has rotated and returned to its initial position. FIG.31 (x) has shown the game board 1000 of the same timing as FIG.31 (w). When the movable body 1004 returns to the initial position, the rendering operation of the movable body 1004 in the reach production ends.

  FIG. 31 (y) subsequent to FIGS. 31 (w) and (x) shows a state in which the special figure 1 variable game is completed. In this example, the result of the special figure 1 variable game is out of place. In the middle left and right symbol display areas 208a to 208c, “decoration 2—decoration 3—decoration 2” is stopped, and it is notified that the result of the special figure 1 fluctuation display is out of place.

  FIG. 31 (z) subsequent to FIG. 31 (y) shows a state in which the fluctuation icon erasing animation is executed while the special figure fluctuation game is not executed. In the effect display area 208d, the black circular variation icon corresponding to the completed special figure 1 variation game is deleted.

  FIG. 31 (a) following FIG. 31 (z) shows a state in which the special figure 1 variable game is started on the special figure 1 display device 212 (not shown). Special Figure 1 After the start of the variable game, a movement animation between the hold and change icons is displayed in which the hold icon becomes a change icon and moves to the left.

  In FIG. 31 (b) following FIG. 31 (a), the decorative symbol variation display is started based on the fact that the first sub-control unit 400 has received the symbol variation start command transmitted from the main control unit 300. Indicates the state. The symbol variation start command includes variation time information. The variation time of this example is determined to be, for example, 30 seconds in the special drawing 1 related lottery process (step S231) of the main control unit timer interrupt process shown in FIG.

  FIG. 31 (c) continued from FIG. 31 (b) shows a state in which a power interruption occurs when 15 seconds have elapsed from the start of fluctuation, and the power of the pachinko machine 100 is turned off. The display of the decorative symbol display device 208 and the sub display device 1030 is erased, and all the lamps are turned off. Further, in this example, all the movable bodies other than the movable body 1002 are stopped at the position where the power interruption occurs.

  FIG. 31 (d) continuing from FIG. 31 (c) shows a state in which the movable body 1002 has moved from the initial position to the lowest position. As described above, when the power of the pachinko machine 100 is turned off, the movable body 1002 moves to the lowest position in the moving range by its own weight. The movable body 1002 is located at the lowest position when the pachinko machine 100 is in a non-operating state with the power off. The lowermost position of the movable body 1002 is a non-operating position of the movable body 1002. When the movable body 1002 is located at the non-operating position, only the upper end portion of the display area of the sub display device 1030 is visible from the player.

  FIG. 32A continued from FIG. 31D shows a state in which the power of the pachinko machine 100 is off.

  FIG. 32B continued from FIG. 32A shows a state in which the power of the pachinko machine 100 is turned on. The pachinko machine 100 is activated in the order of the main control unit 300, the first sub control unit 400, and the second sub control unit 500 when the power is turned on from off. In FIG. 32B, the activation of the main control unit 300 is completed, the special figure 1 variable game in the special figure 1 display device 212 is resumed, the first sub control unit 400 is being activated, and the first sub control unit 400 is activated. The decorative symbol display device 208 controlled by the control unit 400 displays a character string image “Starting.”.

  FIG. 32C continuing from FIG. 32B shows a state in which the second sub-control unit 500 is activated. After the second sub-control unit 500 is activated, an initial operation of the movable body controlled by the second sub-control unit 500 is executed. The decorative symbol display device 208 displays a character string image of “Initial operation” to notify that the initial operation of the movable body is executed.

  FIG. 32 (d) continuing from FIG. 32 (c) shows a state where the initial operation of the movable body has been started. In this example, first, the initial operation of the movable body 1002 is executed. As shown in FIG. 32 (d), the movable body 1002 has moved to the uppermost position. In addition, the sub display device 1030 provided in the movable body 1002 displays a character string image “in initial operation” as in the case of the decorative symbol display device 208.

  FIG. 32E continuing from FIG. 32D shows a state in which the sub liquid crystal unit 1032 of the movable body 1002 is rotated 45 ° counterclockwise from the initial posture. FIG. 32 (f) continued from FIG. 32 (e) shows a state in which the sub liquid crystal unit 1032 is rotated 90 ° counterclockwise from the state shown in FIG. 32 (e). FIG. 32 (g) continued from FIG. 32 (f) shows that after the sub liquid crystal unit 1032 rotates 45 ° counterclockwise from the state shown in FIG. The moved state is shown. In the initial operation of the movable body 1002 of this example, first, the movable body 1002 moves from the lowermost position to the uppermost position, and then the sub liquid crystal unit 1032 rotates 45