JP5984194B1 - Game machine - Google Patents

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JP5984194B1
JP5984194B1 JP2015188642A JP2015188642A JP5984194B1 JP 5984194 B1 JP5984194 B1 JP 5984194B1 JP 2015188642 A JP2015188642 A JP 2015188642A JP 2015188642 A JP2015188642 A JP 2015188642A JP 5984194 B1 JP5984194 B1 JP 5984194B1
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effect
special
mode
variation
reach
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JP2017060654A (en
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直幸 渡辺
直幸 渡辺
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京楽産業.株式会社
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Abstract

An object of the present invention is to provide a gaming machine capable of improving the fun of gaming. In a gaming machine that performs the special game based on a result of the special game determination, after the special game is ended, a specific game state advantageous to the player is set as compared with the normal game state, and The variation effect includes a plurality of types of specific effects, and when the specific effect is executed in the variation effect determined to perform the special game, the information that can identify the type of the executed specific effect is stored, The specific effect specified as having been executed based on the stored information is not executed when it is not determined that the special game is to be performed by the special game determination. [Selection] Figure 55

Description

  The present invention relates to a gaming machine.
  In conventional gaming machines, when the start condition is met, special symbol display is performed on the special symbol display device, and the display result of the special symbol variation display becomes a special display result (big win symbol) In addition, a special gaming state (hereinafter referred to as a big hit game) advantageous to the player is generated. In addition, the decorative display is variably displayed in the image display device in conjunction with the variable display of the special symbol (see, for example, Patent Document 1).
  In addition, the gaming machine described in Patent Document 1 stores hit history information including the type of special display result when the display result of the special symbol variation display becomes a special display result, and the stored hit history Information is displayed on the image display device.
JP 2011-189088 A
  However, in the gaming machine described in Patent Document 1, there is a problem that the interest of the game is poor because the stored hit history information is only displayed on the image display device.
  In view of the above background, an object of the present invention is to provide a gaming machine capable of improving the fun of gaming.
  The gaming machine according to the present invention executes a special game determination as to whether or not to perform a special game that gives a predetermined profit to the player based on the establishment of the determination condition, and performs the special game based on the result of the special game determination. In the gaming machine, when the special game determination is made, a variation effect that stops and displays the plurality of identification symbols in a stop mode indicating the determination result of the special game determination after the display means performs variable display of the plurality of identification symbols. And a special game state setting means for setting a specific game state that is advantageous to the player as compared with the normal game state after the special game is over, and the variation effect is the specific game state setting unit. When any one of a plurality of types of specific effects is executed in the variation effect determined to include the plurality of types of specific effects that can be executed in the gaming state, The information storage means which memorize | stores the information which can specify the kind of production is further provided, The said production | generation control means, when the said information is memorize | stored in the said information storage means, the said specific identified as having been performed based on the said information The effect is not executed in the variation effect in the specific game state when it is not determined that the special game is performed by the special game determination.
  According to the gaming machine of the present invention, it is possible to improve the interest of the game.
It is a front view of a gaming machine. It is a fragmentary perspective view of a gaming machine. It is a block diagram of a control means. (A) is a figure showing the jackpot determination table for 1st special symbols, (b) is a figure showing the jackpot determination table for 2nd special symbols. (A) is a diagram showing a special symbol determination table for winning a big win, (b) is a diagram showing a special symbol determining table for winning a small winner, (c) is a special symbol determining table for losing FIG. (A) is a figure showing a jackpot game control table, (b) is a figure showing a big jackpot opening / closing control table for the first jackpot game, and (c) is a big jackpot opening / closing control table for the second jackpot game. (D) is a figure showing the 3rd big hit game big prize opening / closing control table. (A) is a figure showing a small hit game control table, (b) is a figure showing the big winning game opening / closing control table for a small hit game. (A) is a figure showing a game condition data determination table, (b) is a figure showing a game condition determination table. It is a figure showing the special symbol fluctuation pattern determination table in a low probability game state and a non-time-short game state. It is a figure showing the special symbol fluctuation | variation pattern determination table in the 1-30th fluctuation | variation in a high probability game state and a time-short game state. It is a figure showing the special symbol fluctuation | variation pattern determination table in the 31st-74th fluctuation | variation in a high probability game state and a time-short game state. It is a figure showing the special symbol fluctuation | variation pattern determination table in the 75th-84th fluctuation | variation in a high probability game state and a time-short game state. (A) is a diagram representing a normal symbol hit determination table, (b) is a diagram representing a normal symbol determination table, (c) is a regular variation pattern determination table, (d) is an auxiliary game reference data determination table. (E) is a figure showing an auxiliary game control table, (f) is a figure showing a 2nd starting opening-and-closing control table. (A) is a diagram showing the configuration of the special symbol reserve storage area of the main RAM 101c, (b) is a diagram showing the configuration of each storage unit of the special symbol reserve storage area, (c) is a diagram of the normal symbol reserve storage area of the main RAM 101c The figure showing a structure is a figure showing the structure of each memory | storage part of a normal symbol holding | maintenance storage area. It is a flowchart which shows the main process in a main control board. It is a flowchart which shows the timer interruption process in a main control board. It is a flowchart which shows the input control process in a main control board. It is a flowchart which shows the 1st starting port detection signal input process in a main control board. It is a flowchart which shows the 2nd start port detection signal input process in a main control board. It is a flowchart which shows the winning gate detection signal input process in a main control board. It is a flowchart which shows the special figure special electric power control process in a main control board. It is a flowchart which shows the special symbol memory | storage determination processing in a main control board. It is a flowchart which shows the jackpot determination process in a main control board. It is a flowchart which shows the special symbol determination process in a main control board. It is a flowchart which shows the special figure fluctuation pattern determination process in a main control board. It is a flowchart which shows the special symbol fluctuation | variation process in a main control board. It is a flowchart which shows the special symbol stop process in a main control board. It is a flowchart which shows the jackpot game process in a main control board. It is a flowchart which shows the small hit game process in a main control board. It is a flowchart which shows the jackpot game end process in a main control board. It is a flowchart which shows the main process in an effect control board. It is a flowchart which shows the timer interruption process in an effect control board. It is a flowchart which shows to the middle of the command analysis process in an effect control board. It is a flowchart which shows the continuation of the command analysis process of FIG. It is a flowchart which shows the prefetch effect determination process in an effect control board. It is a flowchart which shows to the middle of the change production pattern determination process in an effect control board. It is a flowchart which shows the continuation of the variation production pattern determination process of FIG. It is a flowchart showing a specific effect type determination process in the effect control board. It is a flowchart which shows the telop notice effect determination process in an effect control board. It is a flowchart which shows the transfer destination effect mode setting process in an effect control board. It is a flowchart which shows the special game effect pattern determination process in an effect control board. It is a flowchart which shows the ending effect pattern determination process in an effect control board. It is a flowchart which shows the effect input control process in an effect control board. It is a figure which shows the example of a menu screen. It is a flowchart which shows the production mode setting process in a production control board. It is a figure which shows the transfer destination production | presentation mode setting table. It is a figure which shows the last aspect determination table 1 (effect mode A). It is a figure which shows the last aspect determination table 2 (effect mode B, E). It is a figure which shows the last aspect determination table 3 (effect mode C). It is a figure which shows the last aspect determination table 4 (effect mode D). It is a figure which shows the last aspect determination table 5 (effect mode F). It is a figure which shows a holding | maintenance transfer pattern determination table (1st starting port). It is a figure which shows a holding | maintenance transfer pattern determination table (2nd starting port). It is a figure which shows the fluctuation production pattern determination table 1 (production mode A). It is a figure which shows the fluctuation production pattern determination table 2 (production mode B1). It is a figure which shows the fluctuation production pattern determination table 3 (production mode C1). It is a figure which shows the fluctuation production pattern determination table 4 (production mode D1). It is a figure which shows the fluctuation production pattern determination table 5 (production mode E1). It is a figure which shows the fluctuation production pattern determination table 6 (production mode B2). It is a figure which shows the fluctuation production pattern determination table 7 (production mode C2). It is a figure which shows the fluctuation production pattern determination table 8 (production mode D2). It is a figure which shows the fluctuation production pattern determination table 9 (production mode E2). It is a figure which shows the fluctuation production pattern determination table 10 (production mode F). It is a figure which shows the special effect type determination table for determining the type of each special effect for every variation effect pattern of effect mode A. FIG. It is a figure which shows the special effect information table which memorize | stores the setting content for every kind of each special effect which can be performed in the variation effect of effect mode A. FIG. It is a figure showing a special effect type determination table for determining the type of each special effect for each variation effect pattern of effect mode B1. It is a figure which shows the special effect information table which memorize | stores the setting content for every kind of special effect which can be performed in the fluctuation effect of effect mode B1. It is a figure which shows the special effect type determination table for determining the type of each special effect for every variation | change effect pattern of effect mode B2. It is a figure which shows the special effect information table which memorize | stores the setting content for every kind of special effect which can be performed in the fluctuation effect of effect mode B2. It is a diagram showing a special effect type determination table for determining the type of each special effect for each variation effect pattern of effect mode F. It is a figure which shows the special effect information table which memorize | stores the setting content for every kind of special effect which can be performed in the fluctuation effect of effect mode F. FIG. It is a figure which shows the specific production | presentation determination table for a low probability game state and a non-time-short game state. It is a figure which shows the specific production | presentation determination table for a high probability game state and a time-short game state. It is a figure which shows the specific effect vibration speed determination table for lose. It is a figure which shows the specific effect vibration speed determination table for big hits and small hits. It is a figure which shows the specific effect audio | voice output determination table for losers. It is a figure which shows the specific effect audio | voice output determination table for big hits and small hits. It is a figure which shows the specific effect image output determination table for lose. It is a figure which shows the specific effect image output determination table for big hits and small hits. It is a figure which shows the degree of jackpot expectation degree of a specific production. Telop notice pattern determination table 1 (production mode B) Telop notice pattern determination table 2 (production mode C) Telop notice pattern determination table 3 (production mode D) Telop notice pattern determination table 4 (production mode E) Telop notice pattern determination table 5 (production mode F) (A)-(f) is a figure showing the special game effect pattern determination table in each effect mode, (g) is a figure showing the special game effect pattern determination table in case all the VS reach is memorize | stored. (A)-(f) is a figure showing the ending effect pattern determination table in each effect mode, (g) is a figure showing the ending effect pattern determination table in case all VS reach is memorize | stored. It is a time chart diagram of the fluctuation effect in effect mode A. FIG. It is a figure which shows an example of the effect image in effect mode A. FIG. It is a figure which shows an example of the effect image in effect mode A. FIG. It is a figure which shows an example of the effect image in effect mode A. FIG. It is a figure which shows an example of the effect image in effect mode A. FIG. It is a figure which shows an example of the effect image in effect mode A. FIG. It is a figure which shows an example of the effect image in effect mode A. FIG. It is a figure which shows an example of the effect image in effect mode A. FIG. It is a figure which shows an example of the effect image in effect mode A. FIG. It is a figure which shows an example of the effect image in effect mode A. FIG. It is a figure which shows an example of the effect image in effect mode A. FIG. (A) is the time chart figure of the fluctuation production in production mode B1, (b) is the time chart figure of the fluctuation production in production mode C1. (A) is the time chart figure of the fluctuation production in production mode D1, (b) is the time chart figure of the fluctuation production in production mode E1. FIG. 38 is a time chart diagram of a variation effect in effect mode F. It is a figure which shows an example of the effect image in effect mode B1. It is a figure which shows an example of the effect image in effect mode B1. It is a figure showing an example of the effect image in effect mode F. FIG. It is a figure showing an example of the effect image in effect mode F. FIG. It is a figure showing an example of the effect image in effect mode F. FIG. (A) is a figure for demonstrating the state of a normal effect button typically, (b) is a figure for demonstrating the state of the effect button at the time of a specific effect, (c) These are the figures for demonstrating typically the state in which the image output and the audio | voice output were performed at the time of specific production. It is a figure showing the mode during a change production. It is a figure which shows the example of an effect at the time of winning 1st jackpot in effect mode A and selecting effect mode B. It is a figure which shows the example of an effect at the time of winning 1st jackpot in effect mode A and selecting effect mode C. It is a figure which shows the example of an effect at the time of winning 1st jackpot in effect mode A and selecting effect mode D. It is a figure which shows the example of an effect at the time of winning 1st jackpot in effect mode A and selecting effect mode E. It is a figure which shows the example of an effect at the time of winning the 2nd jackpot in effect mode B. FIG. It is a figure which shows the example of an effect which won the 1st jackpot when all the VS reach matched with effect mode B is memorized. It is a flowchart which shows 2nd Embodiment of the production mode setting process in a production control board. (A)-(f) is a figure showing 2nd Embodiment of the ending effect pattern determination table in each effect mode, (g) is 2nd execution of the ending effect pattern determination table in case all VS reach is memorize | stored. It is a figure showing a form.
Hereinafter, a first embodiment of the present invention (also referred to as “this embodiment”) will be specifically described with reference to the drawings.
As shown in FIG. 1, the gaming machine Y is formed with a gaming board mounting frame Y1, a glass door Y2 supported so as to be rotatable with respect to the gaming board mounting frame Y1, and a gaming area 2A in which gaming balls flow down. And a game board 2.
  The game board mounting frame Y1 is rotatably supported by an outer frame (not shown) fixed to the island facility of the game store, and is detachably mounted.
  The glass door Y2 is detachably connected to the game board mounting frame Y1 via a hinge mechanism portion H at one end side in the horizontal direction, and is supported rotatably about the hinge mechanism portion H as a fulcrum. Therefore, by rotating the glass door Y2 like a door around the hinge mechanism H as a fulcrum, the game area 2A and the front portion of the game board mounting frame Y1 can be opened and closed. The glass door Y2 covers the game area 2A in a state where the game board 2 is closed so as to be visible.
  A lock mechanism R that fixes the glass door Y2 to the game board mounting frame Y1 is provided on the other end side of the glass door Y2. The fixing by the lock mechanism R can be released by a dedicated key.
  The glass door Y <b> 2 is provided with a receiving tray 50 that stores a plurality of game balls and a firing operation device 3 that can perform an operation for firing the game balls. The launch operation device 3 is connected to a game ball launch device (not shown) that can launch a game ball toward the game area 2A. The game ball launcher is provided on the front surface of the game board mounting frame Y1. The game balls stored in the tray 50 are supplied to the game ball launcher.
  The firing operation device 3 includes a base 31 fixed to the glass door Y2, and a launch handle 32 that is rotatably provided on the base 31. The game ball launcher launches a game ball with a strength (hereinafter referred to as “game ball launch strength”) according to the rotation angle of the launch handle 32.
  In the game area 2A of the game board 2, a frame-shaped decorative frame 29A, an inner rail member 29B having a curved shape, an outer rail member 29C, and a special winning opening 8, which will be described later, are arranged and a game ball is placed. A guidance member 29 </ b> D having a guidance path that can be guided to the second starting port 7 formed on the upper surface is provided.
  The decorative frame 29 </ b> A is fitted into the approximate center of the game board 2. An image display device 13 composed of a liquid crystal display is fitted inside the decorative frame 29A. Also, a first effect accessory device 1601, a second effect accessory device 1602, and a third effect accessory device 1603 are provided at the inner end of the decorative frame 29A.
  The inner rail member 29B is disposed outside the decorative frame 29A, and the outer rail member 29C is disposed outside the inner rail member 29B. A game ball fired with a predetermined game ball launch strength rises between the inner rail member 29B and the outer rail member 29C and enters the game area 2A. In the game area 2A, a plurality of nails and windmills are provided. A game ball that has entered the game area 2A can flow down in various directions by a plurality of nails and windmills.
  In the game area 2A, a plurality of (four in the present embodiment) general winning awards 11 are provided. Each general winning opening 11 is provided with a general winning opening detecting sensor 11a. When the general winning opening detecting sensor 11a detects a gaming ball, a predetermined number (for example, ten) of gaming balls are paid out as winning balls. .
  A first winning gate 9 through which game balls can pass is provided on the left side of the decorative frame 29A in the game area 2A. In addition, a second winning gate 10 through which a game ball can pass is provided on the lower right side of the decorative frame 29A in the game area 2A. The winning gates 9 and 10 are provided with winning gate detection sensors 9a and 10a for detecting game balls. A normal symbol lottery is performed on condition that the winning gate detection sensors 9a and 10a detect a game ball. The normal symbol lottery will be described later.
  A first start port 6 is provided below the image display device 13 below the game area 2A. The first start port 6 is provided with a first start port detection sensor 6a for detecting a game ball. A first special symbol lottery is performed on condition that the first start port detection sensor 6a detects a game ball. The first special symbol lottery will be described later. When the first start port detection sensor 6a detects a game ball, a predetermined number (for example, three) of game balls are paid out as prize balls.
  A variable second start port 7 is provided immediately below the first start port 6. The second start port 7 is controlled by the second start port control device 70 to either a basic mode (closed mode) incapable of winning a prize or a special mode (open mode) of winning. The second start port 7 is also provided with a second start port detection sensor 7a for detecting a game ball. A second special symbol lottery is performed on condition that the second start port detection sensor 7a detects a game ball. The second special symbol lottery will be described later. When the second start port detection sensor 7a detects a game ball, a predetermined number (for example, three) of game balls are paid out as a prize ball.
  The second start port control device 70 includes a rotatable normal movable piece 70A and a second start port opening / closing solenoid 70B as a drive unit for rotating the normal movable piece 70A.
  The normal movable piece 70A is composed of a rectangular door member. Normally, the movable piece 70A stops in a state where the surface is flush with the game area 2A (except when a predetermined condition is satisfied), and the second start port 7 is opened. It is closed. The closing of the second starting port 7 by the ordinary movable piece 70 </ b> A constitutes a basic mode of the second starting port 7.
  On the other hand, when the predetermined condition is satisfied, the normal movable piece 70A is rotated forward about the rotation shaft formed at the lower end portion to open the second start port 7. The second start port 7 is controlled to a special mode that allows the ball to enter. The opening of the second starting port 7 by the ordinary movable piece 70 </ b> A constitutes a special mode of the second starting port 7. When the second starting port 7 is opened, the normal movable piece 70A protrudes from the game area 2A, and can receive the flowing game ball and guide it to the second starting port 7.
  Note that the predetermined condition for the second start-up port control device 70 is that the normal symbol lottery described above is determined as the winning normal symbol.
  On the downstream side of the second winning gate 10, a variable large winning opening 8 is provided. The special winning opening 8 is controlled by the special winning opening control device 80 to either a basic mode in which no winning is possible or a special mode in which a winning is possible. The big winning opening 8 is provided with a big winning opening detecting sensor 8a for detecting a game ball. When the big prize opening detection sensor 8a detects a game ball, a predetermined number (for example, 15) of game balls are paid out as a prize ball.
  The special prize opening control device 80 includes a rotatable special movable piece 80A and a special prize opening opening / closing solenoid 80B as a drive unit for rotating the special movable piece 80A.
  The special movable piece 80A is composed of a rectangular door member. Normally, the special movable piece 80A stops in a state where the surface is flush with the game area 2A (except when a predetermined condition is satisfied), and the special winning opening 8 is closed. doing. The closing of the special prize opening 8 by the special movable piece 80 </ b> A constitutes the basic mode of the special prize opening 8.
  On the other hand, when the predetermined condition is satisfied, the special movable piece 80A is rotated forward about the rotation shaft formed at the lower end portion to open the special winning opening 8. The special winning opening 8 is controlled to a special mode in which a ball can be entered. Opening of the special winning opening 8 by the special movable piece 80A constitutes a special mode of the special winning opening 8. When the special winning piece 80A is opened, the special movable piece 80A protrudes from the game area 2A and can receive the flowing game ball and guide it to the special winning opening 8.
  The predetermined condition for the special winning opening control device 80 is the above-described first special symbol lottery or second special symbol lottery (hereinafter, the first special symbol lottery and the second special symbol lottery are collectively referred to as “special symbol lottery”). In other words, the jackpot special symbol or the jackpot special symbol is determined.
  On the surface of the game board 2 and below the game area 2A, a symbol display device comprising a first special symbol display device 20, a second special symbol display device 21, and a normal symbol display device 22, a first special symbol hold display device. 23, a hold display device comprising a second special symbol hold display device 24 and a normal symbol hold display device 25, a round number display device 26, and a right-handed display device 27 are provided.
  The first special symbol display device 20 is a variable display device that displays the result of the first special symbol lottery performed on condition that a game ball enters the first start port 6, and the second special symbol display device 21 is This is a variable display device that displays the result of the second special symbol lottery performed on condition that a game ball enters the second starting port 7.
  In the first special symbol lottery, a big hit determination random number value is acquired when a game ball enters the first start port 6, and the acquired big hit determination random number value is a random value corresponding to “big hit” Determining whether or not. In the second special symbol lottery, whether a big hit determination random number value is acquired when a game ball enters the second starting port 7, and the acquired big hit determination random number value is a random value corresponding to “big hit” Determining whether or not.
  When the first special symbol lottery is performed, the first special symbol display device 20 displays a variation of the special symbol based on the lottery result, and displays the first special symbol lottery representing the result of the first special symbol lottery. Stop display is performed. That is, the stop display of the first special symbol in the first special symbol display device 20 is a notification of the lottery result. The same applies to the second special symbol lottery and the second special symbol display device 21.
  For example, the first special symbol display device 20 and the second special symbol display device 21 each include a plurality of LEDs. In the variation display of each special symbol, for example, a predetermined LED of the corresponding first special symbol display device 20 or second special symbol display device 21 blinks at a predetermined interval. In the special symbol stop display, a specific LED indicating the result of each special symbol lottery is lit.
  The normal symbol display device 22 is a variable display device that displays the result of the normal symbol lottery performed on condition that the game ball passes the winning gates 9 and 10. In the normal symbol lottery, a winning random number value is acquired when the game ball passes the winning gates 9 and 10, and it is determined whether or not the acquired winning random number value is a random value corresponding to “win”. This is the process to do.
  When the normal symbol lottery is performed, the normal symbol display device 22 displays the fluctuation of the normal symbol based on the lottery result, and the normal symbol representing the result of the normal symbol lottery is stopped. That is, the normal symbol stop display on the normal symbol display device 22 is a notification of the lottery result.
  For example, each of the normal symbol display devices 22 includes a plurality of LEDs. In the normal symbol variation display, for example, a predetermined LED of the normal symbol display device 22 blinks at a predetermined interval. And in the stop display of a normal symbol, specific LED showing the result of a normal symbol lottery lights.
  By the way, during the special symbol variation display or during the special game in which the special winning opening control device 80 is operated, even if a game ball enters the start ports 6 and 7, the special symbol variation display is immediately performed and the special symbol variation display is performed. The result of the symbol lottery is not notified. That is, the special symbol variation display may be suspended under certain conditions. In the present embodiment, as a fixed condition, an upper limit is provided for the number of special symbols that can be suspended. In the present embodiment, the upper limit value is set to “4” for each of the start ports 6 and 7. That is, it is possible to hold up to four rights to execute the special symbol variation display for each of the start ports 6 and 7.
  The first special symbol hold display device 23 displays the hold number (U1: hereinafter referred to as “first special figure hold number”) of the fluctuation display of the first special symbol (hereinafter referred to as “first special figure change display”). To do. The second special symbol hold display device 24 displays the hold number (U2: hereinafter referred to as “second special figure hold number”) of the fluctuation display of the second special symbol (hereinafter referred to as “second special figure change display”). To do. The first special symbol hold display device 23 and the second special symbol hold display device 24 include, for example, a plurality of LEDs, and turn on a predetermined LED according to the number of holds.
  Similarly, for the variable symbol display (hereinafter referred to as “general variable display”), the upper limit reserved number is set to four, and the reserved number (G: hereinafter referred to as “general map reserved number”). ) Is displayed on the normal symbol hold display device 25. The normal symbol hold display device 25 includes, for example, a plurality of LEDs, and turns on a predetermined LED according to the number of normal symbols hold.
  The round number display device 26 is composed of a plurality of LEDs, and is for displaying the number of rounds when a big hit state (special game state) occurs, and in a predetermined manner indicating the number of rounds at the start of the big hit game Is started, the LED is continuously turned on during the jackpot game, and the LED is turned off at the end of the jackpot game. For example, if the number of rounds is a jackpot game with four rounds, only the sixth LED from the left is lit, and if the number of rounds is a jackpot game with 16 rounds, the fourth LED from the left is lit.
The right-handed display device 27 is composed of one LED, and fires a game ball toward the right region of the game region 2A during the big hit state (special game state) and the short-time game state (so-called right-handed). The LED lights up during the big hit state (special game state) and during the short-time game state.
The right-handed display device 27 starts lighting the LED at the start of the opening effect in the jackpot game, and continues to light the LED during the jackpot game. When the transition is made after the end, the LED is turned off when the short game state ends. In addition, if the jackpot is won during the short game state at that time, the LED is continuously turned on. Further, if the game does not shift to the short-time game state after the jackpot game, the LED is turned off at the end of the jackpot game. In other words, once the LED of the right-handed display device 27 starts to be turned on, the LED is continuously turned on until the gaming state to be right-handed (special gaming state, short-time gaming state) is completed.
  In addition, the gaming machine Y is provided with an effect device for executing various effects. In the present embodiment, the effect devices are the image display device 13, the sound output device 14, the effect lighting device 15, the first effect accessory device 1601, the second effect accessory device 1602, and the third effect use. It is comprised with the accessory apparatus 1603. FIG. An image display device 13, a first effect accessory device 1601, a second effect accessory device 1602, and a third effect accessory device 1603 are provided on the game board 2, and the audio output device 14 and the effect lighting device are provided. 15 is provided on the glass door Y2.
  The image display device 13 produces an effect by an image by displaying various still images and moving images. In the present embodiment, a liquid crystal display is used as the image display device 13, but other types of display devices such as a plasma display and an organic EL display can also be used.
  The first effect accessory device 1601 includes a first decorative member 16A as a movable member. The second effect accessory device 1602 includes a second decorative member 16B as a movable member. In addition, the third effect accessory device 1603 includes a third decorative member 16C as a movable member. Each effect accessory device operates a decorative member as a movable member provided therein, and performs an effect by the operation. The audio output device 14 produces a sound effect by outputting BGM (background music), SE (sound effect), and the like. The effect lighting device 15 performs an effect by illumination by changing the light irradiation direction and emission color of each lamp.
  As will be described later, the first decorative member 16A is driven by a solenoid, a motor, or the like included in the first effect accessory device 1601 by drive control of the lamp CPU 104a based on control of the sub CPU 102a. Accordingly, the first decorative member 16A moves from “standby position 1” (original position) above the image display device 13 to “operation position 1-1” (the position of the center of the front surface of the image display device 13) ( Move to (position after movement). Further, the first decorative member 16A moves from “standby position 1” to “operation position 1-2”, which is a lower position on the front surface of the image display device 13, via “operation position 1-1”. To do. The first decorative member 16A moves from “standby position 1” to “operation position 1-1” and then returns to “standby position 1”, or from “standby position 1” to “operation position 1”. After moving to “operation position 1-2” via “−1”, a movement operation is performed such as returning to “standby position 1” via “operation position 1-1”.
  Similarly, the second decorative member 16B is driven by a solenoid, a motor, or the like included in the second effect accessory device 1602 by the drive control of the lamp CPU 104a based on the control of the sub CPU 102a. As a result, the second decorative member 16B falls to the left side from the “standby position 2” (original position), which is the right position of the image display device 13, with the lower side of the second decorative member 16B as a fulcrum. 13 moves to “operation position 2” (position after movement), which is the position of the front surface. When the second decorative member 16B moves from the “standby position 2” to the “operating position 2”, the second decorative member 16B then stands on the right side with the lower side of the second decorative member 16B as a fulcrum, and reaches the “standby position 2” (original position). A moving operation such as returning is performed.
Similarly, the third decorative member 16C is driven by a solenoid, a motor, or the like included in the third effect accessory device 1603 by drive control of the lamp CPU 104a based on control of the sub CPU 102a. As a result, the third decorative member 16C falls to the right from the “standby position 3” (original position), which is the position on the lower left side of the image display device 13, with the lower side of the third decorative member 16C as a fulcrum. It moves to “operation position 3” (position after movement), which is the position of the front surface of the apparatus 13. When the third decorative member 16C moves from the “standby position 3” to the “operating position 3”, the third decorative member 16C then stands on the left side with the lower side of the third decorative member 16C as a fulcrum, and reaches the “standby position 3” (original position). An operation such as returning is possible.
Note that any of the first decorative member 16A, the second decorative member 16B, and the third decorative member 16C is not limited to the shape and operation mode described here.
  The saucer 50 is provided with an effect button device 17 that functions as an input device for performing operations related to various effects described later.
  The effect button device 17 detects that the operable effect button 17A, the effect button operation detection switch 17a11 for detecting the pressing operation on the effect button 17A, and the effect button 17A are held at the maximum special operation position described later. A protruding state detection switch 17a21 is provided (see FIG. 3).
The effect button 17A includes a non-projecting state (FIG. 2 (a)) in which the effect button 17A is a normal operation position, and a protruding state (FIG. 2 (b)) that protrudes to an operation position above the non-projecting state. The state when the pressing operation is detected can be changed from the non-protruding state to a state of retreating downward (FIG. 2C).
In the non-projecting state, the effect button 17A is a state in which only the tip portion slightly protrudes upward from the surface around the saucer 50.
Further, the effect button 17A is in a state of protruding several times (about 7 to 10 times) upward from the surface around the saucer 50 in the protruding state than in the non-projecting state.
Further, the effect button 17 </ b> A slightly enters the downward direction from the surface around the tray 50 and enters a pressed state in which a pressing operation is detected. That is, the effect button device 17 has a structure in which the effect button 17A can be changed into a non-projecting state, a protruding state, and a pressed state in which a pressing operation is detected. When the presentation button 17A in the non-projecting state or the projecting state is pressed to enter the pressed state, the pressing operation is detected. After that, when the pressing operation is released, the state returns from the pressed state to the non-projecting state.
  The direction in which the effect button 17A moves between the position in the non-projecting state, the position in the protruding state, and the position where the pressing operation is detected (pressed position) is defined as the advancing / retreating direction of the effect button 17A.
  When the effect button 17A enters a state in which a pressing operation is detected, the effect button operation detection switch 17a outputs an effect button operation detection signal indicating that a complete pressing operation of the effect button 17A has been detected to the lamp control board 104. To do.
  Further, when the production button 17A is in the projecting state, the projecting state detection switch 17a21 outputs a projecting state detection signal indicating that the projecting button 17A is held at the maximum projecting position (the projecting state position). Output to.
  Further, the effect button 17A has a transparent member that can transmit light as a housing, and incorporates an LED (not shown). When this LED (not shown) emits light, the light passes through the effect button 17A to the outside, and the effect button 17A is illuminated.
  Although the details will be described later with reference to FIG. 114, the effect button 17A can vibrate (reciprocate) from the non-projecting state in the vertical direction (reciprocating direction), and the vibration speeds are low speed vibration and high speed vibration. There are two stages. It is difficult for the player to visually determine whether or not the effect button 17A is vibrating, and the player can confirm the presence or absence of vibration by touching the effect button 17A. If the player touches the effect button 17A while the effect button 17A vibrates at a low speed, the vibration is transmitted to the player as "Poco ... Poko ...", and the player when the effect button 17A vibrates at a high speed. Touches the production button 17A, the vibration is transmitted to the player as “pocopocopocopoco”.
  The selection button device 18 is provided on the left side of the effect button device 17, and is connected to the selectable button 18A that can be operated, and a selection button operation detection switch 18a that detects a pressing operation on the selection button 18A. (See FIG. 3).
  The selection button 18A has an upper part 181A, a left part 182A, a lower part 183A, a right part 184A, and a central part 185A. The entire upper surface of the selection button 18A including the upper portion 181A, the left portion 182A, the lower portion 183A, the right portion 184A, and the central portion 185A is provided so as to be able to be pressed down while slightly protruding from the tray 50.
  Further, the selection button 18A has a transparent member that can transmit light as a housing, and incorporates an LED (not shown). When this LED (not shown) emits light, the light passes through the selection button 18A to the outside, and the selection button 18A is illuminated.
The selection button 18 </ b> A changes its light emission mode between an operation effective period in which an operation on the selection button 18 </ b> A is enabled and another period.
For example, the lighting state of the selection button 18 </ b> A changes between the operation effective period and other periods. For example, the selection button 18 </ b> A is in a “lighting state” that is lit in any color during the operation effective period, and is in a “non-lighting state” that is not lit in other periods. Further, for example, the selection button 18A is “a state that lights in a specific color (for example, red)” in the operation effective period, and “lights in a color (for example, blue) different from the operation effective period” in other periods. State ".
  When the selection button 18A is pressed, the selection button operation detection switch 18a outputs a selection button operation detection signal indicating that the selection button 18A has been pressed to the lamp control board 104. When the selection button operation detection signal is input, the lamp control board 104 outputs it to the effect control board 102.
  The selection button operation detection switch 18a includes an upper operation detection switch that detects a pressing operation of the upper portion 181A, a left operation detection switch that detects a pressing operation of the left portion 182A, and a lower operation detection switch that detects a pressing operation of the lower portion 183A. And a right part operation detection switch for detecting the pressing operation of the right part 184A and a center part operation detecting switch for detecting the pressing operation of the center part 185A (not shown).
  When the detection switch of the upper part 181A, the left part 182A, the lower part 183A, the right part 184A, and the central part 185A in the selection button operation detection switch 18a detects the pressing operation, the upper operation detection signal, the left operation detection signal, and the lower operation, respectively. The detection signal, the right operation detection signal, and the center operation detection signal are output to the effect control board 102 via the lamp control board 104. The upper operation detection signal, the left operation detection signal, the lower operation detection signal, and the right operation detection signal are collectively referred to as a “select button operation detection signal”.
  Furthermore, the effect lever apparatus 19 which functions as an input device for performing the operation which concerns on the various effects mentioned later is provided in the left end part of the glass door Y2.
  The effect lever device 19 includes an effect lever 19A that can be operated, and an effect lever operation detection switch 19a that detects an operation of the effect lever 19A. The effect lever 19A has an operation rod that can be gripped by the player and is attached so as to be tiltable in the vertical direction. The effect lever operation detection switch 19a detects a tilting operation in the downward direction of the effect lever 19A. .
  In the present embodiment, a state in which an operation on the effect button 17A, the selection button 18A, or the effect lever 19A is validated is referred to as an “operation valid state”. The sub CPU 102a performs control so as to execute a predetermined effect by operating an operation means that enables the operation in the “operation effective state”.
Examples of the “operation effective state” include an “operation effective state” which is a predetermined period set in advance, and an “operation effective state” when a predetermined condition is satisfied.
As an example of this predetermined condition, as will be described later, when the sub CPU 102a is in a standby state where the game effect is not being executed, the designation operation execution flag is turned on when the effect button 17A is pressed once. To be set. The sub CPU 102a sets an operation valid state for validating the operation on the selection button 18A based on the designated operation execution flag being set to ON.
  The effect device performs various effects according to the progress (state) of the game. As an effect, for example, there is a special drawing lottery effect that is performed in response to the first special symbol lottery and the second special symbol lottery. The special drawing lottery effect is performed in the image display device 13. In the special drawing lottery effect, a change display of the special effect symbol and a stop display of the special effect symbol are performed.
  The variation display of the special effect symbol is performed corresponding to the variation display of the special symbol, and the special effect symbol varies for a predetermined time in a predetermined manner. The special effect symbol stop display is performed in response to the special symbol stop display (hereinafter, the special effect symbol change display and stop display are collectively referred to as “special effect symbol display”). In the special effect symbol stop display, the special effect symbol is stopped for a predetermined time in a predetermined manner indicating the result of the special symbol lottery.
  The special effect symbols are, for example, three rows of special effect symbols Z1 to Z3 (for example, “1” to “9”) arranged in the left area, the center area, and the right area of the display area 130 of the image display device 13 or the like. Decorative design that represents numbers). In the variation display of the special effect symbols, the special effect symbols in each column move from the top to the bottom (variable display) as if the reels are rotating. In addition, the aspect of the variable display of special effect symbols is not limited to this. In addition, during the variation display of the special effect symbol, various effect images such as a background image and an object image such as a character, a movie, and the like are displayed according to the result of the special symbol lottery.
  On the other hand, in the special effect design stop display, the above-mentioned three rows of special effect designs are stopped and displayed in the left region, the center region, and the right region of the display area 130 of the image display device 13 or the like. The arrangement of the special effect symbols on a predetermined effective line (for example, the central horizontal line in the display area 130) when the special effect symbols are stopped and displayed represents the result of the special symbol lottery.
  In addition to the special drawing lottery effect, a roulette effect that is triggered by a normal symbol lottery described later, a special game effect that is performed when a jackpot game is executed, and a special symbol variation display or special game is performed for a predetermined period. Various effects such as a demonstration effect performed in an internal standby state (so-called customer waiting state) are performed.
(Internal structure of control means)
Next, referring to FIG. 3, the main control board 101, the effect control board 102, the payout control board 103, the lamp control board 104, and the image control board 105 provided on the back side of the game board 2 and the game board mounting frame Y1. The power supply board 107 and the game information output terminal board 108 will be described.
  The power supply board 107 is provided with a backup power supply composed of a capacitor, supplies a power supply voltage to the gaming machine Y, monitors a power supply voltage supplied to the gaming machine Y, and when the power supply voltage becomes a predetermined value or less, An interruption detection signal is output to the main control board 101. When the power interruption detection signal becomes high level, the main CPU 101a becomes operable, and when the power interruption detection signal becomes low level, the main CPU 101a becomes inactive state. The backup power source is not limited to a capacitor, and for example, a battery may be used, and a capacitor and a battery may be used in combination.
  The main control board 101 controls the basic operation of the game. The main control board 101 includes a main CPU 101a, a main ROM 101b, and a main RAM 101c. The main CPU 101a reads out a program stored in the main ROM 101b based on input signals from various detection sensors, timers (quartz crystal units) and the like, performs arithmetic processing related to the game, and directly controls various control devices and display devices. Then, a predetermined command or the like based on the result of the arithmetic processing is transmitted to the effect control board 102, the payout control board 103, and the like. The main RAM 101c functions as a data work area during the arithmetic processing of the main CPU 101a.
  On the input side of the main control board 101, a first starting port detection sensor 6a, a second starting port detection sensor 7a, a big winning port detection sensor 8a, and a first winning gate detection are detected via an input port (not shown). The sensor 9a, the second winning gate detection sensor 10a, and the general winning opening detection sensor 11a are connected. Each detection sensor outputs a detection signal to the main control board 101 when detecting a game ball.
  On the output side of the main control board 101, via an output port (not shown), a second start port opening / closing solenoid 70B for operating the normal movable piece 70A of the second start port control device 70, and a prize winning port control. A special prize opening / closing solenoid 80B for operating the special movable piece 80A of the device 80 is connected. The main control board 101 outputs a control signal for controlling each solenoid to the second start opening / closing solenoid 70B and the special winning opening opening / closing solenoid 80B.
  Further, on the output side of the main control board 101, a first special symbol display device 20, a second special symbol display device 21, a normal symbol display device 22, and a first special symbol hold are provided via an output port (not shown). A display device 23, a second special symbol hold display device 24, a normal symbol hold display device 25, a round number display device 26, and a right-handed display device 27 are connected. The main control board 101 outputs display control signals for controlling the display devices to the display devices 20 to 27.
  Furthermore, a game information output terminal board 108 is connected to the output side of the main control board 101 via an output port (not shown). The main control board 101 outputs information relating to a predetermined game (hereinafter referred to as game information) to the game information output terminal board 108 as an external signal.
  A game information display device is connected to the game information output terminal board 108. The game information output terminal board 108 outputs an external signal to the game information display device and the hall computer. The game information display device is provided on the gaming machine Y, and can display predetermined game information based on the predetermined game information (external signal).
  The effect control board 102 includes a sub CPU 102a, a sub ROM 102b, and a sub RAM 102c. The effect control board 102 is connected to the main control board 101 so as to be able to communicate in one direction from the main control board 101 to the effect control board 102. The main control board 101 transmits a predetermined command to the effect control board 102 based on the processing related to the game, and the effect control board 102 receives the predetermined command.
  An effect button operation detection switch 17a11, a protruding state detection switch 17a21, a selection button operation detection switch 18a, and an effect lever operation detection switch 19a are connected to the input side of the effect control board 102 via the lamp control board 104.
  When the effect button 17A is pressed (pressed) and reaches the operation detection position, the effect button operation detection switch 17a11 outputs an effect button operation detection signal indicating that the effect button 17A has been pressed to the lamp control board 104. To do. The lamp control board 104 outputs an effect button operation detection signal input from the effect button operation detection switch 17a to the effect control board 102.
  The protruding state detection switch 17a21 outputs a protruding state detection signal to the lamp control board 104 when the effect button 17A is positioned in the protruding state. The lamp control board 104 outputs the protrusion state detection signal input from the protrusion state detection switch 17a21 to the effect control board 102.
  When the selection button 18A is pressed, the selection button operation detection switch 18a outputs a selection button operation detection signal indicating that the selection button 18A has been pressed to the lamp control board 104. When the selection button operation detection signal is input, the lamp control board 104 outputs it to the effect control board 102.
  When the effect lever 19A is tilted, the effect lever operation detection switch 19a outputs an effect lever operation detection signal indicating that the effect lever 19A has been tilted to the lamp control board 104. The lamp control board 104 outputs the effect lever operation detection signal to the effect control board 102 when receiving the effect lever operation detection signal.
  The sub CPU 102a outputs a command output from the main control board 101, an effect button operation detection signal output from the effect button device 17, a protruding state detection signal, a selection button detection signal output from the selection button device 18, and an effect lever device 19 The program stored in the sub-ROM 102b is read out based on the production lever operation detection signal output from the timer, the input signal from the timer (quartz crystal unit), etc., and the calculation process is performed. Based on this calculation process, the lamp control is performed. A command for controlling the effect is transmitted to the substrate 104 and the image control substrate 105. The sub RAM 102c functions as a data work area when the sub CPU 102a performs arithmetic processing.
  The payout control board 103 performs launch control for launching the game ball and payout control for paying out the game ball to the player. The payout control board 103 includes a payout CPU 103a, a payout ROM 103b, and a payout RAM 103c. The payout control board 103 is connected to the main control board 101 and the power supply board 107 so as to be capable of bidirectional communication.
  A touch sensor 32a and a firing volume knob 32b are connected to the input side of the payout CPU 103a. The touch sensor 32 a is mounted in the firing handle 32. When a player, a clerk, or the like touches the launch handle 32, the touch sensor 32 a detects that a person has touched the launch handle 32 and transmits a launch handle detection signal to the payout control board 103. The firing volume knob 32 b is connected to the firing handle 32. The firing volume knob 32b rotates in conjunction with the firing handle 32 and detects the rotation angle.
  The payout control board 103 is connected to the firing solenoid 41 via the power supply board 107 on the output side. The payout control board 103 permits energization of the firing solenoid 41 when receiving the firing handle detection signal from the touch sensor 32a.
  When the firing handle 32 is operated to change the rotation angle of the firing handle 32, the gear connected to the firing handle 32 rotates and the knob 32b of the firing volume connected to the gear rotates. A voltage corresponding to the rotation angle of the firing handle 32 detected by the firing volume knob 32 b is applied to the firing solenoid 41.
  When a voltage is applied to the firing solenoid 41, the firing solenoid 41 operates according to the applied voltage. In this manner, the payout control board 103 controls the energization of the launch solenoid 41 based on the information contained in the launch handle detection signal from the touch sensor 32a and the input signal from the launch volume knob 32b, and launches the game ball.
  In this embodiment, the reciprocating speed of the firing solenoid 41 is set to about 99.9 (times / minute) from the frequency based on the output period of the crystal oscillator provided in the launching device 4. Since one game ball is fired every time the firing solenoid 41 makes one reciprocation, the number of game balls fired in one minute is about 99.9 (pieces / minute).
  Further, a payout drive unit 51 of the payout device 5 for paying out a predetermined number of game balls from a storage tank (not shown) to the player is connected to the output side of the payout control board 103. The payout CPU 103a reads out a predetermined program from the payout ROM 103b based on the prize ball request signal transmitted from the main control board 101, performs arithmetic processing, and controls the payout device 5 to give a predetermined game ball to the player. Pay out. At this time, the payout RAM 103c functions as a data work area during the calculation process of the payout CPU 103a.
  The lamp control board 104 includes a lamp CPU 104a, a lamp ROM 104b, and a lamp RAM 104c, similarly to the above boards. On the output side of the lamp control board 104, an effect lighting device 15 and an effect accessory device 16 are connected.
  The lamp CPU 104a performs light emission control of the effect lighting device 15 and irradiation of light from the effect lighting device 15 based on a command related to effect control (hereinafter referred to as “effect control command”) transmitted from the effect control board 102. Drive control for the motor for changing the direction is performed. In addition, the lamp CPU 104a performs drive control on a solenoid or a motor that operates the effect accessory device 16 based on the effect control command. Further, the lamp CPU 104a causes the LED 1721d of the effect button device 17 and the drive control for the electric motor 17b to move the effect button 17A of the effect button device 17 between the normal operation position and the special operation position based on the effect control command. Perform light emission control.
  On the input side of the lamp control board 104, an effect button operation detection switch 17a11, a protruding state detection switch 17a21, a selection button operation detection switch 18a, and an effect lever operation detection switch 19a are connected.
  The lamp control board 104 includes an effect button operation detection signal from the effect button operation detection switch 17a11, a protrusion state detection signal from the protrusion state detection switch 17a21, a selection button detection signal from the selection button operation detection switch 18a, and an effect lever operation detection switch. When the effect lever operation detection signal from 19 a is input, the input detection signal is output to the effect control board 102. That is, the lamp control board 104 is an effect button operation detection signal, a protruding state detection signal, a selection button detection signal, and an effect lever between the effect control board 102, the effect button device 17, the selection button device 18, and the effect lever device 19. Relay the operation detection signal.
  The image control board 105 generates a video signal relating to at least an image such as a moving image or a still image to be displayed on the image display device 13, and outputs the image signal to the image display device 13 and sound output to the audio output device 14. A sound generation unit 105C that generates and outputs the sound signal to the sound output device 14, and a control unit 105A that controls and controls the image generation unit 105B and the sound generation unit 105C.
  The overall control unit 105A of the image control board 105 includes an overall CPU 105Aa, an overall ROM 105Ab, and an overall RAM 105Ac for performing image display control by the image display device 13.
  The overall CPU 105Aa is connected to an overall ROM 105Ab in which a control program and the like are stored, and a control program necessary for the operation of the overall CPU 105Aa is read out. Upon receiving a command related to effect control transmitted from the effect control board 102, the general CPU 105Aa issues an instruction for an image to be displayed on the image display device 13 on the image generation unit 105B based on the command, and also instructs the sound generation unit 105C. A voice instruction to be output from the voice output device 14 is issued.
  The general RAM 105Ac functions as a data work area during the arithmetic processing of the general CPU 105Aa, and temporarily stores data read from the general ROM 105Ab.
  The general ROM 105Ab is composed of a mask ROM, a control processing program for the general ROM 105Ab, a display list generation program for generating a display list, an animation pattern for displaying a production pattern animation, animation scene information, and the like. Is remembered.
  This animation pattern is referred to when displaying an animation that constitutes the specific content of the effect by the image, and the animation pattern is associated with the animation scene information, the display order of each animation scene, and the like. The animation scene information includes weight frame (display time), target data (sprite identification number, transfer source address, etc.), drawing parameters (sprite display position, display magnification, transmittance, etc.), drawing method. Various information such as a duty ratio, which is a luminance parameter of the image display device 13, is included.
  The image generation unit 105B includes a VDP (Video Display Processor) 105Ba that is an image processor, a CGROM 105Bb that stores image data, and a VRAM 105Bc that temporarily stores drawing data generated from the image data. I have.
  The VDP 105Ba is connected to the CGROM 105Bb in which image data is stored, and generates drawing data as a source of a video signal (RGB signal or the like) based on the image data based on an instruction from the overall CPU 105Aa. The image data is an image (frame) to be displayed on the image display device 13, for example, a material image representing an individual image such as a background image such as a scene, a character, and a dialogue that constitutes a background of a decorative symbol image or a decorative symbol. It is data. On the other hand, the drawing data is synthetic data representing an image of the entire frame formed by combining (superimposing) individual images.
  The CGROM 105Bb includes a flash memory, an EEPROM, an EPROM, a mask ROM, and the like, and compresses and stores image data (sprites, movies), etc., consisting of a collection of pixel information in a predetermined range of pixels (for example, 32 × 32 pixels). ing. The pixel information is composed of color number information specifying a color number for each pixel and an α value indicating the transparency of the image.
  Further, the CGROM 105Bb stores the palette data in which the color number information for designating the color number and the display color information for actually displaying the color are associated with each other without being compressed. The CGROM 105Bb may have a configuration in which only a part of the image data is compressed without being compressed. As a movie compression method, various known compression methods such as MPEG4 can be used.
  The image generation unit 105B has a crystal oscillator. The crystal oscillator outputs a pulse signal to the VDP 105Ba. The VDP 105Ba divides the pulse signal to generate a synchronization signal (horizontal synchronization signal, vertical synchronization signal) for synchronizing with the image display device 13, and outputs the synchronization signal to the image display device 13.
  Next, details of various tables stored in the main ROM 101b will be described with reference to FIGS.
  4A and 4B are diagrams showing an example of the jackpot determination table. The jackpot determination constitutes a special symbol lottery and is to determine whether or not to execute a jackpot game advantageous to the player.
  FIG. 4A is a table (a jackpot determination table for the first special symbol) that is referred to in the jackpot determination performed when a game ball enters the first start port 6. On the other hand, FIG. 4B is a table (a jackpot determination table for the second special symbol) that is referred to in the jackpot determination performed when the game ball enters the second start port 7.
  Each of the jackpot determination tables is a jackpot determination table (hereinafter referred to as a “low probability jackpot determination table”) that is referred to when the jackpot winning probability, which will be described later, is relatively low (set to a standard value). And a jackpot determination table (hereinafter referred to as a “high probability jackpot determination table”) that is referred to in a relatively high state (set higher than the standard value).
  In each jackpot determination table, a jackpot determination value and a determination result are uniquely associated and stored. As will be described later, by matching the jackpot determination random number acquired when the game ball enters the first starting port 6 or the second starting port 7 with the jackpot determination table, Either “winning” or “losing” is determined.
  If the result of the jackpot determination is “big jackpot”, the jackpot game with the opening of the jackpot 8 is executed after the special symbol indicating the result is stopped and displayed. If the result of the big hit determination is “small win”, the small win game with the opening of the big winning opening 8 is executed after the special symbol indicating the result is stopped. If the result of the jackpot determination is “losing”, neither the jackpot game or the jackpot game is executed.
  In addition, in the variation effect as the special drawing lottery effect, as will be described later, a reach effect is performed to increase the player's expectation of winning the big hit. As the reach effect, for example, the special effect symbol is pseudo-stopped in two areas of the left area, the central area, and the right area of the display area 130 of the image display device 13 during the variable display of the effect symbol ( A part of the effect symbol performs a pseudo stop display), and if a predetermined special effect symbol stops on a predetermined effective line in the remaining one area, a state of a special effect symbol representing a winning of a big hit is obtained (so-called There is a reach production in which a “reach state” occurs. If the result of the jackpot determination is “losing”, the result of the jackpot determination is still “losing” even if this stunning specific state is reached.
  After the reach state occurs in the reach production, a specific production (so-called “super-reach production”) that increases the expectation of winning a big win may or may not be developed. Further, in the reach production, the reach state does not always occur. That is, there is also a reach effect in which a predetermined effect is performed to increase the player's expectation of winning the big hit without reaching a reach state. If the result of the jackpot determination is “big jackpot”, the reach effect is basically performed in most cases.
  Fig.5 (a)-FIG.5 (c) are figures which show an example of a special symbol determination table. The special symbol determination constitutes a special symbol lottery, and determines the type of special symbol to be stopped and displayed on the special symbol display devices 20 and 21 (special symbol stop display mode) based on the result of the jackpot determination. It is.
  The special symbol determination table is largely divided according to the result of the jackpot determination (big hit, small hit and loss). That is, FIG. 5A is a table referred to in the special symbol determination when the result of the jackpot determination is “big hit”, and FIG. 5B is the case where the result of the jackpot determination is “small hit”. The table referred to in the special symbol determination, FIG. 5C, is a table referred to in the special symbol determination when the result of the jackpot determination is “losing”.
  Each of these tables is further divided according to the type of start opening (the first start opening 6 or the second start opening 7) in which a game ball was entered as a trigger for the special symbol determination.
  Each special symbol determination table stores a special symbol determination value and a special symbol to be stopped and displayed in a uniquely associated manner. As will be described later, the special symbol determination random number acquired when the game ball enters the first start port 6 or the second start port 7 is collated with the special symbol determination table to be stopped and displayed. A special symbol is determined. As special symbol identification information to be stopped and displayed, special symbol stop symbol data and special effect symbol designating commands are set.
  The special figure stop symbol data is used in the process on the main control board 101, and the special effect design designation command is transmitted to the effect control board 102 and used in the process on the effect control board 102. The special effect designating command is generated and transmitted to the effect control board 102 at the start of the special symbol variable display (during the special symbol memory determination process in step S310).
  The special effect designating command is a 1-byte MODE for identifying a special symbol display device (the first special symbol display device 20 or the second special symbol display device 21) on which the special symbol related to the special symbol determination is stopped and displayed. It consists of data and 1-byte DATA data for identifying special symbols to be stopped and displayed.
  Regarding the special effect designating command, if the MODE data is “E3H”, it means that the special symbol is stopped on the first special symbol display device 20, and if the MODE data is “E4H”, the second is displayed. The special symbol display device 21 indicates that the special symbol is stopped. The special effect symbol designating command with MODE data “E3H” is referred to as “first special effect symbol designating command”, and the special effect symbol designating command with MODE data “E4H” is referred to as “second special effect symbol designating command”. "
  FIG. 6A is a diagram illustrating an example of a jackpot game control table used when controlling a jackpot game.
  The jackpot game control table stores conditions for controlling the jackpot game. As conditions for controlling the jackpot game, the opening time, which is the period from the start of the jackpot game until the first opening of the big prize opening 8, and the opening to be transmitted to the effect control board 102 at the start of the opening Ending time, which is the period from the end of the last opening of the big winning opening 8 to the end of the jackpot game, and the ending An ending designation command to be transmitted to the effect control board 102 at the start is set. The conditions for controlling these jackpot games are related to the type of jackpot, that is, the type of special symbol (special symbol stop symbol data). That is, which control condition is used in the jackpot game is selected based on the type of special symbol.
  FIG. 6B to FIG. 6D are diagrams showing an example of the big winning opening opening / closing control table for the big hit game used when the opening / closing of the big winning opening 8 is controlled. FIG. 6B is a table referred to in the first jackpot game constituting the jackpot game, and FIG. 6C is a table referred to in the second jackpot game constituting the jackpot game. ) Is a table referred to in the third jackpot game constituting the jackpot game.
  The big winning opening / closing control table for the big hit game stores conditions for controlling the opening / closing of the big winning opening 8 during the big hit game. As conditions for controlling the opening / closing of the big prize opening 8, a special number is a round number (R) which is the number of the round game, and an opening number of the big prize opening 8 (operation of the big prize opening control device 80) in each round game. The operation number (K) and the opening time and closing time (operation time, non-operation time) of the special winning opening 8 are set.
  FIG. 7A is a diagram illustrating an example of the small hit game control table used when controlling the small hit game.
  The small hit game control table stores conditions for controlling the small hit game. As conditions for controlling the small hit game, the opening time, which is a period from the start of the small hit game until the first opening of the big winning opening 8, and the transmission to the effect control board 102 at the start of the opening The opening designation command, the type of table used to control the opening / closing of the big prize opening 8, the ending time which is the period from the end of the last opening of the big prize opening 8 to the end of the small hit game, And the ending designation | designated command transmitted to the production | presentation control board 102 at the time of ending start is set. The conditions for controlling these small hit games are related to the type of the small hit, that is, the type of special symbol (special symbol stop symbol data). That is, which control condition is used in the small hit game is selected based on the type of special symbol.
  FIG. 7B is a diagram showing an example of a big prize opening / closing control table for a small hit game used when the opening / closing of the big prize opening 8 is controlled. The big winning opening / closing control table for the small hit game stores conditions for controlling the opening / closing of the big winning opening 8 during the small hit game. The conditions for controlling the opening and closing of the big prize opening 8 are the round number (R), the special electric action number (K) that is the opening number of the big prize opening 8 (operation of the big prize opening control device 80), and the big prize. The opening time and closing time (operation time, non-operation time) of the mouth 8 are set.
  FIG. 8A shows an example of a game condition data determination table that is referred to when determining game condition data. The game condition data is identification information that represents a game condition that is newly set (changed) after the jackpot game when the jackpot is won. The game condition data is associated with the jackpot winning probability at the time of the special symbol determination and the result of the special symbol determination (special symbol stop symbol data). That is, the game condition data determination table is divided according to the jackpot winning probability (low probability gaming state / high probability gaming state), and in each divided table, the type of special symbol (special diagram stop symbol data) and game Condition data is uniquely associated and stored.
  The game condition data is composed of 2-byte data. The upper byte of the game condition data represents a jackpot winning probability newly set by the jackpot winning. If it is “01H”, the winning probability of the jackpot is set to a high probability (high probability gaming state) after the jackpot game, and if it is “00H”, the winning probability of the jackpot is low (low probability game). Status). On the other hand, the low-order byte of the game condition data represents the start opening prize ease that is newly set by the jackpot winning. If it is “01H”, the start port winning ease after the jackpot game is set to easy (short time gaming state), and if it is “00H”, the starting port winning ease is difficult after the jackpot game (non-short time gaming state). ).
  FIG. 8B shows an example of the game condition determination table. The game condition determination is to determine a game condition that is newly set when the jackpot game ends (during the jackpot game end process). As described above, in the present embodiment, the jackpot winning probability and the start opening winning ease are set as the game conditions.
  The game condition determination table includes game condition data and each game condition, that is, ON / OFF of a flag indicating the game condition (high probability flag and time-short flag) and the number of times of special symbol variable display that can be executed according to the game condition. (Xa, Ja: hereinafter referred to as “executable number of times”) are uniquely associated and stored. The number of times that the special symbol display can be executed means the specified number of times of special symbol variable display according to the newly set game conditions. Note that the number of times that the special symbol display can be executed corresponds to the number of determinations for jackpot determination.
As described above, in the gaming machine Y, the main CPU 101a, when executing the jackpot game, is advantageous to the player as compared to the normal game state (low probability game state and non-time-short game state) after the jackpot game ends. A specific gaming state (a high probability gaming state and a short-time gaming state) is set.
The main CPU 101a ends the specific gaming state when the number of jackpot determinations (the number of times that the special symbol display can be performed) reaches 84 times in this specific gaming state (high probability gaming state and short-time gaming state). Yes. Thus, the gaming machine Y functions as a so-called “ST machine”.
(Special symbol variation pattern determination table)
FIG. 9 to FIG. 12 are diagrams showing examples of special figure fluctuation pattern determination tables that are referred to when determining a variation display mode of special symbols (hereinafter referred to as “special figure fluctuation pattern”).
FIG. 9 is a diagram illustrating an example of a special figure variation pattern determination table that is referred to when determining a special figure variation pattern in the low probability gaming state and the non-time-saving gaming state.
FIG. 10 shows how to determine the special figure variation pattern when the number of times of variation of the special symbol in the high-probability gaming state and the short-time gaming state when winning the first jackpot or the second jackpot is 1st to 30th. It is a figure which shows an example of the special figure fluctuation pattern determination table referred.
FIG. 11 shows how to determine the special figure variation pattern when the special symbol variation number in the high-probability gaming state and the short-time gaming state when winning the first jackpot or the second jackpot is the 31st to 74th times. It is a figure which shows an example of the special figure fluctuation pattern determination table referred.
FIG. 12 shows how to determine the special figure variation pattern when the number of times of variation of the special symbol in the high-probability gaming state and the short-time gaming state when winning the first jackpot or the second jackpot is 75th to 84th. It is a figure which shows an example of the special figure fluctuation pattern determination table referred.
It should be noted that the special figure variation pattern determination table that is referred to when determining the special variation pattern in the high-probability gaming state and the non-time-saving gaming state when winning the third jackpot, or that is referenced when winning the small bonus Description of the special figure variation pattern determination table is omitted.
  As will be described later with reference to FIG. 25, the main CPU 101 a refers to the game condition determination table (FIG. 8B) in the main ROM 101 b and determines the current gaming state determined by ON / OFF of the high probability flag and the short time flag. In addition, if the current gaming state is a high-probability gaming state and a short-time gaming state, the number of fluctuations of the special symbol variation display is confirmed, and depending on the gaming state or the gaming state and the number of fluctuations, The figure variation pattern determination table is selected.
  When the main CPU 101a determines that the current gaming state is a low-probability gaming state and a non-time-saving gaming state (normal state), the main CPU 101a refers to (selects) the special figure variation pattern determination table of FIG.
  Further, when the main CPU 101a determines that the current state is the high probability gaming state and the short-time gaming state and the special symbol variation number is 1 to 31 times, refer to the special diagram variation pattern determination table of FIG. To do.
  Further, when the main CPU 101a determines that the current state is the high-probability gaming state and the short-time gaming state and the special symbol variation number is 31 to 74 times, refer to the special diagram variation pattern determination table in FIG. To do.
  Further, when the main CPU 101a determines that the current state is the high probability gaming state and the short-time gaming state and the special symbol variation number is 75 to 84 times, refer to the special diagram variation pattern determination table of FIG. To do.
  In addition, when the main CPU 101a is currently in the high probability gaming state and the non-short-time gaming state, or when winning a small win, the main CPU 101a refers to a predetermined special figure variation pattern determination table (not shown).
  The special symbol variation pattern determination table includes special symbol stop symbol data reflecting the result of the special symbol determination and the type of the special symbol display device that operates in the special symbol display (the start port related to the special symbol display), and the special symbol The number of holds (U1 or U2), the reach determination value for determining presence / absence of reach, and the special figure fluctuation pattern determination value for determining the special figure fluctuation pattern are stored.
  When the special figure stop symbol data is “10H” to “17H”, or “20H”, “21H” (big hit, small hit), the main CPU 101a determines that the game ball is the first start port 6 or the second start port. The special figure fluctuation pattern determination random number acquired in response to entering the ball 7 is compared with the special figure fluctuation pattern determination value (0 to 255) distributed according to the special figure stop data. To decide.
  Alternatively, when the special figure stop symbol data is “18H” or “28H” (losing), the main CPU 101a checks the special figure pending number (U1 or U2) related to the special figure variation pattern determination process. . The main CPU 101a obtains a random number for reach determination, compares it with the reach determination value (0 to 99) corresponding to the confirmed special figure hold number (U1 or U2), or the special figure variation pattern of “unreach without reach”, Alternatively, it is determined whether it is a special figure fluctuation pattern of “Leach with reach”.
  Although the maximum number of “4” may be stored as the special figure hold number, when determining whether the special figure fluctuation pattern of “Leach without reach” or the special figure fluctuation pattern of “Leach with reach” is determined. Does not refer to “4” as the number of holds.
  When the main CPU 101a determines “unreach without reach”, the acquired random number for determining the special figure fluctuation pattern is collated with the special figure fluctuation pattern determination value (0 to 255) distributed according to the “unreach without reach”. Then, the special figure variation pattern is determined.
  When the main CPU 101a determines “losing with reach”, the acquired random number for determining the special figure fluctuation pattern is collated with the special figure fluctuation pattern determination value (0 to 255) distributed according to the “losing with reach”. Then, the special figure variation pattern is determined.
  The main CPU 101a determines the special symbol variation pattern by the special symbol variation pattern determination process (step S313-3) when the special symbol variation display is started (during the special symbol memory determination process in step S300).
  The special figure fluctuation pattern is associated with the determination result of the jackpot determination and the time required for the special symbol fluctuation display (hereinafter referred to as “special figure fluctuation time”). The special symbol variation pattern includes a first special symbol variation pattern which is a variation display mode of the first special symbol displayed on the first special symbol display device 20 and a first special symbol variation pattern which is displayed on the second special symbol display device 21. It is distinguished from the second special figure variation pattern which is a mode of variation display of two special symbols.
  The main CPU 101 a generates a special symbol variation pattern designation command based on the determined special symbol variation pattern, and transmits the command to the effect control board 102.
  Since the special figure fluctuation pattern is allocated at a predetermined ratio set in advance in each special figure fluctuation pattern determination table, the special figure fluctuation pattern has an expected degree of reliability (reliability) and a specific jackpot (for example, The degree of expectation (reliability) to be won is associated with the first jackpot and the second jackpot.
  The sub CPU 102a of the effect control board 102 determines the contents of the effect based on the special figure variation pattern designation command received from the main control board 101, as will be described later. In addition, in the rightmost column of the special symbol variation pattern determination table shown in FIGS. 9 to 12, the variation effect effect type determined by the sub CPU 102 a is described in association with the special diagram variation pattern designation command as a reference. ing.
  Here, as the effect contents, “symbol variation” means that a plurality of special effect symbols are variably displayed on the image display device 13.
  In addition, “reach” is a variation mode that gives a player a sense of expectation of jackpot, such that a part of the combination of special performance symbols that inform the jackpot is temporarily stopped and other special effects symbols fluctuate. Means. For example, when the combination of special effect symbols of “777” is set as a combination of special effect symbols for notifying the jackpot, the two special effect symbols are temporarily stopped at “7”, and the remaining special effect symbols are displayed. It means an aspect in which the production symbol is changing. The “temporary stop” refers to an aspect in which the special effect symbol is changed to the player because the special effect symbol is slightly shaken or deformed.
  In the effect types of variation effects shown in FIG. 9, “symbol variation 1” to “symbol variation 3” are “lost” as the determination result of the jackpot determination without being in the reach mode after a plurality of special effect symbols are variably displayed. It is a fluctuating effect that informs. The “symbol variation 1” is a “shortening variation” performed in a very short special symbol variation time of 4 seconds. The “symbol variation 2” and “symbol variation 3” are variation effects performed with special symbol variation times of 8 seconds and 12 seconds, respectively.
  In addition, the “normal reach” shown in FIG. 9 stops and displays the two symbols (left symbol and right symbol) of the special effect symbol with the same numerical value (for example, 7) after the symbol variation in which a plurality of special effect symbols are variably displayed. It is a fluctuating effect that performs reach effects.
  Further, “challenge reach 1” shown in FIG. 9 is a fluctuating effect that is executed when the determination result of the big hit determination is the third big hit or the small hit. This “challenge reach 1” displays two symbols (left symbol and right symbol) of the special effect symbol with the same numerical value (for example, 7) after the symbol variation in which a plurality of special effect symbols are variably displayed. Challenge reach with a content of challenging a treasure hunt game where a target item is searched from a plurality of treasure chests, and suggesting that the result of the jackpot determination is a third jackpot or a jackpot when the character acquires the item Is to do.
  In addition, “Challenge Reach 2” shown in FIG. 9 shows that a character other than the character appearing in the Challenge Reach 1 selects a target item from a plurality of treasure chests after a symbol change that displays a plurality of special effect symbols. A treasure hunting game of searching is challenged, and a challenge reach with a content that suggests that the determination result of the jackpot determination is a third jackpot or a jackpot when the character acquires an item.
  In addition, the “Super Reach” shown in FIG. 9 stops and displays the two symbols (left symbol and right symbol) of the special effect symbol with the same numerical value (for example, 7) after the symbol variation in which a plurality of special effect symbols are variably displayed. This is a fluctuating effect in which normal reach is performed and then super reach is performed with higher expectation for jackpot than normal reach.
  In addition, “Special Reach 1” shown in FIG. 9 stops the two symbols (left symbol and right symbol) of the special effect symbol at the same numerical value (for example, 7) after the symbol variation in which a plurality of special effect symbols are variably displayed. This is a fluctuating effect in which the normal reach to be displayed is performed and then the special reach having a higher expectation for the big hit than the above-described super reach is performed.
  Further, “special reach 2” shown in FIG. 9 is a variation effect in which after a symbol change for displaying a plurality of special effect symbols in a variable manner, a normal reach is performed, a super reach is performed, and then a special reach is performed.
  Further, “symbol variation 1” to “symbol variation 3” shown in the variation pattern determination table of FIG. 10 selected in the high-probability gaming state and the short-time gaming state have special diagram variation times of 2 seconds, 6 seconds, and 10 seconds, respectively. These special symbol variation times are represented by “symbol variation 1” to “symbol variation 3” shown in the variation pattern determination table of FIG. 9 selected in the low-probability gaming state and the non-short-time gaming state, respectively. The special figure fluctuation time for execution is shorter than 4 seconds, 8 seconds, and 12 seconds. In addition, the selection ratio of the “special pattern variation pattern 30” for executing the “symbol variation 1” with the shortest special symbol variation time of 2 seconds is the special diagram variation time 4 shown in the variation pattern determination table of FIG. It is set higher than the selection ratio of “special pattern fluctuation pattern 00” for executing “symbol fluctuation 1” in seconds.
  In addition, “Super Reach 1” to “Super Reach 3” shown in FIG. 10 have different contents from the Super Reach (such as the appearance of another character) after the symbols change to display a plurality of special performance symbols. It is a fluctuating effect to perform. The “super reach 1” to “super reach 3” correspond to the character reach and the music reach in the production mode B1, the production mode C1, the production mode D1, and the production mode E1, which will be described later.
  Further, the “special reach” shown in FIG. 10 is a variation effect that performs a special reach that is different from the special reach (for example, another character appears) after the symbol variation in which a plurality of special effect symbols are variably displayed. This “special reach” corresponds to VS reach and story reach in effect mode B1, effect mode C1, effect mode D1, and effect mode E1, which will be described later.
  In addition, in the effect types of variation effects shown in FIG. 11, “symbol variation 1” to “symbol variation 3” are variation effects in which a plurality of special effect symbols are variably displayed, and the variation effects corresponding to the special diagram variation time. The production time is different.
  In addition, “Super Reach 1” and “Super Reach 3” shown in FIG. 11 have different contents from the above Super Reach (such as the appearance of another character) after the change of symbols for displaying a plurality of special performance symbols. It is a fluctuating effect to perform. The “super reach 1” and “super reach 3” correspond to the character reach in the production mode B2, the production mode C2, the production mode D2, and the production mode E2, which will be described later.
  Further, “special reach” shown in FIG. 11 is a fluctuating effect that performs a special reach that has a different content (such as the appearance of another character) from the special reach after the symbol change in which a plurality of special effect symbols are variably displayed. This “special reach” corresponds to VS reach and story reach in effect mode B2, effect mode C2, effect mode D2, and effect mode E2, which will be described later.
  Further, the fluctuation pattern determination table shown in FIG. 12 does not have a special figure fluctuation pattern for executing an extremely short fluctuation effect such as a special figure fluctuation time of 2 seconds or 6 seconds. As shown in FIG. 12, “Janken Production 1” to “Janken Production 4” have the same two symbols (left symbol and right symbol) of the special production symbol after the symbol variation in which a plurality of special production symbols are variably displayed. This is a variation effect in which a reach state that stops and displays with a numerical value (for example, 7) is generated, and a “junken effect” is performed in which two characters (a friend character and an opponent character) perform a janken.
If the determination result of the jackpot determination is a loss, a janken effect with content that the teammate character loses to the janken is executed. Further, when the determination result of the jackpot determination is the first jackpot or the second jackpot, the janken effect of the content that the teammate character wins the janken is executed. In addition, when the determination result of the big hit determination is “third big hit” or “small win”, the janken effect of the contents that will be addicted to the janken is executed.
  A start opening prize designation command and a special figure fluctuation pattern designation command are set corresponding to each special figure fluctuation pattern. The start opening winning designation command corresponds to the special figure variation pattern determined by the first pre-determination or the second pre-determination, and is transmitted to the effect control board 102 after the first pre-determination or the second pre-determination. The special figure fluctuation pattern designation command corresponds to the special figure fluctuation pattern determined by the special figure fluctuation pattern determination, and is transmitted to the effect control board 102 after the special figure fluctuation pattern determination.
  The special symbol variation pattern designation command is 1 byte for identifying the special symbol display device (the first special symbol display device 20 or the second special symbol display device 21) on which the special symbol variation display related to the special symbol determination is performed. MODE data and 1-byte DATA data for identifying a special figure variation pattern. As for the special figure variation pattern designation command, if the MODE data is “E6H”, it indicates that the special symbol variation display is performed on the first special symbol display device 20, and if the MODE data is “E7H”, 2 It shows that the special symbol display device 21 displays the variation of the special symbol.
  The special figure fluctuation pattern designation command whose MODE data is “E6H” is called “first special figure fluctuation pattern designation command”, and the special figure fluctuation pattern designation command whose MODE data is “E7H” is “second”. This is called a “special pattern variation pattern designation command”.
  The start opening winning designation command is composed of 1-byte MODE data for identifying the type of the start opening and 1-byte DATA data for identifying the special figure variation pattern. Regarding the start opening prize designation command, if the MODE data is “E1H”, it indicates that a game ball has entered the first start opening 6, and if the MODE data is “E2H”, the second start opening 7 is displayed. Indicates that a game ball has entered. It should be noted that the start opening prize designation command with MODE data “E1H” is “first start opening prize designation command”, and the start opening prize designation command with MODE data “E2H” is “second start opening prize designation command”. "
  FIG. 13A to FIG. 13F show an example of a table used when controlling a normal symbol game based on winning to the first winning gate 9 or the second winning gate 10.
  FIG. 13A is a diagram illustrating an example of the hit determination table. The hit determination is to determine whether or not to execute an auxiliary game that involves opening the second start port 7. As will be described later, the winning determination is performed based on a winning determination random number acquired based on the passing of the winning gates 9 and 10 of the game ball.
  The hit determination table is divided according to the start opening winning easiness. Specifically, the hit determination table is divided into a hit determination table referred to in the non-short-time gaming state and a hit determination table referred to in the time-short gaming state.
  In each hit determination table, the hit determination value and the determination result are uniquely associated and stored. By collating the acquired hit determination random number with the hit determination table, either “win” or “lost” is determined. When “winning” is won, an auxiliary game with the opening of the second start port 7 is executed.
  FIG. 13B is a diagram illustrating an example of the normal symbol determination table. The normal symbol determination is to determine a normal symbol to be stopped and displayed on the normal symbol display device 22. The normal symbol determination table is divided according to the result of winning determination (winning and losing).
  Each normal symbol determination table stores a normal symbol determination value and a normal symbol to be stopped and displayed in a uniquely associated manner. As will be described later, the normal symbol to be stopped and displayed is determined by comparing the normal symbol determination random number acquired when the game ball passes the winning gates 9 and 10 with the normal symbol determination table. As the normal symbol identification information to be stopped and displayed, the normal symbol stop symbol data and the normal effect symbol designation command are set.
  The normal stop symbol data is used in the processing in the main control board 101, and the normal effect symbol designating command is transmitted to the effect control board 102 and used in the processing in the effect control board 102.
  FIG. 13C determines a variation pattern of a normal symbol (hereinafter referred to as a “normal diagram variation pattern”) associated with a time required to display a variation of the normal symbol (hereinafter referred to as a “normal diagram variation time”). It is a figure which shows the common figure fluctuation pattern determination table for this. The common figure variation pattern determination table is composed of a common figure variation pattern determination table that is referred to in the non-short-time gaming state and a common figure variation pattern determination table that is referred to in the short-time gaming state.
  In each table, a common pattern variation pattern determination value and one or a plurality of common map variation patterns are uniquely associated and stored. As will be described later, the normal variation pattern is determined by comparing the random number for determining the normal variation pattern acquired when the game ball passes the winning gates 9 and 10 with the normal variation variation determination table. The
  A command change pattern designation command is set corresponding to the command map change pattern. It is transmitted to the effect control board 102 after the normal pattern variation pattern is determined. When the production control board 102 receives the normal symbol variation pattern designation command, the normal symbol variation display is started from now on, and the determination result of the normal symbol determination relating to the variation display of the ordinary symbol is recognized. it can.
  The usual pattern change pattern designation command is composed of 1-byte MODE data for identifying the gaming state related to the current start opening winning ease, and 1-byte DATA data for identifying the usual figure change pattern. Yes. With respect to the usual variation pattern designation command, if the MODE data is “D6H”, it represents a non-short-time gaming state, and if the MODE data is “D7H”, it represents a time-short gaming state.
  FIG. 13D is a diagram illustrating an example of the auxiliary game reference data determination table. This table stores data (auxiliary game reference data) that is referred to when performing an auxiliary game. As shown in FIG. 13 (d), in the auxiliary game reference data determination table, the combination of the current start opening winning ease and the normal stop symbol data is associated with the auxiliary game reference data. That is, the auxiliary game reference data includes information regarding the start opening winning easiness state and the result of the normal symbol determination when the normal symbol determination is performed.
  FIG. 13E is a diagram illustrating an example of an auxiliary game control table used when controlling the auxiliary game.
  The auxiliary game control table stores conditions for controlling the auxiliary game. As conditions for controlling the auxiliary game, an opening time, which is a period from when the auxiliary game is started to when the second opening 7 is first opened, and transmission to the effect control board 102 at the start of the opening. Opening designation command, type of table used to control opening / closing of the second starting port 7, ending time, which is a period from the end of the last opening of the second starting port 7 to the end of the auxiliary game, And the ending designation | designated command transmitted to the production | presentation control board 102 at the time of ending start is set. The conditions for controlling these auxiliary games are associated with auxiliary game reference data.
  FIG. 13F is a diagram illustrating an example of a second start port opening / closing control table for auxiliary games used when controlling the opening / closing of the second start port 7. Conditions for controlling the opening and closing of the second start port 7 during the auxiliary game are stored in the second start port opening / closing control table for the auxiliary game. As conditions for controlling the opening and closing of the second starting port 7, a general electric operation number (D) which is an opening number (operation of the second starting port control device 70) number of the second starting port 7 in the auxiliary game, 2 Opening time and closing time (operation time, non-operation time) of the start port 7 are set.
(Explanation of special game types)
Here, the special game will be described. In the present embodiment, the special game involving the opening of the big winning opening 8 (the operation of the big winning opening control device 80) is “big hit game” and “small hit” which are executed when “big hit” is won. It is composed of “small hit game” that is executed when winning. The jackpot game is divided into a “first jackpot game”, a “second jackpot game”, and a “third jackpot game” mainly depending on the opening / closing mode of the jackpot 8.
  In the jackpot game, a round game involving one or more opening of the big winning opening 8 is executed a predetermined number of times. In each round game, the number of times that the special winning opening 8 can be opened (hereinafter referred to as the maximum number of times of opening) and the total time that can be opened (hereinafter referred to as the maximum opening time) are set in advance. The reason that “can be opened” is that the number of game balls that can enter the big winning opening 8 during one round game is limited (for example, 9). Therefore, even if the grand prize winning opening 8 is not opened the maximum number of times of opening, the big winning prize opening 8 may be closed and the round game may end. Even if the maximum opening time has not elapsed, the special winning opening 8 is closed and the round game may end. It should be noted that the maximum number of times and the maximum opening time of the big winning opening 8 in each round game may or may not be unified for each jackpot game.
(Description of game conditions)
Next, game conditions that are conditions when the game progresses will be described. In the present embodiment, jackpot winning probabilities and start port winning easiness are set as game conditions. As for the jackpot winning probability, the game progresses under the low-probability gaming state or the high-probability gaming state, and the game ball progresses under the short-time gaming state or the non-short-time gaming state with respect to the ease of winning the game opening. To do. The initial (power-on) gaming conditions are set to a low probability gaming state and a non-short-time gaming state, and this low probability gaming state and a non-time-short gaming state are referred to as a normal gaming state.
  In the present embodiment, the low probability gaming state with respect to the jackpot winning probability means that the jackpot winning probability in the jackpot determination is set to be disadvantageous to the player at 1/350. On the other hand, the high probability gaming state is that the jackpot winning probability is higher than the low probability gaming state, that is, set to 1/80 which is relatively advantageous to the player. Therefore, when the jackpot winning probability is in a high probability gaming state, winning a jackpot is easier than in the low probability gaming state, and the number of winning jackpots per unit time is relatively large, which is advantageous to the player. It can be said that it is a state.
  The non-time-saving gaming state is a state in which the start opening winning easiness is normal. Specifically, in the non-short-time gaming state, the time required for the normal symbol change display (hereinafter referred to as the normal figure change time) is set to 15 seconds, and is activated when “winning” is won in the hit determination. 2 The total operation time of the starting port control device 70 (opening time of the second starting port 7) is set to 0.2 seconds or 5.1 seconds, and the probability of winning in the hit determination for the normal symbol is 1 / It is set to 50. Note that the “total opening time” is that the second starting port 7 may be opened multiple times per win, and a game ball can be won per win. This is because the number is limited, and when a game ball is won, it closes without waiting for the opening time.
  On the other hand, in the short-time gaming state, the opening time of the second starting port 7 per unit time (the operating time of the second starting port control device 70) is longer than in the non-short-time gaming state, and the second starting port 7 Is a gaming state that tends to be open. Due to the relatively high start opening prize ease, the number of times the second special symbol determination can be performed per unit time increases. Under the same jackpot winning probability, the number of executions of the second special symbol determination per unit time inevitably increases the number of winning jackpots per unit time. It can be said that this is an advantageous state for the player as compared to the gaming state.
  As described above, in the present embodiment, in the short-time gaming state, the normal variation time is set to 3.0 seconds, the total maximum opening time of the second start port 7 is set to 5.2 seconds, The probability of winning is set to 1/5. That is, all the components of the start opening winning ease are set to be more advantageous to the player than the non-time-saving gaming state. In the short-time gaming state, the second start port 7 is opened twice via a 1.0 second closure (interval). However, there is no such closure, and it may be opened only once. Moreover, the closure may be provided a plurality of times.
  In this embodiment, when a game ball enters the start openings 6 and 7, three prize balls can be obtained, but the player fires the game ball by operating the appropriate launch handle 32. However, the number of game balls possessed by the player tends to decrease. However, in the short-time gaming state, since it is easier to enter the second starting port 7 than in the non-short-time gaming state, it is possible to suppress a decrease in the number of game balls possessed by the player. That is, from the viewpoint of the number of game balls possessed by the player, the short-time game state is set to be more advantageous for the player than the non-short-time game state.
  In this way, the jackpot game type (first to third jackpot games) and the game conditions newly set after the jackpot game (low probability game state or high probability game state, non-short game state, by winning the jackpot Or a combination with the short-time gaming state). In view of this, the substantial jackpot type (the jackpot type based on the profits enjoyed by the player) includes the type of jackpot game to be executed and the game conditions newly set after the jackpot game ends ( It can be said that it is a combination with (gaming state). Therefore, hereinafter, apart from the type of jackpot based on the special figure stop symbol data, based on the combination of the type of jackpot game derived by the jackpot and the game conditions after the jackpot game, that is, based on the type of profit that the player enjoys The jackpot type can be classified.
  By winning the jackpot, the jackpot game with the number of rounds of 16R (round) is executed (first jackpot game), and then set to the high probability gaming state and the short-time gaming state is called "first jackpot" By winning, a jackpot game with a round number of 4R (round) ("second jackpot game") is executed, and then a jackpot that is set to a high-probability game state and a short-time game state is called "second jackpot" A jackpot game in which a jackpot game with a round number of 2R (round) ("third jackpot game") is executed and then set to a high-probability gaming state and a short-time gaming state is referred to as a "third jackpot".
  If the jackpot is won, the normal game state is set when the jackpot game starts regardless of the state before the jackpot game. That is, during the jackpot game, the low probability game state and the non-short-time game state are entered. On the other hand, even if winning a small win, the game conditions do not change. That is, the gaming state at the time of winning the small hit is continued as it is during the small hit game and after the small hit game.
(Main processing by main control board)
The main process of the main control board 101 will be described with reference to FIG.
  When power is supplied from the power supply board 107 to the main CPU 101a, a system reset occurs in the main CPU 101a, and the main CPU 101a performs the following main processing.
  First, in step S10, the main CPU 101a performs an initialization process. In this process, the main CPU 101a reads a startup program from the main ROM 101b and initializes each storage area of the main RAM 101c in response to power-on. The main CPU 101a transmits an initialization designation command indicating that this initialization processing has been performed to the effect control board 102 in step S700 described later.
  In step S20, the main CPU 101a updates the special figure fluctuation random number for determining the special figure fluctuation pattern in the fluctuation display of the special symbol composed of the reach determination random number and the special figure fluctuation pattern determination random number. .
  In step S30, the main CPU 101a updates an initial value random number including an initial value random number for jackpot determination, an initial value random number for special symbol determination, an initial value random number for hit determination, and the like. Thereafter, the processes of step S20 and step S30 are repeated until a predetermined interrupt process is performed.
(Timer interrupt processing by the main control board)
The timer interrupt process of the main control board 101 will be described with reference to FIG. The following timer interrupt processing is executed by generating a clock pulse every predetermined period (4 milliseconds) by the reset clock pulse generation circuit provided on the main control board 101.
  First, in step S100, the main CPU 101a saves the information stored in the register of the main CPU 101a to the stack area.
  In step S110, the main CPU 101a performs a special game variable counter update process, a special symbol stop time update process, an opening time update process, an open / close time update process for the special winning opening 8, and the like. And the time control process which updates the auxiliary | assistant game timer counter which performs the update process of the change time of a normal symbol, the update process of the stop time of a normal symbol, the update process of the opening / closing time of the 2nd start port 7, etc. is performed.
  In step S120, the main CPU 101a updates a specific random number including a jackpot determining random number, a special symbol determining random number, and a winning determining random number.
  In step S130, the main CPU 101a performs an initial value random number update process for updating the jackpot determining initial value random number, the special symbol initial value random number, and the winning determination initial value random number.
  For updating various random numbers, the random number is updated by adding “1” to a random number counter provided for each type of random number. Various random numbers have a random number range. The random number range is from “0” to the maximum value determined for the random number. In the update of the random number, when the random number indicated by the random number counter is the maximum value in the random number range, the random number counter is reset to “0” without adding “1”, and each random number value is newly updated from the initial random number at that time. Update to
  In step S200, the main CPU 101a performs input control processing. In this process, the main CPU 101a performs an input control process for determining whether or not a new valid signal is transmitted from a predetermined detection sensor. Details will be described later with reference to FIGS.
  In step S300, the main CPU 101a performs the first special symbol display device 20, the second special symbol display device 21, the first special symbol hold display device 23, the second special symbol hold display device 24, and the special prize opening control device 80. Special symbol special electric power control processing (special symbol system processing) for performing the above control (control of special symbol system device). Details will be described later with reference to FIGS.
  In step S400, the main CPU 101a performs a normal signal normal power control process (normal signal control) for controlling the normal symbol display device 22, the normal symbol hold display device 25, and the second starting port control device 70 (control of the normal symbol system device). Perform symbolic processing.
  The main CPU 101a loads the value of the general-purpose power transmission processing data in the normal-time normal power control processing (ordinary symbol system processing) and refers to the branch destination address from the loaded general-purpose power transmission processing data. If the electric processing data = 0, the normal symbol indicating whether or not the auxiliary game is executed (the second start port 7 is opened) based on the common chart determination information acquired based on the winning to the winning gates 9 and 10. Normal symbol memory determination processing including determination and the like is performed, and if the normal symbol normal power processing data = 1, the normal symbol change processing when the normal symbol display device 22 is fluctuating is performed based on the normal symbol determination, If the figure normal power processing data = 2, the normal symbol stop process is performed when the normal symbol display device 22 is stopped. If the normal figure normal power processing data = 3, the second start port 7 is controlled to open and close ( Auxiliary play to operate the second starting port control device 70) Processing is carried out.
  In step S500, the main CPU 101a performs a payout control process. In this process, the main CPU 101a determines whether or not the winning ball counters corresponding to the starting port (the first starting port 6 and the second starting port 7), the big winning port 8 and the general winning port 11 have exceeded “0”. If it exceeds “0”, a prize ball request signal indicating the number of prize balls corresponding to each prize opening is transmitted to the payout control board 103. When a prize ball signal is transmitted, an update process for subtracting “1” from the prize ball counter related to the signal is performed.
  In step S600, the main CPU 101a, external signal output control data for outputting information related to the game as an external signal to an external device such as the game information display device 700, the second start port opening / closing solenoid 70B, and the big prize opening / closing solenoid Drive control data for driving 80B (start opening / closing solenoid drive data and big prize opening / closing solenoid drive data), and predetermined symbols on the symbol display devices 20, 21, 22 and the hold display devices 23, 24, 25 Data creation processing of display control data (special symbol display data, normal symbol display data, special symbol hold display data, normal symbol hold display data) for display is performed.
  In step S700, the main CPU 101a performs output control processing. In this process, first, a port output process for outputting a signal based on the external signal output control data and the drive control data created in S600 is performed. Subsequently, in order to light each LED of the symbol display devices 20, 21, and 22 and the hold display devices 23, 24, and 25, display device output processing for outputting a signal based on the display control data created in step S600 is performed. . Finally, command transmission processing for transmitting the command set in the transmission buffer of the main RAM 101c to another board is also performed.
  In step S800, the main CPU 101a restores the information saved in step S100 to the register of the main CPU 101a.
(Input control processing by the main control board)
The input control process will be described with reference to FIG. First, in step S210, the main CPU 101a determines whether a detection signal is input from the general winning opening detection sensor 11a, that is, whether a game ball has entered the general winning opening 11. When the main CPU 101a does not input a detection signal from the general winning opening detection sensor 11a, the main CPU 101a moves the process to step S220. When the main CPU 101a receives a detection signal from the general winning opening detection sensor 11a, the main CPU 101a updates the general winning opening prize ball counter used for winning balls by adding predetermined data.
  In step S220, the main CPU 101a determines whether or not the detection signal from the big winning opening detection sensor 8a has been inputted, that is, whether or not the game ball has entered the big winning opening 8. When the main CPU 101a has not input a detection signal from the special winning opening detection sensor 8a, the main CPU 101a moves the process to step S230. When the main CPU 101a receives a detection signal from the special winning opening detection sensor 8a, the main CPU 101a adds predetermined data to the special winning opening prize ball counter used for the winning ball and updates it, and wins the big winning opening 8. The counter value of the round winning counter (C) for counting the played game balls is added and updated.
  In step S230, the main CPU 101a determines whether a detection signal from the first start port detection sensor 6a has been input, that is, whether or not a game ball has entered the first start port 6. Details will be described later with reference to FIG.
  In step S240, the main CPU 101a determines whether or not the detection signal from the second start port detection sensor 7a has been input, that is, whether or not the game ball has entered the second start port 7. Details will be described later with reference to FIG.
  In step S250, the main CPU 101a determines whether or not the detection signals from the winning gate detection sensors 9a and 10a are input, that is, whether or not the game ball has passed the winning gate 10. Details will be described later with reference to FIG.
(First start port detection signal input processing by the main control board)
Next, the first start port detection signal input process will be described with reference to FIG. In step S231, the main CPU 101a determines whether or not there is a valid detection signal from the first start port detection sensor 6a. If there is no valid detection signal, the process ends. If there is a valid detection signal, the start opening ball counter is updated by adding “1” in step S232, and the first start opening winning flag in the main RAM 101c is updated. The first start opening prize flag is turned ON in the storage area.
  In step S233, the main CPU 101a determines whether or not the counter value of the first special figure hold number counter for counting the first special figure hold number (U1) is smaller than 4 (upper limit value). If the main CPU 101a determines that the counter value (U1) is not less than 4, the main CPU 101a terminates the processing. If the main CPU 101a determines that the first special figure hold number (U1) is smaller than 4, the first special figure hold in step S234. The counter value of the number counter is updated by adding “1”. In step S234, the main CPU 101a displays special symbol hold display data indicating the number of holds in the main RAM 101c in order to update the first special figure hold number (U1) displayed on the first special symbol hold display device 23. Set to a predetermined area.
  In step S235, the main CPU 101a receives the special determination information including the random number values indicated by the jackpot determination random number counter, the special symbol determination random number counter, the reach determination random number counter, and the special symbol variation pattern determination random number counter as the first special information. Store in the symbol hold storage area.
  The first special symbol reserved storage area is divided into a first storage unit to a fourth storage unit (see FIG. 14A), and various random numbers are numbered in a storage unit in which random numbers are not stored. The data are stored in order starting from the smallest storage unit. Each storage unit is divided into regions for each stored random number (see FIG. 14B).
  In step S236, the main CPU 101a performs the first preliminary determination based on the game ball entering the first start port 6. Here, the first preliminary determination will be described.
  Specifically, in the first prior determination, based on the jackpot determination random number, the special symbol determination random number, the reach determination random number and the special figure variation pattern determination random number stored in the first special symbol hold storage area, The first special figure variation pattern is determined. That is, the main CPU 101a determines the first special figure fluctuation pattern as the first pre-determination before performing the special figure fluctuation pattern determination process (S313).
  In step S237, the main CPU 101a sets the first start opening winning designation command corresponding to the first special figure variation pattern determined in the first preliminary determination in the effect transmission data storage area (transmission buffer) of the main RAM 101c. .
(Second start port detection signal input process by main control board)
Next, the second start port detection signal input process will be described with reference to FIG. In step S241, the main CPU 101a determines whether or not there is a valid detection signal from the second start port detection sensor 7a. If the main CPU 101a determines that there is no valid detection signal, the main CPU 101a ends the process. If the main CPU 101a determines that there is a valid detection signal, the main CPU 101a moves the process to step S242.
  In step S242, the main CPU 101a updates the start opening prize ball counter by adding “1”, updates the second start opening entrance ball regulation counter by adding “1”, and also updates the second start opening of the main RAM 101c. The second start port winning flag is turned ON in the winning flag storage area. The second starting entrance counting rule counter counts the number of winnings to the second starting entrance 7 in one auxiliary game. This is because, in the present embodiment, the number of balls entering the second starting port 7 for a single auxiliary game is limited.
  In step S243, the main CPU 101a determines whether or not the counter value of the second special symbol reservation number counter for counting the second special symbol reservation number (U2) is smaller than 4 (upper limit value). If the main CPU 101a determines that the counter value (U2) is not smaller than 4, the main CPU 101a ends the process. If the main CPU 101a determines that the second special figure reservation number (U2) is smaller than 4, the process proceeds to step S244.
  In step S244, the main CPU 101a adds “1” to the counter value (U2) of the second special figure pending number counter and updates it. Further, in step S244, the main CPU 101a updates the second special symbol hold number (U2) displayed on the second special symbol hold display device 24 in step S244 to display the special symbol hold display data indicating the hold number in the main RAM 101c. Set to a predetermined area.
  In step S245, the main CPU 101a receives the special determination information including the random number values indicated by the jackpot determination random number counter, the special symbol determination random number counter, the reach determination random number counter, and the special pattern variation pattern determination random number counter as the second special information. Store in the symbol hold storage area.
  Note that the second special symbol storage area is divided into a first storage unit to a fourth storage unit (see FIG. 14A), and various random numbers are numbered in a storage unit in which random numbers are not stored. The data are stored in order starting from the smallest storage unit. Each storage unit is divided into regions for each stored random number (see FIG. 14B).
  And main CPU101a performs the 2nd prior determination based on the entrance into the 2nd starting port 7 in step S246. Here, the second prior determination will be described.
  Specifically, in the second prior determination, based on the jackpot determination random number, the special symbol determination random number, the reach determination random number, and the special figure variation pattern determination random number stored in the second special symbol hold storage area, A second special figure variation pattern is determined. That is, the main CPU 101a determines the second special figure fluctuation pattern as the second pre-determination before performing the special figure fluctuation pattern determination process (step S313).
  In step S247, the main CPU 101a sets the second start opening winning designation command corresponding to the second special figure variation pattern determined in the second pre-determination in the effect transmission data storage area (transmission buffer) of the main RAM 101c. .
(Wind gate detection signal input processing by the main control board)
Next, the winning gate detection signal input process will be described with reference to FIG. In step S251, it is determined whether or not there is a valid detection signal from the winning gate detection sensors 9a and 10a. If the main CPU 101a determines that there is no valid detection signal, the main CPU 101a ends the process. If the main CPU 101a determines that there is a valid detection signal, the main CPU 101a moves the process to step S252.
  In step S252, the main CPU 101a determines whether or not the counter value of the normal symbol holding number counter for counting the number of normal symbol holdings (G) is smaller than 4 (upper limit value). If the main CPU 101a determines that the counter value (G) is not smaller than 4, the main CPU 101a ends the process. If the main CPU 101a determines that the counter value (G) is smaller than 4, the main CPU 101a moves the process to step S253.
  In step S 253, the main CPU 101 a adds “1” to the counter value (G) of the usual figure holding number counter and updates it. In step S253, the main CPU 101a updates the normal symbol hold number (G) displayed on the normal symbol hold display device 25 in the predetermined area of the main RAM 101c in order to update the normal symbol hold number (G). set.
  In step S254, the main CPU 101a stores the random numbers indicated by the hit determination random number counter, the normal symbol determination random number counter, and the normal variation pattern determination random number counter in the normal symbol holding storage area, and performs the winning gate detection signal input process. Exit.
  The normal symbol holding storage area is divided into a first storage unit to a fourth storage unit (see FIG. 14C), and various random numbers are stored in a storage unit having a small number among storage units in which no random number is stored. It is memorized in order. Each storage unit is divided into regions for each stored random number (see FIG. 14D).
(Special figure special electric control processing by main control board)
Next, the special figure special electric control process will be described with reference to FIG. In step S301, the value of the special figure special electricity processing data is loaded, and the branch destination address is referred to from the special figure special electric treatment data loaded in step S302, and if the special figure special electric treatment data = 0, the special symbol memory determination process (step S310). ), The process moves to the special symbol variation process (step S320) if the special symbol special electric processing data = 1, and the special symbol stop process (step S330) if the special symbol special electric treatment data = 2. If the special figure special electric processing data = 3, the process moves to the big hit game process (step S340), and if the special figure special electric treatment data = 4, the process moves to the small hit game process (step S350). If the process data = 5, the process goes to the jackpot game end process (step S360). Details will be described later with reference to FIGS.
(Special symbol memory judgment processing by the main control board)
Next, the special symbol memory determination process will be described with reference to FIG. First, in step S310-1, the main CPU 101a determines whether or not the special symbol is being variably displayed. If the main CPU 101a determines that the special symbol variation display is in progress, the main CPU 101a ends the processing. If the main CPU 101a determines that the special symbol variation display is not in progress, the main CPU 101a proceeds to step 310-2.
  In step S310-2, the main CPU 101a determines whether or not the second special figure holding number (U2) is 1 or more. If it is determined that the second special figure hold number (U2) is not 1 or more, the process proceeds to step S310-4. If it is determined that the second special figure hold number (U2) is 1 or more, the process proceeds to step S310-3. Move processing.
  In step S310-3, the main CPU 101a updates the counter value of the second special symbol hold count counter by subtracting “1”, and in step S310-6, the data stored in the second special symbol hold storage area is shifted. Processing is performed, and each data stored in the first storage unit to the fourth storage unit is shifted to the previous storage unit.
  For example, the data stored in the fourth storage unit of the second special symbol reservation storage area is shifted to the third storage unit of the second special symbol reservation storage area. The data stored in the first storage unit of the second special symbol storage area is shifted to the special symbol common storage area (the 0th storage unit) common to the first special symbol and the second special symbol. The data stored in the 0 storage unit is deleted. Thereby, the jackpot determination random number value, the special symbol determination random number value, the reach determination random number, and the special symbol variation pattern determination random value used in the previous game are deleted. Furthermore, the stop symbol data and game condition data used in the previous game are also erased from the corresponding storage areas.
  On the other hand, in step S310-4, the main CPU 101a determines whether or not the first special figure hold number (U1) is 1 or more. If the main CPU 101a determines in step S310-4 that the first special figure hold number (U1) is 1 or more, the main CPU 101a moves the process to step S310-5.
  The main CPU 101a updates the counter value of the first special symbol reservation number counter by subtracting “1” in step S310-5, and in step S310-6, shifts the data stored in the first special symbol reservation storage area. I do.
  For example, data stored in the fourth storage unit of the first special symbol reservation storage area is shifted to the third storage unit of the first special symbol reservation storage area. In addition, the data stored in the first storage unit of the first special symbol holding storage area is shifted to the special symbol storage area (the 0th storage unit), and the data stored in the 0th storage unit is erased. Is done. Thereby, the jackpot determination random number value, the special symbol determination random number value, the reach determination random number, and the special symbol variation pattern determination random value used in the previous game are deleted. Furthermore, the stop symbol data and game condition data used in the previous game are also erased from the corresponding storage areas.
  In addition, in order to update the 1st special figure reservation number (U1) or the 2nd special figure reservation number (U2) with the data shift process (the suspension digestion process) in step S310-6, specifically, Sets the first and second special symbol hold display data in a predetermined area of the main RAM 101c in order to change the display contents of the special symbol hold display devices 23 and 24 corresponding to the type of the start port related to the data. The hold display data includes information on the type of the special symbol hold display device and information on the special symbol hold number (U1 or U2).
  In the present embodiment, the second special symbol reserved storage area is shifted in priority to the first special symbol reserved storage area in steps S310-2 to S310-6. The first special symbol reserved storage area or the second special symbol reserved storage area may be shifted in the order of entering, or the first special symbol reserved storage area is shifted with priority over the second special symbol reserved storage area. You may let them.
  In Step S310-4, when it is determined that the first special figure reservation number (U1) is not 1 or more, the processing is shifted to the customer waiting state setting processing in Step S319-1 to Step S319-3. First, in step S319-1, the main CPU 101a determines whether or not the demonstration determination flag “01H” is set in the demonstration determination flag storage area. When the demonstration determination flag “01H” is set in the demonstration determination flag storage area, the special symbol storage determination process is terminated, and when the demonstration determination flag “01H” is not set in the demonstration determination flag storage area. The process moves to step S319-2.
  In step S319-2, the main CPU 101a sets the demo determination flag “01H” in the demo determination flag storage area so that the demo designation command is not set many times in step S319-3 described later.
  In step S319-3, the main CPU 101a sets a demonstration designation command in the effect transmission data storage area, and ends the special symbol memory determination process.
  In step S311, the main CPU 101a executes jackpot determination processing based on the data shifted in step S310-6 and newly stored in the 0th storage unit.
(Large hit judgment process by main control board)
Here, the jackpot determination process will be described with reference to FIG. First, in step S311-1, the main CPU 101a determines whether the jackpot determination process is performed based on a game ball entering the first start port 6.
  If the main CPU 101a determines in step S311-1 that it is the first start port 6, the first special symbol jackpot determination table is selected in step S311-2. On the other hand, if the main CPU 101a determines that it is not the first start port 6 (is the second start port 7) in step S311-1, the second special symbol jackpot determination table is selected in step S311-3.
  Next, in step S311-4, the main CPU 101a determines whether or not a flag is turned on in the high probability flag storage area. Here, the fact that the flag is turned on in the high-probability flag storage area means that the current jackpot winning probability is a high-probability gaming state.
  If the main CPU 101a determines in step S311-4 that the flag is ON in the high probability flag storage area, in step S311-5, the main CPU 101a further selects “from the table selected in step S311-2 or step S311-3”. The “first high probability jackpot determination table” or the “second high probability jackpot determination table” is selected.
  On the other hand, when the main CPU 101a determines that the flag is not turned on in the high probability flag storage area, in step S311-6, the “first low probability” is further selected from the table selected in step S311-2 or step S311-3. “Big jackpot determination table” or “Second low probability jackpot determination table” is selected.
  In step S311-7, the main CPU 101a shifts the jackpot determination random number in the 0th storage unit after being shifted in step S310-6 to the “high probability jackpot selected in step S311-5 or step S311-6”. It is compared with the “decision table” or the “low-probability jackpot determination table” to determine whether it is “big jackpot”, “small jackpot”, or “losing”, and the jackpot determination process ends.
  When the big hit determination process ends, the main CPU 101a returns to the special symbol storage determination process shown in FIG. 22, and performs the special symbol determination process in step S312. In the special symbol determination process, a special symbol that is stopped and displayed in the special symbol display devices 20 and 21 is determined based on the result of the jackpot determination process.
(Special symbol judgment processing by the main control board)
Here, the special symbol determination process will be described with reference to FIG.
First, in step S312-1, the main CPU 101a determines whether or not the result of the jackpot determination is “jackpot”. If it is determined that the game is a “hit”, the main CPU 101a selects a special symbol determination table for jackpot winning in step S312-3. If it is not determined that it is a “hit”, step S312— The process is moved to 2.
  In step S312-2, the main CPU 101a determines whether or not the result of the jackpot determination is “small jackpot”. If it is determined that the “small hit” is determined, the main CPU 101a shifts the process to step S312-4. If the main CPU 101a does not determine “small hit”, the main CPU 101a shifts the process to step S312-5.
  In step S312-3, the main CPU 101a confirms the start port related to the processing based on the flag turned on in the start port winning flag storage area (the first start port 6 or the second start port 7), and the above step. The special symbol determination random number value shifted in S310-6 and stored in the 0th storage unit is compared with the special symbol determination value of the special symbol determination table for winning the jackpot (FIG. 5 (a)). The special symbol to be determined is determined.
  In step 312-4, the main CPU 101a confirms the start port related to the processing based on the flag turned on in the start port winning flag storage area (first start port 6), and is shifted in step S310-6. The special symbol for determining the small hit special symbol by comparing the random number for determining the special symbol in the 0th storage unit with the special symbol determination value in the special symbol determination table for winning a small bonus (FIG. 5B). Make a decision.
  In step 312-5, the main CPU 101a confirms the start port related to the processing based on the flag turned on in the start port winning flag storage area (first start port 6 or second start port 7), and the above step. The special symbol determination random number value shifted in S310-6 and stored in the 0th storage unit is compared with the special symbol determination value of the special symbol determination table for loss (FIG. 5B) to determine the special symbol for loss. Perform special symbol determination.
  In step S312-6, a special effect symbol designating command is determined based on the result of the special symbol determination in steps S312-3, S312-4, and S312-5, and the determined special effect symbol designating command is effected. Set in the transmission data storage area.
  Next, in step S312-7, the main CPU 101a determines stop symbol data related to the special symbol (hereinafter referred to as “special symbol stop” based on the result of the special symbol determination in step S312-3, step S312-4, and step S312-5. In other words, the special symbol type is determined, and the determined special symbol stop symbol data is set in a predetermined area of the main RAM 101c.
  As will be described later, when the special figure change pattern is determined in the special figure fluctuation pattern determination process of FIG. When determining “special symbol” or the like, it is also used when determining the opening / closing mode of the big winning opening 8 in the big hit game process of FIG.
  In step S312-8, the main CPU 101a compares the special figure stop symbol data with the game condition data determination table, sets the game condition data, and ends the special symbol determination process. Specifically, the main CPU 101a confirms the high probability flag storage area, and selects a game condition data determination table corresponding to the current state of the jackpot winning probability. Next, the special condition stop symbol data is collated with the selected game condition data determination table to determine the game condition data and store it in the game condition data storage area of the main RAM 101c.
  When the special symbol determination process is completed as described above, the main CPU 101a returns to the special symbol memory determination process shown in FIG. 22, and performs a special symbol variation pattern determination process in step S313. In the special figure variation pattern determination process, based on the result of the jackpot determination, the result of the special symbol determination, and the result of the reach determination, the time required for the variation display of the special symbol (hereinafter referred to as the special symbol variation time) A special-figure variation pattern including information related to an effect type or the like of a variation effect described later is determined.
(Special figure variation pattern determination process by main control board)
Next, the special figure variation pattern determination process will be described with reference to FIG.
First, in step S313-1, the main CPU 101a refers to ON / OFF of the high probability flag and ON / OFF of the short time flag in the gaming condition determination table of FIG. Gaming state or low-probability gaming state, short-time gaming state or non-short-time gaming state).
  In step S313-2, if the gaming state confirmed in step S313-1 is the high-probability gaming state and the short-time gaming state, the main CPU 101a moves the process to step S313-3, and other than the high-probability gaming state and the short-time gaming state. If it is a gaming state, the process proceeds to step S313-4.
  In step S313-3, in the high probability gaming state and the short-time gaming state, the main CPU 101a changes the number of times of the variation display of the special symbol to be started (from 1 to 30 times, from 31 times to 74 times, from 75 times to 84 times). Confirm).
  In step S313-4, the main CPU 101a determines that the gaming state confirmed in step S313-1 or the gaming state confirmed in step S313-1 is a high-probability gaming state and a short-time gaming state (in step S313-2). YES), the special figure fluctuation pattern determination table is selected according to the number of fluctuations of the special symbol fluctuation display confirmed in step S313-3.
  In step S313-5, the main CPU 101a confirms the special figure stop symbol data stored in the main RAM 101c.
  In addition, when the special symbol stop symbol data is “18H” or “28H”, that is, when the result of the special symbol lottery is “losing”, the main CPU 101a further performs the special symbol related to the special symbol variation pattern determination process. Check the number of holds (U1 or U2). Then, the main CPU 101a acquires the reach determination random number, compares it with the reach determination random number value (0 to 99) corresponding to the confirmed special figure hold number (U1 or U2), and the special chart of “no reach loss”. It is determined whether it is a fluctuation pattern or a special figure fluctuation pattern of “losing with reach”.
  In step S313-6, the main CPU 101a performs special figure variation pattern determination. Specifically, the main CPU 101a acquires a special figure fluctuation pattern determination random number, and acquires the acquired special figure fluctuation pattern determination random number and a determination value (0 to 255) stored in the special figure fluctuation pattern determination table. Collate and determine the special figure fluctuation pattern.
When the special CPU variation pattern is determined, the main CPU 101a returns to the special symbol memory determination process shown in FIG. 22, and in step S310-7, a special graphic variation pattern designation command corresponding to the special graphic variation pattern is transmitted for production in the main RAM 101c. Set in the data storage area.
The special figure variation pattern designation command is transmitted to the production control board 102. Upon receiving this command, the production control board 102 recognizes that the special symbol fluctuation display starts, and finally designates the special figure fluctuation pattern designation. Based on the command, the variation effect pattern associated with the content of the variation effect is determined.
  In step S310-8, the main CPU 101a confirms the state of the gaming condition at the start of the variable symbol display of the special symbol, and sets a gaming state designation command reflecting the state in the effect transmission data storage area of the main RAM 101c. .
  In step S310-9, the main CPU 101a sets the special figure change time (see FIGS. 9 to 12) associated with the special figure change pattern in the special game timer counter. The special game timer counter is subtracted every 4 ms in step S110.
  In step S310-10, the main CPU 101a sets special symbol variation display data in order to perform variation display of the special symbol on the first special symbol display device 20 or the second special symbol display device 21. The special symbol variation display data includes information such as the type of the special symbol display device to be operated, the variation display mode, and the variation time.
  In step S310-11, the main CPU 101a sets the flag “00H” in the demonstration determination flag storage area, that is, clears the demonstration determination flag storage area, and sets special figure special electric processing data = 1 in step S310-12. Then, the special symbol memory determination process ends.
(Special symbol variation processing by main control board)
Next, the special symbol variation process will be described with reference to FIG.
In step S320-1, the main CPU 101a determines whether or not the special symbol variation display in step S310-9 ends, in other words, whether or not the set special symbol variation time has elapsed (special game timer counter = 0?). As a result, if it is determined that the special symbol variation display does not end, the special symbol variation processing is terminated, and the next subroutine is executed.
  If the main CPU 101a determines that the variation display of the special symbol is finished, in step S320-2, the main CPU 101a produces a special effect symbol stop designation command to notify the effect control board 102 that the variation display of the special symbol is terminated. Set in the transmission data storage area.
  In step S320-3, the main CPU 101a displays special figure stop display data based on the special figure stop symbol data set in step S312-13 in order to stop and display the special symbol on the special symbol display devices 20 and 21. Set. Thereby, the result of the special symbol lottery is notified to the player.
  In step S320-4, the main CPU 101a sets the time required for the special symbol stop display (hereinafter referred to as "special figure stop time", for example, 0.8 seconds) to the special game timer counter. The special game timer counter is subtracted every 4 ms in step S110.
  In step S320-5, the main CPU 101a sets 2 to the special figure special electricity processing data.
  In step S320-6, the main CPU 101a turns off the first starting port winning flag or the second starting port winning flag, and ends the special symbol variation process.
(Special symbol stop processing by the main control board)
Next, the special symbol stop process will be described with reference to FIG.
In step S330-1, the main CPU 101a determines whether or not the special symbol stop display ends, in other words, whether or not the special figure stop time set in the special game timer counter in step S320-4 has elapsed ( Special game timer counter = 0?). As a result, if the main CPU 101a determines that the special symbol stop display does not end, the main CPU 101a ends the special symbol stop processing. If the main CPU 101a determines that the special symbol stop display ends, the process proceeds to step S330-2. Move processing.
  In step S330-2, the main CPU 101a determines whether or not a flag is turned on in the hourly flag storage area. The fact that the flag is ON in the time-short flag storage area means that the current state is the time-short game state. If the flag is turned on in the time reduction flag storage area, the process proceeds to step S330-3. If the flag is turned off in the time reduction flag storage area, the process proceeds to step S330-6.
  In step S330-3, the main CPU 101a calculates “1” from the counter value of the remaining number counter in the short time gaming state indicating the remaining number of times the special symbol change display according to the short time gaming state (J: hereinafter referred to as “the remaining number of short time gaming states”). The operation value (J-1) obtained by subtracting "is stored as the remaining time-saving gaming state count (J).
  In step S330-4, the main CPU 101a determines whether or not the remaining time-saving gaming state count (J) = 0. If the remaining time-saving gaming state (J) = 0, the process proceeds to step S330-5. If the remaining time-short gaming state remaining number (J) = 0, the process proceeds to step S330-6.
  In step S330-5, the main CPU 101a turns off the flag stored in the time reduction flag storage area. It should be noted that the fact that the short time gaming state remaining number (J) is “0” means that the special symbol is displayed in a variable number of times (Ja) in the short time gaming state. Means to end.
  In step S330-6, the main CPU 101a determines whether or not a flag is turned on in the high probability flag storage area. The fact that the flag is turned on in the high probability flag storage area means that the current state is a high probability gaming state. If the flag is ON in the high probability flag storage area, the process proceeds to step S330-7. If the flag is OFF in the high probability flag storage area, the process proceeds to step S330-10.
  In step S330-7, the main CPU 101a displays the counter value of the high-probability gaming state remaining number counter indicating the remaining number of times of display of the special symbol variation display due to the high-probability gaming state (X: hereinafter referred to as “the remaining number of high-probability gaming states”). The operation value (X−1) obtained by subtracting “1” from the value is stored as a new high probability gaming state remaining number (X).
  In step S330-8, the main CPU 101a determines whether or not the high probability gaming state remaining count (X) = 0. If the high probability gaming state remaining number (X) = 0, the process proceeds to step S330-9. If the high probability gaming state remaining number (X) = 0 is not satisfied, the process proceeds to step S330-10.
  In step S330-9, the main CPU 101a turns off the flag stored in the high probability flag storage area. Note that the high probability gaming state remaining count (X) is “0” means that the special symbol is displayed in a variable number of executable times (Xa) in the high probability gaming state, and the special symbol based on the “high probability” state. This means that the fluctuation display of is finished.
  In step S330-10, the main CPU 101a confirms the state of the current gaming condition, and sets a gaming state designation command indicating the gaming state in the effect transmission data storage area.
  In step S330-11, the main CPU 101a determines whether or not the determination result of the jackpot determination related to the special symbol stop process is “jackpot”. Specifically, it is determined whether or not the special symbol stop symbol data stored in the special symbol stop symbol data storage area relates to the jackpot special symbol (special symbol stop symbol data = 10 to 12, 20 to 21). To do. If it is determined that the jackpot special symbol is determined, the process proceeds to step S330-14. If the jackpot special symbol is not determined, the process proceeds to step S330-12.
  In step S330-12, the main CPU 101a determines whether or not the determination result of the big hit determination related to the special symbol stop process is “small hit”. Specifically, it is determined whether or not the special symbol stop symbol data stored in the special symbol stop symbol data storage area relates to the small hit special symbol (special symbol stop symbol data = 16 to 17). Here, when it is determined that the symbol is a small hit special symbol, the process proceeds to step S330-17, and when it is not determined that the symbol is a small hit special symbol, the process proceeds to step S330-13.
  In step S330-13, the main CPU 101a sets 0 to the special symbol special electric processing data, and shifts the processing to the special symbol memory determination processing shown in FIG.
  In step S330-14, the main CPU 101a sets 3 to the special figure special electricity processing data.
  In step S330-15, the main CPU 101a resets the game condition flag storage area (time-short flag storage area and high-probability flag storage area), the remaining variation count counter for the high-probability gaming state, and the remaining variation count counter for the time-short gaming state. To do.
  In step S330-16, the main CPU 101a sets an opening designation command corresponding to the special figure stop symbol data in the effect transmission data storage area. Next, the main CPU 101a sets the opening time corresponding to the special figure stop symbol data in the special game timer counter. The special game timer counter is subtracted every 4 ms in step S110.
  In step S330-17, the main CPU 101a sets 4 in the special figure special electricity processing data, and moves the process to step S330-16.
(Big hit game processing by the main control board)
Next, the jackpot game process will be described with reference to FIG.
In step S340-1, the main CPU 101a determines whether or not it is currently opening. The term “opening” as used herein refers to a period from the start of the jackpot game to the start of the first round game (first opening of the big winning opening 8). If it is determined that the current opening is being performed, the process proceeds to step S340-2. If it is determined that the current opening is not currently performed, the process proceeds to S340-6.
  In step S340-2, the main CPU 101a determines whether or not a preset opening time has elapsed. That is, it is determined whether or not the special game timer counter = 0, and if the special game timer counter = 0, it is determined that the opening time has elapsed. As a result, if the set opening time has not elapsed, the jackpot game process is terminated, the next subroutine is executed, and if the opening time has elapsed, the process proceeds to step S340-3. .
  In step S340-3, the main CPU 101a performs a jackpot game start process. Specifically, according to the special figure stop symbol data, which jackpot is confirmed, a jackpot opening / closing control table corresponding to the jackpot type is selected and set in a predetermined area of the main RAM 101c. Specifically, the long winning game winning prize opening / closing control table or the short winning game winning prize opening / closing control table is set in a predetermined area of the main RAM 101c in accordance with the special figure stop symbol data. Next, the main CPU 101a adds “1” to the value (round number (R)) stored in the round game number storage area and stores the value. Since the round game has not been executed at the time of step S340-3, the main CPU 101a stores “1” in the round game count storage area.
  In step S340-4, the main CPU 101a performs a special prize opening process. Specifically, “1” is added to the value stored in the special electric operation number storage area (special electric operation number (K)) and stored. The main CPU 101a sets the big prize opening / closing solenoid energization start data in a predetermined area of the main RAM 101c in order to energize the big prize opening / closing solenoid 80B and open the big prize opening 8. Here, the main CPU 101a refers to the special winning opening / closing control table determined in step 340-3, and based on the round number (R) and the special operation number (K), the opening time of the special winning opening 8 ( The operating time of the big prize opening control device 80) is set in the special game timer counter. The special game timer counter is subtracted every 4 ms in step S110.
  In step S340-5, the main CPU 101a performs a round designation command transmission determination process. Specifically, it is determined whether or not K = 1. If K = 1, a round designation command is set in the effect transmission data storage area. This is because information indicating that the round game starts is transmitted to the effect control board 102. For example, at the time of the first release of the first round game per long game, “1” is set in the round game number storage area and “1” is set in the special operation number storage area. A round designation command indicating one round game is set in the effect transmission data storage area. On the other hand, if “1” is not set in the special operation number storage area, the big hit game process is terminated without setting the round designation command in the effect transmission data storage area. That is, since the case where K = 1 means the start of a round game, the main CPU 101a transmits a round designation command only at the start of the round. When the effect control board 102 receives the round designation command, an effect display is performed on the image display device 13 such as “Round 1”.
  In step S340-6, the main CPU 101a determines whether or not it is currently ending. Ending here refers to the period from the end of all preset round games (after the final opening of the big winning opening 8 is completed) to the end of the jackpot game. Therefore, if it is determined that the current ending is in progress, the process proceeds to step S340-17, where it is determined whether or not the ending time has elapsed, and if it is determined that the current ending is not currently in progress, step S340-7 is performed. Move processing to.
  In step S340-7, the main CPU 101a determines whether or not the big prize opening 8 is open, that is, whether or not the big prize opening control device 80 is in operation. If the main CPU 101a determines that the big prize opening 8 is being opened, it determines in step S340-8 whether or not an “opening end condition” for ending the opening of the big prize opening 8 is satisfied. To do. As the “opening end condition”, the counter value of the round winning counter has reached a specified number (for example, 9) in the round game, or the maximum open time has elapsed (special game timer counter = 0) ) Is adopted. If it is determined that the “opening end condition” is satisfied, the process proceeds to step S340-9. If it is determined that the “opening end condition” is not satisfied, the jackpot game process is ended.
  In step S340-9, the main CPU 101a performs a special winning opening closing process. In the special winning opening closing process, the energization stop data of the special winning opening / closing solenoid 80B is set in a predetermined area of the sub RAM 102c in order to close the special winning opening 8, and the opening / closing of the special winning opening determined in step 340-3 is performed. Referring to the control table, based on the current round number (R) and special operation number (K), the closing time of the special winning opening 8 is set in the special game timer counter. As a result, the special winning opening 8 is closed.
  In step S340-10, the main CPU 101a determines whether or not one round game has ended. Specifically, in one round game, the special electric operation number (K) is the number of times of opening set in the round game, or the counter value (C) of the round winning counter is a specified number (for example, 9) ) Is terminated on the condition that it has been reached, it is determined whether or not such a condition is satisfied. If it is determined that one round game has been completed, the process proceeds to step S340-12. If it is determined that one round has not been completed, the jackpot game process is ended.
  If the main CPU 101a determines in step S340-7 that the special winning opening 8 is not open, the main CPU 101a determines in step S340-11 whether a preset closing time has elapsed. As a result, if the closing time has not elapsed, the jackpot game process is terminated, and if the closing time has elapsed, the process proceeds to step S340-4.
  In step S340-12, the main CPU 101a performs a reset process. Specifically, the special electricity operation number storage area is cleared and the counter value of the round winning counter is cleared.
  In step S340-13, the main CPU 101a determines whether or not the value (round number (R)) stored in the round game number storage area is the number of round games executed in the jackpot game. When determining “Yes”, the main CPU 101a moves the process to step S340-15, and when determining “No”, the main CPU 101a moves the process to step S340-14.
  In step S340-14, the main CPU 101a adds "1" to the current round number (R) stored in the round game number storage area and stores the result.
  In step S340-15, the main CPU 101a performs jackpot game end processing. Specifically, the round number (R) stored in the round game number storage area is reset.
  In step S340-16, the main CPU 101a performs an ending process. Specifically, according to the special figure stop symbol data, the type of jackpot is confirmed, and an ending designation command associated with the type of jackpot transmitted to the effect control board 102 is set in the effect transmission data storage area. Next, the main CPU 101a sets an ending time corresponding to the type of jackpot in the special game timer counter.
  In step S340-17, the main CPU 101a determines whether or not the set ending time has elapsed. If it is determined that the ending time has elapsed, the main CPU 101a proceeds to step S340-18 and passes the ending time. If it is determined that it is not, the jackpot game process is terminated as it is.
  In step S340-18, the main CPU 101a sets 5 to the special figure special electric processing data, and moves the processing to the jackpot game end process shown in FIG.
(Small hit game processing by the main control board)
Next, the small hit game processing will be described with reference to FIG. First, in step S350-1, the main CPU 101a determines whether or not it is currently open. If it is determined that it is currently opening, the process proceeds to step S350-2. If it is determined that it is not currently opening, the process proceeds to S350-5.
  In step S350-2, the main CPU 101a determines whether or not a preset opening time has elapsed. That is, it is determined whether or not the special game timer counter = 0, and when the special game timer counter = 0, it is determined that the opening time has elapsed. As a result, if the opening time has not elapsed, the small hit game process is terminated, and if the opening time has elapsed, the process proceeds to step S350-3.
  In step S350-3, the main CPU 101a performs a small hit game start process. Specifically, the main CPU 101a selects a big winning opening opening / closing control table corresponding to the type of the small hit based on the special figure stop symbol data, and determines the big winning opening opening / closing control table for the small hit game.
  In step S350-4, the main CPU 101a performs a special winning opening opening process. In the big prize opening process, first, “1” is added to the value stored in the special operation number storage area (special operation number (K)) and stored. Then, in order to open the special winning opening 8, the energization start data of the special winning opening / closing solenoid 80B is set, and the current special operation is performed with reference to the special winning opening / closing control table determined in step 350-3. The opening time of the special winning opening 8 based on the number (K) is set in the special game timer counter, and the small hit game is ended.
  In step S350-5, the main CPU 101a determines whether or not it is currently ending. Ending here means the period from the end of opening of the last big winning opening 8 to the end of the small hit game. Therefore, the main CPU 101a moves the process to step S350-13 when it is determined that it is currently ending, and moves to step S350-6 when it is determined that it is not currently ending.
  In step S350-6, the main CPU 101a determines whether or not the special winning opening 8 is being opened. If the main CPU 101a determines that the big prize opening 8 is not open, the main CPU 101a moves the process to step S350-10, and if the main CPU 101a determines that the big prize opening 8 is open, in step S350-7. Then, it is determined whether or not an “opening end condition” for ending the opening of the special winning opening 8 is satisfied. As the “opening end condition”, the counter value (C) of the round winning counter has reached a specified number (for example, nine), or the opening time of one time of the big winning opening 8 has passed (special game timer counter = 0) is adopted. If the main CPU 101a determines that the “opening end condition” is satisfied, the main CPU 101a proceeds to step S350-8, and if it determines that the “opening end condition” is not satisfied, the main CPU 101a ends the small hit game process. To do.
  In step S350-8, the main CPU 101a performs a special winning opening closing process. In the special winning opening closing process, the energization stop data of the special winning opening / closing solenoid 80B is set in order to close the special winning opening 8, and the large winning opening / closing control table determined in step 350-3 is referred to. Based on the current special operation number (K), the closing time of the special winning opening 8 is set in the special game timer counter. As a result, the special winning opening 8 is closed.
  In step S350-9, the main CPU 101a determines whether or not the small hit game ending condition is satisfied. The small hit game ending condition is that the special winning action number (K) is set to the number of times the special winning opening 8 is set in advance, or the counter value (C) of the round winning counter is a specified number (for example, 9). It has been reached. When the main CPU 101a determines that the small hit game end condition is satisfied, the main CPU 101a shifts the process to step S350-11. When the main CPU 101a determines that the small hit game end condition is not satisfied, the main hit game process. Exit.
  In step S350-11, the main CPU 101a sets “0” to the special operation number storage area and sets “0” to the counter value (C) of the round winning counter as the small hit game ending process. That is, the special operation number storage area and the round winning counter are cleared.
  In step S350-12, the main CPU 101a sets an ending designation command according to the type of small hits in the effect transmission data storage area based on the special figure stop symbol data, and the ending time according to the type of small hits. Is set in the special game timer counter.
  In step S350-10, the main CPU 101a determines whether or not the closing time set in step S350-8 has elapsed. Note that the closing time is also determined by whether or not the special game timer counter = 0 as in the opening time. As a result, when the main CPU 101a determines that the closing time has not elapsed, the main CPU 101a ends the small hit game process, and when it determines that the closing time has elapsed, the main CPU 101a moves the process to step S350-4. .
  In step S350-13, the main CPU 101a determines whether or not the set ending time has elapsed. If it is determined that the ending time has elapsed, the main CPU 101a proceeds to step S350-14 and passes the ending time. If it is determined that the game is not done, the small hit game process is terminated.
  In step S350-14, the main CPU 101a sets “0” in the special figure special electricity processing data.
(Big hit game end processing by main control board)
Next, the jackpot game end process will be described with reference to FIG.
First, in step S360-1, the main CPU 101a loads game condition data.
  In step S360-2, the main CPU 101a checks the loaded game condition data against the game condition determination table, and determines whether or not to turn on the high probability flag in the high probability flag storage area. If the main CPU 101a determines that the high probability flag is not turned ON, the process proceeds to step S360-4. If the main CPU 101a determines that the high probability flag is ON, in step S360-3, the high probability flag is stored in the high probability flag storage area of the main RAM 101c. (01H) is turned ON, and the executable number (Ja) (100 times in this embodiment) is set in the high probability gaming state remaining number counter.
  In step S360-4, the main CPU 101a checks the loaded game condition data against the game condition determination table, and determines whether or not the time flag is turned on in the time flag storage area. If the main CPU 101a determines that the time reduction flag is not turned ON, the process proceeds to step S360-6. If the main CPU 101a determines that the time reduction flag is turned ON, the time reduction flag (01H) is set in the time reduction flag storage area of the main RAM 101c in step S360-5. At the same time, the number of executable times (Ja) (100 times in the present embodiment) is set in the time-saving gaming state remaining number counter.
  In step S360-6, the main CPU 101a confirms the current game condition state, sets a game state designation command indicating the current game condition state in the effect transmission data storage area, and in step S360-7 0 is set in the figure special electricity processing data, and the process proceeds to the special symbol memory determination process shown in FIG.
(Main processing by production control board)
Next, processing executed by the sub CPU 102a in the effect control board 102 will be described.
  First, the main process of the effect control board 102 will be described with reference to FIG. When power is supplied from the power supply board 107 to the sub CPU 102a, a system reset occurs in the sub CPU 102a, and the sub CPU 102a performs the following main processing.
  In step S1001, the sub CPU 102a performs initialization processing. In this process, the sub CPU 102a reads the main processing program from the sub ROM 102b and initializes the sub RAM 102c in which flags, commands, and the like are stored.
  In step S <b> 1002, the sub CPU 102 a performs a process of updating the effect random number used for controlling the effect including the random effect determination random number, the variable effect pattern determination random number, the effect mode determination random number, and the like.
  Note that a random number counter is provided in the sub-RAM 102c for each of various random numbers constituting the production random number. In the effect random number update process, “1” is added to the random number counter provided for each type of random number. A random number range is provided for various random numbers constituting the production random number. The random number range is from “0” to the maximum value determined for the random number. Then, in the update of the random number, when the random value indicated by the random number counter is the maximum value in the random number range, the random number counter is returned to “0” without adding “1”.
  Further, the maximum value of the random number range is set to be different depending on the type of random number. This is to prevent the random number counter related to the production random number from being completely synchronized and always having the same random number value. Since it is only necessary to prevent the random number counter related to the production random number from being completely synchronized, different initial value random numbers are provided to the various production random numbers instead of making the maximum values of the various random number ranges different, When updating the random number, if the random value indicated by the random number counter is the maximum value in the random number range, each random value may be newly updated from the initial random number at that time.
(Timer interrupt processing by production control board)
The timer interrupt process shown in FIG. 32 is executed by generating a clock pulse every predetermined period (for example, 4 milliseconds) by the reset clock pulse generation circuit provided on the effect control board 102.
  In this timer interrupt process, in step S1100, the sub CPU 102a saves the information stored in the register of the sub CPU 102a to the stack area.
  In step S1200, the sub CPU 102a performs time control processing for updating each timer counter for performing time management related to various effects.
  In step S1300, the sub CPU 102a performs a command analysis process for analyzing a command stored in the reception buffer of the sub RAM 102c. Details of this command analysis processing will be described later with reference to FIGS.
  When the sub CPU 102a receives a command transmitted from the main control board 101 in the effect control board 102, the sub CPU 102a performs a reception interrupt process of the effect control board 102 (not shown) and stores the received command in the reception buffer. Thereafter, processing for analyzing the received command is performed in step S1300.
  In step S1400, the sub CPU 102a performs an effect input control process. Details of the effect input control process will be described later with reference to FIG.
  In step S1500, the sub CPU 102a performs data output processing for transmitting various effect control commands set in the transmission buffer of the sub RAM 102c to the lamp control board 104 and the image control board 105.
  In step S1600, the sub CPU 102a restores the information saved in step S1100 to the register of the sub CPU 102a.
(Command analysis processing by production control board)
A command analysis process performed by the effect control board 102 will be described with reference to FIGS. 33 and 34.
  In step S1301, the sub CPU 102a newly receives a command and determines whether the command is stored in the reception buffer. If the sub CPU 102a determines that the command has not been received, the sub CPU 102a ends the command analysis processing. If the sub CPU 102a determines that the command has been received, the sub CPU 102a shifts the processing to step S1302.
  In step S1302, the sub CPU 102a determines whether or not the command stored in the reception buffer is a demo designation command. If the sub CPU 102a determines that the command stored in the reception buffer is a demo designation command, it moves the process to step S1303. If it determines that the command is not a demo designation command, the sub CPU 102a moves the process to step S1304.
  In step S1303, the sub CPU 102a turns on the demonstration effect standby flag in the demonstration effect standby flag storage area of the sub RAM 102c as a pre-process for executing the demonstration effect, and waits for the demonstration effect to start (demo effect standby). Time) is set in the demonstration effect timer counter, and the command analysis process is terminated.
  In step S1304, the sub CPU 102a determines whether or not the command stored in the reception buffer is a start slot winning designation command. If the sub CPU 102a determines that the command stored in the reception buffer is a start opening prize designation command, the sub CPU 102a moves the process to step S1305 and step S1306, and if it determines that the command is not a starting opening prize designation command, moves the process to step S1307. .
  In step S1305, the sub CPU 102a performs start opening prize designation command storage processing. The sub CPU 102a stores the start opening prize designation command in an effect information storage area (not shown) of the sub RAM 102c in the starting opening prize designation command storage process.
  The effect information storage area is provided for each type of start opening (first effect information storage area and second effect information storage area). The sub CPU 102a analyzes the received start opening winning designation command, confirms the type of the starting opening (the first starting opening 6 or the second starting opening 7) related to the start opening winning designation command, and the type of the starting opening. Is stored in the production information storage area corresponding to
  Each effect information storage area has the same configuration as the special symbol storage area of the main RAM 101c, and is divided into a first storage unit to a fourth storage unit for each type of the start ports 6 and 7. The start opening winning designation command is sequentially stored from the storage unit having the smallest number in the storage unit in which the starting opening winning designation command is not stored.
  Each storage unit stores a start opening prize designation command section that stores a starting opening prize designation command, and effect data for effects performed based on the start opening prize designation command stored in the starting opening prize designation command section. And an effect data storage unit.
  In step S1306, the sub CPU 102a performs a pre-reading effect determination process based on the start opening winning designation command stored in the effect information storage area, and ends the command analysis process. Details will be described later with reference to FIG.
  In step S1307, the sub CPU 102a determines whether or not the command stored in the reception buffer is a gaming state designation command. If the sub CPU 102a determines that the command stored in the reception buffer is a gaming state designation command, it moves the process to step S1308, and if it determines that there is no gaming state designation command, it moves the process to step S1309.
  In step S1308, the sub CPU 102a sets the data indicating the gaming state indicated by the received gaming state designation command in the gaming state storage area of the sub RAM 102c, and ends the command analysis process.
  In step S1309, the sub CPU 102a determines whether or not the command stored in the reception buffer is a special effect designating command. If the sub CPU 102a determines that the command stored in the reception buffer is a special effect designating command, the sub CPU 102a moves to step S1310 and step S1311. If the sub CPU 102a determines that there is no special effect designating command, the process proceeds to step S1312. Move.
  In step S1310, the sub CPU 102a performs a start opening prize designation command shift process. The sub CPU 102a shifts the start opening winning designation command corresponding to the starting opening related to the received special effect designating command in the start opening winning designation command shifting process.
  Specifically, the sub CPU 102a confirms the type of the start opening related to the received special effect design designation command, and shifts the start opening prize designation command stored in the effect information storage area corresponding to the start opening. In shifting the start opening prize designation command, the start opening prize designation command stored in the first to fourth storage sections is shifted (moved) to the previous storage section. For example, the start opening winning designation command stored in the fourth storage unit of the first effect information storage area is shifted to the third storage unit of the first effect information storage area. In addition, the start opening prize designation command stored in the first storage unit of the first effect information storage area is the effect information common storage area (the first storage area (the first storage area) and the second effect information reservation storage area). The start opening winning designation command that has been shifted to (0 storage unit) and stored in the storage area of the effect information is deleted.
  In step S1311, the sub CPU 102a performs a special effect symbol pattern determination process for stopping and displaying the special effect symbol indicating the result of the special symbol lottery, and ends the command analysis process. In the special effect symbol pattern determination process, the sub CPU 102a analyzes the special effect symbol designation command and displays the special effect symbol in the display area 130 of the image display device 13 based on the information included in the received special effect symbol designation command. An arrangement (combination) of decorative symbols arranged on a predetermined effective line in the stop display of symbols, that is, special effect symbols is determined.
  In step S1312, the sub CPU 102a determines whether or not the command stored in the reception buffer is a special figure variation pattern designation command. If the sub CPU 102a determines that the command stored in the reception buffer is a special figure variation pattern designation command, it moves the process to step S1313. If it determines that there is no special figure fluctuation pattern designation command, it moves the process to step S1314. .
  In step S1313, the sub CPU 102a performs a variation effect pattern determination process for determining a variation effect pattern of a variation effect (including a variation display of the special effect symbol) that suggests the result of the special symbol lottery, and ends the command analysis process. . Details will be described later with reference to FIGS.
  In step S1314, the sub CPU 102a determines whether or not the command stored in the reception buffer is a special effect symbol stop designation command. If the sub CPU 102a determines that the command stored in the reception buffer is a special effect symbol stop designation command, the sub CPU 102a proceeds to step S1315 and step S1316, and if it determines that there is no special effect symbol stop designation command, the process proceeds to step S1317. Move processing.
  In step S1315, the sub CPU 102a sets a special effect symbol stop control command indicating that the special effect symbol is to be stopped and displayed in the transmission buffer of the sub RAM 102c. The special effect symbol stop control command is transmitted to the lamp control board 104 and the image control board 105 by the data output process in step S1500. Upon receiving the special effect symbol stop control command, the lamp control board 104 and the image control board 105 recognize that the variation effect ends, and terminate the variation effect and display the special effect symbol stop display. . Note that the end time of the production is not limited to this, and may be a specific timing related to a preset event on the production during the variation production.
  In step S1315, the sub CPU 102a clears the effect data stored in the sub RAM 102c described later.
  In step S1316, the sub CPU 102a performs a transition destination effect mode setting process for setting the transition destination effect mode when the special symbol variation display ends, and ends the command analysis process. Details will be described later with reference to FIG.
  In the present embodiment, the effect mode is a variation effect classification mode (category) performed by an effect device such as the image display device 13 corresponding to a special symbol lottery (or a special symbol variable display). It is related to the state of the game condition and the like.
  In the present embodiment, the effect modes are effect mode A, effect mode B1, effect mode C1, effect mode D1, effect mode E1, effect mode B2, effect mode C2, effect mode D2, effect mode E2, effect mode F and There are eleven production modes of production mode G.
  The production mode A is a normal production mode set in correspondence with the low probability gaming state and the non-time-saving gaming state. The types of reach that can be executed in the production mode A are “normal reach”, “challenge reach”, “super reach”, and “special reach”.
  The effect mode B1 is an effect mode that can be set corresponding to the number of special figure fluctuations of 1 to 30 times in the high probability game state and the short time game state after the first jackpot game and the second jackpot game. The types of reach that can be executed in the production mode B1 are “character reach”, “music reach”, and “VS reach”.
  The effect mode C1 is an effect mode that can be set corresponding to the number of special figure fluctuations of 1 to 30 times in the high-probability game state and the short-time game state after the first jackpot game and the second jackpot game, and the effect mode B1 The reach confirmation effect informing that the reach is performed is more likely to appear (selected) than the effect mode D1 and the effect mode E1. The types of reach that can be executed in the production mode C1 are the same “character reach”, “music reach”, and “VS reach” as in the production mode B1, but the characters that appear are different from the production mode B1.
  The effect mode D1 is an effect mode that can be set corresponding to the number of special figure fluctuations of 1 to 30 times in the high-probability game state and the short-time game state after the first jackpot game and the second jackpot game, and the effect mode B1 Thus, a special effect (so-called premium effect) that is executed at a lower rate than other effects is more likely to appear (select) than the effect mode C1 and the effect mode E1. The types of reach that can be executed in the production mode D1 are the same “character reach”, “music reach”, and “VS reach” as in the production mode B1 and the production mode C1, but the characters appearing in the production mode B1 and the production mode C1. Is different.
The effect mode E1 is an effect mode that can be set corresponding to the number of special figure fluctuations of 1 to 30 in the high probability game state and the short time game state after the first jackpot game and the second jackpot game. Further, the types of reach that can be executed in the production mode E1 are “character reach”, “music reach”, and “story reach”, unlike the production mode B1, the production mode C1, and the production mode D1.
In other words, the production mode B1, C1, D1 has “VS reach” as the type of reach, but the production mode E1 does not have “VS reach”.
  The effect mode B2 is an effect mode that is set corresponding to the special figure variation frequency of 31 to 74 times in the high-probability game state and the short-time game state set in the effect mode B1. The types of reach that can be executed in the production mode B2 are “character reach” and “VS reach”.
  The effect mode C2 is an effect mode that is set corresponding to the number of special figure fluctuations of 31 to 74 times in the high-probability gaming state and the short-time gaming state set in the effect mode C1, and is similar to the effect mode C1. The reach confirmation effect for notifying that the reach is performed is more likely to appear (selected) than the effect mode B2, the effect mode D2, and the effect mode E2. The types of reach that can be executed in the effect mode C2 are the same “character reach” and “VS reach” as in the effect mode B2, but the characters that appear are different from the effect mode B2.
  The effect mode D2 is an effect mode that is set corresponding to the special figure variation frequency of 31 to 74 times in the high-probability game state and the short-time game state set in the effect mode D1, and similarly to the effect mode D1, Special effects (so-called premium effects) that are executed at a lower rate than other effects are more likely to appear (select) than effect modes B2, effect mode C2, and effect mode E2. The types of reach that can be executed in the effect mode D2 are the same “character reach” and “VS reach” as the effect mode B2 and the effect mode C2, but the characters appearing are different from the effect mode B2 and the effect mode C2. Yes.
The effect mode E2 is an effect mode that is set in correspondence with the special figure variation times 31 to 74 times in the high-probability gaming state and the short-time gaming state set in the effect mode E1. Further, the types of reach that can be executed in the production mode E2 are “character reach” and “story reach”, unlike the production mode B2, the production mode C2, and the production mode D2.
In other words, the production mode B2, C2, D2 has “VS reach” as the reach type, but the production mode E2 does not have “VS reach”.
  ◇ The production mode F is set corresponding to the special figure variation frequency 75 to 84 times of the high probability game state and the short-time game state set in the production mode B2, the production mode C2, the production mode D2 or the production mode E2. This is a production mode. In other words, regardless of the production mode, the production mode F is set in the high probability game state after the first jackpot game and the second jackpot game and the special figure variation frequency of 75 to 84 times in the short-time game state. It will be. Further, in the production mode F, the janken production is executed in any variation production.
  The production mode G is set corresponding to the number of special figure fluctuations of 1 to 84 times in the high probability game state and the non-time-short game state or the low-probability game state and the non-time-short game state after the third big hit game or the small hit game. This is a production mode.
  The production mode B1 and the production mode B2 may be collectively referred to as “production mode B”. Similarly, the production mode C1 and the production mode C2 are referred to as “production mode C”, and the production mode D1 and the production mode D2. May be collectively referred to as “effect mode D”, and the effect mode E1 and effect mode E2 may be collectively referred to as “effect mode E”.
  The effect mode B1, the effect mode C1, the effect mode D1, and the effect mode E1 are “can be set” as will be described in detail later, but in the jackpot game ending effect, the effect mode after the jackpot game is set. This is because the player can arbitrarily set the effect mode B, effect mode C, effect mode D, and effect mode E by operating the selection button 18A.
  In step S1317, the sub CPU 102a checks whether or not the command stored in the reception buffer is an opening designation command related to a special game. If the sub CPU 102a determines that the command stored in the reception buffer is a special game opening designation command, it moves the process to step S1318, and if it determines that there is no special game opening designation command, it moves the process to step S1319.
  In step S1318, the sub CPU 102a performs a special game effect pattern determination process for determining a special game effect pattern that is an aspect of the special game effect that is an effect related to the special game, and ends the command analysis process. Details will be described later with reference to FIG.
  In step S1319, the sub CPU 102a checks whether or not the command stored in the reception buffer is a round designation command. If the sub CPU 102a determines that the command stored in the reception buffer is a round designation command, it moves the process to step S1320. If it determines that there is no round designation command, the sub CPU 102a moves the process to step S1321.
  In step S1320, the sub CPU 102a performs a round effect pattern determination process for determining a round effect pattern that is a mode of the round effect, and ends the command analysis process. Specifically, the sub CPU 102a determines a round effect pattern based on the round designation command, sets round effect data indicating the determined round effect pattern in the round effect pattern storage area, and indicates the determined round effect pattern. The round effect control command is set in the transmission buffer of the sub RAM 102c.
  In step S1321, the sub CPU 102a checks whether or not the command stored in the reception buffer is an ending designation command (special game ending designation command) related to the special game. If the sub CPU 102a determines that the command stored in the reception buffer is a special game ending designation command, it moves the process to step S1322, and if it determines that the command is not a special game ending designation command, the sub CPU 102a ends the command analysis process.
  In step S1322, the sub CPU 102a performs an ending effect pattern determination process for determining an ending effect pattern that is an aspect of the ending effect, and ends the command analysis process. Details will be described later with reference to FIG.
(Pre-reading effect determination process by effect control board)
The prefetch effect determination process by the effect control board 102 will be described with reference to FIG.
  In step S1306-1, the sub CPU 102a refers to the effect mode flag stored in the effect mode flag storage area of the sub RAM 102c, thereby causing a later-described transition destination effect mode setting process (FIG. 40) or effect mode setting process ( The present production mode set in FIG. 45) is confirmed.
  In step S1306-2, the sub CPU 102a determines whether or not the effect mode confirmed in step S1306-1 is the effect mode F or the effect mode G. If the sub CPU 102a determines that it is the effect mode F or the effect mode G, it moves the process to step S1306-3, and if it determines that it is not the effect mode F or the effect mode G, it moves the process to step S1306-4.
  In step S1306-3, the sub CPU 102a determines whether or not the counter value of the effect mode remaining number counter is 4 or more (M ≧ 4). If the sub CPU 102a determines that the counter value of the effect mode remaining number counter is 4 or more, the process proceeds to step S1306-4. If the sub CPU 102a determines that the counter value of the effect mode remaining number counter is not 4 or more, step S1306 is performed. The process is moved to 20.
  The effect mode remaining number counter is a specific effect mode (effect mode B, effect mode C) in which an effect mode executable number (Ma) that is the number of variable effects that can be executed in the effect mode is set. , The remaining number of fluctuation effects that can be executed in effect mode D, effect mode E, effect mode F, effect mode G) (M: remaining number of effect modes).
  In step S1306-4, the sub CPU 102a acquires a final mode determination random number. Specifically, the sub CPU 102a stores the random number value indicated by the random number counter related to the final mode determination random number in the final mode determination random number storage area of the sub RAM 102c.
  In step S1306-5, the sub CPU 102a determines whether or not the effect mode confirmed in step S1306-1 is effect mode A. If the sub CPU 102a determines that it is the effect mode A, it moves the process to step S1306-6, and if it determines that it is not the effect mode A, it moves the process to step S1306-7.
  In step S1306-6, the sub CPU 102a selects the final mode determination table 1 (FIG. 47) for the effect mode A.
  In step S1306-7, the sub CPU 102a determines whether or not the effect mode confirmed in step S1306-1 is effect mode B or effect mode E. If the sub CPU 102a determines that it is the effect mode B or the effect mode E, it moves the process to step S1306-8, and if it determines that it is not the effect mode B or the effect mode E, it moves the process to step S1306-9.
  In step S1306-8, the sub CPU 102a selects the final mode determination table 2 (FIG. 48) for the rendering modes B and E.
  In step S1306-9, the sub CPU 102a determines whether or not the effect mode confirmed in step S1306-1 is the effect mode C. If the sub CPU 102a determines that it is the effect mode C, it moves the process to step S1306-10, and if it determines that it is not the effect mode C, it moves the process to step S1306-11.
  In step S1306-10, the sub CPU 102a selects the final mode determination table 3 (FIG. 49) for the production mode C.
  In step S1306-11, the sub CPU 102a determines whether or not the effect mode confirmed in step S1306-1 is the effect mode D. If the sub CPU 102a determines that it is the effect mode D, it moves the process to step S1306-12, and if it determines that it is not the effect mode D, it moves the process to step S1306-13.
  In step S1306-12, the sub CPU 102a selects the final mode determination table 4 (FIG. 50) for the effect mode D.
  In step S1306-13, the sub CPU 102a determines whether or not the effect mode confirmed in step S1306-1 is the effect mode F. If the sub CPU 102a determines that it is the effect mode F, it moves the process to step S1306-14, and if it determines that it is not the effect mode F, it moves the process to step S1306-15.
  In step S1306-14, the sub CPU 102a selects the final mode determination table 5 (FIG. 51) for the effect mode F.
  In step S1306-15, the sub CPU 102a selects the final mode determination table 6 (not shown) for the rendering mode G.
  The final mode determination tables 1 to 6 are stored in the sub ROM 102b, and details will be described later with reference to FIGS.
  In step S1306-16, the sub CPU 102a determines the final mode of the special figure hold display. Specifically, the final mode determination random number stored in the final mode determination random number storage area in step S1306-4 is used as the step S1306-6, step S1306-8, step S1306-10, step S1306-12, step S1306. -14 or the final mode determination table selected in step S1306-15, and the final mode of the hold display is determined according to the random number determination value ratio set in the final mode determination table.
  This final mode is the final period from the occurrence of special figure hold related to the display of an image (hereinafter referred to as “hold image”) representing special figure hold (right to execute special symbol display) to disappear. It is a display mode of the hold image displayed on the screen.
  In step S1306-17, the sub CPU 102a determines whether or not the final mode determined in step S1306-16 is a special mode. If the sub CPU 102a determines that the final mode is a special mode, it moves the process to step S1306-18, and if it determines that the final mode is not a special mode, it moves the process to step S1306-20.
  In step S1306-18, the sub CPU 102a acquires a hold transition pattern determination random number. Specifically, the sub CPU 102a stores the random number value indicated by the random number counter related to the hold transition pattern determination random number in the hold transfer pattern determination random number storage area of the sub RAM 102c.
In step S1306-19, the sub CPU 102a collates the hold transition pattern determination random number stored in the hold transfer pattern determination random number storage area in step S1306-18 with the hold transfer pattern determination table (FIGS. 52 to 53), Determine the pending migration pattern.
The hold transition pattern determination table is stored in the sub ROM 102b, and details will be described later with reference to FIGS.
  The hold transition pattern is a transition mode (transfer pattern) from when the special figure hold image is displayed until the special figure hold image becomes the final mode.
  In step S1306-20, when the final mode is the special mode, the sub CPU 102a displays the hold effect control command for displaying the hold image corresponding to the hold transition pattern determined in step S1306-19 on the image display device 13. Or, when the final mode is not a special mode (step S1306-17: No) and when the counter value of the effect mode remaining number counter is not 4 or more (step S1306-3: No), the reserved image in the normal mode is displayed as an image. A hold effect control command to be displayed on the display device 13 is generated, and in step S1306-21, the hold effect control command is set in the transmission buffer of the sub RAM 102c.
  Note that the hold effect control command set in the transmission buffer is transmitted to the image control board 105 by the data output processing in step S1500. Then, when the image control board 105 receives the variation effect control command, the image control board 105 performs control to display the reserved image indicated by the command on the image display device 13.
  Further, the image control board 105 performs control to cause the image display device 13 to change and display the hold image at the change timing of the hold image based on the hold transition pattern indicated by the hold effect control command received from the effect control board 102.
(Final mode determination table)
47 to 51 are diagrams illustrating a final mode determination table selected when determining the final mode.
FIG. 47 is a diagram showing the final mode determination table 1 that is stored in the sub ROM 102b and is selected when the production mode A is set.
FIG. 48 is a diagram illustrating the final mode determination table 2 that is stored when the effect mode B and the effect mode E are set, which is stored in the sub ROM 102b.
FIG. 49 is a diagram showing a final mode determination table 3 that is stored in the sub ROM 102b and is selected when the production mode C is set.
FIG. 50 is a diagram showing the final mode determination table 4 that is stored in the sub ROM 102b and is selected when the production mode D is set.
FIG. 51 is a diagram showing a final mode determination table 5 that is stored in the sub ROM 102b and is selected when the production mode F is set.
The final mode determination tables shown in FIGS. 47 to 51 are based on a preliminary determination result, a start opening winning designation command from the main control board 101, and a final mode determination random number value (0 to 99) for determining the final mode. The random number determination value ratio and the final aspect data determined according to the final aspect determination random value are associated with each other, and the final aspect based on the final aspect data is described as a reference.
Note that the final mode determination random numbers (0 to 99) are allocated so as to have the random number determination value ratios shown in FIGS. 47 to 51.
In this embodiment, in the present embodiment, in the present embodiment, it is displayed in white, which is a normal mode that is a normal reference, and in blue, which is special mode 1, which suggests that the degree of expectation of jackpot is relatively low Are displayed in green, which is a special mode 2 that suggests a higher degree of jackpot expectation than the special mode 1, and red is a special mode 3 that indicates a higher jackpot expectation than the special mode 2 Are displayed in gold, are displayed in gold, which is a special mode 4 that suggests that the degree of expectation of jackpot is higher than the special mode 3, and rainbow colors, which is a special mode 5 that informs that the jackpot winning is confirmed There are six types of items displayed by.
That is, the expected degree of jackpot of the normal mode and the special modes 1 to 5 is higher in the order of white color <blue <green color <red color <gold color <rainbow color (determined jackpot).
The special aspect 5 (rainbow color) is a special effect (so-called premium effect) in which the random number determination value ratio is set extremely low compared to other aspects (normal aspect, special aspects 1 to 4).
  In the normal mode and the special mode 1, the random determination value ratio is assigned so that the determination result can be selected regardless of whether the pre-determination result is unreachable or has reach. In the special mode 3, the special mode 4, and the special mode 5, the random number determination value ratio is assigned so that the selection is performed only when the pre-determination result has reach. That is, the special mode 2 to the special mode 5 are reach confirmation effects informing that the reach is performed. Furthermore, the special mode 5 is a jackpot finalizing effect because the random number judgment value ratio is assigned so that the prior decision result is selected only when the first jackpot or the second jackpot is selected.
  The final mode determination table 3 shown in FIG. 49 is different from the other final mode determination tables (the final mode determination table 1, the final mode determination table 2, the final mode determination table 4, the final mode determination table 5). Random number determination value ratios are allocated so that special mode 4 can be easily selected. That is, the effect mode C is a reach confirmation effect (special mode 2 to special mode 4) as compared to other effect modes (effect mode A, effect mode B, effect mode D, effect mode E, effect mode F, effect mode G). ) Is easily executed (selected).
  The final mode determination table 3 is more easily selected than the other final mode determination tables (final mode determination tables 1, 2, 4, 5) as the special mode 2 to the special mode 4 (reach determination effect). The random number determination value ratios only need to be allocated, and the random number determination value ratios of the special mode 2 to the special mode 4 (reach determination effect) of the other final mode determination tables (final mode determination tables 1, 2, 4, 5) are The ratio may be different for each final mode determination table (final mode determination tables 1, 2, 4, 5) or the same ratio.
  Also, the final mode determination table 4 shown in FIG. 50 is a special mode compared to other final mode determination tables (final mode determination table 1, final mode determination table 2, final mode determination table 3, final mode determination table 5). A random number judgment value ratio is assigned so that 5 is easily selected. That is, the effect mode D is a special effect (special mode 5 (so-called premium effect)) compared to other effect modes (effect mode A, effect mode B, effect mode C, effect mode E, effect mode F, effect mode G). ) Is easily executed (selected).
  The final mode determination table 4 is more easily selected as the special mode 5 (special effect (so-called premium effect)) than the other final mode determination tables (the final mode determination tables 1 to 3 and the final mode determination table 5). The random number determination value ratio is allocated as described above, and the random number of the special mode 5 (special effect (so-called premium effect)) of the other final mode determination tables (final mode determination tables 1 to 3 and final mode determination table 5). The determination value ratio may be different for each final aspect determination table (final aspect determination tables 1 to 3 and final aspect determination table 5), or may be the same ratio.
(Pending migration pattern determination table)
52 to 53 are diagrams showing a hold transition pattern determination table that is stored (referenced) in the sub ROM 102b and that is referred to (selected) when determining the transfer pattern until the hold image becomes the final mode.
The hold transition pattern determination table shown in FIGS. 52 to 53 includes a start transition winning designation command from the main control board 101, final mode data, the number of special figure holds, and a hold transfer pattern for determining a hold transfer pattern. The ratio of the random number determination value based on the random number value for determination (0 to 99) is associated with the hold transfer pattern data indicating the transfer pattern up to the final mode, and the hold transfer pattern content is described as a reference.
It should be noted that the random number values for hold transition pattern determination (0 to 99) are allocated so as to have the random number determination value ratios shown in FIGS.
  “→” in the hold transition pattern content column indicates a shift (moving display) of the hold image. When the currently displayed change display ends and the hold image shifts, the hold image is changed according to “→”. It will change. For example, when a game ball wins at the first starting port and the hold transition pattern is determined to be A0460 (special mode 1 → special mode 3 → special mode 5) in step S1306-19, the hold displayed by the win The image is displayed in blue which is the special mode 1, and when the currently performed variable display is finished, the hold image is shifted, the display changes from blue to the red which is the special mode 3, and is currently being performed. When the variable display is completed, the hold image is shifted, and the display changes from red to a rainbow color which is the special mode 5.
  Here, the variable effect pattern determination table 1 to the variable effect pattern determination table 10 (FIGS. 54 to 63) used in the variable effect pattern determination process (FIGS. 36 to 37) described later will be described. As will be described later with reference to FIGS. 36 to 37, when the sub CPU 102a receives a special figure variation pattern designation command from the main control board 101, the special CPU variation pattern designation command and the current game state are set. Processing for determining a variation effect pattern from the variation effect pattern determination table associated with the effect mode is performed.
FIG. 54 is a diagram showing a variation effect pattern determination table 1 stored in the sub ROM 102b and associated with effect mode A set in a low-probability gaming state and a non-time-saving gaming state described later.
FIG. 55 shows the variation effect pattern determination table 2 associated with the effect mode B1 stored in the sub-ROM 102b, which can be set in a special probability variation number of 1 to 30 times in the high-probability gaming state and the short-time gaming state described later. FIG.
FIG. 56 shows the variation effect pattern determination table 3 associated with the effect mode C1 stored in the sub ROM 102b, which can be set in a special probability variation number of 1 to 30 times in a high-probability gaming state and a short-time gaming state, which will be described later. FIG.
FIG. 57 shows the variation effect pattern determination table 4 associated with the effect mode D1 stored in the sub ROM 102b, which can be set in a special probability variation number of 1 to 30 times in the high-probability gaming state and the short-time gaming state described later. FIG.
FIG. 58 shows the variation effect pattern determination table 5 associated with the effect mode E1 stored in the sub ROM 102b, which can be set in a special probability variation number of 1 to 30 times in the high-probability gaming state and the short-time gaming state described later. FIG.
FIG. 59 is associated with the effect mode B2 stored in the sub ROM 102b and set in the special probability variation number of 31 to 74 times in the high probability game state and the short-time game state set in the effect mode B1. It is a figure which shows the variation production pattern determination table.
FIG. 60 is associated with the effect mode C2 stored in the sub ROM 102b and set in the special probability variation number of 31 to 74 times in the high probability game state and the short-time game state set in the effect mode C1. It is a figure which shows the variation production pattern determination table.
FIG. 61 is associated with the effect mode D2 that is stored in the sub-ROM 102b and that is set with a special figure variation number of 31 to 74 times in the high-probability gaming state and the short-time gaming state set in the effect mode D1. It is a figure which shows the variation production pattern determination table.
FIG. 62 is associated with the effect mode E2 stored in the sub ROM 102b and set in the special probability variation number of 31 to 74 times in the high probability game state and the short time game state set in the effect mode E1. It is a figure which shows the variation production pattern determination table.
FIG. 63 shows a variation effect pattern determination table that is stored in the sub ROM 102b and is associated with the effect mode F that is set in the special probability variation number 75 to 84 in the high-probability gaming state and the short-time gaming state described later. FIG.
The variation effect pattern determination tables shown in FIGS. 54 to 63 include special symbol determination results (decision results of jackpot determination), special diagram variation pattern designation commands from the main control board 101, and variations corresponding to the special diagram variation time. Based on the production time (s) of the production, the fluctuation production pattern determination value (0 to 99) for determining the fluctuation production pattern, the fluctuation production pattern determined according to the fluctuation production pattern judgment value, and the fluctuation production pattern Execution presence / absence (execution (◯), non-execution (×)) of each special effect in the change effect is associated, and for reference, the effect contents of the change effect based on the change effect pattern are described.
Note that the variation effect pattern determination values (0 to 99) are appropriately allocated so as to have the random number determination value ratios shown in FIGS. 54 to 63.
(Variation production pattern determination table 1 (production mode A))
The variable effect pattern determination table 1 associated with the effect mode A set in the low-probability gaming state and the non-time-saving gaming state in FIG. 54 gives the game a sense of expectation such as whether to win the first jackpot or the second jackpot. In order to give to the user, as a variation production pattern with different expectations for winning the first jackpot or the second jackpot, a variation production pattern that executes super reach after execution of normal reach, and a variation production that executes special reach after execution of normal reach And a variation effect pattern in which super reach is executed after execution of normal reach, and then special reach is executed.
In addition, in order to give the player a sense of expectation whether or not to win the third big hit or the small hit, there is a variation effect pattern for executing a challenge reach.
  As shown in the variation effect pattern determination table associated with the effect mode A in FIG. 54, when the special symbol determination result is lost, “E6H00H” or “E7H00H” is determined as the special diagram variation pattern designation command. One of “variation effect pattern A-001” to “variation effect pattern A-003” is determined.
  The variation effects of “variation effect pattern A-001” to “variation effect pattern A-003” display a plurality of special effect symbols in a variation effect time as short as 4 seconds (“symbol variation A-1” to “ Symbol variation A-3 "), a variation effect that informs that the determination result of jackpot determination is a loss.
  When “E6H01H” or “E7H01H” is determined as the special symbol variation pattern designation command when the special symbol determination result is “lost”, “variable rendering pattern A-004” to “variable rendering pattern A-006” are determined. "Is determined.
  The variation effects of “variation effect pattern A-004” to “variation effect pattern A-006” display a plurality of special effect symbols in a variable effect time of 8 seconds (“design variation A-4” to “design variation”). Fluctuation A-6 "), which is a variation effect that notifies that the determination result of the jackpot determination is a loss.
  In the case where the special symbol determination result is a loss, when “E6H02H” or “E7H02H” is determined as the special symbol variation pattern designation command, “variation effect pattern A-007” to “variation effect pattern A-009” are determined. "Is determined.
  The variation effects of “variation effect pattern A-007” to “variation effect pattern A-009” display a plurality of special effect symbols in a variable effect time of 12 seconds (“symbol variation A-7” to “symbol variation”). A-9 "), which is a fluctuating effect informing that the determination result of the jackpot determination is a loss.
  When “E6H03H” or “E7H03H” is determined as the special symbol variation pattern designation command when the special symbol determination result is a loss, “variable rendering pattern A-010” to “variable rendering pattern A-012” One of them is determined.
  The variation effects of “variation effect pattern A-010” to “variation effect pattern A-012” display a plurality of special effect symbols in a variable manner, and two special effect symbols (left symbol and right symbol) have the same numerical value. This is a fluctuating effect that performs normal reach (“normal reach 1” to “normal reach 3”) to stop and display and notifies that the determination result of the jackpot determination is lost.
  When “E6H04H” or “E7H04H” is determined as the special figure variation pattern designation command when the special symbol determination result is lost, “variation presentation pattern A-013” to “variation presentation pattern A-015” One of them is determined.
  The variation production of “variation production pattern A-013” to “variation production pattern A-015” is a game in which a character tries a treasure hunt game in which a character searches for a sword of a target item from a plurality of treasure chests after a symbol variation. Depending on the item to be acquired, the jackpot determination will result in a challenge reach ("Challenge Reach 1" to "Challenge Reach 3") that suggests that the result of the jackpot determination is a loss, a third jackpot or a small hit. It is a fluctuating effect informing that the result is a loss.
  When “E6H05H” or “E7H05H” is determined as the special figure variation pattern designation command when the special symbol determination result is lost, “variation presentation pattern A-016” to “variation presentation pattern A-018” One of them is determined.
  The variation production of “variation production pattern A-016” to “variation production pattern A-018” is a game in which a character searches for a cloak of a target item from a plurality of treasure chests after a symbol variation. Depending on the item to be acquired, the jackpot determination will result in a challenge reach ("Challenge Reach 4" to "Challenge Reach 6") that suggests that the result of the jackpot determination is a loss, a third jackpot or a small hit. It is a fluctuating effect informing that the result is a loss.
  When “E6H06H” or “E7H06H” is determined as the special figure variation pattern designation command when the special symbol determination result is “lost”, “variation presentation pattern A-019” to “variation presentation pattern A-022” One of them is determined.
  The variation effects of “variation effect pattern A-019” to “variation effect pattern A-022” display a plurality of special effect symbols in a variable manner, and two symbols (left symbol and right symbol) of the special effect symbols have the same numerical value. The normal reach ("Normal reach 1" to "Normal reach 4") is displayed at the stop, and then the super reach ("Super reach 1" to "Super reach 4"), which has a higher expectation for the big hit than the normal reach, is determined. This is a fluctuating effect that informs that the determination result is lost.
  When “E6H07H” or “E7H07H” is determined as the special figure variation pattern designation command when the special symbol determination result is lost, “variation presentation pattern A-023” to “variation presentation pattern A-026” One of them is determined.
  The variation effects of “variation effect pattern A-023” to “variation effect pattern A-026” display a plurality of special effect symbols in a variable manner, and two symbols (left symbol and right symbol) of the special effect symbols have the same numerical value. Normal reach ("Normal reach 1" to "Normal reach 4") is displayed, and then a special reach ("Special reach 1" to "Special reach 4") with higher expectations for jackpots than normal reach and super reach is performed. This is a fluctuating effect for notifying that the determination result of the jackpot determination is a jackpot.
  When “E6H08H” or “E7H08H” is determined as the special symbol variation pattern designation command when the special symbol determination result is lost, “variable rendering pattern A-027” to “variable rendering pattern A-030” One of them is determined.
  The variation effects of “variation effect pattern A-027” to “variation effect pattern A-030” display a plurality of special effect symbols in a variable manner, and two symbols (left symbol and right symbol) of the special effect symbols have the same numerical value. After performing normal reach (“Normal reach 1” to “Normal reach 4”), and then performing super reach (“Super reach 1” to “Super reach 4”), which has higher expectations for jackpots than normal reach, This is a fluctuating effect that performs special reach (“special reach 1” to “special reach 4”) with a higher expectation for jackpot than super reach and notifies that the jackpot determination result is a loss.
  When “E6H09H” or “E7H09H” is determined as the special figure variation pattern designation command when the special symbol determination result is the first jackpot, “variation presentation pattern A-031” to “variation presentation pattern A-034”. "Is determined.
  The variation effects of “variation effect pattern A-031” to “variation effect pattern A-034” display a plurality of special effect symbols in a variable manner, and two symbols (left symbol and right symbol) of the special effect symbols have the same numerical value. The normal reach ("Normal reach 1" to "Normal reach 4") is displayed at the stop, and then the super reach ("Super reach 1" to "Super reach 4"), which has a higher expectation for the big hit than the normal reach, is determined. This is a fluctuating effect informing that the determination result is a big hit.
  When “E6H0AH” or “E7H0AH” is determined as the special figure variation pattern designation command when the special symbol determination result is the first jackpot, “variation presentation pattern A-035” to “variation presentation pattern A-038”. "Is determined.
  The variation effects of “variation effect pattern A-035” to “variation effect pattern A-038” display a plurality of special effect symbols in a variable manner, and two symbols (left symbol and right symbol) of the special effect symbols have the same numerical value. Normal reach ("Normal reach 1" to "Normal reach 4") is displayed, and then a special reach ("Special reach 1" to "Special reach 4") with higher expectations for jackpots than normal reach and super reach is performed. This is a fluctuating effect for notifying that the determination result of the jackpot determination is a jackpot.
  When “E6H0BH” or “E7H0BH” is determined as the special figure variation pattern designation command when the special symbol determination result is the first jackpot, “variation presentation pattern A-039” to “variation presentation pattern A-042” are determined. "Is determined.
  The variation effects of “variation effect pattern A-039” to “variation effect pattern A-042” display a plurality of special effect symbols in a variable manner, and two symbols (left symbol and right symbol) of the special effect symbols have the same numerical value. After performing normal reach (“Normal reach 1” to “Normal reach 4”), and then performing super reach (“Super reach 1” to “Super reach 4”), which has higher expectations for jackpots than normal reach, This is a fluctuating effect in which a special reach (“special reach 1” to “special reach 4”) having a higher expectation for jackpot than the super reach is performed, and that the determination result of the jackpot determination is a jackpot.
  In the case where the special symbol determination result is the second jackpot, the same variation effect is executed as in the case where the special symbol determination result is the first jackpot, except that the numerical value of the special effect symbol that is stopped and displayed is different.
  When “E6H0FH” or “E7H0FH” is determined as the special figure variation pattern designation command when the special symbol determination result is the third jackpot, “variation presentation pattern A-055” to “variation presentation pattern A-057” are determined. "Is determined.
  The variation effects of “variation effect pattern A-055” to “variation effect pattern A-057” are a game in which a character searches for a sword of a target item from a plurality of treasure chests after a pattern change. Depending on the item to be acquired, the jackpot determination will result in a challenge reach ("Challenge Reach 1" to "Challenge Reach 3") that suggests that the result of the jackpot determination is a loss, a third jackpot or a small hit. This is a fluctuating effect informing that the result is a third big hit or a small hit.
  When “E6H10H” or “E7H10H” is determined as the special figure variation pattern designation command when the special symbol determination result is the third jackpot, “variation presentation pattern A-058” to “variation presentation pattern A-060”. "Is determined.
  The variation production of “variation production pattern A-058” to “variation production pattern A-060” is a game in which the character challenges a treasure hunt game in which a character searches for a cloak of a target item from a plurality of treasure chests after the symbol variation. Depending on the item to be acquired, the jackpot determination will result in a challenge reach ("Challenge Reach 4" to "Challenge Reach 6") that suggests that the result of the jackpot determination is a loss, a third jackpot or a small hit. This is a fluctuating effect informing that the result is a third big hit or a small hit.
  When the special symbol determination result is a small hit, the same variation effect is executed as when the special symbol determination result is the third big hit.
  In the variation effect pattern determination table of the effect mode A, “variation effect pattern A-001” to “variation effect pattern A-066” include “serif notice A”, “character notice A”, “development notice A” as special effects. ”And“ decision effect A ”are associated with information indicating execution (◯) and non-execution (×).
  Here, as will be described later, the “line advance notice” is a jackpot game by displaying on the image display device 13 an effect image in which a later-described character speaks one of a plurality of lines having different expectations for the jackpot. Is a notice effect that gives a sense of expectation that the jackpot determination result is a jackpot. In the effect mode A, as will be described later, any one of “Serif Notice A1” to “Serif Notice A5” of “Selif Notice A” is executed as “Selif Notice”.
  In addition, the “character notice”, as will be described later, notifies the possibility of executing the jackpot game by displaying any image of a plurality of characters having different expectations for the jackpot on the image display device 13. This is a notice effect that gives a sense of expectation that the jackpot determination result is a jackpot. In the effect mode A, as will be described later, any one of “character notice A1” to “character notice A5” of “character notice A” is executed as “character notice”.
  As described later, “development notice” refers to the state of the effect button 17A (non-projecting state or protruding state) or the type of effect image displayed based on the operation of the effect button 17A or the effect lever 19A. In addition to notifying the possibility of developing from the current performance to a higher next performance with a high expectation for the jackpot, the possibility of executing the jackpot game is notified, and the expectation that the judgment result of the jackpot is a jackpot It is a notice effect to give. In the production mode A, as will be described later, “Development Notice A1” or “Development Notice A2” of “Development Notice A” is executed as “Development Notice”.
  In addition, the “decision effect” is an effect for informing the determination of a big hit, as will be described later. When the first big hit or the second big win is won, the first decorative member 16A is moved. In the case of a loss, the effect is that the first decorative member 16A is not operated. In effect mode A, as will be described later, “determined effect A1” or “determined effect A2” of “determined effect A” is executed as “determined effect”.
As shown in FIG. 54, for example, when the special symbol determination result is “variation effect pattern A-031”, “Selif notice A”, “Character notice A”, and “Development notice A” are executed (O), “ Information indicating non-execution (x) of “decision effect A” is associated.
If the sub CPU 102a determines “variation effect pattern A-031” in step S1313-26 of the later-described variation effect pattern determination process, in step S1313-28, “subject notice A”, “character notice” are displayed as special effects. A ”and“ Development notice A ”are confirmed.
The variable effect performed in the high-probability game state and the short-time game state, which is more likely to win the jackpot than the low-probability game state and the non-short-time game state, is a simple effect that does not overwhelm the notice effect.
In addition, in the high-probability gaming state and the short-time gaming state, the maximum of 84 variation effects are effect modes B1 (effect mode C1, effect mode D1, Production mode E1), production mode B2 (production mode C2, production mode D2, production mode E2) performed with 31 to 74 special figure fluctuations, and production mode F with 75 to 84 special figure fluctuations I'm trying to produce different performances.
(Variation effect pattern determination table 2 (effect mode B1))
The variation effect pattern included in the variation effect pattern determination table 2 associated with the effect mode B1 in FIG. 55 is a high-probability gaming state and a short-time game in which the jackpot winning probability is higher than the low-probability gaming state and the non-short-time gaming state described above. It is a variation effect pattern of the variation effect that is executed when the effect mode B1 is set in the special figure variation frequency of 1 to 30 times.
  In such a high-probability gaming state and a short-time gaming state, the player usually has a sense of expectation that it will be easy to win a jackpot. Therefore, in the production mode B1, in order to give the player a sense of expectation that a big win will be won in an early period with a small number of special figure fluctuations, The production of the fluctuation is simpler than the production.
  In the effect mode B1, when the determination result of the jackpot determination is a loss, the special figure change time is longer than that in the effect mode A so that the change effect of the next special figure change frequency is immediately executed at a high rate. Has a variation effect pattern of 2 seconds and a variation effect at a high rate. In addition, when the special effect design changes, when the character develops to reach, the change effect that executes “character reach” (character reach B-1 to character reach B-4) in which characters appearing only in the effect mode B appear. A pattern, a variable effect pattern that executes “music reach” (music reach B-1 to music reach B-2) with the content that a character that appears only in the effect mode B1 sings, and an effect that appears only in the effect mode B1 And a variation effect pattern for executing “VS reach” (VS reach B-1 to VS reach B-3) in which the characters fight each other.
  Further, in the variation effect pattern determination table 2 associated with the effect mode B1, as shown in FIG. 55, random number determinations of the determination pattern 1 to the determination pattern 7 are performed as the random number determination value ratio for determining the variation effect pattern. Value ratios are associated.
  Here, the determination pattern 1 stores all VS reach that can be executed in the rendering mode B when the VS reach that can be executed in the rendering mode B is not stored in the VS reach storage area of the sub RAM 102c. This is the ratio of the random number judgment value to be referred to.
  The determination pattern 2 is a random number determination value ratio that is referred to when only VS reach B-1 is stored in the VS reach storage area of the sub-RAM 102c among the VS reach that can be executed in the rendering mode B.
  The determination pattern 3 is a random number determination value ratio to be referred to when only VS reach B-2 is stored in the VS reach storage area of the sub-RAM 102c among the VS reach executable in the rendering mode B.
  The determination pattern 4 is a random number determination value ratio to be referred to when only VS reach B-3 is stored in the VS reach storage area of the sub-RAM 102c among the VS reach that can be executed in the rendering mode B.
  The determination pattern 5 is a random number that is referred to when VS reach B-1 and VS reach B-2 are stored in the VS reach storage area of the sub-RAM 102c in the VS reach that can be executed in the rendering mode B. This is the judgment value ratio.
  The determination pattern 6 is a random number that is referred to when VS reach B-1 and VS reach B-3 are stored in the VS reach storage area of the sub-RAM 102c in the VS reach that can be executed in the rendering mode B. This is the judgment value ratio.
  The determination pattern 7 is a random number that is referenced when VS reach B-2 and VS reach B-3 are stored in the VS reach storage area of the sub-RAM 102c among the VS reach that can be executed in the rendering mode B. This is the judgment value ratio.
  As shown in the variation effect pattern determination table 2 associated with the effect mode B1 of FIG. 55, “E6H30H” or “E7H30H” is determined as the special diagram variation pattern designation command when the special symbol determination result is lost. In this case, “variable effect pattern B1-001” or “variable effect pattern B1-002” is determined.
  The variation effects of “variation effect pattern B1-001” and “variation effect pattern B1-002” display a plurality of special effect symbols in a variation effect time as short as 2 seconds (“design variation B-1”, “ Symbol variation B-2 "), a variation effect that informs that the determination result of jackpot determination is a loss.
  Further, when the special symbol determination result is lost, and “E6H31H” or “E7H31H” is determined as the special symbol variation pattern designation command, “variation effect pattern B1-003” or “variation effect pattern B1-004”. Is determined. Further, when the special symbol determination result is lost, and “E6H32H” or “E7H32H” is determined as the special symbol variation pattern designation command, “variation effect pattern B1-005” or “variation effect pattern B1-006” is determined. Is determined.
  The variation effects of “variation effect pattern B1-003” to “variation effect pattern B1-006” display a plurality of special effect symbols in a variable manner (“symbol variation B-3”, “symbol variation B-4”, “symbols”). Variation B-5 ”,“ Design Variation B-6 ”), a variation effect informing that the determination result of the jackpot determination is a loss.
  When “E6H33H” or “E7H33H” is determined as the special figure variation pattern designation command when the special symbol determination result is “lost”, “variation presentation pattern B1-007” or “variation presentation pattern B1-008” is displayed. It is determined.
  The variation effect of “variation effect pattern B1-007” and “variation effect pattern B1-008” is a character reach (“character” in which a plurality of special effect symbols are displayed in a variable manner and then characters appearing only in effect mode B appear. Reach B-1 "," Character Reach B-2 "), and a fluctuating effect for notifying that the determination result of the jackpot determination is a loss.
  When “E6H34H” or “E7H34H” is determined as the special figure variation pattern designation command when the special symbol determination result is lost, “variation effect pattern B1-009” or “variation effect pattern B1-010” is displayed. It is determined.
  The variation production of “variation production pattern B1-009” and “variation production pattern B1-010” displays a plurality of special production patterns in a variable manner, and then a music reach that a character appearing only in production mode B sings a song (“ Music reach B-1 "," music reach B-2 "), and a variation effect for notifying that the determination result of the jackpot determination is a loss.
  When “E6H35H” or “E7H35H” is determined as the special symbol variation pattern designation command when the special symbol determination result is lost, “variable rendering pattern B1-011” or “variable rendering pattern B1-012” is It is determined.
  The variation effect of “variation effect pattern B1-011” and “variation effect pattern B1-012” displays a plurality of special effect symbols in a variable manner, and then a character reach (“character” where a character appearing only in effect mode B appears. Reach B-3 ”,“ Character Reach B-4 ”), and a variation effect for notifying that the determination result of the jackpot determination is a loss.
  When “E6H36H” or “E7H36H” is determined as the special symbol variation pattern designation command when the special symbol determination result is “lost”, “variable rendering pattern B1-013”, “variable rendering pattern B1-014” or “Variation effect pattern B1-015” is determined.
  The variation effects of “variation effect pattern B1-013” to “variation effect pattern B1-015” are a VS reach in which a plurality of special effect symbols are displayed in a variable manner, and then characters appearing only in effect mode B fight each other. ("VS reach B-1", "VS reach B-2", "VS reach B-3"), and a fluctuating effect for notifying that the determination result of the jackpot determination is lost.
  When “E6H37H” or “E7H37H” is determined as the special figure variation pattern designation command when the special symbol determination result is the first jackpot, “variation effect pattern B1-016” or “variation effect pattern B1-017” is determined. Is determined. Similarly, when the special figure fluctuation pattern designation command “E6H38H” or “E7H38H” is determined, the “fluctuation presentation pattern B1-018” or “fluctuation presentation pattern B1-019” is changed to the special figure fluctuation pattern designation command “E6H39H”. "Or" E7H39H "is determined," Variation effect pattern B1-020 "," Variation effect pattern B1-021 "or" Variation effect pattern B1-022 "is determined, respectively.
The variation effect of “variation effect pattern B1-016” and “variation effect pattern B1-017” displays a plurality of special effect patterns in a variable manner, and then a character reach (“character” where a character appearing only in effect mode B appears. Reach B-1 "," Character Reach B-2 "), and a variation effect for notifying that the determination result of the jackpot determination is a jackpot.
In addition, the variation effects of “variation effect pattern B1-018” and “variation effect pattern B1-019” display a plurality of special effect patterns in a variable manner, and then a music reach where characters appearing only in effect mode B sing a song. ("Music Reach B-1", "Music Reach B-2") is a fluctuating effect for notifying that the determination result of the jackpot determination is a jackpot.
In addition, the variation effects of “variation effect pattern B1-020” to “variation effect pattern B1-022” display a plurality of special effect symbols in a variable manner, and then the characters appearing only in effect mode B fight each other. VS reach (“VS reach B-1”, “VS reach B-2”, “VS reach B-3”) is performed to notify that the determination result of the jackpot determination is a jackpot.
  In the case where the special symbol determination result is the second jackpot, the same variation effect is executed as in the case where the special symbol determination result is the first jackpot, except that the numerical value of the special effect symbol that is stopped and displayed is different.
  If “E6H3DH” is determined as the special symbol variation pattern designation command when the special symbol determination result is the third jackpot, “variable rendering pattern B1-030” or “variable rendering pattern B1-031” is determined. The
  The variation production of “variation production pattern B1-030” and “variation production pattern B1-031” displays a plurality of special production symbols in a variable manner, and then a character reach (“character” in which characters appearing only in production mode B appear. Reach B-3 ”,“ Character Reach B-4 ”), and a variation effect for notifying that the determination result of the jackpot determination is the third jackpot or the jackpot.
  When the special symbol determination result is a small hit, the same variation effect is executed as when the special symbol determination result is the third big hit.
  In the variation effect pattern determination table of the effect mode B, “variation effect pattern B1-001” to “variation effect pattern B1-033” include “development notice B1” and “decision effect B1” as special effects (◯). , Information indicating non-execution (×) is associated.
For example, the special symbol determination result “variation effect pattern B1-016” is associated with information indicating that “development notice B1” is executed (◯) and “decision effect B1” is not executed (×). .
When the sub CPU 102a determines “variation effect pattern B1-016” in step S1313-26 of the later-described variation effect pattern determination process, the sub CPU 102a executes “development notice B1” as a special effect in step S1313-28. Confirm.
(Variation effect pattern determination table 3 (effect mode C1))
The variation effect pattern included in the variation effect pattern determination table 3 associated with the effect mode C1 of FIG. 56 is a high probability game state and a short time game where the winning probability of jackpot is higher than the low probability game state and the non-short time game state described above. It is a variation effect pattern of a variation effect that is executed when the effect mode C1 is set at the special figure variation frequency of 1 to 30 times.
  In such a high-probability gaming state and a short-time gaming state, the player usually has a sense of expectation that it will be easy to win a jackpot. Therefore, in the production mode C1, in order to give the player a sense of expectation that a big win will be won in an early period when the number of special figure fluctuations is small, The production of the fluctuation is simpler than the production.
  In the effect mode C1, when the determination result of the jackpot determination is a loss, the special figure change time is longer than that in the effect mode A so that the change effect of the next special figure change frequency is immediately executed at a high rate. Has a variation effect pattern of 2 seconds and a variation effect at a high rate. In addition, when the special effect design changes to reach, the change effect that executes “Character Reach” (Character Reach C-1 to Character Reach C-4) in which characters appearing only in the rendition mode C appear. Appears only in the production mode C and the variation production pattern that executes the “music reach” (music reach C-1 to music reach C-2) with the content that the characters that appear only in the production mode C sing a song. And a variation effect pattern for executing “VS reach” (VS reach C-1 to VS reach C-3) in which the characters fight each other.
  In the variation effect pattern determination table 3 associated with the effect mode C1, as shown in FIG. 56, random number determination value ratios of the determination pattern 1 to the determination pattern 7 as random number determination value ratios for determining the variation effect pattern. Are associated.
  Here, the determination pattern 1 stores all VS reach that can be executed in the rendering mode C when the VS reach that can be executed in the rendering mode C is not stored in the VS reach storage area of the sub RAM 102c. This is the ratio of the random number judgment value to be referred to.
  The determination pattern 2 is a random number determination value ratio to be referred to when only the VS reach C-1 is stored in the VS reach storage area of the sub RAM 102c among the VS reach that can be executed in the rendering mode C.
  The determination pattern 3 is a random number determination value ratio to be referred to when only the VS reach C-2 is stored in the VS reach storage area of the sub RAM 102c among the VS reach that can be executed in the rendering mode C.
  The determination pattern 4 is a random number determination value ratio to be referred to when only the VS reach C-3 is stored in the VS reach storage area of the sub RAM 102c among the VS reach executable in the rendering mode C.
  The determination pattern 5 is a random number to be referred to when VS reach C-1 and VS reach C-2 are stored in the VS reach storage area of the sub RAM 102c among the VS reach that can be executed in the rendering mode C. This is the judgment value ratio.
  The determination pattern 6 is a random number referred to when VS reach C-1 and VS reach C-3 are stored in the VS reach storage area of the sub-RAM 102c among the VS reach that can be executed in the rendering mode C. This is the judgment value ratio.
  The determination pattern 7 is a random number that is referred to when VS reach C-2 and VS reach C-3 are stored in the VS reach storage area of the sub-RAM 102c in the VS reach that can be executed in the rendering mode C. This is the judgment value ratio.
  As shown in the variation effect pattern determination table 3 associated with the effect mode C1 in FIG. 56, when the special symbol determination result is lost, “E6H30H” or “E7H30H” is determined as the special diagram variation pattern designation command. In this case, “variable effect pattern C1-001” or “variable effect pattern C1-002” is determined. When “E6H31H” or “E7H31H” is determined as the special figure variation pattern designation command, “variation effect pattern C1-003” or “variation effect pattern C1-004” is determined. When “E6H32H” or “E7H32H” is determined as the special figure variation pattern designation command, “variation effect pattern C1-005” or “variation effect pattern C1-006” is determined.
  The variation effects of “variation effect pattern C1-001” to “variation effect pattern C1-006” display a plurality of special effect symbols in a variable manner (“symbol variation C-1,” “symbol variation C-2”, “symbols” Variation C-3 ”,“ Design Variation C-4 ”,“ Design Variation C-5 ”,“ Design Variation C-6 ”), and a variation effect informing that the determination result of the jackpot determination is a loss.
  When “E6H33H” or “E7H33H” is determined as the special symbol variation pattern designation command when the special symbol determination result is lost, “variable rendering pattern C1-007” or “variable rendering pattern C1-008” is determined. It is determined. When “E6H34H” or “E7H34H” is determined as the special figure variation pattern designation command, “variation effect pattern C1-009” or “variation effect pattern C1-010” is determined. When “E6H35H” or “E7H35H” is determined as the special figure variation pattern designation command, “variation effect pattern C1-011” or “variation effect pattern C1-012” is determined. When “E6H36H” or “E7H36H” is determined as the special figure variation pattern designation command, “variation effect pattern C1-013”, “variation effect pattern C1-014”, or “variation effect pattern C1-015”. Is determined.
The variation production of “variation production pattern C1-007” and “variation production pattern C1-008” displays a plurality of special production symbols in a variable manner, and then a character reach (“character” in which characters appearing only in production mode C appear. Reach C-1 "," Character Reach C-2 "), and a variation effect for notifying that the determination result of the jackpot determination is a loss.
In addition, the variation production of “variation production pattern C1-009” and “variation production pattern C1-010” displays a plurality of special production patterns in a variable manner, and thereafter, a music reach where characters appearing only in production mode C sing a song. ("Music Reach C-1", "Music Reach C-2") is a fluctuating effect for notifying that the determination result of the jackpot determination is a loss.
In addition, the variable effects of “variable effect pattern C1-011” and “variable effect pattern C1-012” are displayed by variably displaying a plurality of special effect patterns, and then a character reach (characters appearing only in effect mode C appears) "Character Reach C-3", "Character Reach C-4"), and a fluctuating effect for notifying that the determination result of the jackpot determination is a loss.
In addition, the variation effects of “variation effect pattern C1-013” to “variation effect pattern C1-015” display a plurality of special effect symbols in a variable manner, and then the characters appearing only in effect mode C fight each other. VS reach ("VS reach C-1", "VS reach C-2", "VS reach C-3") is performed to notify that the determination result of the jackpot determination is a loss.
  When “E6H37H” or “E7H37H” is determined as the special figure variation pattern designation command when the special symbol determination result is the first jackpot, “variation presentation pattern C1-016” or “variation presentation pattern C1-017” is determined. Is determined. Similarly, when the special figure fluctuation pattern designation command “E6H38H” or “E7H38H” is determined, the “fluctuation presentation pattern C1-018” or “fluctuation presentation pattern C1-019” is changed to the special figure fluctuation pattern designation command “E6H39H”. "Or" E7H39H "is determined, the" variable effect pattern C1-020 "," variable effect pattern C1-021 ", or" variable effect pattern C1-022 "is determined.
The variation production of “variation production pattern C1-016” and “variation production pattern C1-017” displays a plurality of special production patterns in a variable manner, and then a character reach (“character” in which characters appearing only in production mode C appear. Reach C-1 "," Character Reach C-2 "), and a variation effect for notifying that the determination result of the jackpot determination is a jackpot.
In addition, the variation effects of “variation effect pattern C1-018” and “variation effect pattern C1-019” display a plurality of special effect patterns in a variable manner, and then a music reach where characters appearing only in effect mode C sing a song. ("Music Reach C-1", "Music Reach C-2") is a fluctuating effect that informs that the determination result of the jackpot determination is a jackpot.
The variation effects of “variation effect pattern C1-020” to “variation effect pattern C1-022” display a plurality of special effect symbols in a variable manner, and then the characters appearing only in effect mode C fight each other. VS reach (“VS reach C-1”, “VS reach C-2”, “VS reach C-3”) is performed to notify that the determination result of the jackpot determination is a jackpot.
  In the case where the special symbol determination result is the second jackpot, the same variation effect is executed as in the case where the special symbol determination result is the first jackpot, except that the numerical value of the special effect symbol that is stopped and displayed is different.
  When the special symbol determination result is the third jackpot and “E6H3DH” is determined as the special symbol variation pattern designation command, “variation rendering pattern C1-030” or “variation rendering pattern C1-031” is determined. The
  The variation production of “variation production pattern C1-030” and “variation production pattern C1-031” displays a plurality of special production patterns in a variable manner, and then a character reach (“character” in which characters appearing only in production mode C appear. Reach C-3 ”,“ Character Reach C-4 ”), and a variation effect for notifying that the determination result of the jackpot determination is the third jackpot or the jackpot.
  When the special symbol determination result is a small hit, the same variation effect is executed as when the special symbol determination result is the third big hit.
  In the variation effect pattern determination table of the effect mode C, “variation effect pattern C1-001” to “variation effect pattern C1-033” include “development notice C1” and “decision effect C1” as special effects (◯). , Information indicating non-execution (×) is associated.
(Variation effect pattern determination table 4 (effect mode D1))
The variation effect pattern included in the variation effect pattern determination table 4 associated with the effect mode D1 of FIG. 57 has a high probability game state and a short time game in which the winning probability of jackpot is higher than the low probability game state and the non-short time game state described above. It is a variation effect pattern of a variation effect that is executed when the effect mode D1 is set in the special figure variation frequency of 1 to 30 times.
  In such a high-probability gaming state and a short-time gaming state, the player usually has a sense of expectation that it will be easy to win a jackpot. Therefore, in the production mode D1, in order to give the player a sense of expectation that a big win will be won in an early period when the number of special figure fluctuations is small, The production of the fluctuation is simpler than the production.
  In the effect mode D1, when the determination result of the jackpot determination is a loss, the special figure change time is higher than that in the effect mode A so that the change effect of the next special figure change frequency is immediately executed at a high rate. Has a variation effect pattern of 2 seconds and a variation effect at a high rate. In addition, when the special effect design changes, when the character develops to reach, the change effect that executes “character reach” (character reach D-1 to character reach D-4) in which characters appearing only in the effect mode D appear. Appears only in the production mode D and the variation production pattern that executes the “music reach” (music reach D-1 to music reach D-2) with the content that the characters that appear only in the production mode D sing a song And a variation effect pattern for executing “VS reach” (VS reach D-1 to VS reach D-3) in which the characters fight each other.
  In the variation effect pattern determination table 4 associated with the effect mode D1, as shown in FIG. 57, random number determination value ratios of the determination pattern 1 to the determination pattern 7 as random number determination value ratios for determining the variation effect pattern. Are associated.
  Here, the determination pattern 1 stores all the VS reach that can be executed in the rendering mode D when the VS reach that can be executed in the rendering mode D is not stored in the VS reach storage area of the sub RAM 102c. This is the ratio of the random number judgment value to be referred to.
  The determination pattern 2 is a random number determination value ratio to be referred to when only VS reach D-1 is stored in the VS reach storage area of the sub RAM 102c among VS reach that can be executed in the rendering mode D.
  The determination pattern 3 is a random number determination value ratio to be referred to when only the VS reach D-2 is stored in the VS reach storage area of the sub RAM 102c in the VS reach that can be executed in the effect mode D.
  The determination pattern 4 is a random number determination value ratio to be referred to when only the VS reach D-3 is stored in the VS reach storage area of the sub RAM 102c among the VS reach executable in the rendering mode D.
  The determination pattern 5 is a random number referred to when the VS reach D-1 and the VS reach D-2 are stored in the VS reach storage area of the sub RAM 102c among the VS reach that can be executed in the effect mode D. This is the judgment value ratio.
  The determination pattern 6 is a random number to be referred to when VS reach D-1 and VS reach D-3 are stored in the VS reach storage area of the sub-RAM 102c among the VS reach executable in the rendering mode D. This is the judgment value ratio.
  The determination pattern 7 is a random number to be referred to when VS reach D-2 and VS reach D-3 are stored in the VS reach storage area of the sub RAM 102c among the VS reach that can be executed in the rendering mode D. This is the judgment value ratio.
  As shown in the variation effect pattern determination table 4 associated with the effect mode D1 in FIG. 57, “E6H30H” or “E7H30H” is determined as the special diagram variation pattern designation command when the special symbol determination result is lost. In this case, “variable effect pattern D1-001” or “variable effect pattern D1-002” is determined. When “E6H31H” or “E7H31H” is determined as the special figure variation pattern designation command, “variation effect pattern D1-003” or “variation effect pattern D1-004” is determined. When “E6H32H” or “E7H32H” is determined as the special figure variation pattern designation command, “variation effect pattern D1-005” or “variation effect pattern D1-006” is determined.
  The variation effects of “variation effect pattern D1-001” to “variation effect pattern D1-006” display a plurality of special effect symbols in a variable manner (“symbol variation D-1”, “symbol variation D-2”, “symbols”). Variation D-3 ”,“ Design Variation D-4 ”,“ Design Variation D-5 ”,“ Design Variation D-6 ”), and a variation effect informing that the determination result of the jackpot determination is a loss.
  When “E6H33H” or “E7H33H” is determined as the special figure variation pattern designation command when the special symbol determination result is “lost”, “variation presentation pattern D1-007” or “variation presentation pattern D1-008” is displayed. It is determined. When “E6H34H” or “E7H34H” is determined as the special figure variation pattern designation command, “variation effect pattern D1-009” or “variation effect pattern D1-010” is determined. When “E6H35H” or “E7H35H” is determined as the special figure variation pattern designation command, “variation effect pattern D1-011” or “variation effect pattern D1-012” is determined. When “E6H36H” or “E7H36H” is determined as the special figure variation pattern designation command, “variation effect pattern D1-013”, “variation effect pattern D1-014”, or “variation effect pattern D1-015”. Is determined.
The variation production of “variation production pattern D1-007” and “variation production pattern D1-008” displays a plurality of special production patterns in a variable manner, and then a character reach (“character” in which characters appearing only in production mode D appear. Reach D-1 ”,“ Character Reach D-2 ”), and a variation effect for notifying that the determination result of the jackpot determination is a loss.
In addition, the variation production of “variation production pattern D1-009” and “variation production pattern D1-010” displays a plurality of special production patterns in a variable manner, and then a music reach where characters appearing only in production mode D sing a song. ("Music Reach D-1", "Music Reach D-2") is a fluctuating effect that informs that the determination result of the jackpot determination is a loss.
In addition, the variable effects of “variable effect pattern D1-011” and “variable effect pattern D1-012” are displayed by variably displaying a plurality of special effect symbols, and then a character reach (characters that appear only in effect mode D appear) “Character Reach D-3”, “Character Reach D-4”), and a fluctuating effect for notifying that the determination result of the jackpot determination is lost.
The variation effects of “variation effect pattern D1-013” to “variation effect pattern D1-015” display a plurality of special effect symbols in a variable manner, and then the characters appearing only in effect mode D fight each other. VS reach (“VS reach D-1”, “VS reach D-2”, “VS reach D-3”) is performed to notify that the determination result of the jackpot determination is lost.
  When “E6H37H” or “E7H37H” is determined as the special figure variation pattern designation command when the special symbol determination result is the first jackpot, “variation effect pattern D1-016” or “variation effect pattern D1-017” is determined. Is determined. Similarly, when the special figure fluctuation pattern designation command “E6H38H” or “E7H38H” is determined, the “fluctuation presentation pattern D1-018” or “fluctuation presentation pattern D1-019” is changed to the special figure fluctuation pattern designation command “E6H39H”. ”Or“ E7H39H ”is determined,“ variable effect pattern D1-020 ”,“ variable effect pattern D1-021 ”, or“ variable effect pattern D1-022 ”is determined.
The variation effects of “variation effect pattern D1-016” and “variation effect pattern D1-017” display a plurality of special effect symbols in a variable manner, and then a character reach (“character” in which characters appearing only in effect mode D appear. Reach D-1 ”,“ Character Reach D-2 ”), and a variation effect for notifying that the determination result of the jackpot determination is a jackpot.
In addition, the variation effects of “variation effect pattern D1-018” and “variation effect pattern D1-019” display a plurality of special effect patterns in a variable manner, and then a music reach where characters appearing only in effect mode D sing a song. ("Music Reach D-1", "Music Reach D-2") is a fluctuating effect for notifying that the determination result of the jackpot determination is a jackpot.
The variation effects of “variation effect pattern D1-020” to “variation effect pattern D1-022” display a plurality of special effect symbols in a variable manner, and then, the characters appearing only in effect mode C fight each other. VS reach (“VS reach D-1”, “VS reach D-2”, “VS reach D-3”) is performed to notify that the determination result of the jackpot determination is a jackpot.
  In the case where the special symbol determination result is the second jackpot, the same variation effect is executed as in the case where the special symbol determination result is the first jackpot, except that the numerical value of the special effect symbol that is stopped and displayed is different.
  When “E6H3DH” is determined as the special symbol variation pattern designation command when the special symbol determination result is the third jackpot, “variable rendering pattern D1-030” or “variable rendering pattern D1-031” is determined. The
  The variation effects of “variation effect pattern D1-030” and “variation effect pattern D1-031” display a plurality of special effect patterns in a variable manner, and then a character reach (“character” in which characters appearing only in effect mode D appear. Reach D-3 ”,“ Character Reach D-4 ”), and it is a fluctuating effect informing that the determination result of the jackpot determination is the third jackpot or the jackpot.
  When the special symbol determination result is a small hit, the same variation effect is executed as when the special symbol determination result is the third big hit.
  In the variation effect pattern determination table of the effect mode D, “variation effect pattern D1-001” to “variation effect pattern D1-033” include “development notice D1” and “decision effect D1” as special effects (◯). , Information indicating non-execution (×) is associated.
(Variation effect pattern determination table 5 (effect mode E1))
The variation effect pattern included in the variation effect pattern determination table 5 associated with the effect mode E1 of FIG. 58 has a high probability game state and a short time game in which the winning probability of jackpot is higher than the low probability game state and the non-short time game state described above. It is a variation effect pattern of a variation effect that is executed when the effect mode D1 is set in the special figure variation frequency of 1 to 30 times.
  In such a high-probability gaming state and a short-time gaming state, the player usually has a sense of expectation that it will be easy to win a jackpot. Therefore, in the production mode E1, in order to give the player a sense of expectation that a big win will be won in an early period with a small number of special figure fluctuations, The production of the fluctuation is simpler than the production.
In the effect mode E1, when the determination result of the jackpot determination is a loss, the special figure change time is longer than that in the effect mode A so that the change effect of the next special figure change frequency is immediately executed at a high rate. Has a variation effect pattern of 2 seconds and a variation effect at a high rate. In addition, when the special effect design changes to reach, the change effect that executes “Character Reach” (Character Reach E-1 to Character Reach E-4) in which characters appearing only in the effect mode E appear. Appears only in the production mode E and the variation production pattern that executes the “music reach” (music reach E-1 to music reach E-2) with the content that the characters that appear only in the production mode E sing a song. And a variation effect pattern for executing “story reach” (story reach E-1 to story reach E-3) of contents to go on a journey to search for a dog where the character has disappeared.
The difference between the variation effect pattern determination table 5 and the variation effect pattern determination table 2 to the variation effect pattern determination table 4 is that the variation effect pattern determination table 5 does not have VS reach.
  As shown in FIG. 58, in the variation effect pattern determination table 5 associated with the effect mode E1, “E6H30H” or “E7H30H” is determined as the special diagram variation pattern designation command when the special symbol determination result is lost. In the case of “change effect pattern E1-001” or “change effect pattern E1-002” being determined. When “E6H31H” or “E7H31H” is determined as the special figure variation pattern designation command, “variation effect pattern E1-003” or “variation effect pattern E1-004” is determined. When “E6H32H” or “E7H32H” is determined as the special figure variation pattern designation command, “variation effect pattern E1-005” or “variation effect pattern E1-006” is determined.
  The variation effects of “variation effect pattern E1-001” to “variation effect pattern E1-006” display a plurality of special effect symbols in a variable manner (“symbol variation E-1”, “symbol variation E-2”, “symbols”). Variation E-3, Symbol Variation E-4, Symbol Variation E-5, Symbol Variation E-6)) is a variation effect informing that the determination result of jackpot determination is a loss.
  When “E6H33H” or “E7H33H” is determined as the special figure variation pattern designation command when the special symbol determination result is a loss, “variation presentation pattern E1-007” or “variation presentation pattern E1-008” is displayed. It is determined. When “E6H34H” or “E7H34H” is determined as the special figure variation pattern designation command, “variation effect pattern E1-009” or “variation effect pattern E1-010” is determined. When “E6H35H” or “E7H35H” is determined as the special figure variation pattern designation command, “variation effect pattern E1-011” or “variation effect pattern E1-012” is determined. When “E6H36H” or “E7H36H” is determined as the special figure variation pattern designation command, “variation effect pattern E1-013”, “variation effect pattern E1-014”, or “variation effect pattern E1-015”. Is determined.
The variation production of “variation production pattern E1-007” and “variation production pattern E1-008” is a character reach (“character” in which a plurality of special production designs are variably displayed and then characters appearing only in production mode E appear. Reach E-1 ”,“ Character Reach E-2 ”), and a variation effect for notifying that the determination result of the jackpot determination is a loss.
In addition, the variation effects of “variation effect pattern E1-009” and “variation effect pattern E1-010” display a plurality of special effect patterns in a variable manner, and then a music reach where characters appearing only in effect mode E sing a song. ("Music Reach E-1", "Music Reach E-2") is a fluctuating effect for notifying that the determination result of the jackpot determination is a loss.
In addition, the variable effects of “variable effect pattern E1-011” and “variable effect pattern E1-012” are displayed by variably displaying a plurality of special effect patterns, and then a character reach (characters appearing only in effect mode E appear) “Character Reach E-3”, “Character Reach E-4”), and a fluctuating effect for notifying that the determination result of the jackpot determination is lost.
Further, the variation effects of “variation effect pattern E1-013” to “variation effect pattern E1-015” display a plurality of special effect patterns in a variable manner, and then search for a pet dog in which the character appearing only in effect mode E disappears. This is a fluctuating effect in which a story reach (“story reach 1”, “story reach 2”, “story reach 3”) of contents to be taken on the trip is performed, and the determination result of the jackpot determination is lost.
  When “E6H37H” or “E7H37H” is determined as the special figure variation pattern designation command when the special symbol determination result is the first jackpot, “variation effect pattern E1-016” or “variation effect pattern E1-017” is determined. Is determined. Similarly, when the special figure fluctuation pattern designation command “E6H38H” or “E7H38H” is determined, the “fluctuation presentation pattern E1-018” or “fluctuation presentation pattern E1-019” is changed to the special figure fluctuation pattern designation command “E6H39H”. "Or" E7H39H "is determined," Variation effect pattern E1-020 "," Variation effect pattern E1-021 "or" Variation effect pattern E1-022 "is determined, respectively.
The variation productions of “variation production pattern E1-016” and “variation production pattern E1-017” display a plurality of special production patterns in a variable manner, and then a character reach (“character” in which characters appearing only in production mode E appear. Reach E-1 ”,“ Character Reach E-2 ”), and a variation effect for notifying that the determination result of the jackpot determination is a jackpot.
In addition, the variation effects of “variation effect pattern E1-018” and “variation effect pattern E1-019” display a plurality of special effect patterns in a variable manner, and then a music reach where characters appearing only in effect mode E sing a song. ("Music Reach E-1", "Music Reach E-2") is a fluctuating effect for notifying that the determination result of the jackpot determination is a jackpot.
In addition, the variation effects of “variation effect pattern E1-020” to “variation effect pattern E1-022” display a plurality of special effect symbols in a variable manner, and then search for a pet dog in which the character appearing only in effect mode E disappears. This is a fluctuating effect in which a story reach (“story reach 1”, “story reach 2”, “story reach 3”) of the contents of the trip is performed and the determination result of the jackpot determination is a jackpot.
  In the case where the special symbol determination result is the second jackpot, the same variation effect is executed as in the case where the special symbol determination result is the first jackpot, except that the numerical value of the special effect symbol that is stopped and displayed is different.
  If “E6H3DH” is determined as the special symbol variation pattern designation command when the special symbol determination result is the third jackpot, “variable rendering pattern E1-030” or “variable rendering pattern E1-031” is determined. The
  The variation effect of “variation effect pattern E1-030” and “variation effect pattern E1-031” displays a plurality of special effect symbols in a variable manner, and then a character reach (“character” in which characters appearing only in effect mode E appear. Reach E-3 ”,“ Character Reach E-4 ”), and a fluctuating effect informing that the determination result of the jackpot determination is the third jackpot or the jackpot.
  When the special symbol determination result is a small hit, the same variation effect is executed as when the special symbol determination result is the third big hit.
  In the variation effect pattern determination table of the effect mode E, “variation effect pattern E1-001” to “variation effect pattern E1-033” include “development notice E1” and “decision effect E1” as special effects (◯). , Information indicating non-execution (×) is associated.
(Variation effect pattern determination table 6 (effect mode B2))
The variation effect pattern included in the variation effect pattern determination table 6 associated with the effect mode B2 of FIG. 59 is a variation of the variation effect that is performed after the number of special figure fluctuations of 31 to 74 times in the high-probability gaming state and the short-time gaming state. It is a production pattern.
The effect mode B2 is different from the effect mode B1 in that it does not have the “music reach” that the effect mode B1 has.
  Similarly to the variation effect pattern determination table 2 associated with the effect mode B1 of FIG. 55, the variation effect pattern determination table 6 associated with the effect mode B2 of FIG. As the random number determination value ratio, determination patterns 1 to 7 are associated.
  Here, the determination pattern 1 stores all VS reach that can be executed in the rendering mode B when the VS reach that can be executed in the rendering mode B is not stored in the VS reach storage area of the sub RAM 102c. This is the ratio of the random number judgment value to be referred to.
  The determination pattern 2 is a random number determination value ratio that is referred to when only VS reach B-1 is stored in the VS reach storage area of the sub-RAM 102c among the VS reach that can be executed in the rendering mode B.
  The determination pattern 3 is a random number determination value ratio to be referred to when only VS reach B-2 is stored in the VS reach storage area of the sub-RAM 102c among the VS reach executable in the rendering mode B.
  The determination pattern 4 is a random number determination value ratio to be referred to when only VS reach B-3 is stored in the VS reach storage area of the sub-RAM 102c among the VS reach that can be executed in the rendering mode B.
  The determination pattern 5 is a random number that is referred to when VS reach B-1 and VS reach B-2 are stored in the VS reach storage area of the sub-RAM 102c in the VS reach that can be executed in the rendering mode B. This is the judgment value ratio.
  The determination pattern 6 is a random number that is referred to when VS reach B-1 and VS reach B-3 are stored in the VS reach storage area of the sub-RAM 102c in the VS reach that can be executed in the rendering mode B. This is the judgment value ratio.
  The determination pattern 7 is a random number that is referenced when VS reach B-2 and VS reach B-3 are stored in the VS reach storage area of the sub-RAM 102c among the VS reach that can be executed in the rendering mode B. This is the judgment value ratio.
  As shown in the variation effect pattern determination table associated with the effect mode B2 of FIG. 59, when “E6H50H” or “E7H50H” is determined as the special diagram variation pattern designation command when the special symbol determination result is lost. In this case, “variable effect pattern B2-001” or “variable effect pattern B2-002” is determined.
  The variation effects of “variation effect pattern B2-001” and “variation effect pattern B2-002” are displayed by varying a plurality of special effect symbols in a variation effect time as short as 2 seconds (“design variation B-1”, “ Symbol variation B-2 "), a variation effect that informs that the determination result of jackpot determination is a loss.
  Further, when the special symbol determination result is a loss, when “E6H51H” or “E7H51H” is determined as the special symbol variation pattern designation command, “variation effect pattern B2-003” or “variation effect pattern B2-004” is determined. Is determined. Further, when the special symbol determination result is lost, and “E6H52H” or “E7H52H” is determined as the special symbol variation pattern designation command, “variation effect pattern B2-005” or “variation effect pattern B2-006” is determined. Is determined.
  The variation effects of “variation effect pattern B2-003” to “variation effect pattern B2-006” display a plurality of special effect symbols in a variable manner (“symbol variation B-3”, “symbol variation B-4”, “symbols”). Variation B-5 ”,“ Design Variation B-6 ”), a variation effect informing that the determination result of the jackpot determination is a loss.
  When “E6H53H” or “E7H53H” is determined as the special symbol variation pattern designation command when the special symbol determination result is lost, “variable rendering pattern B2-007” or “variable rendering pattern B2-008” is displayed. It is determined. Similarly, when the special figure change pattern designation command “E6H54H” or “E7H54H” is determined, “change effect pattern B2-009” or “change effect pattern B2-010” is determined. Similarly, when the special figure variation pattern designation command “E6H55H” or “E7H55H” is determined, “variation effect pattern B2-011”, “variation effect pattern B2-012”, or “variation effect pattern B2-013”. Is determined.
  The variable effects of “variable effect pattern B2-007” to “variable effect pattern B2-010” display a plurality of special effect symbols in a variable manner, and then a character reach (“character” in which characters appearing only in effect mode B appear. Reach B-1 ”,“ Character Reach B-2 ”,“ Character Reach B-3 ”,“ Character Reach B-4 ”), and a fluctuating effect for notifying that the determination result of the jackpot determination is lost. .
  The variation effects of “variation effect pattern B2-011” to “variation effect pattern B2-013” display a plurality of special effect symbols in a variable manner, and then the VS reach that characters appearing only in effect mode B fight each other. ("VS reach B-1", "VS reach B-2", "VS reach B-3"), and a fluctuating effect for notifying that the determination result of the jackpot determination is lost.
  When “E6H56H” or “E7H56H” is determined as the special figure variation pattern designation command when the special symbol determination result is the first jackpot, “variation effect pattern B2-014” or “variation effect pattern B2-015” is determined. Is determined. Similarly, when the special figure fluctuation pattern designation command “E6H57H” or “E7H57H” is determined, “fluctuation effect pattern B2-016”, “fluctuation effect pattern B2-017”, or “fluctuation effect pattern B2-018” is displayed. It is determined.
  The variation production of “variation production pattern B2-014” and “variation production pattern B2-015” displays a plurality of special production patterns in a variable manner, and then a character reach (“character” in which characters appearing only in production mode B appear. Reach B-1 "," Character Reach B-2 "), and a variation effect for notifying that the determination result of the jackpot determination is a jackpot.
  The variation effects of “variation effect pattern B2-016” to “variation effect pattern B2-018” are a VS reach in which a plurality of special effect symbols are displayed in a variable manner, and then characters appearing only in effect mode B fight each other. (“VS reach B-1”, “VS reach B-2”, “VS reach B-3”), and a variation effect for notifying that the determination result of the jackpot determination is a jackpot.
  In the case where the special symbol determination result is the second jackpot, the same variation effect is executed as in the case where the special symbol determination result is the first jackpot, except that the numerical value of the special effect symbol that is stopped and displayed is different.
  When “E6H5AH” or “E7H5AH” is determined as the special figure variation pattern designation command when the special symbol determination result is the third jackpot, “variation presentation pattern B2-024” or “variation presentation pattern B2-025” Is determined.
  The variation effect of “variation effect pattern B2-024” and “variation effect pattern B2-025” is a character reach (“character” in which a plurality of special effect symbols are variably displayed and then characters appearing only in effect mode B appear. Reach B-3 ”,“ Character Reach B-4 ”), and a variation effect for notifying that the determination result of the jackpot determination is the third jackpot or the jackpot.
  In the case where the special symbol determination result is a small hit, a variation effect similar to the case where the special symbol determination result is the third big hit is executed except that the numerical value of the special effect symbol that is stopped and displayed is different.
In the variation effect pattern determination table 6 in the effect mode B2, “variation effect pattern B2-001” to “variation effect pattern B2-027” are executed as special effects “development notice B2” and “decision effect B2” ( O) or non-executable (x) information is associated.
For example, the special symbol determination result “variation effect pattern B2-014” is associated with information indicating execution (◯) of “development notice B2” and “decision effect B2”.
When the sub CPU 102a determines “variation effect pattern B2-014” in step S1313-26 of the later-described variation effect pattern determination process, in step S1313-28, “development notice B2” and “determination effect” are displayed as special effects. Confirm that “B2” is executed.
  The variation effect pattern determination table 7 (effect mode C2), the variation effect pattern determination table 8 (effect mode D2), and the variation effect pattern determination table 9 (effect mode E2) are the variation effect pattern determination table 6 (effect mode B2). Similarly, the difference between the variation effect pattern determination table 3 (effect mode C1), the variation effect pattern determination table 4 (effect mode D1), and the variation effect pattern determination table 5 (effect mode E1) is “music reach”. Since it is the point which does not have and it is the same except that, description of the variation production pattern determination table 7 (production mode C2)-the variation production pattern determination table 9 (production mode E2) is abbreviate | omitted.
(Variation effect pattern determination table 10 (effect mode F))
The variation effect pattern included in the variation effect pattern determination table 10 associated with the effect mode F of FIG. 63 is a variation of the variation effect that is performed after 75 to 84 times the special figure variation number in the high-probability gaming state and the short-time gaming state. It is a production pattern.
  In this effect mode F, there is a variable effect pattern of a variable effect that is executed when the jackpot is not won in the effect mode B2, effect mode C2, effect mode D2 or effect mode E2. As a variation effect pattern having a reach effect different from the effect mode B, the effect mode C, the effect mode D, and the effect mode E, a character performing a janken that appears only in the effect mode F is a character that is an opponent of the janken and a predetermined character. It has a variation production pattern of “Janken production” with the content of performing the number of times. By such a variation effect of the janken effect, the player is made to have a sense of expectation that he / she wants to win a big hit in a state where the remaining number of special figure fluctuations in the high-probability gaming state and the short-time gaming state is small.
  As shown in the variation effect pattern determination table 10 associated with the effect mode F in FIG. 63, when the special symbol determination result is lost, “E6H70H” or “E7H70H” is determined as the special symbol variation pattern designation command. In this case, one of “variation effect pattern F-001” to “variation effect pattern F-003” is determined.
  The variation effects of “variation effect pattern F-001” to “variation effect pattern F-003” are “symbol variation” (“symbol variation F-1” to “symbol variation F-3” which displays a plurality of special effect symbols. )) In the middle of the announcement, “Janken wins once!” And two characters (a friend's character, opponent's character) perform a single janken and the teammate loses. This is a fluctuating effect that informs that the determination result of the jackpot determination is a loss.
  When “E6H71H” or “E7H71H” is determined as the special figure variation pattern designation command when the special symbol determination result is lost, “fluctuation effect pattern F-004” to “fluctuation effect pattern F-006” When any one of them is determined and the special figure variation pattern designation command “E6H72H” or “E7H72H” is determined, any of “variation effect pattern F-007” to “variation effect pattern F-009” is determined. Is determined, and when the special figure variation pattern designation command “E6H73H” or “E7H73H” is determined, any one of “variation effect pattern F-010” to “variation effect pattern F-012” is determined. Is done.
  The fluctuation effects of “fluctuation effect pattern F-004” to “fluctuation effect pattern F-012” are “fluctuation effects” in which “Janken Reach” is executed after “symbol fluctuation” and the determination result of the jackpot determination is lost. It is.
  The fluctuation effects of “fluctuation effect pattern F-004” to “fluctuation effect pattern F-006” notify “win two wins !!” during “symbol fluctuation” in which a plurality of special effect symbols are variably displayed. Two characters (a friend's character, opponent's character) perform the first round of janken, and the ally's character wins, and the subsequent "Janken Reach" ("Janken Reach 1" to "Janken Reach 3") This is a fluctuating effect in which the effect that the ally character loses is played in the second round of Janken and the fact that the determination result of the jackpot determination is lost is informed.
  The fluctuation effects of “fluctuation effect pattern F-007” to “fluctuation effect pattern F-009” are reported as “Janken three wins !!” during “symbol fluctuation” in which a plurality of special effect symbols are variably displayed. Two characters (a friend's character, opponent's character) play the first round of janken, and the ally's character wins, and the subsequent "Janken Reach" ("Janken Reach 4" to "Janken Reach 6") This is a fluctuating effect in which the effect that the ally character wins in the second round of janken wins and the ally character loses in the third round of janken, and the determination result of the jackpot determination is lost.
  The variation effects of “variation effect pattern F-010” to “variation effect pattern F-012” are reported as “Janken 4 wins !!” during “symbol variation” in which a plurality of special effect symbols are variably displayed. Two characters (a friend's character, opponent's character) perform the first round of janken, and the ally's character wins, and the subsequent "Janken Reach" ("Janken Reach 7" to "Janken Reach 9") This is a fluctuating effect that informs the player that the teammate wins in the second and third round of the game, and the teammate loses in the fourth round of the game, and that the jackpot determination result is lost. is there.
  When the special symbol determination result is the first jackpot and “E6H74H” or “E7H74H” is determined as the special symbol variation pattern designation command, “variation effect pattern F-013” to “variation effect pattern F-015” Are determined, and when the special figure variation pattern designation command “E6H75H” or “E7H75H” is determined, among “variation effect pattern F-016” to “variation effect pattern F-018” Is determined, and when the special figure variation pattern designation command “E6H76H” or “E7H76H” is determined, any one of “variation effect pattern F-019” to “variation effect pattern F-021” is determined. Is determined.
  The fluctuation effects of “variation effect pattern F-013” to “fluctuation effect pattern F-015” notify “win two wins !!” during “symbol fluctuation” in which a plurality of special effect symbols are variably displayed. Two characters (a friend's character, opponent's character) perform the first round of janken, and the ally's character wins, and the subsequent "Janken Reach" ("Janken Reach 1" to "Janken Reach 3") This is a fluctuating effect that gives an effect that the ally character wins even in the second round of janken and notifies that the determination result of the jackpot determination is a jackpot.
  The fluctuation effects of “fluctuation effect pattern F-016” to “fluctuation effect pattern F-018” are reported as “Janken 3 wins !!” during “symbol fluctuation” in which a plurality of special effect symbols are displayed in a variable manner. Two characters (a friend's character, opponent's character) play the first round of janken, and the ally's character wins, and the subsequent "Janken Reach" ("Janken Reach 4" to "Janken Reach 6") This is a fluctuating effect in which the effect that the teammate character wins continuously in the second and third rounds of the game is announced, and that the determination result of the jackpot determination is a jackpot.
  The fluctuation effects of “fluctuation effect pattern F-019” to “variation effect pattern F-021” are reported as “Janken 4 wins !!” during “symbol fluctuation” in which a plurality of special effect symbols are variably displayed. Two characters (a friend's character, opponent's character) perform the first round of janken, and the ally's character wins, and the subsequent "Janken Reach" ("Janken Reach 7" to "Janken Reach 9") This is a fluctuating effect that performs an effect of the content that the ally character wins continuously in the second to fourth rounds of the game and informs that the determination result of the jackpot determination is a jackpot.
  In the case where the special symbol determination result is the second jackpot, the same variation effect is executed as in the case where the special symbol determination result is the first jackpot, except that the numerical value of the special effect symbol that is stopped and displayed is different.
  When “E6H7AH” or “E7H7AH” is determined as the special symbol variation pattern designation command when the special symbol determination result is the third jackpot, “variation effect pattern F-031” to “variation effect pattern F-033” are determined. ”Is determined, and when the special figure variation pattern designation command“ E6H7BH ”or“ E7H7BH ”is determined, the variation variation pattern F-034 to variation variation pattern F-036 is selected. If any of them is determined and the special figure variation pattern designation command “E6H7CH” or “E7H7CH” is determined, any one of “variation effect pattern F-037” to “variation effect pattern F-039” is determined. .
  The fluctuation effects of “fluctuation effect pattern F-031” to “fluctuation effect pattern F-033” notify “win two wins !!” during “symbol fluctuation” in which a plurality of special effect symbols are variably displayed. Two characters (a friend's character, opponent's character) perform the first round of janken, and the ally's character wins, and the subsequent "Janken Reach" ("Janken Reach 1" to "Janken Reach 3") In the second round of janken, the effect that the ally character and the opponent's character will be “Aiko”, and a variation effect that informs that the determination result of the jackpot determination is the third jackpot or the jackpot is there.
  The variation effects of “variation effect pattern F-034” to “variation effect pattern F-036” are “symbol variation” (“symbol variation D2-1” to “symbol variation D2-3” which displays a plurality of special effect symbols. )), “Two wins for janken !!” and two characters (a friend's character, opponent's character) perform the first janken and the ally character wins. The character of the ally wins in the second round of janken in “Janken Reach 4” (“Janken Reach 4” to “Janken Reach 6”), and the ally character and the opponent's character in the third round of janken are “Aiko”. This is a fluctuating effect in which the effect of the content is performed and the fact that the determination result of the jackpot determination is the third jackpot or the jackpot is informed.
  The variation effects of “variation effect pattern F-037” to “variation effect pattern F-039” are reported as “Janken 4 wins!” During “symbol variation” in which a plurality of special effect symbols are variably displayed. Two characters (a friend's character, opponent's character) perform the first round of janken, and the ally's character wins, and the subsequent "Janken Reach" ("Janken Reach 7" to "Janken Reach 9") In the second and third rounds, the teammate wins consecutively, and in the fourth round, the teammates and the opponent's characters become “Aiko”. This is a fluctuating effect informing that the determination result is the third big hit or the small hit.
  When the special symbol determination result is a small hit, the same variation effect is executed as when the special symbol determination result is the third big hit.
In “Variation effect pattern F-001” to “Variation effect pattern F-048”, information indicating execution (O) of “Development notice F”, “Character notice F”, and “Decisive effect F” as special effects is included. It is associated.
For example, when the special symbol determination result is “fluctuation effect pattern F-013”, execution of “development notice F” (◯), execution of “character notice F” (○), execution of “decision effect F” (◯) Are associated with each other.
When the sub CPU 102a determines “fluctuation effect pattern F-013” in step S1313-26 of the fluctuating effect pattern determination process described later, in step S1313-28, the sub CPU 102a sets “advance notice F” and “character notice” as special effects. F ”and“ Decisive effect F ”are confirmed.
  As shown in FIG. 55 to FIG. 63, in the specific game state (high probability game state and short-time game state) after the end of the jackpot game, the effect modes B1 to B1 that are executed with the number of times of change of the special symbol is 1 to 30 times. The execution ratio of the special effects is higher in the production mode B2 to the production mode E2 in the production mode B2 to the production mode E2 than the production of the production mode E1. The execution ratio of the special effect is higher in the change effect in the effect mode F that is executed when the number of changes is 75 to 84 times than the change effect.
Further, the variable effect pattern determination table 2 to the variable effect pattern determination table 4 and the variable effect pattern determination table 6 to the variable effect pattern determination table 8 shown in FIGS. 55 to 61 and 59 to 61 are the VS reach of the sub RAM 102c. The execution rate of the VS reach stored in the storage area is low.
For example, in the variation effect pattern determination table 2 in FIG. 55, when VS reach B-1 is stored in the VS reach storage area, the determination pattern 2 is referred to, and the determination result of the jackpot determination is “first”. The execution ratio of VS reach B-1 in the case of “big hit” is 10%. On the other hand, in the determination pattern 1 when no VS reach is stored in the VS reach storage area, the execution ratio of VS reach B-1 when the determination result of the big hit determination is “first big hit” is 33%. It has become.
◇ In addition, the variable effect pattern determination table 2 to the variable effect pattern determination table 4 and the variable effect pattern determination table 6 to the variable effect pattern determination table 8 shown in FIGS. 55 to 61 and 59 to 61 are stored in the VS reach storage area. The stored VS reach is an execution ratio that is not executed when the determination result of the jackpot determination is “losing”, and is executed only when the determination result of the jackpot determination is “big hit”.
For example, in the variation effect pattern determination table 2 of FIG. 55, when VS reach B-1 is stored in the VS reach storage area, the determination pattern 2 is referred to, and the determination result of the jackpot determination is “lost”. The execution ratio of VS reach B-1 is 0%. On the other hand, the execution ratio of VS reach B-1 when the determination result of the jackpot determination is “first jackpot” is 10%.
  Further, as shown in FIGS. 54 to 63, in the present embodiment, the same effect content is provided for the variation effect corresponding to the first special symbol and the variation effect corresponding to the second special symbol. . For example, in the production modes B, C, and D, the VS reach may not be executed in the case of a variable production corresponding to the first special symbol.
In the case of production modes B, C, and D, if VS reach is stored in the VS reach storage area, it may be notified that the change production is stored. For example, it may be performed such as “next time, VS reach B-1 appears to be hot!
In this case, the notification is made only when it is determined that the VS reach in which the VS reach is stored in the VS reach storage area is to be performed in the change effect performed after the currently performed change effect. Alternatively, when it is not performed (so-called “gase effect”), it may be performed.
(Type of each special effect)
64 and 65 are tables that are referred to when the sub CPU 102a determines the variation effect pattern by the variation effect pattern determination table of FIG. 54, and is stored in the sub ROM 102b.
  FIG. 64 is a diagram showing a special effect type determination table for determining the type of each special effect for each variation effect pattern of “effect mode A”. FIG. 64A is a diagram showing a special effect type determination table for determining the type of each special effect for each variation effect pattern of effect mode A when the determination result of the jackpot determination is “losing”. FIG. 64 (b) shows each special effect for each variation effect pattern in effect mode A when the determination result of the jackpot determination is “first jackpot”, “second jackpot”, “third jackpot” or “small jackpot”. It is a figure which shows the special effect type determination table for determining the type of effect.
  In the tables shown in FIGS. 64A and 64B, the execution ratio (%) of “Serif notice A1” to “Serif notice A5” as “Serial notice A” is set, and “Character notice A” is set. The execution ratio (%) of “Character notice A1” to “Character notice A5” is set, the execution ratio (%) of “Development notice A1” to “Development notice A6” as “Development notice A” is set, and “ The execution ratio (%) of “decided effect A1” and “decided effect A2” as “decided effect A” is set.
  FIG. 65 is a diagram showing a special effect information table that stores the setting contents for each type of special effect that can be executed in the variable effect of effect mode A. FIG. 65 (a) is a diagram showing a “Serif Notice A Information Table” that stores the setting contents for each type of “Serial Notice A” in the rendering mode A. FIG. 65B is a diagram showing a “character notice A information table” that stores the setting contents for each type of “character notice A” in the effect mode A. FIG. 65C shows a “development advance notice A information table” that stores the setting contents for each type of “development advance notice A” in effect mode A. FIG. 65 (d) is a diagram showing a “determined effect A information table” that stores the setting contents for each type of “determined effect A” in effect mode A.
  When the sub CPU 102a determines the variation effect pattern based on the variation effect pattern determination table of FIG. 54, which of the special effect types set in the table of FIG. 65 is to be executed is shown in FIGS. It is determined by lottery based on the execution ratio shown in the table.
  “Selif notice A1” is a display of an effect image of “Serif a1” “Ichigo Senkinja!” On the image display device 13. In this “line notice A1”, the effect lever 19A is selected as an operation means in which the operation is effective during the operation effective period. In the operation effective period (for example, an operation effective period X11 described later), the operation of the effect lever 19A is performed. The operation promotion notification that prompts the user is executed. Then, based on the tilting operation being performed on the effect lever 19A during the operation valid period, an effect image (“Character a1”, which will be described later, says “Ichigo Senkinja!” As “Serif a1” ( 89 (see (a-1-4) in FIG. 89) is displayed on the image display device 13, and the third decorative member 16C is moved from the “standby position 3” to the “operation position 3” as a movable member. Perform the corresponding performance.
  “Selif notice A2” is a display of an effect image of “Serif a2” “Is it possible to acquire one hundred cars?” On the image display device 13. In this “serif notice A2”, the effect button 17A is selected as an operation means for which the operation is effective during the operation effective period. In the operation effective period (for example, the operation effective period X11 described later), the operation of the effect button 17A is performed. The operation promotion notification for prompting the user is executed, and the state of the effect button 17A remains in the non-projecting state. Then, based on the fact that the press button 17A is pressed once during the operation effective period, the effect that “character a1”, which will be described later, says “whether 100 characters have been acquired?” As “serif a1”. A corresponding effect such as displaying an image (see (b-1-4) in FIG. 92) on the image display device 13 is executed.
  “Serif notice A3” is the same as “Serif notice A2”, except that the effect image of “Serif a3” “Is it possible to acquire both?” Is displayed on the image display device 13.
  “Selif notice A4” does not set an operation valid period, but displays an effect image of “Serif a4” on the image display device 13 at a predetermined timing. The contents of the production are the same.
  “Selif notice A5” does not set a valid period of operation, and displays a “Serif a5” effect image “Do you earn money?” On the image display device 13 at a predetermined timing. The contents of the production are the same.
  In the tables of FIGS. 64A and 64B, in the “line notice A”, the execution rate of the “line notice A1” is the lowest in the case of a loss, and in the case of a big hit, the “line notice A1”. Is the highest execution rate. That is, the expectation level (reliability) for the jackpot of “Serif notice A1” to “Serif notice A5” is highest in “Serif notice A1” and becomes lower as “Serif notice A2” to “Serif notice A5”. In “Selif Notice A”, the execution ratio of “Selif Notice A1” to “Selif Notice A5” is set.
  “Selif notice A1” in which an operation promotion notice that prompts the operation of the effect lever 19A is executed, and “Selif notice A2” to “Serif notice that an operation prompt notice that prompts the operation of the effect button 17A is executed. It consists of notice A5 ". Then, in the production mode A where the jackpot probability is 1/350, the ratio of lost is considerably higher than the ratio of jackpot etc., and when it is this lost, the operation promotion notification that prompts the operation of the production button 17A is executed. The execution rate of “Serif Notice A2” to “Serif Notice A5” is higher than the execution rate of “Serif Notice A1” in which the operation promotion notification that prompts the operation of the effect lever 19A is executed. Therefore, in the “Selif Notice” effect of the effect mode A in the low-probability gaming state and the non-short-time game state, the ratio of the operation promotion notification that prompts the operation of the effect button 17A is the operation that prompts the operation of the effect lever 19A. It is higher than the rate at which the promotion notification is executed. On the other hand, in the variation production of the production mode A, when the jackpot etc., the ratio of the “character notice A1” in which the operation promotion notification for urging the operation of the production lever 19A is executed is high. The effect that prompts the operation of the effect lever 19A is higher in the jackpot expectation (reliability) than the effect that prompts the operation of the effect button 17A.
  “Character notice A1” is to display the effect image of “Character a2-1” on the image display device 13. In this “character notice A1”, the effect lever 19A is selected as an operation means for which the operation is valid during the operation valid period, and the operation promotion notification is executed during the operation valid period (for example, the operation valid period Y11 described later). Not. Then, based on the tilting operation performed on the effect lever 19A during the operation effective period, an effect image (see (a-2-4) in FIG. 90) of “character a2-1” described later is displayed on the image display device. The corresponding effect of the content displayed on the screen 13 is executed.
  “Character notice A2” is to display the effect image of “Character a2-2” on the image display device 13. In the “character notice A2”, the effect button 17A is selected as an operation means for which the operation is effective during the operation effective period, and the operation promotion notification is executed in the operation effective period (for example, the operation effective period Y11 described later). The effect button 17A remains in the non-projecting state. Then, an effect image of “Character a2-2” (see (b-2-4) in FIG. 93), which will be described later, is generated based on the pressing operation performed once on the effect button 17A during the operation effective period. A corresponding effect such as displaying on the image display device 13 is executed.
  “Character notice A3” is displayed in the same manner as “Character a2-2”, except that an effect image “Character a2-3” (see (c-2-4) in FIG. 96) is displayed on the image display device 13. The content of the performance is the same as “Character notice A2”.
  “Character notice A4” does not set an operation valid period, and instead of “Character notice a2-2”, an effect image of “Character notice a2-4” (not shown) is displayed on the image display device 13 at a predetermined timing. Except for the display, the content of the effect is the same as “Character notice A2”.
  “Character notice A5” does not set an operation valid period, and an effect image of “Character notice a2-5” (not shown) is displayed on the image display device 13 instead of “Character a2-2” at a predetermined timing. Except for the display, the content of the effect is the same as “Character notice A2”.
  In the tables of FIGS. 64A and 64B, in “Character notice A”, the execution rate of “Character notice A1” is the lowest in the case of a loss, and “Character notice A1” in the case of a loss in the case of a big hit. Is the highest execution rate. That is, the expectation (reliability) for the jackpot of “Character notice A1” to “Character notice A5” is highest in “Character notice A1” and decreases as “Character notice A2” to “Character notice A5”. , Execution ratios of “character notice A1” to “character notice A5” are set.
  “Character notice A” is based on “Character notice A1” that displays the effect image of “Character a2-1” on the image display device 13 based on the tilting operation of the effect lever 19A, and on the press operation of the effect button 17A. “Character notice A2” to “Character notice A5” that display effect images of “Character a2-2” to “Character a2-5” on the image display device 13 are configured. When the ratio is higher than the big hit or the like, the ratio at which “character notice A2” to “character notice A5” in which the character image is displayed based on the pressing operation of the effect button 17A is executed is the effect lever. It is higher than the rate at which “character notice A1” in which a character image is displayed based on the tilting operation of 19A is executed. Therefore, in the “character notice A” effect in the effect mode A in the low-probability gaming state and the non-short-time game state, the proportion of the effect that the character image is displayed based on the operation of the effect button 17A is determined by the effect lever. It is higher than the rate at which the effect that the character image is displayed based on the operation of 19A is executed. On the other hand, when it is a big hit or the like, the ratio of executing “character notice A1” in which the character image is displayed based on the tilting operation of the effect lever 19A is high, and based on the operation of the effect button 17A. The effect of displaying the character image based on the operation of the effect lever 19A has a higher jackpot expectation (reliability) than the effect of displaying the character image.
  “Development notice A1” is to display the effect image of “effect a1” on the image display device 13. In the “development notice A1”, the effect lever 19A is selected as an operation means in which the operation is effective during the operation effective period. In the operation effective period (for example, an operation effective period X12 described later), the operation of the effect lever 19A is performed. The operation promotion notification that prompts the user is executed. Then, an effect image of “effect a1” (see (a-3-4) in FIG. 91) is displayed on the image display device 13 based on the tilting operation performed on the effect lever 19A during the operation effective period. At the same time, a corresponding effect such as moving the second decorative member 16B as the movable member from the “standby position 2” to the “operation position 2” is executed.
  “Development notice A2” is to display the effect image of “effect a2” on the image display device 13. In this “advance notice A2”, the effect button 17A is selected as an operation means in which the operation is effective during the operation effective period. In the operation effective period (for example, the operation effective period X12 described later), the operation of the effect button 17A is performed. The operation promotion notification for prompting the user is executed, and the state of the effect button 17A is set to the protruding state. Then, on the basis of the fact that the effect button 17A is pressed once in the operation effective period, the effect image of “effect a2” is displayed on the image display device 13 and the second decorative member 16B as a movable member. A corresponding effect such as moving “standby position 2” to “operation position 2” is executed.
  “Development notice A3” is produced as “Development notice A1” except that the effect image of “effect a3” (not shown) is displayed on the image display device 13 in place of “effect a1” and the movable member is not operated. The contents are the same.
  “Development notice A4” is the same as “Development notice A2” except that the effect button 17A is set to the non-projecting state during the operation effective period.
  “Development notice A5” is produced as “Development notice A1” except that the effect image of “effect a2” (not shown) is displayed on the image display device 13 in place of “effect a1” and the movable member is not operated. The contents are the same.
  “Development notice A6” displays the effect image of “effect a3” (not shown) in place of “effect a2” on the image display device 13 in place of “effect a2” in the operation effective period, and the movable member The content of the production is the same as “Development notice A2” except that is not operated.
  In the tables of FIGS. 64A and 64B, the “development notice A1” has the highest degree of expectation (reliability) for the jackpots of “development notice A1” to “development notice A6” in “development notice A1”. The execution ratio of “development notice A1” to “development notice A6” is set so as to become lower as it becomes “development notice A2” to “development notice A6”.
  “Development notice A1”, “Development notice A1”, “Development notice A3”, and “Development notice A5” in which operation promotion notifications that prompt the operation of the effect lever 19A are executed, and operation promotion notifications that prompt the operation of the effect button 17A are executed. "Development notice A2", "Development notice A4", and "Development notice A6". Then, in the production mode A where the jackpot probability is 1/350, the ratio of lost is considerably higher than the ratio of jackpot etc., and when it is this lost, the operation promotion notification that prompts the operation of the production button 17A is executed. “Development notice A1”, “Development notice A3”, “Development notice A5” are executed when the execution ratio of “Development notice A2”, “Development notice A4”, and “Development notice A6” is executed to prompt the operation of the effect lever 19A. Is higher than the execution rate. Therefore, in the “development notice” effect in the effect mode A in the low-probability gaming state and the non-time-saving game state, the ratio of the operation promotion notification that prompts the operation of the effect button 17A is the operation that prompts the operation of the effect lever 19A. It is higher than the rate at which the promotion notification is executed. On the other hand, in the variation production of the production mode A, when the jackpot or the like, the ratio of execution of the operation promotion notification that prompts the operation of the production lever 19A is high, and the production that prompts the operation of the production button 17A. However, the direction that encourages the operation of the effect lever 19A has a higher expectation level (reliability).
  In the tables of FIGS. 64 (a) and 64 (b), in the variable production that develops from “super reach” to “special reach”, the production button 17A is projected at a high rate during the operation effective period. In the variable production that does not develop from “Special Reach”, the execution ratio of “Development Notice A1” to “Development Notice A6” is set so that the production button 17A is in a non-protruding state at a high rate during the operation valid period. ing.
  “Decision effect A1” moves the first decorative member 16A as a movable member and displays the effect image of “flash” on the image display device 13 (see (b-3-4) in FIG. 94). ). In this “determined effect A1”, the effect lever 19A is selected as an operation means in which the operation is effective during the operation effective period. In the operation effective period (for example, the operation effective period X22 described later), the operation of the effect lever 19A is performed. The operation promotion notification that prompts the user is executed. Then, based on the tilting operation performed on the effect lever 19A during the operation effective period, an effect image of “flash a1” is displayed on the image display device 13 and the first decorative member 16A is set to “standby position 1”. A corresponding effect such as moving to “operation position 1-2” is executed.
  “Decision effect A2” moves the first decorative member 16A as a movable member and displays an effect image of “flash a2” on the image display device 13 (see (b-3-4) in FIG. 94). ). In the “decided effect A2”, the effect button 17A is selected as an operation means in which the operation is effective during the operation effective period. In the operation effective period (for example, the operation effective period X22 described later), the operation of the effect button 17A is performed. The operation promotion notification for prompting the user is executed, and the state of the effect button 17A is set to the protruding state. Then, on the basis of the fact that the effect button 17A is pressed once in the operation effective period, the effect image “flash” a2 is displayed on the image display device 13, and the first decorative member 16A is set to “standby”. A corresponding effect such as moving from “position 1” to “operation position 1-2” is executed.
  In the tables of FIGS. 64A and 64B, in “decision effect A”, the expectation (reliability) for the big hits of “decision effect A1” and “decision effect A2” is “determined” than “decision effect A2”. The execution ratio of “decided effect A1” and “decided effect A2” is set so that “effect A1” is higher. That is, the “decision effect A1” is determined at a higher rate when the determination result of the jackpot determination is a win (first to third jackpots, a small hit) than when the determination result of the jackpot determination is a loss. The
  The “decision effect A” is composed of “decision effect A1” in which an operation promotion notification that prompts the operation of the effect lever 19A is executed, and “decision effect A2” in which an operation promotion notification that prompts the operation of the effect button 17A is executed. Is done. Then, in the production mode A where the jackpot probability is 1/350, the ratio of lost is considerably higher than the ratio of jackpot etc., and when it is this lost, the operation promotion notification that prompts the operation of the production button 17A is executed. The execution ratio of “decided effect A2” is higher than the execution ratio of “decided effect A1” in which the operation promotion notification that prompts the operation of the effect lever 19A is executed. Therefore, in the “decision effect” of the effect mode A in the low-probability gaming state and the non-short-time game state, the ratio of the operation promotion notification that prompts the operation of the effect button 17A is the operation promotion that prompts the operation of the effect lever 19A. It is higher than the rate at which notification is executed. On the other hand, when the “decision effect” in the effect mode A is a big hit or the like, the ratio of execution of the operation promotion notification prompting the operation of the effect lever 19A is high, and the operation of the effect button 17A is prompted. The effect of prompting the operation of the effect lever 19A is higher than the effect, and the expectation degree of jackpot (reliability) is higher.
66 and 67 are tables that are referred to when the sub CPU 102a determines a variation effect pattern by the variation effect pattern determination table of FIG. 55, and is stored in the sub ROM 102b.
FIG. 66 is a diagram illustrating a special effect type determination table for determining the type of each special effect for each variation effect pattern of the “effect mode B1”. FIG. 66A is a diagram showing a special effect type determination table for determining the type of each special effect for each variation effect pattern of the effect mode B1 when the determination result of the jackpot determination is “losing”. FIG. 66 (b) shows each special effect for each variation effect pattern in effect mode B1 when the determination result of the jackpot determination is “first jackpot”, “second jackpot”, “third jackpot” or “small jackpot”. It is a figure which shows the special effect type determination table for determining the type of effect.
  In the tables shown in FIGS. 66A and 66B, execution rates (%) of “development notice B1-1” and “development notice B1-2” as “development notice B1” are set. The execution ratio (%) of “decided effect B1-1” and “decided effect B1-2” as “B1” is set.
  FIG. 67 is a diagram showing a special effect information table stored in the sub ROM 102b for storing the setting contents for each type of special effect that can be executed in the variable effect of the effect mode B1. FIG. 67A shows a “development notice B1 information table” that stores the setting contents for each type of “development notice B1” in the production mode B1. FIG. 67B is a diagram showing a “decision effect B1 information table” that stores setting contents for each type of “decision effect B1” in the effect mode B1.
  When the sub CPU 102a determines the variation effect pattern based on the variation effect pattern determination table of FIG. 55, which of the types of special effects set in the table of FIG. 67 is to be executed is shown in FIGS. 66 (a) and 66 (b). It is determined by lottery based on the execution ratio shown in the table.
  “Development notice B1-1” displays the effect image of “effect b1” on the image display device 13. In the “development notice B1-1”, an operation effective period (for example, an operation effective period X41, which will be described later) for enabling the operation on the effect button 17A is set, and an operation promotion that prompts the operation of the effect button 17A in the operation effective period Notification is executed (see (d-2-1) in FIG. 102). Then, based on the fact that the effect button 17A is pressed once in the operation effective period, the effect image of “effect b1” (see (d-2-3) in FIG. 102) is displayed on the image display device 13. A corresponding effect such as displaying on the screen is executed.
  “Development notice B1-2” is for displaying the effect image of “effect b2” on the image display device 13. In this “development notice B1-2”, an operation effective period (for example, an operation effective period X41 described later) for enabling the operation on the effect lever 19A is set, and the operation promotion for prompting the operation of the effect lever 19A in the operation effective period is set. Notification is executed (see (d-2-2) in FIG. 102). Then, based on the tilting operation performed on the effect lever 19A during the operation effective period, an effect image of “effect b2” (see (d-2-3) in FIG. 102) is displayed on the image display device 13. The corresponding effect of the content such as is executed.
  In the tables of FIGS. 66A and 66B, in “Development Notice B1”, the expectation level (reliability) for the “Development Notice B1-1” and “Development Notice B1-2” is “Development Notice B1- The execution ratio of “Development Notice B1-1” and “Development Notice B1-2” is set so that “2” is higher than “Development Notice B1-1”.
  The “Development Notice B1” includes “Development Notice B1-1” in which an operation promotion notification that prompts the operation of the effect button 17A is executed, and “Development Notice B1-2” in which an operation promotion notification that prompts the operation of the effect lever 19A is executed. ]. In the production mode B1 in which the probability of loss is 1 / 1.02 and in the short-time game state, the percentage of lost is considerably higher than the percentage of jackpot etc. The execution ratio of “development effect B1-2” in which the operation promotion notification for prompting the operation of 19A is executed is higher than the execution ratio of “development effect B1-1” in which the operation promotion notification for prompting the operation of the effect button 17A is executed. high. Therefore, in the “development effect” in the effect mode B1 in the high-probability gaming state and the short-time game state, the operation promotion notification that prompts the operation of the effect button 17A is performed at a rate that the operation promotion notification that prompts the operation of the effect lever 19A is executed. Is higher than the rate at which it is executed. On the other hand, in the “development notice” in the production mode B1, when the jackpot or the like, the ratio of executing the operation promotion notification that prompts the operation of the production button 17A is high, and the operation of the production lever 19A is urged. The effect of prompting the operation of the effect button 17A is higher than the effect of the jackpot expectation (reliability).
  “Decision effect B1-1” moves the first decorative member 16A as a movable member and displays an effect image of “flash b1” on the image display device 13 ((d-3-4 in FIG. 103). )reference). In the “decision effect B1-1”, the effect button 17A is selected as an operation means that enables the operation during the operation effective period. In the operation effective period (for example, an operation effective period X42 described later), the effect button 17A is selected. The operation promotion notification that prompts the user to perform the operation is executed (see (d-3-2) in FIG. 103). Then, based on one press operation on the effect button 17A during the operation effective period, an effect image of “flash b1” is displayed on the image display device 13, and the first decorative member 16A is set to “standby position 1”. To the “operation position 1-2” is executed.
  “Decision effect B1-2” moves the first decorative member 16A as a movable member and displays an effect image of “flash b2” on the image display device 13 ((d-3-4 in FIG. 103). )reference). In the “determination effect B1-2”, the effect lever 19A is selected as an operation means that is effective during the operation effective period. In the operation effective period (for example, the operation effective period X42 described later), the effect lever The operation promotion notification that prompts the operation of 19A is executed (see (d-3-3) in FIG. 103). Then, based on the tilting operation performed on the effect lever 19A during the operation effective period, the effect image of “flash b2” is displayed on the image display device 13, and the first decorative member 16A is moved from “standby position 1” to “ A corresponding effect such as moving to the operation position 1-2 ”is executed.
  In the tables of FIGS. 66A and 66B, in “decided effect B1”, the expectation level (reliability) for the big hits of “decided effect B1-1” and “decided effect B1-2” is “decided effect B1- The execution ratio of “decided effect B1-1” and “decided effect B1-2” is set so that “decided effect B1-2” is higher than “1”. That is, the ratio of “decision effect B1-1” is higher when the determination result of the jackpot determination is a win (first to third jackpots, a small hit) than when the determination result of the jackpot determination is a loss. It is determined.
  The “decision effect B1” includes “decision effect B1-1” in which an operation promotion notification that prompts an operation of the effect button 17A is executed, and “decision effect B1-2” in which an operation promotion notification that prompts an operation of the effect lever 19A is executed. ]. In the production mode B1 in the high-probability gaming state and the short-time gaming state, the execution ratio of “decision production B1-2” in which the operation promotion notification that prompts the operation of the production lever 19A is executed causes the operation of the production button 17A. It is higher than the execution ratio of “decision effect B1-1” in which the prompting operation promotion notification is executed. Therefore, in the “decision effect” of the effect mode B1 in the high-probability gaming state and the short-time game state, the operation promotion notification that prompts the operation of the effect button 17A is performed at a rate that the operation promotion notification that prompts the operation of the effect lever 19A is executed. Is higher than the rate at which it is executed. On the other hand, in the case of a big hit or the like, in the “decision effect” of the effect mode B1, the ratio of the operation promotion notification that prompts the operation of the effect button 17A is high, and the operation of the effect lever 19A is urged. The effect of prompting the operation of the effect button 17A is higher than the effect of the jackpot expectation (reliability).
  68 and 69 are tables that are referred to when the sub CPU 102a determines the variation effect pattern by the variation effect pattern determination table of FIG. 59, and is stored in the sub ROM 102b.
  FIG. 68 is a diagram showing a special effect type determination table for determining the type of each special effect for each variation effect pattern of the “effect mode B2”. FIG. 68A is a diagram showing a special effect type determination table for determining the type of each special effect for each variation effect pattern in effect mode B2 when the determination result of the jackpot determination is “losing”. FIG. 68B shows each special effect for each variation effect pattern in effect mode B2 when the determination result of the jackpot determination is “first jackpot”, “second jackpot”, “third jackpot” or “small jackpot”. It is a figure which shows the special effect type determination table for determining the type of effect.
  In the tables shown in FIGS. 68A and 68B, execution rates (%) of “development notice B2-1” and “development notice B2-2” as “development notice B2” are set. The execution ratio (%) of “decided effect B2-1” and “decided effect B2-2” as “B2” is set.
  FIG. 69 is a diagram showing a special effect information table stored in the sub ROM 102b for storing the setting contents for each type of special effect that can be executed in the variable effect of the effect mode B2. FIG. 69A is a diagram showing an “development advance notice B2 information table” that stores the setting contents for each type of “development advance notice B2” in the production mode B2. FIG. 69B is a diagram showing a “decision effect B2 information table” that stores setting contents for each type of “decision effect B2” in the effect mode B2.
  When the sub CPU 102a determines the variation effect pattern based on the variation effect pattern determination table of FIG. 59, which of the types of special effects set in the table of FIG. 69 is to be executed is shown in FIGS. It is determined by lottery based on the execution ratio shown in the table.
  “Development notice B2-1” is for displaying the effect image of “effect c1” on the image display device 13. In the “development notice B2-1”, an operation valid period for validating the operation on the effect button 17A is set, and an operation promotion notification for urging the operation of the effect button 17A is executed in the operation valid period. Then, a corresponding effect such as displaying an effect image of “effect c1” on the image display device 13 based on one press operation on the effect button 17A in the operation effective period is executed.
  “Development notice B2-2” is for displaying the effect image of “effect c2” on the image display device 13. In the “development notice B2-2”, an operation effective period in which an operation on the effect lever 19A is enabled is set, and an operation promotion notification for urging the operation of the effect lever 19A is executed in the operation effective period. Then, on the basis of the fact that the tilting operation is performed on the effect lever 19A during the operation effective period, the corresponding effect such as displaying the effect image of “effect c2” on the image display device 13 is executed.
  In the tables of FIGS. 68A and 68B, the “development notice B2” has an expectation level (reliability) for the jackpot of “development notice B2-1” and “development notice B2-2” as “development notice B2-”. The execution ratios of “Development Notice B2-1” and “Development Notice B2-2” are set so that “2” is higher than “Development Notice B2-1”.
  “Development notice B2-2” includes “Development notice B2-1” in which an operation promotion notice for urging the operation of the effect button 17A is executed, and “Development notice B2-2” in which an operation promotion notice to promote the operation of the effect lever 19A is executed. ]. In the production mode B2 in which the loss probability is 1 / 1.02 and the short-time gaming state, the loss ratio is considerably higher than the ratio of jackpot etc. The execution ratio of “development effect B2-2” in which the operation promotion notification for prompting the operation of 19A is executed is higher than the execution ratio of “development effect B2-1” in which the operation promotion notification for prompting the operation of the effect button 17A is executed. high. Therefore, in the “development effect” of the effect mode B2 in the high-probability gaming state and the short-time game state, the operation promotion notification that prompts the operation of the effect button 17A is performed at a ratio that the operation promotion notification that prompts the operation of the effect lever 19A is executed. Is higher than the rate at which it is executed. On the other hand, in the “development notice” of the production mode B2, when the jackpot or the like, the ratio of the operation promotion notification that prompts the operation of the production button 17A is high, and the operation of the production lever 19A is urged. The effect of prompting the operation of the effect button 17A is higher than the effect of the jackpot expectation (reliability).
  “Decision effect B2-1” moves the first decorative member 16A as a movable member and displays the effect image of “flash c1” on the image display device 13. In this “decision effect B2-1”, the effect button 17A is selected as an operation means for which the operation is effective during the operation effective period, and an operation promotion notification that prompts the operation of the effect button 17A is executed during the operation effective period. Is done. Then, based on a single pressing operation on the effect button 17A during the operation effective period, an effect image of “flash c1” is displayed on the image display device 13, and the first decorative member 16A is displayed on the “standby position 1”. To the “operation position 1-2” is executed.
  “Decision effect B2-2” moves the first decorative member 16A as a movable member and displays an effect image of “flash c2” on the image display device 13. In this “decision effect B2-2”, the effect lever 19A is selected as an operation means that is effective during the operation effective period, and during the operation effective period, an operation promotion notification that prompts the operation of the effect lever 19A is executed. Is done. Then, based on the tilting operation performed on the effect lever 19A during the operation effective period, the effect image of “flash c2” is displayed on the image display device 13, and the first decorative member 16A is moved from “standby position 1” to “ A corresponding effect such as moving to the operation position 1-2 ”is executed.
  In the tables of FIGS. 68A and 68B, in “decision effect B2,” the expectation level (reliability) for the big hits of “decision effect B2-1” and “decision effect B2-2” is “decision effect B2-”. The execution ratio of “decided effect B2-1” and “decided effect B2-2” is set so that “decided effect B2-2” is higher than “1”. That is, the ratio of “decision effect B2-2” is higher when the determination result of the jackpot determination is a win (first to third jackpots, a small hit) than when the determination result of the jackpot determination is a loss. It is determined.
  “Decision effect B2” includes “determination effect B2-1” in which an operation promotion notification that prompts the user to operate the effect button 17A is executed, and “decision effect B2-2” in which an operation promotion notification that prompts the user to operate the effect lever 19A is executed. ]. In the production mode B2 in the high-probability gaming state and the short-time gaming state, when the game is lost, the execution ratio of the “decision production B2-2” in which the operation promotion notification that prompts the operation of the production lever 19A is executed is It is higher than the execution ratio of “decision effect B2-1” in which the operation promotion notification for prompting the operation of the button 17A is executed. Therefore, in the “decision effect” of the effect mode B2 in the high-probability gaming state and the short-time game state, the operation promotion notification that prompts the operation of the effect button 17A is performed at a ratio that the operation promotion notification that prompts the operation of the effect lever 19A is executed. Is higher than the rate at which it is executed. On the other hand, in the case of a big hit or the like, in the “decided effect” of the effect mode B2, the ratio of executing the operation promotion notification that prompts the operation of the effect button 17A is high, and the operation of the effect lever 19A is urged. The effect of prompting the operation of the effect button 17A is higher than the effect of the jackpot expectation (reliability).
  70 and 71 are tables that are referred to when the sub CPU 102a determines a variation effect pattern by the variation effect pattern determination table of FIG. 63, and is stored in the sub ROM 102b.
  FIG. 70 is a diagram showing a special effect type determination table for determining the type of each special effect for each variation effect pattern of “effect mode F”. FIG. 70A is a diagram showing a special effect type determination table for determining the type of each special effect for each variation effect pattern of the effect mode F when the determination result of the jackpot determination is “losing”. FIG. 70 (b) shows each special variation for each variation effect pattern in effect mode F when the determination result of the jackpot determination is “first jackpot”, “second jackpot”, “third jackpot” or “small jackpot”. It is a figure which shows the special effect type determination table for determining the type of effect.
  In the tables shown in FIGS. 70A and 70B, execution ratios (%) of “Development notice F1” and “Development notice F2” as “Development notice F” are set, and “Decision effect F” is set. The execution ratio (%) of “decided effect F1” and “decided effect F2” is set.
  FIG. 71 is a diagram showing a special effect information table stored in the sub ROM 102b for storing the setting contents for each type of special effect that can be executed in the variable effect of the effect mode F. FIG. 71 (a) is a diagram showing an “development notice F information table” that stores the setting contents for each type of “development notice F” in the production mode F. FIG. 71 (b) is a diagram showing a “character notice F information table” that stores the setting contents for each type of “character notice F” in the rendering mode F. FIG. 71 (c) is a diagram showing a “decision effect F information table” that stores the setting contents for each type of “decision effect F” in the effect mode F.
  When the sub CPU 102a determines the variable effect pattern by the variable effect pattern determination table 10 of FIG. 63, which of the types of special effects set in the table of FIG. 71 is executed is shown in FIGS. ) And determined by lottery based on the execution ratio shown in the table.
  “Development notice F1” displays an effect image of “effect d1” (see (h-3-3) in FIG. 104) on the image display device 13. In this “development notice F1”, an operation effective period (for example, an operation effective period X191 described later) for validating the operation on the effect button 17A is set, and an operation promotion notification that prompts the operation of the effect button 17A in the operation effective period is set. Is executed. Then, a corresponding effect such as displaying an effect image of “effect d1” on the image display device 13 is executed based on a single pressing operation on the effect button 17A during the operation effective period.
  “Development notice F2” is for displaying the effect image of “effect d1” (see (h-3-3) in FIG. 104) on the image display device 13. In this “development notice F2”, an operation effective period (for example, an operation effective period X191 described later) for enabling the operation on the effect lever 19A is set, and an operation promotion notification for prompting the operation of the effect lever 19A in the operation effective period is set. Is executed. Then, based on the tilting operation performed on the effect lever 19A during the operation effective period, a corresponding effect such as displaying an effect image of “effect d2” on the image display device 13 is executed.
  In the tables of FIGS. 70A and 70B, in “Development Notice F”, the expectation (reliability) for the jackpot of “Development Notice F1” and “Development Notice F2” is “Development Notice F2”. The execution ratio of “development notice F1” and “development notice F2” is set to be higher than “F1”.
  The “development notice F” is composed of “development notice F1” in which an operation promotion notification that prompts the operation of the effect button 17A is executed, and “development notice F2” in which an operation promotion notification that prompts the operation of the effect lever 19A is executed. Is done. In the production mode F that is a high-probability gaming state in which the loss probability is 1 / 1.02 and the short-time gaming state, the percentage of lost is considerably higher than the percentage that is a big hit, and is lost in the production mode F. In this case, the execution rate of the “development effect F2” in which the operation promotion notification for prompting the operation of the effect lever 19A is executed is higher than the execution rate of “development effect F1” in which the operation promotion notification for prompting the operation of the effect button 17A is executed. high. Therefore, in the “development effect” of the effect mode F that is the high-probability gaming state and the short-time game state, the operation promotion notification that prompts the operation of the effect button 17A is performed at a rate that the operation promotion notification that prompts the operation of the effect lever 19A is executed. Is higher than the rate at which it is executed. On the other hand, in the “development notice” in the production mode F, when the ratio is a big hit or the like that is lower than the loss, the rate at which the operation promotion notification that prompts the operation of the production button 17A is executed is high. The effect that prompts the operation of the effect button 17A is higher in the jackpot expectation (reliability) than the effect that prompts the operation of the lever 19A.
  “Character notice F1” is to display an effect image of “Character d1” on the image display device 13. In this “character notice F1”, the effect button 17A is selected as an operation means for which the operation is effective during the operation effective period, and the operation promotion notification is executed in the operation effective period (for example, the operation effective period Y101 described later). (See (h-4-1) in FIG. 105). Then, an effect image of “character d1” described later (see (h-4-3) in FIG. 105) is displayed on the basis of one press operation on the effect button 17A during the operation effective period. A corresponding effect such as displaying on the device 13 is executed.
  “Character notice F2” is the same as “Character notice F1” except that an effect image of “Character d2” (not shown) is displayed on the image display device 13 instead of “Character d1”.
  “Character notice F3” is for displaying the effect image of “Character d3” on the image display device 13. In this “character notice F3”, the effect lever 19A is selected as an operation means for which the operation is valid during the operation valid period, and the operation promotion notification is executed during the operation valid period (for example, the operation valid period Y101 described later) (See (h-4-1) in FIG. 105). Then, based on the tilting operation being performed on the effect lever 19A during the operation effective period, a corresponding effect such as displaying an effect image of “Character d3” on the image display device 13 is executed.
  In the tables of FIGS. 70A and 70B, in “Development notice F”, “Character notice F1” has the highest degree of expectation (reliability) for jackpots of “Character notice F1” to “Character notice F3”. The execution ratio of “character notice F1” to “character notice F3” is set so as to become lower as “character notice F2” and “character notice F3”.
  “Character notice F” includes “Character notice F1” and “Character notice F2” in which an operation promotion notification that prompts an operation of the effect button 17A is executed, and “Character notice in advance” that an operation prompt notification that prompts an operation of the effect lever 19A is executed. F3 ". In the production mode F in the high-probability gaming state and the short-time gaming state, the execution rate of the “development effect F3” in which the operation promotion notification that prompts the operation of the effect lever 19A is executed is the operation that prompts the operation of the effect button 17A. It is higher than the execution ratio of “Character notice F1” and “Character notice F2” in which the promotion notification is executed. Therefore, in the “development effect” of the effect mode F that is the high-probability gaming state and the short-time game state, the operation promotion notification that prompts the operation of the effect button 17A is performed at a rate that the operation promotion notification that prompts the operation of the effect lever 19A is executed. Is higher than the rate at which it is executed. On the other hand, in the “development notice” of the production mode F, when the jackpot is given, the ratio of executing the operation promotion notification that prompts the operation of the production button 17A is high, and the operation of the production lever 19A is urged. The effect of prompting the operation of the effect button 17A is higher than the effect of the jackpot expectation (reliability).
  “Decision effect F1” moves the first decorative member 16A as a movable member and displays an effect image of “flash d1” on the image display device 13 (see (h-4-6) in FIG. 105). ). In the “determination effect F1”, the effect button 17A is selected as an operation means that enables the operation during the operation effective period. In the operation effective period (for example, an operation effective period X192 described later), the effect button 17A is selected. The operation promotion notification for prompting the operation is executed, and the state of the effect button 17A is set to the protruding state. Then, on the basis of the fact that the effect button 17A is pressed once in the operation effective period, the effect image of “flash d1” is displayed on the image display device 13 and the first decorative member 16A is set to “standby”. A corresponding effect such as moving from “position 1” to “operation position 1-2” is executed.
  “Decision effect F2” is to move the first decorative member 16A as a movable member and display the effect image of “flash d2” on the image display device 13 (see (h-4-6) in FIG. 105). ). In the “determination effect F2”, the effect lever 19A is selected as an operation means in which the operation is effective during the operation effective period. In the operation effective period (for example, an operation effective period X192 described later), the effect lever 19A is operated. Operation promotion notification for prompting the operation is executed. Then, based on the tilting operation performed on the effect lever 19A during the operation effective period, the effect image of “flash d2” is displayed on the image display device 13, and the first decorative member 16A is set to “standby position 1”. A corresponding effect such as moving to “operation position 1-2” is executed.
  In the tables of FIGS. 70A and 70B, in “decision effect F”, the expectation (reliability) for the big hits of “decision effect F1” and “decision effect F2” is “determined” than “decision effect F2”. The execution ratio of “decision effect F1” and “decision effect F2” is set so that “effect F1” is higher. That is, the “decision effect F1” is determined at a higher rate when the determination result of the jackpot determination is a win (first to third jackpots, a small hit) than when the determination result of the jackpot determination is a loss. The
  In the tables of FIGS. 70A and 70B, in the “decision effect F”, in the case of a loss, the “decision effect F2” is executed at a higher rate than the “decision effect F1”. In the case of, each execution ratio is set so that the “decided effect F1” is executed at a higher rate than the “decided effect F2”.
  The “decision effect F” is composed of “decision effect F1” in which an operation promotion notification that prompts an operation of the effect button 17A is executed, and “decision effect F2” in which an operation promotion notification that prompts an operation of the effect lever 19A is executed. Is done. In the production mode F in the high-probability gaming state and the short-time gaming state, the execution rate of the “decision production F2” in which the operation promotion notification that prompts the operation of the production lever 19A is executed is the operation that prompts the operation of the production button 17A. It is higher than the execution rate of the “decision effect F1” in which the promotion notification is executed. Therefore, in the “decided effect” of the effect mode F that is the high-probability gaming state and the short-time game state, the operation promotion notification that prompts the operation of the effect button 17A is performed at a ratio that the operation promotion notification that prompts the operation of the effect lever 19A is executed. Is higher than the rate at which it is executed. On the other hand, in the case of a big hit or the like, in the “decided effect” of the effect mode F, the ratio of the operation promotion notification that prompts the operation of the effect button 17A is high, and the operation of the effect lever 19A is urged. The effect of prompting the operation of the effect button 17A is higher than the effect of the jackpot expectation (reliability).
It should be noted that “development notice” and “decision effect” in effect mode B1 (effect mode C1, effect mode D1, effect mode E1), effect mode B2 (effect mode C2, effect mode D2, effect mode E2), and effect mode F. For each, the degree of expectation for jackpots is different. That is, “Development Notice B1-1” (“Development Notice C1-1”, “Development Notice D1-1”, “Development Notice E1”) executed in the effect mode B1 (effect mode C1, effect mode D1, effect mode E1). -1 ")," Development notice B2-1 "(" Development notice C2-1 "," Development notice D2-1 "," Development notice D2-1 "," Production mode C2, Production mode D2, Production mode E2 ") Development Advance Notice E2-1 ”) and“ Development Notice F1 ”executed in the production mode F have the highest jackpot expectation (reliability) of“ Development Notice F1 ”, and“ Development Notice B2-1 ”( "Development Notice C2-1", "Development Notice D2-1", "Development Notice E2-1"), "Development Notice B1-1"("Development Notice C1-1", "Development Notice D1-1", " Advance notice E1-1 ") Ri degree of expectation is low.
In addition, “determined effect B1-1” (“development notice C1-1”, “development notice D1-1”, “development notice E1”) executed in the effect mode B1 (effect mode C1, effect mode D1, effect mode E1). -1 ”),“ decision effect B2-1 ”(“ development notice C2-1 ”,“ development notice D2-1 ”,“ development notice D2-1 ”,“ effect mode C2, effect mode D2, effect mode E2) ” Development announcement E2-1 ") and" decided effect F1 "executed in the production mode F have the highest jackpot expectation (reliability) of" decided effect F1 ", and" decided effect B2-1 "( “Development notice C2-1”, “Development notice D2-1”, “Development notice E2-1”), “Decision effect B1-1” (“Development notice C1-1”, “Development notice D1-1”, “ Jackpot as the advance notice E1-1 ") Machido is low.
Therefore, in the high-probability gaming state and the short-time gaming state, the production mode B1 (production mode C1, production mode D1, production mode E1), production mode B2 (production mode C2, production mode D2, production mode E2), production mode F It can be said that the jackpot expectation by the effect using the effect button 17A increases as the process proceeds.
  The sub CPU 102a operates the operation means (the effect button 17A or the effect lever 19A) during the operation effective period in which the operation on the operation means (the effect button 17A or the effect lever 19A) is validated as a special effect in the figure variation effect. The corresponding effect is executed based on the above.
  The sub CPU 102a has a higher period in the specific gaming state (the first period) in the specific gaming state (the high probability gaming state and the short-time gaming state) after the end of the jackpot game. In the second period after the first period), the operation valid period is set during the variation effect.
  That is, the fluctuating effect of the effect mode B2 (the effect mode C2, the effect mode D2, the effect mode E2) is more than the fluctuating effect (the first change to the 30th change) of the effect mode B1 (effect mode C1, effect mode D1, effect mode E1). The operation effective period is set during the change production at a higher rate (from the 31st change to the 74th change). In addition, the variation effect of the effect mode F (the 75th to 84th variation) is more effective during the variation effect than the variation effect of the effect mode B2 (effect mode C2, effect mode D2, effect mode E2). Set the period.
  In addition, the sub CPU 102a has a higher period in the specific gaming state at a higher rate than the earlier period (first period) in the specific gaming state (high probability gaming state and short-time gaming state) after the end of the jackpot game. In the (second period after the first period), an operation effective period is set in which the effect button 17A as the operation means for enabling the operation is in the projecting state which is the second state.
  Further, in the low-probability gaming state and the non-short-time gaming state, the sub CPU 102a executes the special effect using the operation of the effect button 17A at a higher rate than the special effect using the operation of the effect lever 19A. On the other hand, in the low-probability gaming state and the non-short-time gaming state, the special effect using the operation of the effect lever 19A is higher in the jackpot expectation than the special effect using the operation of the effect button 17A. . On the other hand, in the specific gaming state (high probability gaming state and short-time gaming state), the special effect using the operation of the effect lever 19A is higher than the special effect using the operation of the effect button 17A. Run with. On the other hand, in the specific gaming state, the big hit expectation is higher in the special effect using the operation of the effect button 17A than in the special effect using the operation of the effect lever 19A.
(Variation effect pattern determination processing by effect control board)
The variation effect pattern determination processing by the effect control board 102 will be described with reference to FIGS.
  In step S1313-1, the sub CPU 102a checks the current effect mode by referring to the effect mode flag stored in the effect mode flag storage area of the sub RAM 102c.
  In step S1313-2, the sub CPU 102a confirms the special figure variation pattern designation command stored in the reception buffer of the sub RAM 102c.
  In step S1313-3, the sub CPU 102a checks the storage status of the VS reach stored in the VS reach storage area of the sub RAM 102c.
  This VS reach is a type of reach that can be executed only in the effect mode B, the effect mode C, and the effect mode D, and any VS reach is executed in the variable effect when the special symbol determination result is the first big hit. If it is determined, the type of VS reach determined in the VS reach storage area of the sub-RAM 102c in step S1313-41 described later is stored.
  In step S1313-4, the sub CPU 102a acquires a random effect pattern determination random number. Specifically, the sub CPU 102a stores the random number value indicated by the random number counter related to the random effect pattern determination random number in the random effect pattern determination random number storage area of the sub RAM 102c.
  In step S1313-5, the sub CPU 102a determines whether or not the effect mode confirmed in step S1313-1 is effect mode A. If the sub CPU 102a determines that it is the effect mode A, it moves the process to step S1313-6, and if it determines that it is not the effect mode A, it moves the process to step S1313-7.
  In step S1313-6, the sub CPU 102a selects the variable effect pattern determination table 1 (FIG. 54) for effect mode A.
  In step S1313-3, the sub CPU 102a determines whether or not the effect mode confirmed in step S1313-1 is the effect mode B1. If the sub CPU 102a determines that the mode is the effect mode B1, the process proceeds to step S1313-8. If the sub CPU 102a determines that the mode is not the effect mode B1, the process proceeds to step S1313-9.
  In step S1313-8, the sub CPU 102a selects the variable effect pattern determination table 2 (FIG. 55) for effect mode B1.
  In step S1313-9, the sub CPU 102a determines whether or not the effect mode confirmed in step S1313-1 is the effect mode C1. If the sub CPU 102a determines that the mode is the effect mode C1, the process proceeds to step S1313-10. If the sub CPU 102a determines that the mode is not the effect mode C1, the process proceeds to step S1313-11.
  In step S1313-10, the sub CPU 102a selects the variable effect pattern determination table 3 (FIG. 56) for the effect mode C1.
  In step S1313-11, the sub CPU 102a determines whether or not the effect mode confirmed in step S1313-1 is the effect mode D1. If the sub CPU 102a determines that it is the effect mode D1, it moves the process to step S1313-12, and if it determines that it is not the effect mode D1, it moves the process to step S1313-13.
  In step S1313-3, the sub CPU 102a selects the variation effect pattern determination table 4 (FIG. 57) for the effect mode D1.
  In step S1313-3, the sub CPU 102a determines whether or not the effect mode confirmed in step S1313-1 is the effect mode E1. If the sub CPU 102a determines that it is the effect mode E1, it moves the process to step S1313-14, and if it determines that it is not the effect mode E1, it moves the process to step S1313-15.
  In step S1313-3, the sub CPU 102a selects the variable effect pattern determination table 5 (FIG. 58) for the effect mode E1.
  In step S1313-3, the sub CPU 102a determines whether or not the effect mode confirmed in step S1313-1 is the effect mode B2. If the sub CPU 102a determines that the mode is the effect mode B2, the process proceeds to step S1313-16, and if the sub CPU 102a determines that the mode is not the effect mode B2, the process proceeds to step S1313-17.
  In step S1313-3, the sub CPU 102a selects the variation effect pattern determination table 6 (FIG. 59) for effect mode B2.
  In step S1313-3, the sub CPU 102a determines whether or not the effect mode confirmed in step S1313-1 is the effect mode C2. If the sub CPU 102a determines that the mode is the effect mode C2, the process proceeds to step S1313-18. If the sub CPU 102a determines that the mode is not the effect mode C2, the process proceeds to step S1313-19.
  In step S1313-18, the sub CPU 102a selects the variation effect pattern determination table 7 (FIG. 60) for effect mode C2.
  In step S1313-3, the sub CPU 102a determines whether or not the effect mode confirmed in step S1313-1 is the effect mode D2. If the sub CPU 102a determines that the mode is the effect mode D2, the process proceeds to step S1313-20. If the sub CPU 102a determines that the mode is not the effect mode D2, the process proceeds to step S1313-21.
  In step S1313-20, the sub CPU 102a selects the variable effect pattern determination table 8 (FIG. 61) for effect mode D2.
  In step S1313-21, the sub CPU 102a determines whether or not the effect mode confirmed in step S1313-1 is the effect mode E2. If the sub CPU 102a determines that it is the effect mode E2, it moves the process to step S1313-32, and if it determines that it is not the effect mode E2, it moves the process to step S1313-3.
  In step S1313-32, the sub CPU 102a selects the variable effect pattern determination table 9 (FIG. 62) for effect mode E2.
  In step S1313-3, the sub CPU 102a determines whether or not the effect mode confirmed in step S1313-1 is the effect mode F. If the sub CPU 102a determines that it is the effect mode F, it moves the process to step S1313-24, and if it determines that it is not the effect mode F, it moves the process to step S1313-25.
  In step S1313-24, the sub CPU 102a selects the variation effect pattern determination table 10 (FIG. 63) for effect mode F.
  In step S1313-25, the sub CPU 102a selects the variable effect pattern determination table 11 (not shown) for effect mode G.
  In the present embodiment, in each effect mode, one or more variable effect patterns are stored in association with the random number determination value ratio for each special figure change pattern designation command. The variation effect pattern is identification information representing the effect contents of the variation effect, and is associated with a specific effect mode of the variation effect.
  54 to 63, as described above, the variation effect pattern determination table 2, the variation effect pattern determination table 3, the variation effect pattern determination table 4, the variation effect pattern determination table 6, and the variation effect pattern determination table 7. When the variation effect pattern determination table 8 is selected, the determination patterns (determination patterns 1 to 7) having different random number determination value ratios depending on the storage status of the VS reach confirmed in step S1313-3 above. Select further.
  The variation effect pattern is associated with the elements of the variation effect, such as the time of the change effect, the variation display mode of the effect symbol, the presence / absence of the reach effect, the contents of the reach effect, and the effect development configuration. In addition, in the variation effect pattern of the variation effect in the image display device 13, the display mode of the variation display of the effect symbol, and the display mode related to the object image and the background image composed of characters and the like are also included as components of the variation effect. It is associated.
  In step S1313-26, the sub CPU 102a determines a variation effect pattern. Specifically, the random effect pattern determination random number stored in the random effect pattern determination random number storage area in step S1313-4 is the step S1313-6, step S1313-8, step S1313-10, step S1313-12, The variation effect pattern is checked against the variation effect pattern determination table selected in step S1313-14, step S1313-16, step S1313-18, step S1313-20, step S1313-22, step S1313-24 or step S1313-25. The variation effect pattern is determined according to the random number determination value ratio set in the determination table.
  In step S1313-27, the sub CPU 102a performs information indicating execution (O) and non-execution (x) of the special effect associated with the variable effect of the variable effect pattern determined in step S1313-26 (FIG. 54-). By confirming (see FIG. 63), it is determined whether or not to execute the special effect in the variation effect of the determined variation effect pattern. If the sub CPU 102a determines that the special effect is to be executed, it moves the process to step S1313-28. If it determines that the special effect is not to be executed, the sub CPU 102a moves the process to step S1313-31.
  In step S1313-28, the sub CPU 102a confirms the special effect associated with the variable effect pattern determined in step S1313-26. For example, when the sub CPU 102a determines “variation effect pattern A-031” in step S1313-26, in step S1313-28, “subtitle notice A”, “character notice A”, “development notice A” are provided as special effects. ”And confirm that the“ decision effect A ”is not executed (see FIG. 54).
  In step S1313-29, the sub CPU 102a performs a process of determining the type of special effect confirmed in step S1313-28 by lottery.
  In step S1313-3, the sub CPU 102a determines whether or not the processing for determining the type of special effect in step S1313-29 has been completed for all the special effects confirmed in step S1313-28, and determines that the process has ended. If so, the process proceeds to step S1313-31. If it is determined that the process has not ended, the process returns to step S1313-29.
  For example, when the sub CPU 102a determines “variable effect pattern A-031” in step S1313-26, in step S1313-29, the execution ratio according to the special effect type determination table in effect mode A in FIG. 64 (b). Then, any of “Selif Notice A1” to “Serif Notice A5” is determined as the type of “Serial Notice A5”, and any of “Character Notice A1” to “Character Notice A5” is selected as the type of “Character Notice A” And “development notice A1” to “development notice A6” as the type of “development notice A”.
  In step S1313-31, sub CPU102a performs the process which determines whether a specific production is performed. The specific effect is an effect that suggests the degree of expectation of jackpot using vibration of the effect button 17A or the like. Specifically, the sub CPU 102a refers to the specific effect determination table shown in FIGS. 72 to 73, and determines whether or not the specific effect is executed based on the received special figure variation pattern designation command and the specific effect determination random value. judge. In the present embodiment, the specific effect is not performed when the reach effect is not performed and when the reach effect is the normal reach effect.
  For example, when the special figure variation pattern designation command is “E6H04H”, it is determined that the specific effect is executed at a rate of 50% (◯), and the specific effect is not executed at a rate of 50% (×). When the special figure variation pattern designation command is “E6H0BH”, it is determined that the specific effect is executed at a rate of 80% (◯), and the specific effect is not executed at a rate of 20% (×).
  In step S <b> 1313-32, the sub CPU 102 a checks whether or not it is determined in step S <b> 1313-31 to execute the specific effect (◯). If it is determined that the specific effect is to be executed (◯), the process proceeds to step S1313-33, and if it is determined that the specific effect is not to be executed (x), the process proceeds to step S1313-34.
  In step S1313-33, the sub CPU 102a executes a specific effect type determination process for determining the type of the specific effect. The specific effect is performed by any one or a combination of the vibration of the effect button 17A, the output of pseudo sound of the sound that the effect button 17A vibrates, and the display of the image that the effect button 17A vibrates. In addition, the vibration of the effect button 17A is performed in one of two types of low speed vibration and high speed vibration.
(Specific production type determination process by production control board)
The specific effect type determination process will be specifically described with reference to FIG.
First, in step S1313-33-1, the sub CPU 102a performs a vibration speed determination process for determining the vibration speed of the effect button 17A in the specific effect.
  Specifically, the sub CPU 102a refers to the specific effect vibration speed determination table shown in FIGS. 74 to 75, and uses the received special figure fluctuation pattern designation command and the vibration speed determination random value to set the vibration speed to “low speed”. ”Or“ Fast ”. As shown in FIGS. 107 (a) and 107 (b), the effect button 17A can vibrate. The “high speed” is a vibration speed at which vibration is transmitted to the player when the player touches the effect button 17A while the effect button 17A is vibrating. On the other hand, “low speed” means that, as described above, when the player touches the effect button 17A while the effect button 17A vibrates, the vibration is transmitted to the player as “poco... It is the vibration speed.
  For example, when the special figure variation pattern designation command is “E6H04H”, “high speed” is determined at a rate of 50%, and “low speed” is determined at a rate of 50%. When the special figure variation pattern designation command is “E7H57H”, it is determined to be “high speed” at a rate of 90% and “low speed” at a rate of 10%. In the present embodiment, when the determination result is a big hit, the rate at which the vibration speed of the effect button 17A is determined to be “high speed” rather than “low speed” is higher than in the case of loss. In addition, as the content of the effect (reach effect) associated with the special figure variation pattern designation command is an effect with a higher expectation degree of jackpot, the vibration speed of the effect button 17A is determined to be “higher” than “low”. The percentage of the Therefore, when the specific effect is executed, the effect of high jackpot expectation is higher when the vibration speed of the effect button 17A is “high speed” than when the vibration speed is “low speed”. If “high speed” is determined in this step, the effect button 17A is vibrated at a high speed when the specific effect is executed, and if “low speed” is determined, the effect button 17A is vibrated at a low speed when the specific effect is executed. .
  In step S1313-33-2, the sub CPU 102a executes a sound output determination process for determining whether or not to output a pseudo sound of the vibration sound of the effect button 17A in the specific effect.
  Specifically, the sub CPU 102a refers to the specific effect sound output determination table shown in FIGS. 76 to 77, and uses the received special figure variation pattern designation command and the sound output determination random value to determine the presence or absence of sound output. decide. The voice output means that the voice output device 14 outputs a sound such as “Poco Poko Poko Poko” or “Poko... Poko...” That is a vibration sound of the presentation button 17A during execution of the specific presentation.
  For example, when the special figure variation pattern designation command is “E6H04H”, it is decided to execute voice output at a rate of 50% (◯) and not to execute voice output at a rate of 50% (×). To do. Also, when the special figure variation pattern designation command is “E7H57H”, it is decided to execute voice output at a rate of 90% (◯) and not to execute voice output at a rate of 10% (×). To do. In the present embodiment, when the determination result is a jackpot, the rate of executing sound output (◯) is higher than in the case of losing. In addition, the higher the expectation level of the jackpot expectation content (reach effect) associated with the special figure variation pattern designation command is, the higher the (○) rate of voice output is. Therefore, when the specific effect is executed, the effect of outputting the pseudo sound of the vibration sound of the effect button 17A has a higher expectation degree of jackpot than the effect of not outputting the sound.
  In step S1313-33-3, the sub CPU 102a executes an image output determination process for determining whether to output simulated image data of the effect button 17A that vibrates in the specific effect.
  Specifically, the sub CPU 102a refers to the specific effect image output determination table shown in FIGS. 78 to 79, and determines the presence / absence of image output using the received special figure variation pattern designation command and the image output determination random value. To do. The output of the image is to display on the image display device 13 an image that simulates the appearance of the effect button 17A during execution of the specific effect.
  For example, when the special figure variation pattern designation command is “E6H04H”, it is decided to execute image output at a rate of 50% (◯) and not to execute image output at a rate of 50% (×). To do. When the special figure variation pattern designation command is “E7H57H”, it is decided to execute image output at a rate of 90% (◯) and not to execute image output at a rate of 10% (×). To do. In the present embodiment, when the determination result is a big hit, the ratio of (○) to execute image output is higher than in the case of losing. In addition, the higher the effect level (reaching effect) associated with the special figure variation pattern designation command is, the higher the expectation degree of jackpot is, the higher the ratio of executing image output (◯). Therefore, when executing the specific effect, the effect of outputting a pseudo image of the effect button 17A that vibrates is an effect that has a higher expectation degree of jackpot than the effect that does not output the image.
  Thus, sub CPU102a determines the production | generation aspect in a specific effect by performing the process of step S1313-33-1-step S1313-33-3. The vibration speed of the effect button 17A, the simulated sound of the vibration sound of the effect button 17A, and the display of the image of the effect button 17A that vibrates are determined according to the degree of expectation of jackpot. That is, in the specific effect, whether the effect button 17A vibrates at “high speed” or “low speed”, a simulated vibration sound of the effect button 17A is output from the audio output device 14, or an effect on the image display device 13. Whether or not an image representing the button 17A is displayed indicates the expected degree of jackpot. Therefore, as shown in FIG. 80, the jackpot expectation is increased step by step by the combination of the vibration speed of the effect button 17A, the output of the vibration sound of the simulated effect button 17A, and the display of the image of the effect button 17A. It has become different.
  Specifically, as shown in the jackpot expectation of the specific effect shown in FIG. 80, the effect button 17A vibrates at “high speed” in the specific effect, and a simulated vibration sound of the effect button 17A is output. When the image of the effect button 17A is displayed, it is an effect that suggests the highest degree of jackpot expectation. On the other hand, when the effect button 17A only vibrates at "low speed" and the simulated vibration sound of the effect button 17A and the image of the effect button 17A are not output, the specific effect of the lowest jackpot expectation level is obtained.
  In the present embodiment, when a specific effect is executed, as shown in the specific effect type determination process of FIG. 38, the vibration speed of the effect button 17A, the presence or absence of output of simulated vibration sound of the effect button 17A, The presence / absence of the output of the image of the effect button 17A that vibrates is determined, but is not limited thereto. For example, as shown in FIG. 80, a combination of the vibration speed of the effect button 17A, the presence / absence of simulated vibration sound output of the effect button 17A, and the presence / absence of output of the image of the effect button 17A vibrating is set in advance. Which combination of specific effects is to be determined may be determined according to the jackpot expectation. Moreover, a combination of specific effects may be set in association with each variation effect pattern.
  When the specific effect type determination process ends, the sub CPU 102a moves the process to step S1313-34.
  In step S1313-34, the sub CPU 102a determines whether or not the effect mode confirmed in step S1313-1 is effect mode A or effect mode G. If the sub CPU 102a determines that it is the effect mode A or the effect mode G, it moves the process to step S1313-36, and if it determines that it is not the effect mode A or the effect mode G, it moves the process to step S1313-35.
  In step S1313-35, the sub CPU 102a performs a telop notice effect determination process regarding the telop notice effect that can be executed in the effect mode B, the effect mode C, the effect mode D, the effect mode E, and the effect mode F. The telop notice effect is a display of a telop effect image on which one of a plurality of characters with different expectations for the jackpot is displayed on the image display device 13 to notify the possibility of executing the jackpot game. It is a notice effect that gives a sense of expectation that the judgment result is a big hit.
(Telop notice effect determination processing by effect control board)
The telop notice effect determination process will be specifically described with reference to FIG.
  First, in step S1313-35-1, the sub CPU 102a acquires a telop notice pattern determination random number. Specifically, the sub CPU 102a stores the random value indicated by the random number counter related to the telop notice pattern determination random number in the telop notice pattern determination random number storage area of the sub RAM 102c.
  In step S1313-35-2, the sub CPU 102a determines whether or not the effect mode confirmed in step S1313-1 is effect mode B. If the sub CPU 102a determines that it is the effect mode B, it moves the process to step S1313-35-3, and if it determines that it is not the effect mode B, it moves the process to step S1313-35-4.
  In step S1313-35-3, the sub CPU 102a selects the telop notice pattern determination table 1 (FIG. 81) for the effect mode B.
  In step S1313-35-4, the sub CPU 102a determines whether or not the effect mode confirmed in step S1313-1 is the effect mode C. If the sub CPU 102a determines that it is the effect mode C, it moves the process to step S1313-35-5, and if it determines that it is not the effect mode C, it moves the process to step S1313-35-6.
  In step S1313-35-5, the sub CPU 102a selects the telop notice pattern determination table 2 (FIG. 82) for the effect mode C.
  In step S1313-35-6, the sub CPU 102a determines whether or not the effect mode confirmed in step S1313-1 is effect mode D. If the sub CPU 102a determines that it is the effect mode D, it moves the process to step S1313-35-7, and if it determines that it is not the effect mode D, it moves the process to step S1313-35-8.
  In step S1313-35-7, the sub CPU 102a selects the telop notice pattern determination table 3 (FIG. 83) for the effect mode D.
  In step S1313-35-8, the sub CPU 102a determines whether or not the effect mode confirmed in step S1313-1 is the effect mode E. If the sub CPU 102a determines that it is the production mode E, it moves the process to step S1313-35-9, and if it determines that it is not the production mode E, it moves the process to step S1313-35-10.
  In step S1313-35-9, the sub CPU 102a selects the telop notice pattern determination table 4 (FIG. 84) for the effect mode E.
  In step S1313-35-10, the sub CPU 102a selects the telop notice pattern determination table 5 (FIG. 85) for the effect mode F.
  Note that the telop notice pattern determination tables 1 to 5 are stored in the sub ROM 102b, and the details will be described later with reference to FIGS.
  In step S1313-35-11, the sub CPU 102a determines a telop notice pattern. Specifically, the telop notice pattern determination random number stored in the telop notice pattern determination random number storage area in step S1313-35-1 is used as the above step S1313-35-3, step S1313-35-5, step S1313-35. -7, collating with the telop notice pattern determination table selected in step S1313-35-9 or step S1313-35-10, and determining the telop notice pattern according to the random number determination value ratio set in the telop notice pattern determination table To do.
  When the telop notice effect determination process ends, the sub CPU 102a moves the process to step S1313-36.
  In step S1313-36, the sub CPU 102a determines the special effect information of the type determined in step S1313-29 in the variable effect control command corresponding to the variable effect pattern determined in step S1313-26, and determined in step S1313-33. The specific effect type information and the telop notice pattern information determined in step S1313-35 are included, and the variable effect control command is set in the transmission buffer of the sub-RAM 102c.
  In step S1313-37, the sub CPU 102a sets the variation effect data corresponding to the determined variation effect pattern in the variation effect data storage area of the sub RAM 102c, and in step S1313-38, the effect time of the variation effect is changed. Set to timer counter. The variation effect timer counter is incremented by “4” in step S1200. The sub CPU 102a can grasp the elapsed time of the variation effect at the present time by the variation effect timer counter.
  The variation effect control command set in the transmission buffer is transmitted to the lamp control board 104 and the image control board 105 by the data output process in step S1500. When the image control board 105 receives the change effect control command, the image control board 105 controls the image display device 13 to display the change effect effect image based on the change effect pattern indicated by the command, and the sound output device outputs the change effect sound. The control which outputs from 14 is performed. In addition, when the lamp control board 104 receives the change effect control command, the lamp control board 104 performs operation control of the effect accessory device 16 and illumination control of the effect illumination device 15 in the change effect based on the change effect pattern indicated by the command.
  Further, the image control board 105 causes the image display device 13 to display the effect image of the special effect at the execution timing of the special effect associated with the change effect pattern indicated by the change effect control command received from the effect control board 102. Control and the control which outputs the sound of the special production from the audio output device 14 are performed. Further, when the lamp control board 104 receives the change effect control command, the lamp control board 104 performs the operation control of the effect accessory device 16 and the illumination control of the effect illumination device 15 in the special effect associated with the change effect pattern indicated by the command. Do.
  In step S1313-39, the sub CPU 102a determines whether or not the variation effect to be executed is won for the first jackpot game based on the variation effect data stored in the variation effect data storage area of the sub RAM 102c. judge. When determining that the first jackpot game is won, the sub CPU 102a moves the process to step S1313-3, and when determining that the first jackpot game is not won, the sub CPU 102a ends the variation effect pattern determination process.
  In step S1313-40, the sub CPU 102a determines “VS reach” (VS reach B-1, VS) in the variation effect to be executed based on the variation effect data stored in the variation effect data storage area of the sub RAM 102c. Reach B-2, VS reach B-3, VS reach C-1, VS reach C-2, VS reach C-3, VS reach D-1, VS reach D-2, VS reach D-3) are executed. It is determined whether or not. If the sub CPU 102a determines that “VS reach” is to be executed, the process proceeds to step S1313-41. If the sub CPU 102a determines that “VS reach” is not to be executed, the variation effect pattern determination process ends.
In step S1313-41, the sub CPU 102a stores the type of “VS reach” to be executed in the VS reach storage area of the sub RAM 102c.
The VS reach storage area of the sub-RAM 102c is cleared when the power is turned off (power is turned off), but may not be cleared.
(Ticker notice pattern judgment table)
81 to 85 are diagrams showing telop notice pattern determination tables that are referred to (selected) when determining the final mode.
FIG. 81 is a diagram showing the telop notice pattern determination table 1 that is referred to (selected) when the production mode B is set.
FIG. 82 shows the telop notice pattern determination table 2 that is referred to (selected) when the production mode C is set.
FIG. 83 shows the telop notice pattern determination table 3 that is referred to (selected) when the production mode D is set.
FIG. 84 shows the telop notice pattern determination table 4 that is referred to (selected) when the production mode E is set.
FIG. 85 shows the telop notice pattern determination table 5 that is referred to (selected) when the production mode F is set.
  The telop notice pattern determination tables shown in FIGS. 81 to 85 include random symbol determination values based on special symbol determination results, variable effect patterns, and telop notice effect determination random values (0 to 99) for determining telop notice effects. The ratio, the telop notice pattern determined according to the telop notice effect determination random value, and the telop notice contents based on the telop notice pattern are associated, and the telop notice effect determination random value (0 to 99) is The random number judgment value ratios shown in FIGS. 81 to 85 are allocated.
In the telop notice pattern, only the telop notice pattern 1 that does not execute the telop notice effect and the telop frame that is the telop notice pattern 2 that suggests that the expectation degree of jackpot is relatively low, and the telop notice pattern 2 are displayed. In the telop frame that is the telop notice pattern 3 that suggests that the degree of expectation of jackpot is higher, and in the telop notice pattern 4 that indicates that the degree of expectation of jackpot is higher than the telop notice pattern 3 "Chance ?!" is displayed in a certain telop frame, and "Chance is!" Is displayed in the telop frame that is the telop notice pattern 5 that suggests that the expectation of jackpot is higher than the telop notice pattern 4. Telop notice pattern suggesting that the expectation of jackpot is higher than telop notice pattern 5 Is displayed in the telop frame, and the telop frame is the telop notice pattern 7 indicating that the expectation degree of jackpot is higher than the telop notice pattern 6. There are eight types, one of which is displayed as “Congratulations !!” in the telop frame, which is the telop notice pattern 8 for informing that the jackpot winning is confirmed.
In other words, the expectation degree of jackpot for the telop notice patterns 1 to 8 is as follows: telop notice pattern 1 <telop notice pattern 2 <telop notice pattern 3 <telop notice pattern 4 <telop notice pattern 5 <telop notice pattern 6 <telop notice pattern 7 < The telop notice pattern 8 is higher in the order of jackpot confirmation.
In addition, the telop notice pattern 8 (“Congratulations !!!!!”) is a special effect (so-called premium effect) in which the ratio of the random number judgment value is set extremely low as compared with the other modes (telop notice patterns 1 to 7). is there.
  The telop notice patterns 1 to 4 are assigned a random number judgment value ratio so that they can be selected regardless of whether the special symbol judgment result has no reach or has reach. Is assigned a random number judgment value ratio so that it is selected only when the special symbol judgment result has reach. That is, the telop notice patterns 5 to 8 are reach confirmation effects informing that the reach is performed. Furthermore, the telop notice pattern 8 is a jackpot finalizing effect because the random number judgment value ratio is assigned so that it is selected only when the special symbol judgment result is the first jackpot or the second jackpot.
  82 is different from the other telop notice pattern determination tables (telop notice pattern determination table 1, telop notice pattern determination table 3, telop notice pattern determination table 4, telop notice pattern determination table 5). Thus, the random number judgment value ratio is assigned so that the telop notice patterns 5 to 7 are easily selected. That is, in the effect mode C, the reach confirmation effect is more easily executed (selected) than the other effect modes (effect mode A, effect mode B, effect mode D, effect mode E, effect mode F, effect mode G). ing.
  It should be noted that the telop notice pattern determination table 2 is more easily selected than the other telop notice pattern determination tables (telop notice pattern determination tables 1 and 3 to 5). The random number determination value ratios only need to be allocated, and the random number determination value ratios of the telop notification patterns 5 to 7 (reach confirmation effect) of the other telop notification pattern determination tables (telop notification pattern determination tables 1 and 3 to 5) are telops. The ratio may be different for each notice pattern determination table (telop notice pattern determination tables 1, 3 to 5), or the ratio may be the same.
  83 is compared with other telop notice pattern determination tables (telop notice pattern determination table 1, telop notice pattern determination table 2, telop notice pattern determination table 4, telop notice pattern determination table 5). Thus, the random number judgment value ratio is assigned so that the telop notice pattern 8 is easily selected. That is, the special effect (so-called premium effect) is executed (selected) in the effect mode D compared to the other effect modes (effect mode A, effect mode B, effect mode C, effect mode E, effect mode F, effect mode G). ).
  The telop notice pattern determination table 3 selects the telop notice pattern 8 (special effect (so-called premium effect)) as compared with the other telop notice pattern determination tables (telop notice pattern determination tables 1, 2, 4, 5). It is only necessary to assign a random number judgment value ratio so that it is easy to be performed, and the telop notice pattern 8 (special effect (so-called premium effect)) of other telop notice pattern determination tables (telop notice pattern determination tables 1, 2, 4, 5). ) Random number determination value ratio may be different for each telop notice pattern determination table (telop notice pattern determination tables 1, 2, 4, 5), or may be the same ratio.
(Transition destination production mode setting process by production control board)
Next, the transition destination effect mode setting process will be described with reference to FIG.
  In step S1316-1, the sub CPU 102a confirms the special effect designating command stored in the reception buffer of the sub RAM 102c. In step S1316-2, the sub CPU 102a confirms whether or not the result of the jackpot determination is a loss. . If the sub CPU 102a confirms that it is a loss, it moves the process to step S1316-3. If it confirms that it is not a loss, the sub CPU 102a ends the transition destination effect mode setting process.
  In step S1316-3, the sub CPU 102a determines whether or not the present mode is the present mode A, that is, whether or not the effect mode flag “00H” is set in the effect mode flag storage area. If the sub CPU 102a determines that it is currently in the effect mode A, it ends the transition destination effect mode setting process, and if it determines that it is not currently in the effect mode A, it moves the process to step S1316-4.
  In step S1316-4, the counter value of the effect mode remaining number counter is decremented by “1” to update the remaining number (M) of the effect mode. In step 1316-5, the counter value of the effect mode remaining number counter is “0”. Is determined. If the sub CPU 102a determines that the counter value of the effect mode remaining number counter of the remaining number (M) of the effect mode is “0”, the process proceeds to step S1316-6 and determines that the counter value is not “0”. Then, the transition destination effect mode setting process ends.
  In step S1316-6, the effect mode flag of “transfer destination effect mode” shown in FIG. 46 is stored in the effect mode flag storage area (setting of the transfer destination effect mode), and the effect mode setting process ends.
  For example, the sub CPU 102a sets M = 0 in step S1316-5 in the state where the production mode is set to the production mode B1 in the high-probability gaming state and the short-time gaming state after the first jackpot game or the second jackpot game. If it is determined that there is (YES in S 1316-5), in step S 1316-6, the effect mode B 2 is set as the effect mode (transition destination effect mode) after the effect mode B 1.
  Further, the sub CPU 102a is in a state in which the production mode is set to the production mode C1 in the high-probability gaming state and the short-time gaming state after the first jackpot game or the second jackpot game, and M = 0 in step S1316-5 If it is determined that there is (YES in S1316-5), in step S1316-6, the effect mode C2 is set as the effect mode (transition destination effect mode) after the effect mode C1.
  Further, the sub CPU 102a is in a state in which the production mode is set to the production mode D1 in the high-probability gaming state and the short-time gaming state after the first jackpot game or the second jackpot game, and M = 0 in step S1316-5 If it is determined that there is (YES in S 1316-5), in step S 1316-6, the effect mode D 2 is set as the effect mode (transition destination effect mode) after the effect mode D 1.
  Further, the sub CPU 102a is in a state where the production mode is set to the production mode E1 in the high-probability gaming state and the short-time gaming state after the first jackpot game or the second jackpot game, and M = 0 in step S1316-5 If it is determined that there is (YES in S1316-5), in step S1316-6, the effect mode E2 is set as the effect mode after the effect mode E1 (the transition destination effect mode).
  If the sub CPU 102a determines that M = 0 in step S1316-5 in the state where the effect mode B2, the effect mode C2, the effect mode D2, or the effect mode E2 is set (S1316-5). YES), in step S1316-6, effect mode F is set as effect mode (transition destination effect mode) after effect mode B2, effect mode C2, effect mode D2, and effect mode E2.
  If the sub CPU 102a determines that M = 0 in step S1316-5 with the effect mode F set (YES in S1316-5), the effect mode F is determined in step S1316-6. Production mode A is set as a later production mode (transition destination production mode).
  Further, when the sub CPU 102a determines that M = 0 in step S1316-5 in the state in which the effect mode G is set after the third big hit game or after the small hit game, YES is determined in step S1316-5. In step S1316-6, the effect mode A is set as the effect mode after the effect mode G (the transition destination effect mode).
  In the present embodiment, as shown in the transition destination production mode setting table of FIG. 46, the production mode B1 and the production mode that are set in the high-probability gaming state and the short-time gaming state after the first jackpot game or the second jackpot game. C1, effect mode D1 or effect mode E1 is set when the number of special figure changes is 1 to 30 times, and if the number of special figure changes is 31 to 74 times, effect mode B2, effect mode C2, effect mode D2 or The production mode E2 is set, and the production mode F is set if the special figure fluctuation frequency is 75 to 84 times.
  In step S1316-7, the sub CPU 102a sets an effect mode effect control command representing the effect mode set in step S1316-6 in the transmission buffer of the sub RAM 102c.
  The effect mode effect control command set in the transmission buffer is transmitted to the lamp control board 104 and the image control board 105 by the data output process in step S1500. When the lamp control board 104 and the image control board 105 receive the effect mode effect control command, the lamp control substrate 104 and the image control board 105 perform the effect in the effect mode indicated by the effect mode effect control command. The effect contents are set in advance in each effect mode. When the effect mode is set, at least the background image displayed in the display area 130 of the image display device 13 and the BGM output from the audio output device 14 are displayed. It is executed as a basic production by output and production mode.
  In step S1316-8, the sub CPU 102a determines whether or not the transition destination effect mode set in step S1316-6 is the effect mode A. If the sub CPU 102a determines that the transition destination presentation mode is the presentation mode A, the process proceeds to step S1316-9. If the sub CPU 102a determines that the transition destination presentation mode is not the presentation mode A, the transition destination presentation mode setting process ends. To do.
  In step S1316-9, the sub CPU 102a clears the VS reach storage area of the sub RAM 102c.
  The sub CPU 102a determines the variation effect pattern based on the variation effect pattern determination table corresponding to the effect mode set as described above.
  The sub CPU 102a executes a special effect (“Selif notice”, “Character notice”, “Development notice”, “Decisive effect”) among the change effect patterns shown in the change effect pattern determination tables of FIGS. 54 to 63 described above. The variation effect pattern associated with the information of (◯) and the presence or absence of execution of the specific effect based on the specific effect determination table shown in FIGS. 72 to 73 is determined, and the special effect associated with the determined variation effect pattern As the type of effect, the type of special effect associated with the operation effective period shown in FIGS. 65, 67, 69, and 71 and the type of specific effect are determined with reference to the tables of FIGS. When this is done, the operation valid period is set in the variation effect.
  As can be seen from the execution ratio of special effects (the ratio of ◯) in FIGS. 54 to 63 and FIGS. 64, 66, 68, and 70, the sub CPU 102a has the “effect mode in the low-probability gaming state and the non-short-time gaming state. “A” is executed in “effect mode B” to “effect mode F” in the high-probability gaming state and the short-time gaming state at a rate higher than the rate for determining the type of special effect associated with the operation effective period to be executed in The type of special effect associated with the operation valid period is determined. That is, the sub CPU 102a has a higher ratio than the ratio of the operation effective period in the variation effect of the “effect mode A” in the low-probability game state and the non-time-short game state, and the “effect mode in the high-probability game state and the time-short game state. In the variation effect of “B” to “effect mode F”, the operation valid period is set.
  Then, as can be seen from the execution ratio of special effects (circle ratio) in FIGS. 55 to 63 and FIGS. 66, 68 and 70, the sub CPU 102a performs the second big hit game after the end of the first big hit game. Among “Production Mode B” to “Production Mode F” of “High-Probability Game State and Short-Time Game State” set in the High-Probability Game State and Short-Time Game State after the End of “Production Mode B1” (“Production Mode C1”) ~ "Production mode E1"), "Production mode B2" ("Production mode C2" to "Production mode E2"), and "Production mode F". As described above, the type of special effect associated with the operation valid period is determined. That is, the sub CPU 102a has a higher ratio of the special figure variation frequency in the “production mode B” to the “production mode F” than the production mode (first period) in which the special figure fluctuation frequency is smaller. In the (second period), the operation effective period is set during the fluctuating effect. Here, among “production mode B” to “production mode F”, “production mode B1” (“production mode C1” to “production mode E1”), “production mode B2” (“production mode C2” to “production” As the type of the special effect executed in the mode, the operation effective period in which the operation means is in the protruding state (second state) is associated with the mode E2 ")" and the "effect mode F" at a higher rate. Determine the type of special performance. That is, the sub CPU 102a has a higher ratio of the special figure variation frequency in the “production mode B” to the “production mode F” than the production mode (first period) in which the special figure fluctuation frequency is smaller. In the (second period), an operation effective period in which the operating means is in the protruding state (second state) during the fluctuating effect is set.
(Special game production pattern determination process using production control board)
The special game effect pattern determination process will be described with reference to FIG.
  In step S1318-1, the sub CPU 102a confirms the special game opening designation command stored in the reception buffer of the sub RAM 102c.
  In step S1318-2, the storage status of the VS reach stored in the VS reach storage area of the sub-RAM 102c is confirmed. In step S1318-3, a VS reach storage display command corresponding to the confirmed storage status of the VS reach is generated. To do.
  In step S1318-4, the sub CPU 102a sets the VS reach storage display command generated in step S1318-3 in the transmission buffer of the sub RAM 102c.
  Note that the VS reach storage display command set in the transmission buffer is transmitted to the image control board 105 by the data output processing in step S1500. When the image control board 105 receives the VS reach storage display command, the image control board 105 displays a VS reach storage status display that can recognize which VS reach is stored on the image display device 13 based on the VS reach storage display command. indicate.
  In step S1318-5, the sub CPU 102a determines whether or not the current special game is the first big hit or the second big hit. If the sub CPU 102a determines that it is the first big hit or the second big hit, it moves the process to step S1318-6, and if it determines that it is not the first big hit or the second big hit, moves the process to step S1318-7.
  In step S1318-6, the sub CPU 102a determines whether all VS reach are stored in the VS reach storage area confirmed in step S1318-2. If the sub CPU 102a determines that all the VS reach are stored, the process proceeds to step S1318-19, and if the sub CPU 102a determines that all the VS reach is not stored, the process proceeds to step S1318-7.
  In step S1318-7, the sub CPU 102a refers to the effect mode flag stored in the effect mode flag storage area of the sub RAM 102c, and confirms the effect mode.
  In step S1318-8, the sub CPU 102a determines whether or not the effect mode confirmed in step S1318-7 is effect mode A or effect mode G. If the sub CPU 102a determines that it is the effect mode A or the effect mode G, it moves the process to step S1318-9, and if it determines that it is not the effect mode A or the effect mode G, it moves the process to step S1318-10.
  In step S1318-9, the sub CPU 102a selects the special game effect pattern determination table 1 (FIG. 86 (a)) for effect mode A or effect mode G.
  In step S1318-10, the sub CPU 102a determines whether or not the effect mode confirmed in step S1318-7 is effect mode B. If the sub CPU 102a determines that it is the effect mode B, it moves the process to step S1318-11, and if it determines that it is not the effect mode B, it moves the process to step S1318-12.
  In step S1318-11, the sub CPU 102a selects the special game effect pattern determination table 2 (FIG. 86 (b)) for effect mode B.
  In step S1318-12, the sub CPU 102a determines whether or not the effect mode confirmed in step S1318-7 is the effect mode C. If the sub CPU 102a determines that it is the effect mode C, it moves the process to step S1318-13, and if it determines that it is not the effect mode C, it moves the process to step S1318-14.
  In step S1318-13, the sub CPU 102a selects the special game effect pattern determination table 3 (FIG. 86 (c)) for effect mode C.
  In step S1318-14, the sub CPU 102a determines whether or not the effect mode confirmed in step S1318-7 is the effect mode D. If the sub CPU 102a determines that it is the effect mode D, it moves the process to step S1318-15, and if it determines that it is not the effect mode D, it moves the process to step S1318-16.
  In step S1318-15, the sub CPU 102a selects the special game effect pattern determination table 4 (FIG. 86 (d)) for effect mode D.
  In step S1318-16, the sub CPU 102a determines whether or not the effect mode confirmed in step S1318-7 is the effect mode E. If the sub CPU 102a determines that it is the effect mode E, it moves the process to step S1318-17, and if it determines that it is not the effect mode E, it moves the process to step S1318-18.
  In step S1318-17, the sub CPU 102a selects the special game effect pattern determination table 5 (FIG. 86 (e)) for effect mode E.
  In step S1318-18, the sub CPU 102a selects the special game effect pattern determination table 6 (FIG. 86 (f)) for effect mode F.
  In step S1318-19, the sub CPU 102a selects the special game effect pattern determination table 7 (FIG. 86 (g)) when all the VS reach are stored.
  Note that the special game effect pattern determination tables 1 to 7 are stored in the sub ROM 102b, and details will be described later with reference to FIGS. 86 (a) to 86 (g).
  In step S1318-20, the sub CPU 102a determines a special game effect pattern. Specifically, the storage status of the VS reach confirmed in step S1318-2 and step S1318-9, step S1318-11, step S1318-13, step S1318-15, step S1318-17, step S1318-18 or A special game effect pattern is determined according to the special game effect pattern determination table selected in step S1318-19.
  In step S1318-21, the sub CPU 102a sets a special game effect control command corresponding to the special game effect pattern determined in step S1318-110 in the transmission buffer of the sub RAM 102c.
  In step S1318-22, the sub CPU 102a sets special game effect data corresponding to the determined special game effect pattern in the special game effect data storage area of the sub RAM 102c. In step S1318-23, the special game effect effect is set. Set the time in the special game effect timer counter. The special game effect timer counter is incremented by “4” in step S1200. The sub CPU 102a can grasp the elapsed time of the special game effect at the present time by using the special game effect timer counter.
  The special game effect control command set in the transmission buffer is transmitted to the lamp control board 104 and the image control board 105 by the data output process in step S1500. When the image control board 105 receives the special game effect control command, the image control board 105 controls the image display device 13 to display an effect image of the special game effect based on the special game effect pattern indicated by the command, and the sound of the special game effect. Is output from the audio output device 14. When the lamp control board 104 receives a special game effect control command, the lamp control board 104 performs operation control of the effect accessory device 16 and illumination control of the effect illumination device 15 in the special game effect based on the special game effect pattern indicated by the command. Do.
(Special game production pattern determination table)
86 (a) to 86 (g) are diagrams showing special game effect pattern determination tables that are selected (referenced) when determining a special game effect pattern.
FIG. 86 (a) shows a special game effect pattern determination table 1 that is selected (referenced) when the effect mode set when winning the big win or the small win is the effect mode A or the effect mode G. It is.
FIG. 86 (b) is a diagram showing a special game effect pattern determination table 2 that is selected (referenced) when the effect mode set when winning the big win or the small win is the effect mode B.
FIG. 86 (c) is a diagram showing the special game effect pattern determination table 3 that is selected (referenced) when the effect mode set when winning the big win or the small win is the effect mode C.
FIG. 86 (d) is a diagram showing the special game effect pattern determination table 4 that is selected (referenced) when the effect mode set when winning the big win or the small win is the effect mode D.
FIG. 86 (e) shows the special game effect pattern determination table 5 that is selected (referenced) when the effect mode set when winning the big win or the small win is the effect mode E.
FIG. 86 (f) is a diagram showing a special game effect pattern determination table 6 that is selected (referenced) when the effect mode set when winning the big win or the small win is the effect mode F.
FIG. 86 (g) shows that all VS reach (VS reach B-1 to B-3, VS reach C-1 to C-3) are stored in the VS reach storage area of the sub RAM 102c when the first jackpot or the second jackpot is won. -3, a special game effect pattern determination table 7 that is selected (referenced) when VS reach D-1 to D-3 are stored.
  In the special game effect pattern determination table shown in FIGS. 86 (a) to 86 (g), a special symbol determination result, a special game opening designation command from the main control board 101, and a special game effect pattern are associated with each other. For reference, the contents of special game effects are described.
  The special game effect pattern B-1 shown in FIG. 86 (a) is selected when the first jackpot is won when the effect mode A or the effect mode G is set, and the special game effect that executes the jackpot effect 1 is executed. It is a pattern.
  The special game effect pattern B-2 is a special game effect pattern that is selected when the second jackpot is won when the effect mode A or the effect mode G is set, and the jackpot effect 2 is executed.
  The special game effect pattern B-3 is a special game effect pattern that is selected when the first jackpot is won when the effect mode A or the effect mode G is set, and the jackpot effect 3 is executed.
  Further, the special game effect pattern B-4 is a special game effect pattern that is selected when winning a small hit when the effect mode A or the effect mode G is set, and executes the small hit effect.
  A special game effect pattern B-5 and a special game effect pattern B-6 shown in FIG. 86 (b) are special game effect patterns when the first jackpot is won when the effect mode B is set. If all the VS reach (VS reach B-1 to B-3) associated with the effect mode B when winning the big hit is stored in the VS reach storage area of the sub-RAM 102c, the special game effect Pattern B-6 is selected and special jackpot effect 1 is executed. On the other hand, if not all of the VS reach (VS reach B-1 to B-3) associated with the effect mode B is selected, the special game effect pattern B-5 is selected and the jackpot effect 4 is executed. To do.
  The special game effect pattern B-7 and the special game effect pattern B-8 are special game effect patterns when the second jackpot is won when the effect mode B is set, and the second jackpot is won. When all the VS reach (VS reach B-1 to B-3) associated with the effect mode B is stored in the VS reach storage area of the sub RAM 102c, the special game effect pattern B-8 is displayed. Select and execute special jackpot production 2. On the other hand, if not all of the VS reach (VS reach B-1 to B-3) associated with the effect mode B is selected, the special game effect pattern B-7 is selected and the jackpot effect 5 is executed. To do.
  The special game effect pattern B-9 is selected when the third jackpot is won when the effect mode B, the effect mode C, the effect mode D, the effect mode E and the effect mode F are set. 6 is a special game effect pattern in which No. 6 is executed.
  A special game effect pattern B-10 and a special game effect pattern B-11 shown in FIG. 86 (c) are special game effect patterns when the first jackpot is won when the effect mode C is set. If all the VS reach (VS reach C-1 to C-3) associated with the production mode C when winning the big hit is all stored in the VS reach storage area of the sub-RAM 102c, a special game The production pattern B-11 is selected and the special jackpot production 3 is executed. On the other hand, if not all of the VS reach (VS reach C-1 to C-3) associated with the effect mode C is stored, the special game effect pattern B-10 is selected and the jackpot effect 7 is executed. To do.
  The special game effect pattern B-12 and the special game effect pattern B-13 are special game effect patterns when the second jackpot is won when the stage mode C is set, and the second jackpot is won. When all the VS reach (VS reach C-1 to C-3) associated with the effect mode C is stored in the VS reach storage area of the sub-RAM 102c, the special game effect pattern B-13 is displayed. Select and execute special jackpot effect 4. On the other hand, if not all of the VS reach (VS reach C-1 to C-3) associated with the effect mode C are stored, the special game effect pattern B-12 is selected and the jackpot effect 8 is executed. To do.
  A special game effect pattern B-14 and a special game effect pattern B-15 shown in FIG. 86 (d) are special game effect patterns when the first jackpot is won when the effect mode D is set. If all the VS reach (VS reach D-1 to D-3) associated with the effect mode D at the time of winning the big hit is stored in the VS reach storage area of the sub-RAM 102c, the special game effect The pattern B-15 is selected and the special jackpot effect 5 is executed. On the other hand, when all of the VS reach (VS reach D-1 to D-3) associated with the effect mode D are not stored, the special game effect pattern B-14 is selected and the jackpot effect 9 is executed. To do.
  The special game effect pattern B-16 and the special game effect pattern B-17 are special game effect patterns when the second jackpot is won when the effect mode D is set, and the second jackpot is won. When all the VS reach (VS reach D-1 to D-3) associated with the effect mode D is stored in the VS reach storage area of the sub RAM 102c, the special game effect pattern B-17 is displayed. Select and execute special jackpot production 6. On the other hand, if not all of the VS reach (VS reach D-1 to D-3) associated with the effect mode D are selected, the special game effect pattern B-16 is selected and the jackpot effect 10 is executed. To do.
  A special game effect pattern B-18 shown in FIG. 86 (e) is a special game effect pattern that is selected when the first jackpot is won when the effect mode E is set and the jackpot effect 11 is executed.
  The special game effect pattern B-19 is a special game effect pattern that is selected when the second jackpot is won when the effect mode E is set and the jackpot effect 12 is executed.
  A special game effect pattern B-20 shown in FIG. 86 (f) is a special game effect pattern that is selected when the first jackpot is won when the effect mode F is set and the jackpot effect 13 is executed.
  The special game effect pattern B-21 is a special game effect pattern that is selected when the second jackpot is won when the effect mode F is set and the jackpot effect 14 is executed.
  In the special game effect pattern B-22 shown in FIG. 86 (g), all the VS reach (VS reach B-1 to B-3, VS reach C-1 to C-3, VS when winning the first jackpot. This is a special game effect pattern that is selected when the reach D-1 to D-3) is stored in the VS reach storage area of the sub-RAM 102c and executes the special jackpot effect 7.
  In addition, the special game performance pattern B-23 is all VS reach (VS reach B-1 to B-3, C-1 to C-3, D-1 to D-3) when winning the second jackpot. Is a special game effect pattern that is selected and stored in the VS reach storage area of the sub RAM 102c and executes the special jackpot effect 8.
  As described above, the contents of the special game effects differ in the effect mode B, the effect mode C, and the effect mode D depending on whether or not all the VS reach associated with each effect mode is stored. ing.
  In addition, when all VS reach (VS reach B-1 to B-3, VS reach C-1 to C-3 and VS reach D-1 to D-3) are stored, not only the production mode, Different special game effects (special jackpot effects 7 to special jackpot effects 8) are performed.
(Ending effect pattern determination processing by effect control board)
The ending effect pattern determination process will be described with reference to FIG.
  In step S1319-1, the sub CPU 102a checks the special game ending designation command stored in the reception buffer of the sub RAM 102c. In step S1319-1, the sub CPU 102a stores the VS reach stored in the VS reach storage area of the sub RAM 102c. Check the memory status.
  In step S1319-3, the sub CPU 102a determines whether or not the current special game is a first jackpot or a second jackpot. If the sub CPU 102a determines that it is the first big hit or the second big hit, it moves the process to step S1319-4, and if it determines that it is not the first big hit or the second big hit, moves the process to step S1319-5.
  In step S1319-4, the sub CPU 102a determines whether or not all VS reach are stored in the VS reach storage area confirmed in step S1319-2. If the sub CPU 102a determines that all VS reach are stored, the process proceeds to step S1319-17, and if the sub CPU 102a determines that all VS reach is not stored, the process proceeds to step S1319-5.
  In step S1319-5, the sub CPU 102a refers to the effect mode flag stored in the effect mode flag storage area of the sub RAM 102c, and confirms the effect mode.
  In step S1319-6, the sub CPU 102a determines whether or not the effect mode confirmed in step S1319-5 is the effect mode A or the effect mode G. If the sub CPU 102a determines that it is the effect mode A or the effect mode G, it moves the process to step S1319-7, and if it determines that it is not the effect mode A or the effect mode G, it moves the process to step S1319-8.
  In step S1319-7, the sub CPU 102a selects the ending effect pattern determination table 1 (FIG. 87 (a)) for effect mode A or effect mode G.
  In step S1319-8, the sub CPU 102a determines whether or not the effect mode confirmed in step S1319-5 is the effect mode B. If the sub CPU 102a determines that it is the effect mode B, it moves the process to step S1319-9, and if it determines that it is not the effect mode B, it moves the process to step S1319-10.
  In step S1319-9, the sub CPU 102a selects the ending effect pattern determination table 2 (FIG. 87 (b)) for effect mode B.
  In step S1319-10, the sub CPU 102a determines whether or not the effect mode confirmed in step S1319-5 is the effect mode C. If the sub CPU 102a determines that it is the effect mode C, it moves the process to step S1319-11, and if it determines that it is not the effect mode C, it moves the process to step S1319-12.
  In step S1319-11, the sub CPU 102a selects the ending effect pattern determination table 3 (FIG. 87 (c)) for effect mode C.
  In step S1319-12, the sub CPU 102a determines whether or not the effect mode confirmed in step S1319-5 is the effect mode D. If the sub CPU 102a determines that it is the effect mode D, it moves the process to step S1319-13, and if it determines that it is not the effect mode D, it moves the process to step S1319-14.
  In step S1319-13, the sub CPU 102a selects the ending effect pattern determination table 4 (FIG. 87 (d)) for effect mode D.
  In step S1319-14, the sub CPU 102a determines whether or not the effect mode confirmed in step S1319-5 is the effect mode E. If the sub CPU 102a determines that it is the effect mode E, it moves the process to step S1319-15, and if it determines that it is not the effect mode E, it moves the process to step S1319-16.
  In step S1319-15, the sub CPU 102a selects the ending effect pattern determination table 5 (FIG. 87 (e)) for effect mode E.
  In step S1319-16, the sub CPU 102a selects the ending effect pattern determination table 6 (FIG. 87 (f)) for effect mode F.
  In step S1319-17, the sub CPU 102a selects the ending effect pattern determination table 7 (FIG. 87 (g)) when all the VS reach are stored.
  Note that the ending effect pattern determination tables 1 to 7 are stored in the sub ROM 102b, and details will be described later with reference to FIGS. 87 (a) to 87 (g).
  In step S1319-18, the sub CPU 102a determines an ending effect pattern. Specifically, the storage status of the VS reach confirmed in step S1319-2 and the steps S1319-7, S1319-9, S1319-11, S1319-13, S1319-15, S1319-16 or An ending effect pattern is determined according to the ending effect pattern determination table selected in step S1319-17.
  In step S1319-19, the sub CPU 102a sets an ending effect control command corresponding to the ending effect pattern determined in step S1319-18 in the transmission buffer of the sub RAM 102c.
  In step S1319-20, the sub CPU 102a sets ending effect data corresponding to the determined ending effect pattern in the ending effect data storage area of the sub RAM 102c. In step S1319-21, the effect time of the ending effect is set as the ending effect. Set to timer counter. The ending effect timer counter is incremented by “4” in step S1200. The sub CPU 102a can grasp the elapsed time of the ending effect at the present time by the ending effect timer counter.
  The ending effect control command set in the transmission buffer is transmitted to the lamp control board 104 and the image control board 105 by the data output process in step S1500. Upon receiving the ending effect control command, the image control board 105 controls the image display device 13 to display an effect image of the ending effect based on the ending effect pattern indicated by the command, and outputs the sound of the ending effect as a sound. Control output from the device 14 is performed. When the lamp control board 104 receives the ending effect control command, the lamp control board 104 performs operation control of the effect accessory device 16 and illumination control of the effect illumination device 15 in the ending effect based on the ending effect pattern indicated by the command.
◇ (Ending production pattern determination table)
87 (a) to 87 (g) are diagrams showing an ending effect pattern determination table that is referred to (selected) when an ending effect pattern is determined.
FIG. 87 (a) is an ending effect pattern determination table 1 that is selected (referenced) when the effect mode set when winning the big hit or the small win is the effect mode A or the effect mode G.
FIG. 87 (b) is an ending effect pattern determination table 2 that is selected (referenced) when the effect mode set when winning the big win or the small win is the effect mode B.
FIG. 87 (c) shows the ending effect pattern determination table 3 that is selected (referenced) when the effect mode set when the big win or the small win is won is the effect mode C.
FIG. 87 (d) shows the ending effect pattern determination table 4 that is selected (referenced) when the effect mode set when the big win or the small win is won is the effect mode D.
FIG. 87 (e) shows the ending effect pattern determination table 5 that is selected (referenced) when the effect mode set when winning the big win or the small win is the effect mode E.
FIG. 87 (f) is an ending effect pattern determination table 6 that is selected (referenced) when the effect mode set when winning the big win or the small win is the effect mode F.
FIG. 87 (g) shows that all VS reach (VS reach B-1 to B-3, VS reach C-1 to C-3) are stored in the VS reach storage area of the sub RAM 102c when the first jackpot or the second jackpot is won. -3, VS reach D-1 to D-3 is an ending effect pattern determination table 7 that is selected (referenced) when stored.
  In the ending effect pattern determination table shown in FIGS. 87 (a) to 87 (g), the special symbol determination result, the special game ending designation command from the main control board 101, the ending effect pattern, and the presence / absence of the operation valid period correspond. The contents of the production of the ending production are described for reference.
  First, the ending effect pattern ED-1 shown in FIG. 87A is selected when the first jackpot is won when the effect mode A or the effect mode G is set, and the ending effect 1 is executed. It is a pattern. In the ending effect pattern ED-1, an operation effective period is set, and an effect mode selection effect is performed during the ending effect.
  The ending effect pattern ED-2 is an ending effect pattern that is selected when the second jackpot is won when the effect mode A or the effect mode G is set, and the ending effect 2 is executed. In the ending effect pattern ED-2, an operation effective period is set, and an effect mode selection effect is performed during the ending effect.
  The ending effect pattern ED-3 is an ending effect pattern that is selected when the third jackpot is won when the effect mode A or the effect mode G is set, and the ending effect 3 is executed.
  Further, the ending effect pattern ED-4 is an ending effect pattern that is selected when a small hit is won when the effect mode A or the effect mode G is set, and an ending effect for a small hit is executed.
  The ending effect pattern ED-5 and the ending effect pattern ED-6 shown in FIG. 87 (b) are ending effect patterns when the first jackpot is won when the effect mode B is set. When all the VS reach (VS reach B-1 to B-3) associated with the effect mode B when winning is stored in the VS reach storage area of the sub RAM 102c, the ending effect pattern ED-6 Is selected and special ending effect 1 is executed. On the other hand, if not all of the VS reach (VS reach B-1 to B-3) associated with the effect mode B are stored, the ending effect pattern ED-5 is selected and the ending effect 4 is executed. . In the ending effect pattern ED-5 and the ending effect pattern ED-6, an operation effective period is set, and an effect mode selection effect is performed during the ending effect.
In addition, the ending effect pattern ED-7 and the ending effect pattern ED-8 are ending effect patterns when winning the second jackpot when the effect mode B is set, and when the second jackpot is won. When all the VS reach (VS reach B-1 to B-3) associated with the mode B are stored in the VS reach storage area of the sub-RAM 102c, the ending effect pattern ED-8 is selected and specially selected. Ending production 2 is executed. On the other hand, if not all of the VS reach (VS reach B-1 to B-3) associated with the effect mode B are stored, the ending effect pattern ED-7 is selected and the ending effect 5 is executed. .
In the ending effect pattern ED-7, the operation effective period is not set and the effect mode selection effect is not performed during the ending effect, but in the ending effect pattern ED-8, the operation effective period is set. The production mode selection production is performed during the ending production.
  The ending effect pattern ED-9 is selected when the third big hit is won when the effect mode B, effect mode C, effect mode D, effect mode E and effect mode F are set, and the ending effect 6 It is an ending production pattern that executes.
  The ending effect pattern ED-10 and the ending effect pattern ED-11 shown in FIG. 87 (c) are ending effect patterns when the first jackpot is won when the effect mode C is set. When all the VS reach (VS reach C-1 to C-3) associated with the effect mode C when winning is stored in the VS reach storage area of the sub-RAM 102c, the ending effect pattern ED- 11 is selected and special ending effect 3 is executed. On the other hand, if not all of the VS reach (VS reach C-1 to C-3) associated with the effect mode C are stored, the ending effect pattern ED-10 is selected and the ending effect 7 is executed. . In the ending effect pattern ED-10 and the ending effect pattern ED-11, an operation effective period is set, and an effect mode selection effect is performed during the ending effect.
In addition, the ending effect pattern ED-12 and the ending effect pattern ED-13 are ending effect patterns when winning the second jackpot when the effect mode C is set, and when the second jackpot is won. When all the VS reach (VS reach C-1 to C-3) associated with the mode C are stored in the VS reach storage area of the sub-RAM 102c, the ending effect pattern ED-13 is selected, and the special Ending effect 4 is executed. On the other hand, if not all of the VS reach (VS reach C-1 to C-3) associated with the effect mode C are stored, the ending effect pattern ED-12 is selected and the ending effect 8 is executed. .
In the ending effect pattern ED-12, the operation effective period is not set and the effect mode selection effect is not performed during the ending effect, but in the ending effect pattern ED-13, the operation effective period is set. The production mode selection production is performed during the ending production.
  The ending effect pattern ED-14 and the ending effect pattern ED-15 shown in FIG. 87 (d) are ending effect patterns when the first jackpot is won when the effect mode D is set. When all the VS reach (VS reach D-1 to D-3) associated with the effect mode D when winning is stored in the VS reach storage area of the sub-RAM 102c, the ending effect pattern ED-15 Is selected and special ending effect 5 is executed. On the other hand, when not all of the VS reach (VS reach D-1 to D-3) associated with the effect mode D are stored, the ending effect pattern ED-14 is selected and the ending effect 9 is executed. In the ending effect pattern ED-14 and the ending effect pattern ED-15, an operation effective period is set, and an effect mode selection effect is performed during the ending effect.
In addition, the ending effect pattern ED-16 and the ending effect pattern ED-17 are ending effect patterns when the second jackpot is won when the effect mode D is set, and when the second jackpot is won. When all the VS reach (VS reach D-1 to D-3) associated with the mode D are stored in the VS reach storage area of the sub-RAM 102c, the ending effect pattern ED-17 is selected, and the special Ending effect 6 is executed. On the other hand, when not all VS reach (VS reach D-1 to D-3) associated with the effect mode D is stored, the ending effect pattern ED-16 is selected and the ending effect 10 is executed. .
In the ending effect pattern ED-16, the operation effective period is not set and the effect mode selection effect is not performed during the ending effect, but in the ending effect pattern ED-17, the operation effective period is set. The production mode selection production is performed during the ending production.
  The ending effect pattern ED-18 shown in FIG. 87 (e) is a special game effect pattern that is selected when the first jackpot is won when the effect mode E is set and the ending effect 11 is executed. In the ending effect pattern ED-18, an operation effective period is set, and an effect mode selection effect is performed during the ending effect.
  The ending effect pattern ED-19 is an ending effect pattern that is selected when the second jackpot is won when the effect mode E is set and the ending effect 12 is executed.
  The ending effect pattern ED-20 shown in FIG. 87 (f) is an ending effect pattern that is selected when the first jackpot is won when the effect mode F is set and the ending effect 13 is executed. In the ending effect pattern ED-20, an operation effective period is set, and an effect mode selection effect is performed during the ending effect.
  The ending effect pattern ED-21 is an ending effect pattern that is selected when the second jackpot is won when the effect mode F is set and the ending effect 14 is executed.
  In the ending effect pattern ED-22 shown in FIG. 87 (g), all the VS reach (VS reach B-1 to B-3, VS reach C-1 to C-3, VS reach when winning the first jackpot. D-1 to D-3) are ending effect patterns that are selected when the VS reach storage area of the sub-RAM 102c is stored and the special ending effect 7 is executed. In the ending effect pattern ED-22, an operation effective period is set, and an effect mode selection effect is performed during the ending effect.
  In addition, the ending effect pattern ED-23 receives all VS reach (VS reach B-1 to B-3, C-1 to C-3, D-1 to D-3) when winning the second jackpot. This is an ending effect pattern that is selected when stored in the VS reach storage area of the sub-RAM 102c and executes the special ending effect 8. In the ending effect pattern ED-23, an operation effective period is set, and an effect mode selection effect is performed during the ending effect.
  As described above, the contents of the ending effect differ depending on whether or not the effect mode B, the effect mode C, and the effect mode D store all the VS reach associated with each effect mode. Yes.
  In addition, when all VS reach (VS reach B-1 to B-3, VS reach C-1 to C-3, VS reach D-1 to D-3) is stored, not only the production mode, Different ending effects (special ending effect 7 and special ending effect 8) are performed.
  In addition, when the production mode selection production is set to the production mode A or the production mode G, that is, when the high probability gaming state and the short-time gaming state are not set, the first big hit and the second big jackpot (so-called first so-called In the case of storing all VS reach associated with each of the effect modes of the ending effect (ending effects 1 and 2), effect mode B, effect mode C, and effect mode D Ending effects when winning the first jackpot and the second jackpot (special ending effects 1 to 6), ending effects when winning the first jackpot and the second jackpot when all VS reach is memorized (special Ending effects 7 and 8), and ending effects when winning the first jackpot (ending effects 1, 4, , And the like are performed in the 9, 11 and 13) in.
(Production input control processing by production control board)
The effect input control process by the effect control board 102 in step S1400 described above will be described with reference to FIG.
  In step S1401, the sub CPU 102a determines whether or not the special symbol is currently being displayed. If the sub CPU 102a determines that the special symbol is being displayed, the process proceeds to step S1402, and the special symbol is being displayed. If not, the process moves to step S1407.
  In step S1402, the sub CPU 102a performs an effect button operation detection signal from the effect button operation detection switch 17a based on the pressing operation of the effect button 17A, and a selection button operation detection signal from the selection button operation detection switch 18a based on the operation of the selection button 18A. Then, it is determined whether any of these operations is performed by determining whether any of the effect lever operation detection signals from the effect lever operation detection switch 19a based on the operation of the effect lever 19A is input. If the sub CPU 102a determines that any operation has been performed, the process proceeds to step S1403. If the sub CPU 102a determines that no operation has been performed on any operation means, the effect input control process ends.
  In step S1403, the sub CPU 102a checks the variation effect pattern of the variation effect being executed according to the current special symbol variation display stored in the variation effect data storage area of the sub RAM 102c.
  In step S <b> 1404, the sub CPU 102 a determines whether or not it is during the operation effective period in the variation effect by the variation effect pattern confirmed in step S <b> 1403. If it is determined that the operation is valid, the process proceeds to step S1405. If it is determined that the operation is not valid, the effect input control process is terminated.
  In step S1405, the sub CPU 102a determines whether or not the activated operation button 17A or the operation lever 19A is operated during the operation effective period determined in step S1404 from the effect button operation detection switch 17a. The determination is made based on whether or not a button operation detection signal or an effect lever operation detection signal is input from the effect lever operation detection switch 19a. If the sub CPU 102a determines that the activated effect button 17A or the effect lever 19A has been operated, the process proceeds to step S1406, where the activated effect button 17A or the effect lever 19A has been operated. If it determines with there being, it will complete | finish the said production | presentation input control process.
  In step S1406, the sub CPU 102a transmits a corresponding effect control command for controlling the corresponding effect based on the operation on the effect button 17A or the effect lever 19A in which the operation is enabled during the operation effective period. Set to.
  The corresponding effect control command set in the transmission buffer of the sub RAM 102c is transmitted to the lamp control board 104 and the image control board 105 by the data output process in step S1500. When the lamp control board 104 and the image control board 105 receive the corresponding effect control command, the lamp control board 104 and the image control board 105 perform effect control for executing the corresponding effect based on the control content indicated by the corresponding effect control command.
  For example, in step S1403, the sub CPU 102a confirms “variation effect pattern A-031” as the variation effect pattern, and the effect button 17A or the effect button 17A activated during the operation effective period of “serif notice A1” or When the effect lever 19A is operated, a corresponding effect control command is transmitted to the image control board 105 and the lamp control board 104. Thereby, the image control board 105 performs control to display the effect image of “serif a1” as the corresponding effect. In addition, the lamp control board 104 performs drive control to the third effect accessory device 1603 based on the corresponding effect control command, whereby the third decorative member 16C moves from “standby position 3” to “operation” as the corresponding effect. The moving operation to move to “position 3” is performed.
  In the present embodiment, an operation promotion notification is made to prompt the player to operate the effect button 17A during execution of a game effect related to a game using a game ball, such as a change effect performed during a special symbol change display. In the operation enabled state, the effect button 17A is in a non-projecting state (first state) or a projecting state (second state).
  In step S1407, the sub CPU 102a determines whether or not a game standby state in which a game effect related to the game is not being performed. If the sub CPU 102a determines that the game is on standby, the process proceeds to step S1408. If the sub CPU 102a determines that the game is not standby, the process proceeds to step S1413.
  In step S1408, the sub CPU 102a determines whether a menu screen is being displayed on the image display device 13. If the sub CPU 102a determines that the menu screen is being displayed, the process proceeds to step S1409. If the sub CPU 102a determines that the menu screen is not being displayed, the process proceeds to step S1411.
  In step S1409, the sub CPU 102a determines whether or not the operation of the effect button 17A or the selection button 18A has been performed. If the sub CPU 102a determines that the operation of the effect button 17A or the selection button 18A has been performed, the process proceeds to step S1410. If the sub CPU 102a determines that the operation of the effect button 17A or the selection button 18A has not been performed, the effect input control process is performed. Exit.
  In step S1410, the sub CPU 102a sets a menu operation effect control command corresponding to the operation of the effect button 17A or the selection button 18A in the transmission buffer of the sub RAM 102c.
  In step S1411, the sub CPU 102a determines whether or not the effect button 17A has been operated. If the sub CPU 102a determines that the effect button 17A has been operated, the process proceeds to step S1412. If the sub CPU 102a determines that the effect button 17A has not been operated, the effect input control process ends.
  In step S1412, the sub CPU 102a transmits a menu screen display control command for causing the image display device 13 to display a menu screen that allows the player to select and determine various menus that can be set in the gaming machine Y. Set to.
The menu screen display control command set in the transmission buffer of the sub RAM 102c is transmitted to the image control board 105 by the data output process in step S1500.
When receiving the menu screen display control command, the image control board 105 performs control to display the menu screen (see FIG. 44) indicated by the menu screen control command.
  The menu screen display control command may be transmitted to the lamp control board 104 by the data output process in step S1500. In this case, when the lamp control board 104 receives the menu screen display control command, the lamp control board 104 turns on the effect button 17A that is activated when the menu screen indicated by the menu screen display control command is displayed. Perform light emission control.
  In step S1412, the sub CPU 102a turns on an operation execution flag indicating that the effect button 17A has been operated in step S1411 in the operation execution flag storage area of the sub RAM 102c. The sub CPU 102a sets an operation valid state for validating the operation on the selection button 18A when the operation execution flag is set to ON.
In this case, the sub CPU 102a sets the operation execution flag in the operation execution flag storage area to ON when the menu screen is displayed on the image display device 13, and turns OFF when the menu screen is not displayed on the image display device 13. Set to.
As described above, the sub CPU 102a selects, based on the fact that the operation execution flag is set to ON when the presentation button 17A is pressed once during the standby state in which the game presentation is not executed. An operation valid state for validating the operation on the button 18A is set.
  ◆ In the present embodiment, an operation promotion notification that prompts the player to operate the effect button 17A during the execution of a game effect related to a game using a game ball, such as a change effect performed during the change display of a special symbol. In the operation effective state to be performed, the effect button 17A is in a non-projecting state (first state) or a projecting state (second state).
  On the other hand, in the operation enabled state during the standby state in which no game effect is being executed, the effect button 17A is set to the non-projecting state (first state) while being limited to the projecting state (second state). doing.
  FIG. 44 is a diagram showing an example of a menu screen displayed on the image display device 13 based on the control based on the menu screen control command set in step S1412.
  The menu screen shown in FIG. 44 includes a menu “volume setting” as a character image 510 “select menu” and a character image indicating a menu selectable by the upper part 181A and the lower part 183A of the selection button 18A. A character image 511 showing, a character image 512 showing a menu of “light quantity setting”, a character image 513 showing a menu of “guide”, a character image 514 showing a menu of “return”, and selection of these menus. It has an image 515A of the selection button 18A, a character image 515B “Select”, an image 516A of the effect button 17A used when determining the selected menu, and a character image 516B “Determine”.
  As shown in FIG. 44, a character image 511 indicating a menu item “volume setting”, a character image 512 indicating a menu item “light intensity setting”, a character image 513 indicating a menu item “guide”, and a menu “return” Character images 514 indicating items are arranged and displayed from the upper side to the lower side of the menu screen in this order.
  As described above, the menu screen of FIG. 44 is displayed on the image display device 13 by pressing the effect button 17A. When this menu screen is displayed, the operation on the selection button 18A is valid. Each time the upper part 181A of the selection button 18A is pressed, the menu item displayed on the upper side of the menu screen is selected, and every time the lower part 183A of the selection button 18A is pressed. The menu item displayed on the lower side of the menu screen is selected.
  The menu screen shown in FIG. 44 is in a state where the “volume setting” menu item is selected, and the menu item selected in this way is selected to be distinguishable from other menu items. Emphasis is given by blinking a character image indicating a menu item or attaching an effect image.
  Then, the selected menu item is determined by pressing the effect button 17A, and then an image of the content of the determined menu item is displayed.
When “volume setting” is determined as a menu item, a volume setting screen (not shown) on which a volume gauge for the player to adjust the volume output from the gaming machine Y is displayed.
When “light quantity setting” is determined as the menu item, a light quantity setting screen (not shown) is displayed on which a volume gauge for the player to adjust the light quantity of the LED in the lighting device 15 for presentation is displayed. .
When “Guide” is determined as the menu item, explanation of reach production executed in the fluctuation effects of the production modes A to G, explanation of characters appearing in the fluctuation production of the production modes A to G, production modes A to G Various guide screens (not shown) such as an explanation of the reliability for the jackpot in the notice effect performed in the G variation effect are displayed.
When “return” is determined as the menu item, the screen of the image display device 13 returns to the screen before displaying the menu screen.
  Further, a state in which the volume setting screen is displayed on the image display device 13 by determining “volume setting” as the menu item, and a light amount setting screen is displayed on the image display device 13 by determining “light amount setting”. In the displayed state, the left portion 182A and the right portion 184A of the selection button 18A can be pressed.
  When the volume setting screen is displayed on the image display device 13, the volume can be adjusted by pressing the left part 182A and the right part 184A of the selection button 18A. Each time the left portion 182A of the selection button 18A is pressed, the volume decreases, and the level of the volume gauge decreases accordingly. Further, every time the right part 184A of the selection button 18A is pressed, the volume increases, and the level of the volume gauge increases accordingly.
  When the light amount setting screen is displayed on the image display device 13, the light amount can be adjusted by pressing the left part 182A and the right part 184A of the selection button 18A. Each time the left portion 182A of the selection button 18A is pressed, the light amount of the LED in the effect lighting device 15 decreases, and the light gauge level also decreases accordingly. Further, every time the right part 184A of the selection button 18A is pressed, the light amount of the LED in the effect lighting device 15 increases, and accordingly, the level of the light amount gauge also increases.
  It should be noted that the operation means that becomes effective when the presentation button 17A is pressed during this standby state is not limited to the selection button 18A described above, and other operation means may be applied.
  For example, the effect lever 19A is installed so that it can be tilted to the near side, back side, left side, and right side, and the effect lever 19A is applied instead of the selection button 18A. Specifically, for example, the tilting operation of the effect lever 19A toward the back side corresponds to the pressing operation of the upper portion 181A of the selection button 18A, and the tilting operation of the effect lever 19A toward the front side of the selection button 18A is pressed down of the lower portion 183A. The operation of tilting the effect lever 19A to the left corresponds to the operation of pressing the left part 182A of the selection button 18A, and the operation of tilting the effect lever 19A to the right of the operation is the operation of pressing the right part 184A of the selection button 18A. Equivalent to. The upper part 181A, the left part 182A, the lower part 183A, the right part 184A of the selection button 18A and the rear side, the left side, the near side, and the right side of the effect lever 19A do not have to correspond to each other in this way. For example, the tilting operation of the effect lever 19A toward the back corresponds to the pressing operation of the right part 184A of the selection button 18A, and the tilting operation of the effect lever 19A to the near side corresponds to the pressing operation of the left part 182A of the selection button 18A. You may make it do.
  Further, the menu screen displayed on the image display device 13 is not limited to the example of FIG. 44 described above. For example, a “character selection” for causing the player to select a character to appear during the production from a plurality of characters. It may be a menu screen having menu items such as “song selection” for allowing the player to select a song to be output during the jackpot game from a plurality of songs.
  In step S1413, the sub CPU 102a determines whether or not the ending is currently in progress. If the sub CPU 102a determines that the ending is in progress, the process proceeds to step S1414. If the sub CPU 102a determines that the ending is not in progress, the effect input control process ends.
  In step S1414, the sub CPU 102a performs an effect mode setting process related to the setting of the effect mode.
(Production mode setting process by production control board)
The effect mode setting process will be specifically described with reference to FIG.
  In step S1414-1, the sub CPU 102a determines that the ending effect pattern of the ending effect currently being performed is the ending effect patterns ED-1, ED-2, ED-5, ED-6, ED-8, ED-10, It is determined whether it is ED-11, ED-13, ED-14, ED-15, ED-17, ED-18, ED-20, ED-22 or ED-23. The sub CPU 102a has ending effect patterns ED-1, ED-2, ED-5, ED-6, ED-8, ED-10, ED-11, ED-13, ED-14, ED-15, and ED-17. , ED-18, ED-20, ED-22 or ED-23, the process proceeds to step S1414-2, and the ending effect patterns ED-1, ED-2, ED-5, ED-6, If it is determined that it is not ED-8, ED-10, ED-11, ED-13, ED-14, ED-15, ED-17, ED-18, ED-20, ED-22 or ED-23, The processing is moved to S1414-9.
  In step S1414-2, the sub CPU 102a determines whether or not the operation is valid in the ending effect. If the sub CPU 102a determines that it is during the operation effective period, it moves the process to step S1414-3, and if it determines that it is not during the operation effective period, it ends the effect mode setting process.
  In step S1414-3, the sub CPU 102a determines whether the left part 182A or the right part 184A of the selection button 18A has been operated. If the sub CPU 102a determines that the left part 182A or the right part 184A of the selection button 18A has been operated, it moves to step S1414-7 and determines that the left part 182A or the right part 184A of the selection button 18A has not been operated. Then, the process proceeds to step S1414-4.
  In step S1414-4, the sub CPU 102a determines whether or not the operation effective period in the ending effect has ended. If the sub CPU 102a determines that the operation effective period has ended, it moves the process to step S1414-5, and if it determines that the operation effective period has not ended, ends the effect mode setting process.
  In step S1414-5, the sub CPU 102a sets the currently selected effect mode. Specifically, the selection counter is checked, and an effect mode flag corresponding to the effect mode indicated by the selection counter is stored in the effect mode flag storage area. For example, if the selection counter = 00, the effect mode B1 is indicated, the effect mode flag “01H” is stored in the effect mode flag storage area, and if the selection counter = 01, the effect mode C1 is indicated. The effect mode flag “02H” is stored in the effect mode flag storage area, and if the selection counter = 02, the effect mode D1 is indicated, the effect mode flag “03H” is stored in the effect mode flag storage area, and the selection counter If = 03, the effect mode E1 is indicated, and the effect mode flag “04H” is stored in the effect mode flag storage area.
  In step S1414-6, the sub CPU 102a sets an effect mode effect control command representing the effect mode set in step S1414-5 in the transmission buffer of the sub RAM 102c.
  The effect mode effect control command set in the transmission buffer is transmitted to the lamp control board 104 and the image control board 105 by the data output process in step S1500. When the lamp control board 104 and the image control board 105 receive the effect mode effect control command, the lamp control substrate 104 and the image control board 105 perform the effect in the effect mode indicated by the effect mode effect control command. The effect contents are set in advance in each effect mode. When the effect mode is set, at least the background image displayed in the display area 130 of the image display device 13 and the BGM output from the audio output device 14 are displayed. It is executed as a basic production by output and production mode.
  In step S1414-7, the sub CPU 102a updates the selection counter. Specifically, when the right portion 184A of the selection button 18A is operated in step S1414-3, if the selection counter = 00, “+1” is added to the selection counter = 00, and the selection counter = 01.
  Further, when the left portion 182A of the selection button 18A is operated in step S1414-3, if the selection counter = 00, “−1” is performed on the selection counter = 00, and the selection counter = 03.
  When the right part 184A of the selection button 18A is operated in step S1414-3, if the selection counter = 01, “+1” is added to the selection counter = 01, and the selection counter = 02.
  Further, when the left portion 182A of the selection button 18A is operated in step S1414-3, if the selection counter = 01, “−1” is performed on the selection counter = 01, and the operation counter = 00.
  When the right part 184A of the selection button 18A is operated in step S1414-3, if the selection counter = 02, “+1” is added to the selection counter = 02, and the selection counter = 03.
  Further, when the left portion 182A of the selection button 18A is operated in step S1414-3, if the selection counter = 02, “−1” is set to the selection counter = 02, and the selection counter = 01.
  Further, when the right part 184A of the selection button 18A is operated in step S1414-3, if the selection counter = 03, “+1” is added to the selection counter = 03, and the selection counter = 00.
  In addition, when the left portion 182A of the selection button 18A is operated in step S1414-3, if the selection counter = 03, “−1” is performed on the selection counter = 03, and the selection counter = 02.
  In step S1414-8, the sub CPU 102a sets a selection switching control command indicating that the effect mode indicated by the selection counter updated in step S1414-7 is selected in the transmission buffer of the sub RAM 102c.
  The selection switching control command set in the transmission buffer is transmitted to the lamp control board 104 and the image control board 105 by the data output process in step S1500. Then, when the lamp control board 104 and the image control board 105 receive the selection switching control command, the presentation image in which the presentation mode indicated by the selection switching control command is selected (FIG. 109 (c), FIG. 110 (a), FIG. 111 (a), FIG. 112 (a), and FIG. 114 (c)) are displayed.
  In step S1414-9, the sub CPU 102a determines whether the ending effect pattern of the ending effect currently being performed is the ending effect pattern ED-3, ED-4, or ED-9. If the sub CPU 102a determines that the ending effect pattern is ED-3, ED-4, or ED-9, the process proceeds to step S1414-10, and the sub CPU 102a is not the ending effect pattern ED-3, ED-4, or ED-9. If determined, the effect mode setting process ends.
  In step S1414-10, the sub CPU 102a sets the effect mode G. Specifically, an effect mode flag “05H” indicating the effect mode G is stored in the effect mode flag storage area.
  In step S1414-11, the sub CPU 102a sets an effect mode effect control command representing the effect mode set in step S1414-10 in the transmission buffer of the sub RAM 102c.
  The effect mode effect control command set in the transmission buffer is transmitted to the lamp control board 104 and the image control board 105 by the data output process in step S1500. When the lamp control board 104 and the image control board 105 receive the effect mode effect control command, the lamp control substrate 104 and the image control board 105 perform the effect in the effect mode indicated by the effect mode effect control command. The effect contents are set in advance in each effect mode. When the effect mode is set, at least the background image displayed in the display area 130 of the image display device 13 and the BGM output from the audio output device 14 are displayed. It is executed as a basic production by output and production mode.
  Here, a specific example of the variation effect will be described.
(Specific example of variation production in production mode A)
First, a specific example of the variation effect of the variation effect pattern in the effect mode A will be described.
  FIG. 88 (a) shows a variation effect in which the sub CPU 102a receives a variation pattern designation command “E6H09H” or “E7H09H” from the main control board 101, determines a “variation effect pattern A-031”, and executes a specific effect. It is a figure for demonstrating the time flow of. 88B is executed when the sub CPU 102a receives the variation pattern designation command “E6H0AH” or “E7H0AH” from the main control board 101 and determines “variation effect pattern A-035”. It is a figure for demonstrating the time flow of the change production which performs production. 88C, the sub CPU 102a receives the variation pattern designation command “E6H0BH” or “E7H0BH” from the main control board 101, determines the “variation effect pattern A-039”, and executes the specific effect. It is a figure for demonstrating the time flow of a change production.
(Variation production according to the fluctuation production pattern A-031 (first jackpot))
In the low-probability gaming state and the non-time-saving gaming state, when the determination result of the jackpot is “first jackpot” and “variable effect pattern A-031” is selected, the sub CPU 102a performs the timing shown in FIG. Effect control is performed to execute a fluctuating effect from T11 to timing T14. 89 to 91 show an effect image displayed on the image display device 13 in the variation effect shown in FIG. 88A, an effect button 17A, an effect lever 19A, a second decorative member 16B, and a third decorative member 16C. ing.
  The sub CPU 102a executes “symbol fluctuation” in a period (a-1) from timing T11 to timing T12, executes “normal reach 1” in a period (a-2) from timing T12 to timing T13, and then In the period (a-3) and the period (a-4) from the timing T13 to the timing T14, effect control for executing “super reach 1” is performed.
  In the “symbol fluctuation” in the period (a-1), the sub CPU 102a performs effect control for causing the image display device 13 to display an effect image in which a plurality of special effect symbols are variably displayed.
  In the “symbol change” in this period (a-1), the sub CPU 102a first changes the special effect symbols and changes the special character “character a1 (kunoichi)” (a− in FIG. 89). Effect control for causing the image display device 13 to display the effect image shown in 1-1) is performed.
  The sub CPU 102a executes “line notice A” as a special effect in the “design variation”. “Selif notice A” is a notice effect that notifies the possibility of executing the jackpot game and gives a sense of expectation that the jackpot determination result is a jackpot.
  Further, in the variation icon display area 70D, the variation icon TH is displayed in green (special mode 2), and the variation icon TH displayed in green (special mode 2) is reached in the variation effect. Has been informed. Also, nothing is displayed in the first hold icon display areas 70B1 to 70B4 and the second hold icon display areas 70C1 to 70C4, indicating that neither the first hold nor the second hold is stored.
  The sub CPU 102a sets “Selif Notice A” in accordance with the execution rate of “Selif Notice A” in “Variation Effect Pattern A-031” set in the special effect type determination table of FIG. ) Effect control for executing any one of “line notice A1” to “line notice A5” shown in the special effect information table.
  The sub CPU 102a validates the operation of the effect button 17A as shown in FIG. 88 (a) when executing any of “Serif notice A1” to “Serif notice A3” in “symbol fluctuation”. An operation valid period X11 is set (see FIG. 65A).
  In the operation valid period X11, the sub CPU 102a, in the case of “Serial notice A2” or “Serial notice A3”, includes an operation promotion notification image that prompts the operation of the effect button 17A (a-1-2) in FIG. An effect for causing the image display device 13 to display the effect image shown in FIG. This operation promotion notification image is composed of the characters “Press the button !!” together with the effect button 17A and the timer gauge image. Further, in the case of “line notice A1”, an effect of displaying the effect image shown in (a-1-3) of FIG. 89 including the image of the operation promotion notification prompting the operation of the effect lever 19A on the image display device 13 is executed. To do. This operation promotion notification image is composed of the characters “draw the lever !!” together with the effect lever 19A and the timer gauge image.
  The sub CPU 102a, as shown in the execution ratio of “Serif notice A1” to “Serif notice A3” in “Fluctuation effect pattern A-031” set in the special effect type determination table of FIG. In the operation effective period X11 of “A1” to “Serial notice A3”, the state of the effect button 17A remains in the non-projecting state (first state) and does not enter the projecting state (second state). . Note that the corresponding sound may be output from the sound output device 14 when the effect image of the operation promotion notification is displayed.
  When the sub-CPU 102a executes the “line notice A1”, the “character a1” is changed to the “line a1” (“one thousand thousand money” based on the tilting operation performed on the effect lever 19A during the operation effective period X11. 89 ”is displayed on the image display device 13 and the third decorative member 16C is moved from“ standby position 3 ”to“ operation ”as a movable member. A corresponding effect (notice effect) such as moving to “position 3” is executed. Note that the sub CPU 102a may execute an effect of outputting the voice of “line a1” from the voice output device 14.
  When the sub CPU 102a executes the “line notice A2”, as shown in FIG. 65 (a), the sub CPU 102a performs a press operation on the effect button 17A once during the operation effective period X11. Unlike the effect image shown in (a-1-4) of 89, the effect that the “character a1” speaks “serif a2” (“obtains 100 cars?”) Is displayed on the image display device 13. Production control for performing production (notice production) is performed.
  When executing the “line notice A3”, as shown in FIG. 65 (a), the sub CPU 102a performs a pressing operation on the effect button 17A once during the operation effective period X11. Unlike the effect image shown in (a-1-4) of 89, a corresponding effect (displayed on the image display device 13) of an effect image in which “character a1” speaks “serif a3” (“do you have enough for both?”) ( Produce control for executing the notice effect).
  On the other hand, the sub CPU 102a does not set the operation valid period X11 when executing the “line notice A4” and the “line notice A5”. That is, in the “line notice A4” and “line notice A5”, the operation promotion notification image such as the effect image shown in (a-1-2) and (a-1-3) in FIG. 89 is not displayed. A notice effect is displayed in which an effect image in which “Character a1” speaks speech is displayed on the image display device 13 at a predetermined timing. Note that the notice effects of “Serif notice A4” and “Serif notice A5” are effects equivalent to the corresponding effects described above.
  When executing the “line notice A4”, the sub CPU 102a differs from the effect image shown in FIG. 89A-1-4 at a predetermined timing as shown in FIG. Effect control for executing a notice effect (corresponding to a corresponding effect) for displaying an effect image on the image display device 13 that speaks “Serif a4” (“Do you have one car?”).
  When executing the “line notice A5”, the sub CPU 102a, as shown in FIG. 65A, differs from the effect image shown in (a-1-4) of FIG. Effect control is performed to execute a notice effect (corresponding to a corresponding effect) in which an effect image that states that “Serif a5” (“Do you earn money?”) Is displayed on the image display device 13.
  In the “normal reach 1” in the period (a-2), the sub CPU 102a causes the image display device 13 to stop display the two symbols (left symbol and right symbol) of the special effect symbols with the same numerical value (for example, 7). The effect control for executing the effect of displaying the effect image of the reach effect of (a-2-1) in FIG. 90 that generates the state on the image display device 13 is performed.
  In this “normal reach 1”, the sub CPU 102a executes “character notice A” as a special effect. “Character notice A” is a notice effect that notifies the possibility that a jackpot game will be executed and gives a sense of expectation that the jackpot determination result is a jackpot, similarly to “Serial notice A”.
  The sub CPU 102a sets “Character notice A1” as “Character notice A” according to the execution ratio of “Character notice A” in “Fluctuation effect pattern A-031” set in the special effect type determination table of FIG. Production control for executing any one of “Character notice A5” is performed.
  When the sub CPU 102a executes any one of “character notice A1” to “character notice A3” as a special effect, the operation of the effect button 17A or the effect lever 19A is effective as shown in FIG. 88 (a). The operation valid period Y11 is set (see FIG. 65B).
  The sub CPU 102a does not execute the operation promotion notification for prompting the operation of the effect button 17A in the operation effective period Y11. That is, in the operation effective period Y11, the sub CPU 102a causes the image display device 13 to display the effect image shown in (a-2-2) and (a-2-3) in FIG. 90 that does not include the operation promotion notification image. Take control.
  As shown in the execution ratio of “character notice A1” to “character notice A3” in “variable effect pattern A-031” set in the special effect type determination table of FIG. In the operation effective period Y11 of “A1” to “Character notice A3”, the state of the effect button 17A is kept in the non-projecting state (first state) and not in the projecting state.
  When executing the “character notice A1”, the sub CPU 102a, as shown in (a-2-4) of FIG. 90, based on the tilting operation performed on the effect lever 19A during the operation effective period Y11. In the image display device 13, an effect for executing a corresponding effect (notice effect) such as additionally displaying a new character “Character a2-1” in addition to the already displayed “Character a1”. Take control.
  When executing the “character notice A2”, as shown in FIG. 65B, the sub CPU 102a displays an image based on the press of the effect button 17A once during the operation effective period Y11. The device 13 performs effect control for executing a corresponding effect (notice effect) such as additionally displaying “Character a2-2” different from “Character a2-1”.
  When executing the “character notice A3”, as shown in FIG. 65B, the sub CPU 102a displays an image based on the press of the effect button 17A once during the operation valid period Y11. The device 13 performs effect control for executing a notice effect (corresponding effect) such as additionally displaying “Character a2-3” different from “Character a2-1” and “Character a2-2”.
  On the other hand, the sub CPU 102a does not set the operation valid period Y11 when executing “character notice A4” and “character notice A5”. That is, “character notice A4” and “character notice A5” perform effect control for executing a notice effect in which a new character is additionally displayed at a predetermined timing. The notice effects of “character notice A4” and “character notice A5” are effects equivalent to the corresponding effects described above.
  When executing the “character notice A4”, the sub CPU 102a displays an effect image in which “character a2-4” (not shown) is added at a predetermined timing, as shown in FIG. 65 (b). Effect control for executing the notice effect (corresponding effect) is performed.
  When executing the “character notice A5”, the sub CPU 102a displays an effect image in which “character a2-5” (not shown) is added at a predetermined timing, as shown in FIG. 65 (b). Effect control for executing the notice effect (corresponding effect) is performed.
  Thereafter, when the sub CPU 102a shifts from normal reach to super reach (FIG. 90 (a-2-4) to FIG. 91 (a-3-1)), white-out display or black-out display (not shown). After performing, only the numbers from the character images and numbers that were displayed with the two special performance symbols (left symbol and right symbol) of the same numerical value that were stopped and displayed in the reach state. In order to execute the effect of displaying the effect image shown in (a-3-1) of FIG. 91 in which “Character a3 (A child)” appears and changing to the simple display displayed in FIG. Perform production control.
  Here, since the game ball has entered the starting port, the sub CPU 102a determines the hold mode to be white (normal mode) in the pre-reading effect determination process in step S1306, and the first hold icon display areas 70B1 to 70B4. A white (normal mode) hold icon H11 is displayed on the first display unit 70B1.
When the sub CPU 102a determines that the hold mode is blue (special mode 1) in the prefetching effect determination process in step S1306, the sub CPU 102a displays blue (special mode 1) on the first display unit 70B1 of the first hold icon display areas 70B1 to 70B4. When the hold icon H11 is displayed and the hold mode is determined to be green (special mode 2), the green (special mode 2) hold icon H11 is displayed on the first display portion 70B1 of the first hold icon display areas 70B1 to 70B4. Is displayed, and when the hold mode is determined to be red (special mode 3), the red (special mode 3) hold icon H11 is displayed on the first display portion 70B1 of the first hold icon display areas 70B1 to 70B4. When the hold mode is determined to be gold (special mode 4), the first display unit 70B1 of the first hold icon display areas 70B1 to 70B4 is set to gold. When the hold icon H11 of the special mode 4) is displayed and the hold mode is determined to be iridescent (special mode 5), the first display unit 70B1 of the first hold icon display area 70B1 to 70B4 is displayed in iridescent color (special mode) The hold icon H11 of 5) is displayed.
When the holding mode is green (special mode 2), red (special mode 3), gold color (special mode 4), and iridescent color (special mode 5), the reach effect in the variable effect corresponding to this hold Is a reach confirmation effect to notify that Further, when the holding mode is rainbow (special mode 5), it is notified that the changing effect corresponding to the holding is a big hit.
  When executing the specific effect, the sub CPU 102a sets a specific effect execution period W11 for executing the specific effect in the “super reach 1”. In the specific effect execution period W11, the sub CPU 102a executes the specific effect of the type determined in the specific effect type determination process in step S1313-33. When the specific effect is executed, the effect button 17A is changed from the state of FIG. 107 (a) to the state of FIG. 107 (b) to vibrate, and the effect button 17A is vibrated at high speed or low speed. When outputting an image, an effect image of the effect button 17A that vibrates is displayed on the image display device 13, as shown in FIG. 107 (c). Furthermore, in the case of outputting sound, a pseudo sound of the vibration sound of the effect button 17A is output from the sound output device 14 as shown in FIG.
  In the present embodiment, the specific effect is performed in the period (a-3), but is not limited thereto, and for example, the period (a-1), the period (a-2), and the period (a-4). In addition, the specific performance execution period W11 may be set.
  Further, the sub CPU 102a receives “development notice A” as a special effect in “Super Reach 1”, which expresses the development to “Special Reach 1”, which is an effect with higher reliability than the “Super Reach 1”. Run. “Development notice A” is a notice effect that informs the possibility of executing a jackpot game and gives a sense of expectation that the jackpot judgment result is a jackpot, like “Serial notice A” and “Character notice A”. is there.
  The sub CPU 102a sets “development notice A1” as “development notice A1” in accordance with the execution ratio of “development notice A” in “variation effect pattern A-031” set in the special effect type determination table of FIG. Production control for executing any one of “Development notice A6” is performed.
  The sub CPU 102a sets an operation valid period X12 in which the operation of the effect button 17A or the effect lever 19A is valid in any case of executing “Development notice A1” to “Development notice A6” in “Super Reach 1”. (See FIG. 65 (c)).
  In the operation effective period X12, the sub CPU 102a includes an operation promotion notification image that prompts the operation of the effect button 17A or the effect lever 19A as shown in FIG. 91 (a-3-2) or (a-3-3). The effect of displaying the effect image on the image display device 13 is executed. This operation promotion notification image is composed of the characters “Press the button !!” together with the effect button 17A and the timer gauge image, or the characters “Pull lever!” Together with the effect lever 19A and the timer gauge image. It consists of
  However, the effect image of (a-3-2) is displayed when the effect button 17A is in the protruding state during the operation effective period X12, and an operation promotion notification for urging the user to operate the effect button 17A in the protruding state. Contains images.
  On the other hand, the effect image of (a-3-3) includes an operation promotion notification image that prompts the operation of the effect lever 19A during the operation effective period X12.
When executing the “development notice A1”, the sub CPU 102a, as shown in (a-3-4) of FIG. 91, is based on the tilting operation performed on the effect lever 19A during the operation effective period X12. In addition, the second decorative member 16B as the movable member is moved from the “standby position 2” to the “operating position 2”, and an effect image (effect a1) for emphasizing the second decorative member 16B in the image display device 13 Effect control is performed to execute the corresponding effect (development notice) such as displaying.
At this time, reduced display of special effect symbols in a state where they are aligned to the same numerical value is also performed.
When executing the “development notice A2”, the sub CPU 102a, as shown in FIG. 65C, is based on the fact that the projecting effect button 17A is pressed once during the operation effective period X12. The second decorative member 16B is moved from the “standby position 2” to the “operating position 2”, and an effect image (effect a2) for emphasizing the second decorative member 16B is displayed on the image display device 13. Production control for executing the corresponding production (development notice) is performed.
At this time, reduced display of special effect symbols in a state where they are aligned to the same numerical value is also performed.
When executing the “development notice A3”, the sub CPU 102a performs the tilting operation on the effect lever 19A during the operation effective period X12 as shown in FIG. The effect control for executing the corresponding effect (development advance notice) such as displaying the effect image (effect a3) is performed.
At this time, reduced display of special effect symbols in a state where they are aligned to the same numerical value is also performed.
When executing the “development notice A4”, the sub CPU 102a performs one pressing operation on the effect button 17A in the non-projecting state during the operation effective period X12 as shown in FIG. 65 (c). Based on this, the second decorative member 16B is moved from “standby position 2” to “operating position 2”, and an effect image (effect a1) for emphasizing the second decorative member 16B is displayed on the image display device 13. Production control is performed to execute the corresponding production (development notice).
At this time, reduced display of special effect symbols in a state where they are aligned to the same numerical value is also performed.
When executing the “development notice A5”, the sub CPU 102a performs the tilting operation on the effect lever 19A during the operation effective period X12 as shown in FIG. The effect control for executing the corresponding effect (development advance notice) such as displaying the effect image (effect a2) is performed.
At this time, reduced display of special effect symbols in a state where they are aligned to the same numerical value is also performed.
When executing the “development notice A6”, the sub CPU 102a performs a single pressing operation on the non-projecting effect button 17A during the operation effective period X12, as shown in FIG. 65 (c). Based on this, the image display device 13 performs effect control for executing a corresponding effect (development notice) such as displaying an effect image (effect a3).
At this time, reduced display of special effect symbols in a state where they are aligned to the same numerical value is also performed.
Thereafter, the sub CPU 102a moves the second decorative member 16B as the movable member from the “operation position 2” to the “standby position 2”, and at the image display device 13, the white display or the blackout display (not shown) is performed. In FIG. 91, the special effect design (left design and right design) that was reduced and displayed only with numbers was restored to the display that was displayed with the character images and numbers that were displayed before Super Reach. Control for causing the image display device 13 to display the effect image shown in (a-4) is performed.
Accordingly, the player is notified that the first jackpot game in which the jackpot game (the first jackpot game) with the round number of 16R (round) is executed is won.
(Variation production related to the fluctuation production pattern A-019 (losing))
In the low-probability gaming state and the non-short-time gaming state, when the determination result of the jackpot is “losing” and “variable effect pattern A-019” is selected, the sub CPU 102a basically performs the processing shown in FIG. A variation effect similar to the “variation effect pattern A-031” shown is executed. That is, the sub CPU 102a executes “design variation” in the period (a-1) from timing T11 to timing T12, and executes “normal reach 1” in the period (a-2) from timing T12 to timing T13. Effect control is performed to execute the effect during the period (a-3) of “super reach 1” from timing T13.
However, in the variation effect “variation effect pattern A-019”, the sub CPU 102a executes the tilting operation with respect to the effect lever 19A during the operation effective period X12 when executing the “development notice A1”. 91A, the second decorative member 16B as the movable member is moved from the “standby position 2” to the “operating position 2”, and the second decorative member is displayed in the image display device 13. Effect control for executing a corresponding effect (development notice) such as displaying an effect image (effect a1) for emphasizing the member 16B is performed.
At this time, the reduced display of the special effect symbols in a state where the middle symbol is not the same numerical value as the left symbol and the right symbol is also performed.
When executing the “development notice A2”, the sub CPU 102a, as shown in FIG. 65C, is based on the fact that the projecting effect button 17A is pressed once during the operation effective period X12. The second decorative member 16B is moved from the “standby position 2” to the “operating position 2”, and an effect image (effect a2) for emphasizing the second decorative member 16B is displayed on the image display device 13. Production control for executing the corresponding production (development notice) is performed.
At this time, the reduced display of the special effect symbols in a state where the middle symbol is not the same numerical value as the left symbol and the right symbol is also performed.
When executing the “development notice A3”, the sub CPU 102a performs the tilting operation on the effect lever 19A during the operation effective period X12 as shown in FIG. The effect control for executing the corresponding effect (development advance notice) such as displaying the effect image (effect a3) is performed.
At this time, the reduced display of the special effect symbols in a state where the middle symbol is not the same numerical value as the left symbol and the right symbol is also performed.
When executing the “development notice A4”, the sub CPU 102a performs one pressing operation on the effect button 17A in the non-projecting state during the operation effective period X12 as shown in FIG. 65 (c). Based on this, the second decorative member 16B is moved from “standby position 2” to “operating position 2”, and an effect image (effect a1) for emphasizing the second decorative member 16B is displayed on the image display device 13. Production control is performed to execute the corresponding production (development notice).
At this time, the reduced display of the special effect symbols in a state where the middle symbol is not the same numerical value as the left symbol and the right symbol is also performed.
When executing the “development notice A5”, the sub CPU 102a performs the tilting operation on the effect lever 19A during the operation effective period X12 as shown in FIG. The effect control for executing the corresponding effect (development advance notice) such as displaying the effect image (effect a2) is performed.
At this time, the reduced display of the special effect symbols in a state where the middle symbol is not the same numerical value as the left symbol and the right symbol is also performed.
When executing the “development notice A6”, the sub CPU 102a performs a single pressing operation on the non-projecting effect button 17A during the operation effective period X12, as shown in FIG. 65 (c). Based on this, the image display device 13 performs effect control for executing a corresponding effect (development notice) such as displaying an effect image (effect a3).
At this time, the reduced display of the special effect symbols in a state where the middle symbol is not the same numerical value as the left symbol and the right symbol is also performed.
Thereafter, the sub CPU 102a moves the second decorative member 16B as the movable member from the “operation position 2” to the “standby position 2”, and at the image display device 13, the white display or the blackout display (not shown) is performed. In FIG. 91, the special effect design (left design and right design) that was reduced and displayed only with numbers was returned to the display with the character images and numbers that were displayed before Super Reach. Control which displays the effect image shown to (A-2) on the image display apparatus 13 is performed.
This notifies the player that the determination result of the jackpot determination is “losing”.
(Variation production according to Fluctuation production pattern A-035 (first jackpot))
When the jackpot determination result is “first jackpot” in the low-probability gaming state and the non-time-saving gaming state, and “variable effect pattern A-035” is selected, the sub CPU 102a performs the timing shown in FIG. 88 (b). Effect control is performed to execute a fluctuating effect from T21 to timing T24.
  92 to 94 show the effect image displayed on the image display device 13 in the variation effect shown in FIG. 88 (b), the effect button 17A, the effect lever 19A, the first decorative member 16A, and the second decorative member 16B. ing.
  The sub CPU 102a executes “design variation” in the period (b-1) from the timing T21 to the timing T22 in the variation presentation of the “variation presentation pattern A-035”, and the period from the timing T22 to the timing T23 (b− 2), “normal reach 1” is executed, and thereafter, effect control for executing “special reach 1” is executed in the period (b-3) and the period (b-4) from timing T23 to timing T24. .
  The sub CPU 102a displays the effect image (b-1-1) corresponding to the effect image (a-1-1) in the “design variation” in the period (b-1), The effect image (b-1-2) corresponding to the effect image (-2) or the effect image (b-1-3) corresponding to the effect image (a-1-3) is displayed.
  Further, in the variation icon display area 70D, the variation icon TH is displayed in green (special mode 2), and the variation icon TH displayed in green (special mode 2) is reached in the variation effect. Has been informed. Also, nothing is displayed in the first hold icon display areas 70B1 to 70B4 and the second hold icon display areas 70C1 to 70C4, indicating that neither the first hold nor the second hold is stored.
  The effect image of (b-1-4) in FIG. 92 shows the image of the corresponding effect in “Serial notice A2”. When the sub-CPU 102a executes the “line notice A2”, the “character a1” is changed to “line a2” (“ Production control is performed to execute a corresponding production (notification production) for displaying the production image of (b-1-4) in FIG.
  After displaying the effect image of (b-2-1) of FIG. 93 corresponding to the effect image of (a-2-1) of FIG. 90 in the “normal reach 1” in the period (b-2), the sub CPU 102a. The effect image (b-2-2) corresponding to the effect image (a-2-2) or (b-2-3) corresponding to the effect image (a-2-3) is displayed.
  The effect image shown in (b-2-4) of FIG. 93 shows the image of the corresponding effect in “Character notice A2”. When executing the “character notice A2”, the sub CPU 102a adds “character a2-2” based on a single press operation on the effect button 17A during the operation effective period Y21 (b). -2-4) The corresponding effect (notice effect) for displaying the effect image on the image display device 13 is executed.
  Thereafter, when the sub CPU 102a shifts from the normal reach to the special reach (FIG. 93 (b-2-4) to FIG. 94 (b-3-1)), a whiteout display or a blackout display (not shown). After performing, only the numbers from the character images and numbers that were displayed with the two special performance symbols (left symbol and right symbol) of the same numerical value that were stopped and displayed in the reach state. The display is changed to the simple display displayed at, and the effect image ((b-3-1) in FIG. 94) of the reach effect that “Character b1 (侍)” tries to catch “Character c1 (Thief)” is displayed. Perform production control.
  Here, since the game ball has entered the starting port, the sub CPU 102a determines the hold mode to be white (normal mode) in the pre-reading effect determination process in step S1306, and the first hold icon display areas 70B1 to 70B4. A white (normal mode) hold icon H11 is displayed on the first display unit 70B1.
  When executing the specific effect, the sub CPU 102a sets a specific effect execution period W21 for executing the specific effect in the “special reach 1”. In the specific effect execution period W21, the sub CPU 102a executes the specific effect of the type determined in the specific effect type determination process in step S1313-33. When the specific effect is executed, the effect button 17A is changed from the state of FIG. 107 (a) to the state of FIG. 107 (b) to vibrate, and the effect button 17A is vibrated at high speed or low speed. When outputting an image, an effect image of the effect button 17A that vibrates is displayed on the image display device 13, as shown in FIG. 107 (c). Furthermore, in the case of outputting sound, a pseudo sound of the vibration sound of the effect button 17A is output from the sound output device 14 as shown in FIG.
  In the case of executing the “decision effect A1” in the “special reach 1”, the sub CPU 102a sets an operation valid period X22 in which the operation of the effect lever 19A is valid (see FIG. 88B). FIG. 65 (d)).
  In the operation effective period X22, the sub CPU 102a displays an effect image shown in (b-3-3) including an operation promotion notification image prompting the operation of the effect lever 19A as shown in FIG. 94 on the image display device 13. The effect to be executed is executed. As shown in the effect image of (b-3-3), this operation promotion notification image is composed of the characters “Draw!” Together with the effect lever 19A and the timer gauge image.
When executing the “determination effect A1”, the sub CPU 102a performs a tilting operation on the effect lever 19A during the operation effective period X22, as shown in (b-3-4) of FIG. In addition, the first decorative member 16A as the movable member is moved from the “standby position 1” to the “operating position 1-1” through the “operating position 1-1”, and the “operating position 1-2” which is a lower position on the front surface of the image display device 13. In addition, the image display device 13 performs effect control for executing a corresponding effect (decision effect) such as displaying a flash effect image (flash d1).
At this time, reduced display of special effect symbols in a state where they are aligned to the same numerical value is also performed.
  On the other hand, when executing the “decision effect A2”, the sub CPU 102a sets an operation valid period X22 in which the operation of the effect button 17A is valid as shown in FIG. 88 (b) (see FIG. 88 (b)). .
  In the operation effective period X22, the sub CPU 102a displays the effect image shown in (b-3-2) including the image of the operation promotion notification prompting the operation of the effect button 17A on the image display device 13, as shown in FIG. The effect to be executed is executed. As shown in the effect image of (b-3-2), this operation promotion notification image is composed of the characters “Press and hold!” Together with the effect button 17A in the protruding state and the image of the timer gauge.
  Note that the image of the effect button 17A in the image display device 13 may not indicate the state of the effect button 17A during the operation effective period. For example, the image of the effect button 17A on the image display device 13 may indicate a non-protruding state (first state) when the effect button 17A is in the protruding state (second state) during the operation effective period. When the effect button 17A is in the non-projecting state (first state) during the operation effective period, the image of the effect button 17A in the image display device 13 may indicate the protruding state (second state).
  Note that, in the variation effect executed when the determination result of the jackpot determination is “losing”, the sub CPU 102a moves the first decorative member 16A from the “standby position 1” to another position (operation position) in this “determination effect”. ) Does not work until.
In the variation effect executed when the determination result of the jackpot determination is “second jackpot”, the first decorative member 16A is moved from “standby position 1” to “operation position 1-1” in this “decision effect”. Only move it.
As described above, in the “decision effect” of the variation effect selected when the determination result of the jackpot determination is “first jackpot”, the first decorative member 16A is positioned below the “operation position 1-1”. Because it is moved to “motion position 1-2”, the big hit determination result is 16R (round), which is more advantageous to the player than “second big hit” in which the second big hit game of 4R (round) is performed. The fact that the “first jackpot” in which the game is played has been won is informed.
Thereafter, the sub CPU 102a moves the first decorative member 16A as a movable member from the “operation position 1-2” to the “standby position 1”, and at the image display device 13, white-out display or black-out display (not shown). ), The special effect design (left design and right design) that was reduced and displayed only with numbers was restored to the character image and numbers that were displayed before special reach. Control for causing the image display device 13 to display the effect image shown in 94 (b-4) is performed.
Accordingly, the player is notified that the first jackpot game in which the jackpot game (the first jackpot game) with the round number of 16R (round) is executed is won.
(Variation production related to fluctuation production pattern A-023 (losing))
In the low-probability gaming state and the non-time-saving gaming state, when the determination result of the jackpot is “losing” and “fluctuation effect pattern A-023” is selected, the sub CPU 102a basically performs FIG. 88 (b). A variation effect similar to the “variation effect pattern A-035” shown is executed. That is, the sub CPU 102a executes “design variation” in a period (b-1) from timing T21 to timing T22, and executes “normal reach 1” in a period (b-2) from timing T22 to timing T23. Effect control is performed to execute the effect during the period (b-3) of “special reach 1” from timing T23.
  The sub CPU 102a selects “decided effect A1” as “decided effect A” according to the execution ratio of “decided effect A” in “variable effect pattern A-023” set in the special effect type determination table of FIG. ”And“ Decision effect A2 ”are performed.
  However, in the variation effect of “variation effect pattern A-023”, the sub CPU 102a executes the first decoration member 16A in any case of executing “determination effect A1” and “determination effect A2” of “special reach 1”. Is not operated from “standby position 1” to another position (operation position).
Then, in the image display device 13, after performing whiteout display or blackout display (not shown), a special effect design (left design and right design) that has been reduced and displayed only with numbers is displayed before the special reach. Control for causing the image display device 13 to display the effect image shown in (B-1) of FIG. 94 returned to the display that has been displayed with the character image and the number that has been performed.
This notifies the player that the determination result of the jackpot determination is “losing”.
(Variation production related to Variation Production Pattern A-039 (first jackpot))
When the jackpot determination result is “first jackpot” in the low-probability gaming state and the non-short-time gaming state and “variable effect pattern A-039” is selected, the sub CPU 102a performs the timing shown in FIG. 88 (c). Effect control is performed to execute a fluctuating effect from T31 to timing T35. 95 to 98 show the effect image displayed on the image display device 13 in the variation effect shown in FIG. 88 (c), the effect button 17A, the effect lever 19A, the second decorative member 16B, and the third decorative member 16C. ing.
  The sub CPU 102a executes “design variation” in the period (c-1) from the timing T31 to the timing T32 in the variation presentation of the “variation presentation pattern A-039”, and the period from the timing T32 to the timing T33 (c− 2), “normal reach 1” is executed, and thereafter “super reach 1” is executed in a period (c-3) from timing T33 to timing T34, and a period (c-4) from timing T34 to timing T35. In the period (c-5), effect control is performed so as to execute “special reach 1”.
  In the “symbol fluctuation” in the period (c-1), the sub CPU 102a performs the effect image shown in FIG. 95 (c-1-1) corresponding to the effect image shown in FIG. 89 (a-1-1). Is displayed on the image display device 13.
  Further, the variation icon TH is displayed in red (special aspect 3) in the variation icon display area 70D, and the variation icon TH displayed in red (special aspect 3) is reached in the variation effect. Has been informed. Also, nothing is displayed in the first hold icon display areas 70B1 to 70B4 and the second hold icon display areas 70C1 to 70C4, indicating that neither the first hold nor the second hold is stored.
  The sub CPU 102a executes “line notice A” as a special effect in the “design variation”.
  The sub CPU 102a sets “Selif Notice A” as “Selif Notice A” according to the execution rate of “Selif Notice A” in “Variation Effect Pattern A-039” set in the special effect type determination table of FIG. ) Any one of “Serif notice A1” to “Serif notice A5” shown in the special effect information table is executed.
  When the sub CPU 102a executes any of “Serif notice A1” to “Serif notice A3” in “symbol change”, as shown in FIG. 88 (c), the operation of the effect button 17A or the effect lever 19A is operated. The operation valid period X31 for validating is set (see FIG. 65A).
  In the operation effective period X31, the sub CPU 102a executes an effect of causing the image display device 13 to display the effect image of (c-1-2) or (c-1-3) in FIG. 95 including the operation promotion notification image. To do.
  The effect image of (c-1-4) in FIG. 95 shows an image of the corresponding effect in “Serial notice A3”. When the sub-CPU 102a executes the “line notice A3”, the “character a1” is changed to “line a3” (“" based on the fact that the effect button 17A is pressed once during the operation valid period X31. A corresponding effect (notice effect) is displayed in which the effect image of (c-1-4) in FIG.
  In “normal reach 1” in the period (c-2), the sub CPU 102a first displays the effect image of (c-2-1) in FIG. 96 corresponding to the effect image of (a-2-1) in FIG. An effect displayed on the display device 13 is executed.
  In this “normal reach 1”, the sub CPU 102a executes “character notice A” as a special effect.
  The sub CPU 102a sets “Character notice A1” as “Character notice A1” in accordance with the execution ratio of “Character notice A” in “Fluctuation effect pattern A-039” set in the special effect type determination table of FIG. Any one of “Character notice A5” is executed.
  When the sub CPU 102a executes any one of “character notice A1” to “character notice A3” as the special effect, the operation of the effect button 17A or the effect lever 19A is effective as shown in FIG. 88 (c). The operation valid period Y31 is set (see FIG. 65 (b)).
  The sub CPU 102a does not execute the operation promotion notification for prompting the operation of the effect button 17A during the operation effective period Y31. That is, the sub CPU 102a displays the effect image shown in (c-2-2) or (c-2-3) in FIG. 96 that does not include the operation promotion notification image on the image display device 13 in the operation effective period Y31. Perform the production.
  The effect image shown in (c-2-4) of FIG. 96 shows an image of the corresponding effect in “Character notice A3”. When executing the “character notice A3”, the sub CPU 102a adds “character a2-3” based on a single pressing operation on the effect button 17A during the operation valid period Y31 ( A corresponding effect (notice effect) for displaying the effect image of c-2-4) on the image display device 13 is executed.
  Thereafter, when the sub CPU 102a shifts from normal reach to super reach (FIG. 96 (c-2-4) to FIG. 97 (c-3-1)), white-out display or black-out display (not shown). After performing, only the numbers from the character images and numbers that were displayed with the two special performance symbols (left symbol and right symbol) of the same numerical value that were stopped and displayed in the reach state. In order to execute the effect of displaying the effect image shown in (c-3-1) of FIG. 97 in which “Character a3 (A child)” appears and changing to the simple display displayed in FIG. Perform production control.
  Here, since the game ball has entered the starting port, the sub CPU 102a determines the hold mode to be white (normal mode) in the pre-reading effect determination process in step S1306, and the first hold icon display areas 70B1 to 70B4. A white (normal mode) hold icon H11 is displayed on the first display unit 70B1.
  In the “super reach 1”, the sub CPU 102a performs effect control for executing “development notice A” that envisages development to “special reach 1”.
  The sub CPU 102a sets “development notice A1” as “development notice A1” according to the execution ratio of “development notice A” in “variation effect pattern A-039” set in the special effect type determination table of FIG. Production control for executing any one of “Development notice A6” is performed.
  In the “super reach 1”, the sub CPU 102a sets the operation valid period X32 in which the operation of the effect button 17A is valid when any of “development notice A1” to “development notice A6” is executed (FIG. 65). (See (c)).
  In the operation effective period X32, the sub CPU 102a includes an operation promotion notification image that prompts the operation of the effect button 17A (c-3-2) or an operation promotion notification that prompts the operation of the effect lever 19A, as shown in FIG. (C-3-3) effect image including the image is displayed on the image display device 13. The image of the operation promotion notification for prompting the operation of the effect button 17A is composed of characters “Press the button !!” together with the effect button 17A and the image of the timer gauge. In addition, the operation promotion notification image that prompts the operation of the effect lever 19A is composed of the characters “draw the lever !!” together with the effect lever 19A and the timer gauge image.
  (C-3-4) in FIG. 97 shows an example of “development notice A1”. When executing the “development notice A1”, the sub CPU 102a, as shown in (c-3-4) of FIG. 97, is based on the tilting operation performed on the effect lever 19A during the operation effective period X32. In addition, the second decorative member 16B as the movable member is moved from the “standby position 2” to the “operating position 2”, and an effect image (effect a1) for emphasizing the second decorative member 16B in the image display device 13 Effect control is performed to execute the corresponding effect (development notice) such as displaying.
In the period (c-4) of “Special Reach 1”, the sub CPU 102a first displays “Character b1 (侍)” together with the two special effects symbols (left symbol and right symbol) on the image display device 13. Performs the effect control for displaying the effect image ((c-4-1) in FIG. 98) of the reach effect that tries to catch "Character c1 (Thief)".
In addition, even if it transfers from super reach to special reach, the display mode of a special effect design is simple display of only a number like super reach.
  When executing the specific effect, the sub CPU 102a sets a specific effect execution period W31 for executing the specific effect in the “special reach 1”. Then, in order to vibrate the effect button 17A, the state is changed from the state of FIG. 107 (a) to the state of FIG. 107 (b), and the effect button 17A is vibrated at high speed or low speed. When outputting an image, an effect image of the effect button 17A that vibrates is displayed on the image display device 13, as shown in FIG. 107 (c). Furthermore, in the case of outputting sound, a pseudo sound of the vibration sound of the effect button 17A is output from the sound output device 14 as shown in FIG.
  In the case of executing “decision effect A” in “special reach 1”, the sub CPU 102a operates the operation effective period X33 in which the operation of the effect button 17A or the effect lever 19A is enabled as shown in FIG. 88 (c). Is set (see FIG. 65 (d)).
  In the operation effective period X33, the sub CPU 102a, as shown in FIG. 98, includes the effect image shown in (c-4-2) including the operation promotion notification image prompting the operation of the effect button 17A, or the operation of the effect lever 19A. Effect control is executed to execute an effect of causing the image display device 13 to display the effect image shown in (c-4-3) including the image of the operation promotion notification for prompting the user. This operation promotion notification image is composed of the characters “cush in!” Together with the projected button 17A and the timer gauge image (c-4-2), or the image of the effect lever 19A and the timer gauge. It is made up of the characters “Draw!” (C-4-3).
When executing the “determination effect A1”, the sub CPU 102a performs a tilting operation on the effect lever 19A during the operation effective period X33, as shown in FIG. 98 (c-4-4). In addition, the first decorative member 16A as the movable member is moved from the “standby position 1” to the “operating position 1-1” through the “operating position 1-1”, and the “operating position 1-2” which is a lower position on the front surface of the image display device 13. In addition, the image display device 13 performs effect control for executing a corresponding effect (decision effect) such as displaying a flash effect image (flash a1).
At this time, reduced display of special effect symbols in a state where they are aligned to the same numerical value is also performed.
Further, when executing the “determination effect A2”, the sub CPU 102a performs the pressing operation on the effect button 17A during the operation effective period X33, based on (c-4-4) in FIG. As shown, the first decorative member 16A as a movable member is moved from “standby position 1” through “operation position 1-1” to “motion position 1-” which is a lower position on the front surface of the image display device 13. The image display device 13 performs effect control for executing a corresponding effect (decision effect) such as displaying a flash effect image (flash a2).
At this time, reduced display of special effect symbols in a state where they are aligned to the same numerical value is also performed.
  Note that, in the variation effect executed when the determination result of the jackpot determination is “losing”, the sub CPU 102a moves the first decorative member 16A from the “standby position 1” to another position (operation position) in this “determination effect”. ) Does not work until.
In the variation effect executed when the determination result of the jackpot determination is “second jackpot”, the first decorative member 16A is moved from “standby position 1” to “operation position 1-1” in this “decision effect”. Only move it.
As described above, in the “decision effect” of the variation effect selected when the determination result of the jackpot determination is “first jackpot”, the first decorative member 16A is positioned below the “operation position 1-1”. Because it is moved to “motion position 1-2”, the big hit determination result is 16R (round), which is more advantageous to the player than “second big hit” in which the second big hit game of 4R (round) is performed. The fact that the “first jackpot” in which the game is played has been won is informed.
Thereafter, the sub CPU 102a moves the first decorative member 16A as a movable member from the “operation position 1-2” to the “standby position 1”, and at the image display device 13, white-out display or black-out display (not shown). ), The special effect design (left design and right design) that was reduced and displayed only with numbers was restored to the display that was displayed with the character images and numbers that were displayed before Super Reach. Control for displaying the effect image shown in 98 (c-5) on the image display device 13 is performed.
Accordingly, the player is notified that the first jackpot game in which the jackpot game (the first jackpot game) with the round number of 16R (round) is executed is won.
(Variation production related to fluctuation production pattern A-027 (losing))
In the low-probability gaming state and the non-time-saving gaming state, when the determination result of the jackpot is “losing” and “variable effect pattern A-027” is selected, the sub CPU 102a basically performs the processing shown in FIG. A variation effect similar to the “variation effect pattern A-039” shown is executed. That is, the sub CPU 102a executes “design variation” in the period (c-1) from timing T31 to timing T32, and executes “normal reach 1” in the period (c-2) from timing T32 to timing T33. “Super reach 1” from timing T33 to timing T34 is executed, and effect control for executing the effect of the period (c-4) of “special reach 1” from timing T34 is performed.
  The sub CPU 102a sets “decided effect A1” as “decided effect A” according to the execution ratio of “decided effect A” in “variable effect pattern A-027” set in the special effect type determination table of FIG. ”And“ Decision effect A2 ”are performed.
  However, in the variation effect of “variation effect pattern A-027”, the sub CPU 102a places the first decorative member 16A in the “standby position 1” regardless of whether the “decision effect A1” or the “decision effect A2” is executed. To other position (operating position).
Then, in the image display device 13, after the whiteout display or the blackout display (not shown) is performed, the special effect design (left design and right design) that has been reduced and displayed only with numbers is displayed before the super reach. Control is performed to cause the image display device 13 to display the effect image shown in (C-1) of FIG.
This notifies the player that the determination result of the jackpot determination is “losing”.
(Specific example of variation production in production mode B1)
Next, a specific example of the variation effect of the variation effect pattern in the effect mode B1 set corresponding to the variation of 1 to 30 times in the high-probability gaming state and the short-time gaming state will be described.
  FIG. 99 (a) shows that the sub CPU 102a receives the fluctuation pattern designation command “E6H39H” or “E7H39H” from the main control board 101 in the production mode B1 (mode in which the selection ratio of the notice production is balanced). It is a time chart figure of the change production performed when determining production pattern B1-021 ".
(Variation production according to the fluctuation production pattern B1-021 (first jackpot))
When the jackpot determination result is “first jackpot” between the fluctuations 1 to 30 in the high-probability gaming state and the short-time gaming state, and the “variation effect pattern B1-021” is selected, the sub CPU 102a Effect control for executing the fluctuating effect from timing T401 to timing T403 shown in FIG. 99 (a) is performed.
  The sub CPU 102a executes “symbol variation” in the period (d-1) and the period (d-2) from the timing T401 to the timing T402 in the variation rendering of the “variation rendering pattern B1-021”, and the timing from the timing T402. In the period (d-2) and the period (d-3) up to T403, the effect control for executing “VS reach B-2” is performed.
  The sub CPU 102a performs effect control for causing the image display device 13 to display effect images for changing a plurality of special effect symbols during the “symbol change” period (d−1).
  In the “design variation” period (d−1), the sub CPU 102a first produces the effect images (d-1-1) and (d-1-2) of FIG. Effect control for displaying the image on the image display device 13.
  In the variation icon display area 70D, the variation icon TH is displayed in green (special aspect 3), and the variation icon TH displayed in green (special aspect 3) is reached in the variation effect. Has been informed. In addition, white (normal mode) hold icons H21 to H24 are displayed on the first display unit 70C1 to the fourth display unit 70C4 of the second hold icon display areas 70C1 to 70C4, and the second hold is stored as “4”. It shows that.
  The sub CPU 102a performs effect control for executing the “telop notice” in the “design variation”. The sub CPU 102a sets “telop notice” as “telop notice” in accordance with the appearance ratio of “telop notice” in the “variation effect pattern B1-021” shown in FIG. 99A (excerpt from the telop notice pattern determination table 1 in FIG. 81). Production control is performed to execute any one of “notice pattern 1” to “telop notice pattern 8”.
As shown in FIG. 102 (d-1-2), the sub CPU 102a displays the text “Hot!” In the telop frame and the telop frame as shown in FIG. 102 (d-1- The effect which displays the effect image shown to 2) on the image display apparatus 13 is performed.
In addition, as described above, this “hot!” Is a reach confirmation effect informing that the reach is performed in the variation effect in which the telop notice is performed.
  Then, during the “symbol variation” period (d-2), the sub CPU 102a stops at the same numerical value as the special effect symbol (left symbol) that the special effect symbol (right symbol) to be stopped first stops. 102, the reach images (d-2-1) or (d-2-2) and (d-2-3) of the reach in FIG. 102, such as whether or not the reach state occurs, are displayed on the image display device 13. Perform production control for display.
  The sub-CPU 102a performs control such that “development notice B1” encouraging the development to “VS reach B-2” is executed as a special effect in the “design variation”. The sub CPU 102a sets “development notice B1-” as “development notice B1” according to the execution ratio of “development notice B1” in “variation effect pattern B1-021” set in the special effect type determination table of FIG. 1 "and" Development notice B1-2 "are controlled to be executed.
  The sub CPU 102a determines that the operation of the effect button 17A or the effect lever 19A, which is the operation means, is effective in the “symbol change” in any case of executing “development notice B1-1” and “development notice B1-2”. The operation valid period X41 to be set is set. In the operation effective period X41, the reach effect such as whether or not the special effect design (the right design) to be stopped stops at the same numerical value as the special effect design (the left design) stopped first and the reach state occurs. Set during execution.
  In the operation effective period X41, the sub CPU 102a performs an operation for prompting the operation of the effect image (d-2-1) or the effect lever 19A including the image of the operation promotion notification prompting the operation of the effect button 17A, as shown in FIG. The effect which displays the effect image of the effect image (d-2-2) containing the image of a promotion alerting | reporting on the image display apparatus 13 is performed. The image of the operation advance notification of “Development Notice B1-1” is composed of the characters “Press the button !!” together with the effect button 17A and the timer gauge image (d-2-1). The operation promotion notification image “−2” is composed of the characters “Draw lever!” (D-2-2) together with the effect lever 19A and the timer gauge image.
  (D-2-3) in FIG. 102 shows an example of “development notice B1-1”. When executing the “advance notice B1-1”, the sub CPU 102a performs (d-2-2) shown in FIG. 102 based on one press operation on the effect button 17A during the operation effective period X41. As shown in 3), control is performed so as to execute a corresponding effect (development advance notice) in which an effect image (effect b1) is displayed on the image display device 13 so as to be superimposed on the special effect design of reach reach effect.
  Further, the sub CPU 102a, as shown in (d-2-3) in FIG. 102, is based on the fact that the “development notice B1-2” is tilted with respect to the effect lever 19A during the operation effective period X41. In this way, control is performed so as to execute a corresponding effect (development notice) such that an effect image (effect b2) is displayed on the image display device 13 so as to be superimposed on the special effect design of reach reach effect.
  Thereafter, when the sub CPU 102a shifts to the VS reach (FIG. 102 (d-2-3) to FIG. 103 (d-3-1)), the sub CPU 102a performs whiteout display or blackout display (not shown). After that, the two special effects symbols (left symbol and right symbol) that are stopped and displayed in the reach state are displayed with only the numbers from what was displayed with the character image and numbers that were displayed so far. The effect display image shown in (d-3-1) of FIG. 103 of the content that the special character “Character s2 (friend)” and the special character “Character p2 (Enemy)” fight is displayed as an image display device. Effect control for displaying on the screen 13 is performed.
  When executing the specific effect, the sub CPU 102a sets a specific effect execution period W41 for executing the specific effect in the “VS reach B-2”. Then, in order to vibrate the effect button 17A, the state is changed from the state of FIG. 107 (a) to the state of FIG. 107 (b), and the effect button 17A is vibrated at high speed or low speed. When outputting an image, an effect image of the effect button 17A that vibrates is displayed on the image display device 13, as shown in FIG. 107 (c). Furthermore, in the case of outputting sound, a pseudo sound of the vibration sound of the effect button 17A is output from the sound output device 14 as shown in FIG.
  Then, the sub CPU 102a performs control so that “decision effect B1” is executed in “VS reach B-2”. The sub CPU 102a performs control so that “decision effect B1” is executed as a special effect in “VS reach B-2”. The sub CPU 102a sets “decided effect B1” as “decided effect B1” in accordance with the execution ratio of “decided effect B1” in “variable effect pattern B1-021” set in the special effect type determination table of FIG. -1 "or" Decision effect B1-2 "is controlled to be executed.
  (D-3-2) in FIG. 103 shows an example of “decision effect B1-1”. When executing the “decision effect B1-1”, the sub CPU 102a sets the operation valid period X42 in which the operation of the effect button 17A as the operation means is valid in “VS reach B-2”. In the operation effective period X42, the sub CPU 102a executes an effect of displaying an effect image ((d-3-2) in FIG. 103) including an image of an operation promotion notification that prompts the user to operate the projecting effect button 17A.
  The sub CPU 102a performs the operation shown in (d-3-4) of FIG. 103 based on the fact that the press button 17A is pressed once during the operation effective period X42 in the “determination effect B1-1”. As shown in the figure, an effect image of “flash b1” is displayed, and a special effect symbol in a state where the same numerical values are aligned is reduced, and the first decorative member 16A is moved from “standby position 1” to “operation position 1”. “Decisive effect” (corresponding effect) is executed, such as moving to “operation position 1-2”, which is a lower position on the front surface of the image display device 13, via “−1”.
  FIG. 103 (d-3-3) shows an example of “decision effect B1-2”. When executing the “decision effect B1-2”, the sub CPU 102a sets an operation valid period X42 in which the operation of the effect lever 19A as the operation means is valid in “VS reach B-2”. In the operation effective period X42, the sub CPU 102a performs an effect of displaying an effect image ((d-3-3) in FIG. 103) including an operation promotion notification image that prompts an operation to the effect lever 19A.
  The sub CPU 102a displays the effect image of “flash b2” based on the fact that the tilt operation is performed on the effect lever 19A during the operation effective period X42 in the “decision effect B1-2”, and the same In addition to performing a reduced display of the special effect symbols in a state aligned with the numerical values, the first decorative member 16A is moved from the “standby position 1” to the “operation position 1-1” on the lower side of the front surface of the image display device 13. A “decision effect” (corresponding effect) is executed, such as moving to the position “operation position 1-2”.
Thereafter, the sub CPU 102a moves the second decorative member 16B as a movable member from the “operation position 1-2” to the “standby position 1”, and at the image display device 13 performs whiteout display or blackout display (not shown). ), The special effect design (left design and right design) that has been reduced and displayed only with numbers is restored to the display with the character images and numbers that were displayed before VS reach. The effect control for displaying the effect image shown in 103 (d-4) on the image display device 13 is performed.
Accordingly, the player is notified that the first jackpot game in which the jackpot game (the first jackpot game) with the round number of 16R (round) is executed is won.
  The sub CPU 102a moves the first decorative member 16A from the “standby position 1” to another position (operation) in the “decision effect B1” in the variation effect executed when the determination result of the big hit determination is “losing”. To the position).
In the variation effect executed when the determination result of the jackpot determination is “second jackpot”, the first decorative member 16A is moved from “standby position 1” to “operation position 1-1” in the “decision effect B1”. Only move up to.
As described above, in the “decision effect B1” of the variation effect selected when the determination result of the jackpot determination is “first jackpot”, the first decorative member 16A is placed below the “operation position 1-1”. Therefore, the determination result of the jackpot is the first of 16R (round) which is advantageous to the player than the “second jackpot” in which the second jackpot game of 4R (round) is performed. The fact that the “first jackpot” in which the jackpot game is played is informed.
(Variation effect related to variation effect pattern B1-014 (losing))
If the determination result of the jackpot is “losing” between 1 to 30 fluctuations in the high-probability gaming state and the short-time gaming state and “fluctuation effect pattern B1-014” is selected, the sub CPU 102a In FIG. 99A, a variation effect similar to the “variation effect pattern B1-021” shown in FIG. 99 (a) is controlled. That is, the sub CPU 102a executes “design variation” in the period (d-1) and the period (d-2) from the timing T401 to the timing T402, and the period (d-3) and the period from the timing T402 to the timing T403. In (d-4), effect control is performed so as to execute “VS reach B-2”. Moreover, when performing a specific effect, a specific effect is performed during execution of "VS reach B-2".
  The sub CPU 102a sets “decided effect B1” as “decided effect B1” according to the execution ratio of “decided effect B1” in “variable effect pattern B1-014” set in the special effect type determination table of FIG. -1 "or" Decision effect B1-2 "is executed.
  However, in the variation effect of “variation effect pattern B1-014”, the sub CPU 102a executes either “decision effect B1-1” or “decision effect B1-2” of “VS reach B-2”. The first decorative member 16A is not moved from the “standby position 1” to another position (operation position).
Then, after performing whiteout display or blackout display (not shown), the special effect design (left design and right design) that has been reduced and displayed only with numbers is displayed before the VS reach. Control is performed to cause the image display device 13 to display the effect image shown in (D-1) of FIG.
This notifies the player that the determination result of the jackpot determination is “losing”.
(Specific example of variation production in production mode C1)
Next, with reference to FIG. 99 (b), a specific example of the variation effect of the variation effect pattern in the effect mode C1 that can be set corresponding to the variation of 1 to 30 times in the high probability game state and the short-time game state will be described. .
  FIG. 99B shows that in the effect mode C1 (the mode in which the selection ratio of the reach determination effect is high), the sub CPU 102a receives the change pattern designation command “E6H39H” or “E7H39H” from the main control board 101, and the “change effect pattern”. It is a time chart figure of the change production performed when C1-021 "is determined.
  The sub CPU 102a executes “symbol variation” in the period (e-1) and the period (e-2) from the timing T501 to the timing T502 in the variation rendering of the “variation rendering pattern C1-021”, and the timing T502. “VS reach C-2” is executed in the period (e-3) and the period (e-4) from the timing T503 to the timing T503.
  The sub CPU 102a controls the effect of displaying the effect image for changing the plurality of special effect symbols on the image display device 13 during the “design variation” period (e-1).
  ◇ In addition, in the production mode C (the production mode C1 and the production mode C2), the display mode of the special production design is other production modes (production mode A, production mode B, production mode D, production mode E, production mode F, production The display mode is different from that in mode G) (see FIG. 108 (c)). In the effect mode C, the image display device 13 displays the storage status of the VS reach (see FIG. 108C).
  In the “symbol fluctuation” period (e−1), the sub CPU 102a performs effect control for executing the “telop notice”. The sub CPU 102a sets “telop notice” as “telop notice” according to the appearance ratio of “telop notice” in the “variation effect pattern C1-021” shown in FIG. 99B (excerpt from the telop notice pattern determination table 2 in FIG. 82). Production control is performed to execute any one of “notice pattern 1” to “telop notice pattern 8”.
  As shown in FIG. 99 (b), the effect mode C is determined by reach compared to the other effect modes (effect mode A, effect mode B, effect mode D, effect mode E, effect mode F, effect mode G). Production is easy to appear.
  Then, during the “symbol fluctuation” period (e-2), the sub CPU 102a stops at the same numerical value as the special effect symbol (left symbol) that the special effect symbol (right symbol) to be stopped first stops. Then, effect control is performed to cause the image display device 13 to display an effect image of reach reach such as whether or not a reach state occurs.
  During the “symbol fluctuation” period (e-2), the sub CPU 102a performs effect control for executing “development notice C1” which entails development to “VS reach C-2” as a special effect. The sub CPU 102a sets “development notice C1-1” as “development notice C1” according to the execution ratio of “development notice C1” in the “variation effect pattern C1-021” set in the special effect type determination table (not shown). , Effect control for executing any one of “development notice C1-2” is performed.
  The sub CPU 102a determines that the operation of the effect button 17A or the effect lever 19A, which is the operation means, is effective in the “symbol change” in any case of executing “development notice C1-1” and “development notice C1-2”. The operation valid period X51 to be set is set. In the operation effective period X51, the special effect design (the right design) to be stopped is stopped at the same numerical value as the special production design (the left design) that has been stopped first, and the reach state is generated. Set during execution.
  In the operation effective period X51, the sub CPU 102a displays an effect image including an operation promotion notification image that prompts the operation of the effect button 17A or an effect image that includes an operation promotion notification image that prompts the operation of the effect lever 19A. The effect displayed on 13 is executed. The operation promotion notification image of “Development Notice C1-1” is an image composed of the characters “Press the button!” Together with the effect button 17A and the timer gauge image, and the operation promotion notification of “Development Notice C1-2”. This image is an image made up of the characters “draw the lever !!” together with the images of the effect lever 19A and the timer gauge.
  When executing the “development notice C1-1”, the sub CPU 102a creates a special effect design for reaching the reach based on the fact that the effect button 17A is pressed once during the operation effective period X51. Effect control is performed to execute a corresponding effect (development advance notice) such that an effect image having an effect image (effect b1 (light blue)) is displayed on the image display device 13 in a superimposed manner.
  When the sub CPU 102a executes the “development notice C1-2”, the effect is superimposed on the special effect design of reach production based on the tilting operation performed on the effect lever 19A during the operation effective period X51. Effect control for executing a corresponding effect (development advance notice) such as displaying an effect image having an image (effect b2 (orange)) on the image display device 13 is performed.
  The sub CPU 102a has displayed two special effect symbols (left symbol and right symbol) that have been stopped and displayed in the reach state during the period (e-3) of “VS reach C-2”. The special character “Character s3 (ally) that is different from the special character that appeared in“ VS reach ”in the production mode B is displayed. ) ”And the special character“ Character p3 (enemy) ”are subjected to effect control for causing the image display device 13 to display an effect image with content.
  When executing the specific effect, the sub CPU 102a sets a specific effect execution period W51 for executing the specific effect in the “VS reach C-2”. Then, in order to vibrate the effect button 17A, the state is changed from the state of FIG. 107 (a) to the state of FIG. 107 (b), and the effect button 17A is vibrated at high speed or low speed. When outputting an image, an effect image of the effect button 17A that vibrates is displayed on the image display device 13, as shown in FIG. 107 (c). Furthermore, in the case of outputting sound, a pseudo sound of the vibration sound of the effect button 17A is output from the sound output device 14 as shown in FIG.
  The sub CPU 102a performs control to execute “determined effect C1” as a special effect in “VS reach C-2”. The sub CPU 102a sets “decided effect C1-1” as “decided effect C1” according to the execution ratio of “decided effect C1” in “variable effect pattern C1-021” set in the special effect type determination table (not shown). ”Or“ Decision effect C1-2 ”. Note that the sub CPU 102a sets the operation valid period X52 as shown in FIG. 99B in the “decision effect C1-1” and “decision effect C1-2”.
In the period (e-4) of the “VS reach C-2”, the sub CPU 102a has two special effect symbols (left symbol and right symbol) in which the special effect symbol (middle symbol) being changed is stopped and displayed first. By having the same numerical value, the three special effect symbols are stopped in a state where they are aligned to the same numerical value, and an effect image for notifying that “Character s3” has defeated “Character p3” is displayed on the image display device 13. Control the display.
Accordingly, the player is notified that the first jackpot game in which the jackpot game (the first jackpot game) with the round number of 16R (round) is executed is won.
At this time, the sub CPU 102a displays the special effect design from the simple display of only the numbers displayed in the VS reach to the display mode of the character image and the numbers displayed before the VS reach. To do.
(Specific example of fluctuating effects in effect mode D1)
Next, referring to FIG. 100 (a), a specific example of the variation effect of the variation effect pattern in the effect mode D1 that can be set corresponding to the variation of 1 to 30 times in the high-probability gaming state and the short-time gaming state will be described. .
  FIG. 100A shows that in the effect mode D1 (the mode in which the selection ratio of the special effect is high), the sub CPU 102a receives the variation pattern designation command “E6H39H” or “E7H39H” from the main control board 101, and “the variation effect pattern D1”. It is a time chart figure of the change production performed when "-021" is determined.
  The sub CPU 102a executes “symbol variation” in the period (f-1) and the period (f-2) from the timing T601 to the timing T602 in the variation presentation of the “variation presentation pattern D1-021”, and the timing T602. “VS reach D-2” is executed in the period (f-3) and the period (f-4) from the timing T603 to the timing T603.
  The sub CPU 102a controls the effect of displaying the effect image for changing the plurality of special effect symbols on the image display device 13 during the “symbol change” period (f−1).
  ◇ In addition, in the production mode D (the production mode D1 and the production mode D2), the display mode of the special production design is other production modes (production mode A, production mode B, production mode C, production mode E, production mode F, production The display mode is different from that in mode G) (see FIG. 108 (d)). In the effect mode D, the image display device 13 displays the storage status of the VS reach (see FIG. 108 (d)).
  In the “symbol fluctuation” period (f−1), the sub CPU 102a performs effect control for executing the “telop notice”. The sub CPU 102a sets “telop notice” as “telop notice” according to the appearance ratio of “telop notice” in the “variation effect pattern D1-021” shown in FIG. 100A (excerpt from the telop notice pattern determination table 3 in FIG. 83). Production control is performed to execute any one of “notice pattern 1” to “telop notice pattern 8”.
  As shown in FIG. 100 (a), the effect mode D is different from the other effect modes (effect mode A, effect mode B, effect mode C, effect mode E, effect mode F, effect mode G). Special effects (so-called premium effects) that are executed at a lower rate than effects are likely to appear.
  Then, during the “symbol variation” period (f-2), the sub CPU 102a stops at the same numerical value as the special effect symbol (left symbol) that the special effect symbol (right symbol) to be stopped first stops. Then, effect control is performed for causing the image display device 13 to display an effect image of reach effect such as whether or not a reach state occurs.
  During the “symbol fluctuation” period (f-2), the sub CPU 102a performs effect control for executing “development notice D1” which entails development to “VS reach D-2” as a special effect. The sub CPU 102a sets “development notice D1-1” as “development notice D1” according to the execution ratio of “development notice D1” in the “variation effect pattern D1-021” set in the special effect type determination table (not shown). , Effect control for executing any one of “development notice D1-2” is performed.
  The sub CPU 102a determines that the operation of the effect button 17A or the effect lever 19A, which is the operation means, is effective in the “symbol change” in any case of executing “development notice D1-1” and “development notice D1-2”. The operation valid period X61 to be set is set. In the operation effective period X61, a special effect design (the right design) to be stopped is stopped at the same numerical value as the special effect design (the left design) that has been stopped first, and the reach state is generated, such as whether or not a reach state occurs. Set during execution.
  In the operation effective period X61, the sub CPU 102a displays an effect image including an operation promotion notification image that prompts the operation of the effect button 17A or an effect image including an operation promotion notification image that prompts the operation of the effect lever 19A. The effect displayed on 13 is executed. The operation promotion notification image of “Development Notice D1-1” is an image composed of the characters “Press the button!” Together with the effect button 17A and the timer gauge image, and the operation promotion notification of “Development Notice D1-2”. This image is an image made up of the characters “draw the lever !!” together with the images of the effect lever 19A and the timer gauge.
  When executing the “advance notice D1-1”, the sub CPU 102a creates a special effect design for reaching the reach based on the fact that the effect button 17A is pressed once during the operation effective period X61. Effect control is performed to execute a corresponding effect (development advance notice) such that an effect image having an effect image (effect b1 (light blue)) is displayed on the image display device 13 in a superimposed manner.
  When the sub CPU 102a executes the “development notice D1-2”, the effect is superimposed on the special effect design of reach production based on the tilting operation performed on the effect lever 19A during the operation effective period X61. Effect control for executing a corresponding effect (development advance notice) such as displaying an effect image having an image (effect b2 (orange)) on the image display device 13 is performed.
  The sub CPU 102a has displayed two special effect symbols (left symbol and right symbol) that have been stopped and displayed in the reach state during the period (f-3) of “VS reach D-2”. The special character “Character s4” which is different from the special character appearing in “VS reach” in the production modes B and C is displayed. Effect control is performed to display on the image display device 13 an effect image of the content of fighting (friend) and the special character “Character p4 (enemy)”.
  When executing the specific effect, the sub CPU 102a sets a specific effect execution period W61 for executing the specific effect in the “VS reach D-2”. Then, in order to vibrate the effect button 17A, the state is changed from the state of FIG. 107 (a) to the state of FIG. 107 (b), and the effect button 17A is vibrated at high speed or low speed. When outputting an image, an effect image of the effect button 17A that vibrates is displayed on the image display device 13, as shown in FIG. 107 (c). Furthermore, in the case of outputting sound, a pseudo sound of the vibration sound of the effect button 17A is output from the sound output device 14 as shown in FIG.
  The sub CPU 102a performs control to execute “determined effect D1” as a special effect in “VS reach D-2”. The sub CPU 102a sets “decided effect D1-1” as “decided effect D1” according to the execution ratio of “decided effect D1” in “variable effect pattern D1-021” set in the special effect type determination table (not shown). ”Or“ Decision effect D1-2 ”is executed. Note that the sub CPU 102a sets the operation valid period X62 as shown in FIG. 100A in the “decision effect D1-1” and “decision effect D1-2”.
In the period (f-4) of “VS reach D-2”, the sub CPU 102a has two special effect symbols (left symbol and right symbol) in which the special effect symbol (middle symbol) being changed is first stopped and displayed. By having the same numerical value, the three special effect symbols are stopped in a state where they are aligned to the same numerical value, and an effect image for informing that “Character s4” has defeated “Character p4” is displayed on the image display device 13. Control the display.
Accordingly, the player is notified that the first jackpot game in which the jackpot game (the first jackpot game) with the round number of 16R (round) is executed is won.
At this time, the sub CPU 102a displays the special effect design from the simplified display of only the numbers displayed in the VS reach to the display mode of the character image and the numbers displayed before the VS reach. .
(Specific example of fluctuating production in production mode E1)
Next, referring to FIG. 100 (b), a specific example of the variation effect of the variation effect pattern in the effect mode E1 that can be set corresponding to the variation of 1 to 30 times in the high-probability gaming state and the short-time gaming state will be described. .
  FIG. 100B shows that in the effect mode E1 (the mode in which VS reach is not executed), the sub CPU 102a receives the change pattern designation command “E6H39H” or “E7H39H” from the main control board 101, and the “change effect pattern E1-021”. It is a time chart figure of the change production performed when "" is determined.
  The sub CPU 102a executes “symbol variation” in the period (g−1) and the period (g-2) from the timing T701 to the timing T702 in the variation rendering of the “variation rendering pattern E1-021”, and the timing T702. “Story Reach 2” is executed in the period (g-3) and the period (g-4) from the timing T703 to the timing T703.
  The sub CPU 102a controls the effect of displaying the effect image for changing the plurality of special effect symbols on the image display device 13 during the “design variation” period (g−1).
In the effect mode E (the effect mode E1 and the effect mode E2), the display mode of the special effect symbol is other effect modes (effect mode A, effect mode B, effect mode C, effect mode D, effect mode F, effect mode). The display mode is different from G) (see FIG. 108 (e)).
In the effect mode E (effect mode E1 and effect mode E2), the display of the storage status of the VS reach to be displayed is not displayed in the effect modes B, C, and D. The reason why the display of the storage status of the VS reach is not displayed in the effect mode E is because the effect mode E does not have “VS reach”.
  In the “symbol fluctuation” period (g−1), the sub CPU 102a performs effect control for executing the “telop notice”. The sub CPU 102a sets “telop notice” as “telop notice” according to the appearance ratio of “telop notice” in the “variable effect pattern E1-021” shown in FIG. 100B (excerpt from the telop notice pattern determination table 4 in FIG. 84). Production control is performed to execute any one of “notice pattern 1” to “telop notice pattern 8”.
  Then, during the “symbol variation” period (g-2), the sub CPU 102a stops at the same numerical value as the special effect symbol (left symbol) that the special effect symbol (right symbol) to be stopped first stops. Then, effect control is performed for causing the image display device 13 to display an effect image of reach effect such as whether or not a reach state occurs.
  During the “design variation” period (g−2), the sub CPU 102a performs effect control for executing “development notice E1” encouraging development to “story reach 2” as a special effect. The sub CPU 102a sets “development notice E1-1” as “development notice E1” according to the execution ratio of “development notice E1” in the “variation effect pattern E1-021” set in the special effect type determination table (not shown). , Effect control for executing any one of the “development notice E1-2” is performed.
  The sub CPU 102a makes the operation of the effect button 17A or the effect lever 19A, which is the operation means, effective in the “symbol change” in any case of executing “development notice E1-1” and “development notice E1-2”. The operation valid period X71 to be set is set. In the operation effective period X71, a special effect symbol (right symbol) to be stopped is stopped at the same numerical value as the special effect symbol (left symbol) stopped first, and a reach state effect such as whether or not a reach state occurs. Set during execution.
  In the operation valid period X71, the sub CPU 102a displays an effect image including an operation promotion notification image that prompts the operation of the effect button 17A or an effect image including an operation promotion notification image that prompts the operation of the effect lever 19A. The effect displayed on 13 is executed. The operation promotion notification image of “Development Notice E1-1” is an image composed of the characters “Press the button!” Together with the effect button 17A and the timer gauge image, and the operation promotion notification of “Development Notice E1-2”. This image is an image made up of the characters “draw the lever !!” together with the images of the effect lever 19A and the timer gauge.
  When the sub CPU 102a executes the “development notice E1-1”, the sub CPU 102a creates a special effect design for reaching the reach based on the fact that the effect button 17A is pressed once during the operation effective period X71. Effect control is performed to execute a corresponding effect (development advance notice) such that an effect image having an effect image (effect b1 (light blue)) is displayed on the image display device 13 in a superimposed manner.
  When the sub CPU 102a executes the “development notice E1-2”, the effect is superimposed on the special effect design of the reach effect based on the tilting operation performed on the effect lever 19A during the operation effective period X71. Effect control for executing a corresponding effect (development advance notice) such as displaying an effect image having an image (effect b2 (orange)) on the image display device 13 is performed.
  The sub CPU 102a, during the “Story Reach 2” period (g-3), the character that had previously displayed the two special performance symbols (the left symbol and the right symbol) that have been stopped in the reach state. A display image (not shown) of the content of going out on a journey to search for a domestic dog where the special character “Character s12” disappears is displayed while changing from a display of images and numbers to a simple display of only numbers. Production control to be displayed on the display device 13 is performed.
  When executing the specific effect, the sub CPU 102a sets a specific effect execution period W71 for executing the specific effect in the “story reach 2”. Then, in order to vibrate the effect button 17A, the state is changed from the state of FIG. 107 (a) to the state of FIG. 107 (b), and the effect button 17A is vibrated at high speed or low speed. When outputting an image, an effect image of the effect button 17A that vibrates is displayed on the image display device 13, as shown in FIG. 107 (c). Furthermore, in the case of outputting sound, a pseudo sound of the vibration sound of the effect button 17A is output from the sound output device 14 as shown in FIG.
  The sub CPU 102a performs control to execute the “determination effect E1” as a special effect in the “story reach 2”. The sub CPU 102a sets “decided effect E1-1” as “decided effect E1” in accordance with the execution ratio of “decided effect E1” in “variable effect pattern E1-021” set in the special effect type determination table (not shown). ”Or“ Decision effect E1-2 ”is executed. Note that the sub CPU 102a sets the operation valid period X72 as shown in FIG. 100B in the “decision effect E1-1” and “decision effect E1-2”.
During the “story reach 2” period (n-4), the sub CPU 102a is identical to the two special effect symbols (left symbol and right symbol) in which the changing special effect symbol (middle symbol) is first stopped and displayed. By becoming a numerical value, the three special effect symbols are stopped in a state where they are aligned to the same value, and control is performed to display on the image display device 13 an effect image showing that “Character s12” has found a pet dog.
Accordingly, the player is notified that the first jackpot game in which the jackpot game (the first jackpot game) with the round number of 16R (round) is executed is won.
At this time, the sub CPU 102a displays the special effect design from the simple display of only the numbers displayed in the story reach to the display mode of the character image and the numbers displayed before the story reach. To do.
(Specific example of variation production in production mode F)
Next, a specific example of the variation effect of the variation effect pattern in the effect mode F set corresponding to the variation 75 to 84 times in the high probability game state and the short time game state will be described.
  In the effect mode F, the sub CPU 102a performs effect control so as to execute a change effect having a janken effect with the content that two characters perform “Janken” as the change effect.
  FIG. 101 shows that in the production mode F (a mode set in the special figure fluctuation frequency 75 to 84), the sub CPU 102a receives the fluctuation pattern designation command “E6H74H” or “E7H74H” from the main control board 101, It is a time chart figure of the variation production of "pattern F-014".
(Variation effect related to Fluctuation effect pattern F-014 (first jackpot))
When the jackpot determination result is “first jackpot” between 75 to 84 variations in the high-probability gaming state and the short-time gaming state, and the “variation effect pattern F-014” is selected, the sub CPU 102a Effect control is performed to execute a fluctuating effect from timing T801 to timing T803 shown in FIG.
  104 to 106 show an effect image displayed on the image display device 13 in the change effect shown in FIG. 101, an effect button 17A, an effect lever 19A, and a first decorative member 16A.
  The sub CPU 102a performs “symbol variation” in the period (h−1) to the period (h-3) from the timing T801 to the timing T802, and the period (h-4) and the period (h from the timing T802 to the timing T803. The production control is performed to execute “Janken Reach 2 (Win)” in −5).
  In the production mode F, the display mode of the special production design is different from the other production modes (production mode A, production mode B, production mode C, production mode D, production mode E, production mode G). It has become. In the effect mode F, if the effect mode before the transition to the effect mode F is the effect modes B, C, and D in the image display device 13, the storage status of the VS reach is displayed (FIGS. 104 to 106). Reference), if it is the production mode E, the storage status of the VS reach is not displayed.
  In the “symbol fluctuation” period (h−1), the sub CPU 102a displays the effect images of (h-1-1) and (h-1-2) in FIG. 104 that change a plurality of special effect symbols, In the period (h-2), the effect image of (h-2) in FIG. 104 is displayed on the image display device 13 in which the character display “Janken wins twice!” Is superimposed on the change display of the special effect symbol. The production control is performed as described above.
  The sub CPU 102a performs effect control for executing the “telop notice” in the “design variation”. The sub CPU 102a sets the “telop notice pattern 1” as the “telop notice” according to the appearance ratio of the “telop notice” in the “variable effect pattern F-014” shown in FIG. 101 (excerpt from the telop notice pattern determination table 5 in FIG. 85). ”To“ Telop notice pattern 8 ”are performed.
As shown in FIG. 104 (h-1-2), the sub CPU 102 a performs the notice effect period V 191, as shown in FIG. 104 (h-1-2). The effect which displays the effect image shown to 2) on the image display apparatus 13 is performed.
In addition, as described above, this “chance is!” Is a reach confirmation effect informing that the reach is performed in the variable effect in which the telop notice is performed.
  In the “symbol fluctuation” period (h-3), the sub CPU 102a determines whether or not the special effect symbol (right symbol) to be stopped is stopped at the same numerical value as the special effect symbol (left symbol) previously stopped. 104 (h-3-1) in FIG. 104 or the content of the fact that “Character r1” as the ally character and “Character u1” as the opponent character perform the first round of junken together Effect control for causing the image display device 13 to display the effect images (h-3-2) and (h-3-3) is performed.
  In the effect of reaching the reach, the sub CPU 102a, as shown in the effect images (h-3-1), (h-3-2), and (h-3-3) in FIG. “Development notice F” which encourages development to “win” is executed. The sub CPU 102a sets “development notice F1” as “development notice F” according to the execution ratio of “development notice F” in the “variation effect pattern F-014” set in the special effect type determination table of FIG. , Control to execute any one of “development notice F2” is performed.
  The sub CPU 102a operates the effect button 17A or the effect lever 19A, which is an operation means, during the period (h-3), in the case of executing any of “Development Notice F1” and “Development Notice F2” as a special effect. A valid operation valid period X81 is set.
  In the operation effective period X81, the sub CPU 102a performs control so as to execute an operation promotion notification that prompts the player to operate the effect button 17A or the effect lever 19A. In the operation effective period X81, the sub CPU 102a performs control so as to execute an operation promotion notification that prompts an operation to the effect button 17A as shown in (h-3-1) of FIG. If it is “development notice F2,” control is performed to execute an operation promotion notification that prompts an operation to the effect lever 19A as shown in (h-3-2) of FIG.
  When executing the “development notice F1”, the sub CPU 102a sets the effect button 17A to the protruding state (second state) in the operation effective period X81, and also shows (h-3-1) in FIG. In the same way, from the image of the projecting effect button 17A and the timer gauge and the characters "Press!" Together with the effect image of "Character r1" and "Character u1" being "Janken" in the introduction part of Jeanken. The effect which displays the effect image of the operation promotion notification which urges operation of the effect button 17A is displayed on the image display device 13 is executed.
On the other hand, when the sub CPU 102a executes “development notice F2”, “character r1” and “character u1” are displayed in the operation valid period X81 as shown in (h-3-2) of FIG. In addition to the effect image of the appearance of “Janken” in the introduction part of Janken, the effect lever 19A and the image of the timer gauge and the effect image of the operation promotion notification for prompting the operation of the effect lever 19A consisting of the letters “Close!” An effect displayed on the display device 13 is executed.
Note that the corresponding sound may be output from the sound output device 14 when the effect image of the operation promotion notification is displayed.
  When executing the “development notice F1”, the sub CPU 102a performs a special effect design for reaching the reach based on the fact that the push-down effect button 17A is pressed once during the operation effective period X81. In addition, the effect image (effect d1 (blue)) is superimposed on the effect image with the content that “character r1” wins “character u1” in the first round of Janken ((h-3-3 in FIG. 104). )) Is displayed on the image display device 13 and a corresponding effect (development notice) is executed.
  When the sub CPU 102a executes the “development notice F2”, the special effect design of reach-reaching effect and the first round of Janken based on the tilting operation performed on the effect lever 19A during the operation effective period X81. In FIG. 104, an effect image ((h-3-3) in FIG. 104) having an effect image (effect d2 (yellow)) is superimposed on the effect image having the content that “character r1” wins “character u1”. The corresponding effect (development advance notice) is displayed.
  When executing the specific effect, the sub CPU 102a sets the specific effect execution period W81 in the period (h-4) of “Janken Reach 2” and executes the specific effect. Then, in the specific effect execution period W81, in order to vibrate the effect button 17A, the state is changed from the state of FIG. 107 (a) to the state of FIG. 107 (b), and the effect button 17A is vibrated at high speed or low speed. When outputting an image, an effect image of the effect button 17A that vibrates is displayed on the image display device 13, as shown in FIG. 107 (c). Furthermore, in the case of outputting sound, a pseudo sound of the vibration sound of the effect button 17A is output from the sound output device 14 as shown in FIG.
  In the “Janken Reach 2 (Win)” in the “Janken Reach 2” period (h-4), the sub CPU 102a performs two special effects of the same numerical value as shown in FIG. 105 (h-4-1). When the symbols (left symbol and right symbol) are stopped and displayed, the “character notice F” is executed. The sub CPU 102a sets “Character notice F1” as “Character notice F” in accordance with the execution ratio of “Character notice F” in “Variation effect pattern F-014” set in the special effect type determination table of FIG. Any one of “Character notice F3” is executed.
  The sub CPU 102a performs an operation to validate the operation of the effect button 17A or the effect lever 19A during the period (h-4) regardless of whether the “character notice F1” to “character notice F3” are executed as the special effects. An effective period Y81 is set. In the operation valid period Y81, as shown in (h-4-1) and (h-4-2) of FIG. 105, the sub CPU 102a issues an operation promotion notification that prompts the player to operate the effect button 17A or the effect lever 19A. Do not execute.
  In the “character notice F1”, the sub CPU 102a, as shown in (h-4-3) of FIG. 105, based on the single press operation on the effect button 17A during the operation valid period Y81. Control is performed to execute a notice effect (corresponding effect) such as displaying “Character d1” which is a support character of “Character r1” on the image display device 13.
  In “Character notice F2”, the sub CPU 102a selects “Character d2”, which is the support character of “Character r1”, based on the fact that the presentation button 17A is pressed once during the operation valid period Y81. Control to execute a notice effect (corresponding effect) such as displaying on the image display device 13 is performed.
  In “Character notice F3”, the sub CPU 102a displays “Character d3”, which is the support character of “Character r1”, based on the tilting operation performed on the effect lever 19A during the operation valid period Y81. Control to execute a notice effect (corresponding effect) such as that displayed on the screen 13 is performed.
  When executing this “character notice F”, the sub CPU 102a performs white-out display or black-out display (not shown) and then stops in a reach state as shown in FIG. 105 (h-4-3). A control for displaying the above-mentioned cheering characters (characters d1 to d3) while changing to a simple display in which only two numbers of special effect symbols (left symbol and right symbol) being displayed are displayed in numbers only. Do.
  Then, after executing this “character notice F”, the sub CPU 102a, as shown in (h-4-4), (h-4-5), and (h-4-6) in FIG. Effect control is performed to display on the image display device 13 an effect image with the content that “r1” and “character u1” perform the second round of Janken.
  The sub CPU 102a executes “decision effect F” as a special effect in the effect of the second round of janken, as shown in the effect images of (h-4-4) and (h-4-5) in FIG.
  The sub CPU 102a sets the “decided effect F1” as the “decided effect F” in accordance with the execution ratio of the “decided effect F” in the “variable effect pattern F-014” set in the special effect type determination table of FIG. ”Or“ Decision effect F2 ”is executed.
  When executing the “decided effect F1” as the special effect, the sub CPU 102a sets an operation effective period X82 in which the operation of the effect button 17A is effective during the period (h-4) of “Janken Reach 2 (Win)”. Set. Then, in the operation effective period X82, as shown in (h-4-4) of FIG. 105, the sub CPU 102a sets “character r1” and “character u1” to “goo”, “choki”, “par”. In the production image of the state before any of the above, the promotion of the operation for prompting the operation to the projection button 17A in the projecting state consisting of the projection button 17A in the projecting state and the timer gauge and the character display of “Press!” Production control is performed so as to display a notification image.
  In the “decision effect F1”, the sub CPU 102a makes a “winning” in the image display device 13 based on the fact that the effect button 17A is pressed once during the operation effective period X82. d1 ”is displayed, and the first decorative member 16A is moved from“ standby position 1 ”to“ operation position 1-1 ”as a movable member, and is located at the lower position on the front surface of the image display device 13. A “decision effect” (corresponding effect) with the content of moving to the operation position 1-2 ”is executed.
  Further, when the sub CPU 102a executes “decision effect F2” as a special effect, the operation effective period during which the operation of the effect lever 19A is made effective during the period (h-4) of “Janken Reach 2 (Win)”. Set X82. Then, as shown in (h-4-5) in FIG. 105, the sub CPU 102a sets “character r1” and “character u1” to “go”, “choki”, “par” in the operation effective period X82. In the effect image of the state before any one of the above is displayed, an operation promotion notification image that prompts an operation to the effect lever 19A, which includes the effect lever 19A, the timer gauge, and the character display of “Close!” Is displayed. The production control is performed as described above.
  In the “decision effect F2”, the sub CPU 102a performs “tilt d2” that wins a big hit in the image display device 13 based on the tilting operation performed on the effect lever 19A during the operation effective period X82. The effect image is displayed, and the first decorative member 16A as a movable member is moved from “standby position 1” to “operation position 1-1” and is moved to the “motion position 1” which is a lower position on the front surface of the image display device 13. “Decisive effect” (corresponding effect) with a content such as “-2” is executed.
In the variation effect executed when the determination result of the jackpot determination is “second jackpot”, the first decorative member 16A is moved from “standby position 1” to “operation position 1-1” in the “decision effect F”. Only move up to.
As described above, in the “decision effect F” of the variation effect selected when the determination result of the jackpot determination is “first jackpot”, the first decorative member 16A is placed below the “operation position 1-1”. Therefore, the determination result of the jackpot is the first of 16R (round) which is advantageous to the player than the “second jackpot” in which the second jackpot game of 4R (round) is performed. The fact that the “first jackpot” in which the jackpot game is played is informed.
  After executing “Decision Effect F” in the period (h-4) of “Janken Reach 2 (Win)”, the sub CPU 102a, as shown in the effect image (h-4-7) in FIG. In “”, “Character r1” gives “Cho” and “Character u1” gives “Par”, thereby displaying an effect image showing that “Character r1” wins over “Character u1”.
Then, after performing the whiteout display or the blackout display (not shown), as shown in the effect image (h-5) of FIG. 106 in the period (h-5), the special effect design (middle design) that is changing 106. In FIG. 106, (h-) in which the three special effect symbols are stopped in a state in which the three special effect symbols are aligned to the same numerical value by becoming the same numerical value as the two special effect symbols (the left symbol and the right symbol) that are stopped and displayed first. Effect control for displaying the effect image of 5) on the image display device 13 is performed.
Accordingly, the player is notified that the first jackpot game in which the jackpot game (the first jackpot game) with the round number of 16R (round) is executed is won.
At this time, the sub CPU 102a displays the special effect design before the effect image (h-4-3) from the simple display of only the numbers displayed after the effect image (h-4-3). Return to the displayed image. Further, since the three special effect symbols are stopped and the variation effect is ended, the variation icon TH displayed in the variation icon display area 70D is extinguished (erased).
(Variation production related to the fluctuation production pattern F-005 (losing))
When the jackpot determination result is “lost” between 75 to 84 variations in the high-probability gaming state and the short-time gaming state, and the “variable effect pattern F-005” is selected, the sub CPU 102a displays FIG. The variation effect substantially the same as the variation effect of “variation effect pattern F-014” shown in FIG. In other words, the sub CPU 102a wins the “symbol change” in the period (h-1) to the period (h-3) from the timing T801 to the timing T802, that is, the “character r1” wins the “jenken” in the first round against the “character u1”. Control is performed so as to execute “Janken Reach 1 (Lose)” after executing a special effect design variation effect including an effect. In “Janken Reach 2 (Lose)”, “Character r1” and “Character u1” are played in the second round of Janken, as in the case of “Janken Reach 2 (Win)” during the period (h-4) from timing T802. Reach production including production of performing eyes.
  The sub CPU 102a also executes the “decided effect F” as the special effect in the period (h-4) in the same way as the “variable effect pattern F-014” in the variable effect of the “variable effect pattern F-005”.
  The sub CPU 102a selects “decided effect F1” as “decided effect F” in accordance with the execution ratio of “decided effect F” in “variable effect pattern F-005” set in the special effect type determination table of FIG. ”Or“ Decision effect F2 ”is executed. However, the sub CPU 102a does not operate the first decorative member 16A in the “decided effect F1” and “decided effect F2” of the “variable effect pattern F-005”.
  However, in the variation effect of “variation effect pattern F-005”, the sub CPU 102a executes “determination effect F1” in “Janken Reach 2 (losing)” and then, as shown in FIG. 106 (H-1). In the second round of Janken, “Character r1” gives “Choki” and “Character u1” gives “Goo”, thereby displaying an effect image of “Character r1” losing to “Character u1”.
Then, after performing whiteout display or blackout display (not shown), as shown in the effect image (H-2) of FIG. 106, the special effect design (middle design) that is changing was first stopped and displayed. Effect control for displaying on the image display device 13 an effect image for stopping the three special effect symbols in a state where they are not aligned with the same numerical value by not having the same numerical value as the two special effect symbols (the left symbol and the right symbol). Do.
Thereby, it is notified that the determination result of the jackpot determination is “losing”.
At this time, the sub CPU 102a displays the special effect design before the effect image (h-4-3) from the simple display of only the numbers displayed after the effect image (h-4-3). Return to the displayed image.
  The production mode B2 to the production mode E2 are substantially the same as the production mode B1 to the production mode E1 except that the execution ratio of the special production is different and the music reach is not provided. Omitted.
  Here, the display mode of the special effect symbols will be described with reference to FIG.
  FIG. 108 (a) is an effect image when the special effect symbol displayed when the effect mode A is set is variably displayed. The display mode of the special effect symbol in the effect mode A is displayed as an image with a character and a number marked at the lower right of the character.
FIG. 108B is an effect image when the special effect symbol displayed when the effect mode B (the effect mode B1 and the effect mode B2) is set is variably displayed. The display mode of the special effect symbol in the effect mode B is displayed as an image in which numbers are marked on the character and a rhombus figure at the lower right of the character.
In addition, the VS reach storage status is displayed with nine squares for each VS reach, and the VS reach stored in the VS reach storage area is displayed with an “x” mark (FIG. 113). reference).
FIG. 108 (c) is an effect image when the special effect symbol displayed when the effect mode C (the effect mode C1 and the effect mode C2) is set is variably displayed. The display mode of the special effect symbol in the effect mode C is displayed as an image in which numbers are marked on a character and a square figure at the lower right of the character.
In addition, the VS reach storage status is displayed with nine squares for each VS reach, and the VS reach stored in the VS reach storage area is displayed with an “x” mark (FIG. 113). reference).
FIG. 108 (d) is an effect image when the special effect symbol displayed when the effect mode D (the effect mode D1 and the effect mode D2) is set is variably displayed. The display mode of the special effect symbol in the effect mode D is displayed as an image in which numbers are marked on the character and the star-shaped figure at the lower right of the character.
In addition, the VS reach storage status is displayed with nine squares for each VS reach, and the VS reach stored in the VS reach storage area is displayed with an “x” mark (FIG. 113). reference).
  FIG. 108 (e) is an effect image when the special effect symbol displayed when the effect mode E (effect mode E1 and effect mode E2) is set is variably displayed. The display mode of the special effect symbol in the effect mode E is displayed as an image in which numbers are marked on the character and a round figure at the lower right of the character.
FIG. 108 (f) is an effect image when the special effect symbol displayed when the effect mode F is set is variably displayed. The display mode of the special effect symbol in the effect mode F is displayed as an image in which numbers are marked on an octagonal figure, and unlike FIGS. 108 (a) to (e), no character image is displayed.
In the production mode F, if the production mode before the transition to the production mode F is the production modes B, C, and D, the storage status of the VS reach is displayed in the same manner as the production modes B, C, and D described above. If the production mode before the transition is production mode E, the storage status of VS reach is not displayed.
  FIG. 108 (g) is an effect image when the special effect symbol displayed when the effect mode G is set is variably displayed. The display mode of the special effect symbol in the effect mode G is displayed as an image in which a numeral is marked on a quadrilateral figure, and unlike FIGS. 108 (a) to 108 (e), no character image is displayed.
  FIG. 108 (h) is an effect image including a special effect symbol displayed when the reach effect (except for the normal reach) is being executed. During reach production (excluding normal reach), the display is displayed in a common display mode in which only numbers are displayed regardless of which production mode is set.
  The special effect symbols in FIGS. 108A to 108H are displayed using the common image data, and the difference in the size of the special effect symbol images (for example, FIGS. 108A and 108F). Etc.) is displayed by changing the display magnification (enlargement, reduction).
Further, since the variation effect pattern determination table for the effect modes A, E, and G does not have “VS reach” and “VS reach” is not executed, the storage status of the VS reach is displayed. Absent.
Further, although the variation effect pattern determination table of the effect mode F does not have “VS reach”, if the mode is shifted from the effect modes B, C, and D, if the result of the jackpot determination during the effect mode F is a big hit. Since the VS reach storage area is not cleared and there are cases in which the production modes B, C, and D are entered, the storage status of the VS reach is displayed.
  As described above, the display mode of the special effect symbol is different depending on the effect mode (FIGS. 108A to 108G). However, as shown in FIG. 108 (h), when the special effect symbol in the reach effect (except for the normal reach) is displayed in a reduced size, it is common to display only the numbers regardless of which effect mode is set. Displayed in display mode. In addition, when the special effect design during reach production (excluding normal reach) is reduced, the special production design is displayed in a common display mode, but the special production design when not in reach production is reduced and displayed. When it becomes, the special effect design is not displayed in a common display mode.
  As described above, when the special effect design is a reduced display during the reach effect, it is displayed in a common display mode that displays only the numbers, thereby preventing the reach effect from being hindered. It is possible to grasp the variation display of the production symbol.
  In the present embodiment, the special effect design is not a common display mode in the normal reach production, but may be a common display mode in the normal reach production.
  The display mode of the special effect symbol is not limited to the display mode of FIG. 108, and may be a display mode that differs depending on the effect mode. For example, a display mode in which the character of the special effect symbol differs depending on the effect mode may be used. Even if they are the same character, they may be displayed in different display modes (pose, type of clothing, color, etc.), and the special effect design character performs some action (operation) when the special effect design is stopped. Thus, the action may be different depending on the production mode.
In the present embodiment, the currently set effect mode name is not displayed in the display area 130 of the image display device 13, but may be displayed. For example, “effect mode A” is displayed on the upper left (such as the upper right) of the display area 130.
In addition to the display of the effect mode name, the characteristics of the set effect mode may be displayed. For example, when the production mode C is set, display such as “production mode C reach confirmation effect appearance rate is increasing” or “production mode C reach confirmation production is easy to appear” may be displayed.
(Example of production when the first jackpot is won in production mode A and production mode B is selected)
With reference to FIG. 109, an example of an effect in the case where the first jackpot is won in the effect mode A and the effect mode B is selected will be described.
  When the first jackpot is won in the presentation mode A, the presentation control for executing the “big hit presentation 1” is performed. First, the sub CPU 102a causes the image display device 13 to display an effect image shown in FIG. 109 (a) for notifying that a predetermined character appears and that it is the first big hit.
  Then, during the round game, as shown in FIG. 109 (b), an effect image during the round game when the result of the jackpot determination is “first jackpot” in the effect mode A is displayed on the image display device 13. .
  Thereafter, when the predetermined round (here, 16 rounds) is completed, the sub CPU 102a executes the “effect mode selection effect” in the predetermined period of the ending effect 1 as shown in FIG. 109 (c). The “effect mode selection effect” is an effect in which the player can select which effect mode is set to the effect mode (effect mode B to effect mode E) set after the end of the jackpot game (see FIG. 109 (c) (d)).
  In the “effect mode selection effect”, the sub CPU 102a, as shown in FIG. 109 (c), the set image of the effect mode that can be set, the operation promotion image that prompts the operation of the selection button 18A, and the remaining operation effective period. The effect control for displaying the image indicating the time on the image display device 13 and executing the operation of the selection button 18A are set.
  When the operation effective period ends, the effect mode options (in this case, the effect mode B) selected by the selection button 18A when the operation effective period ends are displayed in an enlarged manner to notify the set effect mode. The effect image shown in FIG. 109D is displayed on the image display device 13.
  Thereafter, in the variation effect after the end of the jackpot game, as shown in FIG. 109 (e), the variation effect corresponding to the effect mode B selected in the effect mode selection effect is performed.
  Then, when the 75th variation effect is started without winning any jackpot, the effect mode F that is the common effect mode is set, and the variation effect according to the effect mode F is performed ( (See FIG. 109 (f)).
(Example of production when the first jackpot is won in production mode A and production mode C is selected)
109 (a), (b), and FIG. 110, an effect example in the case where the first jackpot is won in the effect mode A and the effect mode C is selected will be described.
109 (a) and 109 (b) have been described in the description of the example of the effect when winning the first jackpot in the above-described effect mode A and selecting the effect mode B, the description is omitted.
  When a predetermined round (16 rounds in this case) is completed after FIG. 109 (b), the sub CPU 102a performs “effect mode selection effect” in a predetermined period of the ending effect 1 as shown in FIG. 110 (a). Execute. The “effect mode selection effect” is an effect in which the player can select which effect mode is set to the effect mode (effect mode B to effect mode E) set after the end of the jackpot game (see FIG. 110 (a) (b)).
  In the “effect mode selection effect”, the sub CPU 102a, as shown in FIG. 110 (c), the set image of the effect mode that can be set, the operation promotion image that prompts the operation of the selection button 18A, and the remaining operation effective period. The effect control for displaying the image indicating the time on the image display device 13 and executing the operation of the selection button 18A are set.
  When the operation effective period ends, the effect mode options (in this case, the effect mode C) selected by the selection button 18A when the operation effective period ends are displayed in an enlarged manner to notify the set effect mode. The effect image shown in FIG. 110B is displayed on the image display device 13.
  Thereafter, in the variation effect after the end of the jackpot game, a variation effect corresponding to the effect mode C selected in the effect mode selection effect is performed as shown in FIG. 110 (c).
  Then, when the 75th variation effect is started without winning any jackpot, the effect mode F that is the common effect mode is set, and the variation effect according to the effect mode F is performed ( FIG. 110 (d)).
(Example of production when the first jackpot is won in production mode A and production mode D is selected)
109 (a), 109 (b), and 111, an example of an effect in the case where the first jackpot is won in the effect mode A and the effect mode D is selected will be described.
109 (a) and 109 (b) have been described in the description of the example of the effect when winning the first jackpot in the above-described effect mode A and selecting the effect mode B, the description is omitted.
  When a predetermined round (16 rounds in this case) is completed after FIG. 109 (b), the sub CPU 102a performs “effect mode selection effect” in a predetermined period of the ending effect 1 as shown in FIG. 111 (a). Execute. The “effect mode selection effect” is an effect in which the player can select which effect mode is set to the effect mode (effect mode B to effect mode E) set after the end of the jackpot game (see FIG. 111 (a) (b)).
  In the “effect mode selection effect”, the sub CPU 102a, as shown in FIG. 111 (a), the selectable effect mode option image, the operation promotion image prompting the operation of the selection button 18A, and the remaining operation effective period. The effect control for displaying the image indicating the time on the image display device 13 and executing the operation of the selection button 18A are set.
  When the operation effective period ends, the effect mode options (in this case, the effect mode D) selected by the selection button 18A when the operation effective period ends are displayed in an enlarged manner to notify the set effect mode. The effect image shown in FIG. 111 (b) is displayed on the image display device 13.
  Thereafter, as shown in FIG. 111 (c), in the variation effect after the end of the jackpot game, a variation effect corresponding to the effect mode D selected in the effect mode selection effect is performed.
  Then, when the 75th variation effect is started without winning any jackpot, the effect mode F that is the common effect mode is set, and the variation effect according to the effect mode F is performed ( (See FIG. 111 (d)).
(Example of production when the first jackpot is won in production mode A and production mode E is selected)
109 (a), (b), and FIG. 112, an example of an effect when winning the first jackpot in effect mode A and selecting effect mode E will be described.
109 (a) and 109 (b) have been described in the description of the example of the effect when winning the first jackpot in the above-described effect mode A and selecting the effect mode B, the description is omitted.
  When a predetermined round (16 rounds in this example) is completed after FIG. 109 (b), the sub CPU 102a performs “effect mode selection effect” in a predetermined period of the ending effect 1 as shown in FIG. 112 (a). Execute. The “effect mode selection effect” is an effect in which the player can select which effect mode is set to the effect mode (effect mode B to effect mode E) set after the end of the jackpot game (see FIG. 112 (a) (b)).
  In the “effect mode selection effect”, the sub CPU 102a, as shown in FIG. 112 (a), the set image of the effect mode that can be set, the operation promotion image that prompts the operation of the selection button 18A, and the remaining operation effective period. The effect control for displaying the image indicating the time on the image display device 13 and executing the operation of the selection button 18A are set.
  When the operation effective period ends, the effect mode options (in this case, the effect mode E) selected by the selection button 18A when the operation effective period ends are displayed in an enlarged manner to notify the set effect mode. The effect image shown in FIG. 112B is displayed on the image display device 13.
  Thereafter, as shown in FIG. 112 (c), in the variation effect after the end of the jackpot game, a variation effect corresponding to the effect mode E selected in the effect mode selection effect is performed.
Then, when the 75th variation effect is started without winning any jackpot, the effect mode F that is the common effect mode is set, and the variation effect according to the effect mode F is performed ( (See FIG. 112 (d)).
When the effect mode before setting the effect mode F is the effect mode E (E2), the storage status of the VS reach is not displayed.
(Production example when winning the second jackpot in production mode B)
With reference to FIG. 113, an example of an effect in the case of winning the second jackpot in effect mode B will be described.
Since the VS reach B-1 is stored in the VS reach storage area, the square of the VS reach B-1 indicating the storage status of the VS reach is displayed with an "X" mark.
  When the second jackpot is won in the effect mode B, the sub CPU 102a performs effect control for executing the “hit effect 5”. First, an effect image shown in FIG. 113A is displayed on the image display device 13 for notifying that a predetermined character appears and that it is the second jackpot.
  Then, during the round game, as shown in FIG. 113 (b), the image display device 13 displays the effect image during the round game when the result of the jackpot determination in the effect mode B is “second jackpot”. .
  Thereafter, when a predetermined round (four rounds in this case) is completed, an effect image of the ending effect 5 when the result of the jackpot determination in the effect mode B is “second jackpot” is displayed on the image display device 13.
  In addition, unlike the ending effect in the case of the first jackpot shown in FIGS. 109 to 112 described above, if the result of the jackpot determination is the second jackpot in the high probability gaming state and the short-time gaming state, Does not perform mode selection effects.
  Then, at the end of the ending effect 5, the effect image shown in FIG. 113 (c) informing that the effect mode (the effect mode B here) set before the big hit is continued (reset). Is displayed on the image display device 13.
  Thereafter, in the variation effect after the end of the jackpot game, as shown in FIG. 113 (d), a variation effect corresponding to the effect mode B set before the jackpot is performed.
(Example of effect won in the first jackpot when all the VS reach associated with effect mode B is stored)
With reference to FIG. 114, an example of an effect won in the first jackpot when all the VS reach associated with the effect mode B is stored will be described.
Since the VS reach B-1, B-2, and B-3 are stored in the VS reach storage area, the VS reach B-1, B-2, and B-3 cells for displaying the storage status of the VS reach are displayed. Is displayed with “×” mark.
  In the effect mode B, when all the VS reach associated with the effect mode B is stored, if the first jackpot is won, the sub CPU 102a performs effect control for executing the “special jackpot effect 1”. . First, a special character that appears only in the special jackpot effect appears, and an effect image shown in FIG. 114 (a) for notifying that the special jackpot effect is displayed is displayed on the image display device 13.
  During the round game, as shown in FIG. 114 (b), the result of the big hit determination in the production mode B is “first big win” and the VS reach (VS reach B−1) associated with the production mode B. VS Reach B-2 and VS Reach B-3) are stored in a special round game different from the case of not storing all VS Reach associated with effect mode B The image is displayed on the image display device 13.
  Thereafter, when a predetermined round (here, 16 rounds) is completed, the result of the jackpot determination in the rendering mode B is “first jackpot” and the VS reach associated with the rendering mode B (VS reach B-1, When all VS reach B-2 and VS reach B-3) are stored, the effect image of special ending effect 1 is different from the case where not all VS reach associated with effect mode B is stored. The image is displayed on the image display device 13.
  Then, in the predetermined period of the special ending effect 1, as shown in FIG. 114 (c), the set image of the effect mode that can be set, the operation promotion image that prompts the operation of the selection button 18A, and the remaining time of the operation effective period. The “display mode selection effect” is set to display an image to be displayed on the image display device 13 and set an operation valid period during which the operation of the selection button 18A is enabled.
  When the operation effective period ends, the effect mode options (in this case, the effect mode C) selected by the selection button 18A when the operation effective period ends are displayed in an enlarged manner to notify the set effect mode. The effect image shown in FIG. 114D is displayed on the image display device 13.
  Thereafter, in the variation effect after the end of the jackpot game, as shown in FIG. 114 (e), the variation effect corresponding to the effect mode C selected in the effect mode selection effect is performed.
  As described above, in the present embodiment, when the production modes A and G are set, that is, when the high probability gaming state and the short time gaming state are not set, the first big hit or the second big hit (so-called so-called The first jackpot and the first jackpot when the VS reach associated with each of the effect modes of the ending effect, the effect mode B, the effect mode C, and the effect mode D is memorized. In the ending effect when winning 2 big wins, and the ending effect when winning 1st and 2nd big wins when all VS reach is memorized, the feature modes are the respective after the jackpot game An effect that can be arbitrarily selected (set) by the player operating the selection button 18A from a plurality of different effect modes. Running over mode selection performance.
  The plurality of production modes having different characteristics as described above are the production mode B which is a standard production mode capable of executing “VS reach” and “VS reach”. It is possible to execute an effect mode C that is an effect mode in which a reach confirmation effect informing that a reach is performed is easy to appear (select) and “VS reach”, and other effects than the other effect modes. An effect mode D that is an effect mode in which a special effect (so-called premium effect) that is executed at a low rate compared to the above is easy to appear (select) and an effect mode that is an effect mode in which “VS reach” cannot be executed. Mode E.
  In this way, the player can arbitrarily select (set) the effect mode after the jackpot game from a plurality of effect modes having different characteristics, thereby playing the game in the effect mode desired by the player. Can improve the interest of the game.
Furthermore, in the production modes B, C, and D, which are production modes in which “VS reach” can be executed, all “VS reach” associated with each production mode is stored in the VS reach storage area. If the first jackpot or the second jackpot is won, a special jackpot effect different from the normal jackpot effect (ending effect) is executed.
Thus, based on the storage status of “VS reach” in the VS reach storage area, the jackpot effect (ending effect) when winning the first jackpot or the second jackpot is changed. Can be improved.
In the variable effects in the effect modes B, C, and D, which are the effect modes in which “VS reach” can be executed, the execution ratio of “VS reach” stored in the VS reach storage area of the sub RAM 102c is low. ing.
In this way, by reducing the execution rate of “VS reach” based on the storage status of “VS reach” in the VS reach storage area of the sub-RAM 102c, the execution rate of “VS reach” is always constant. However, this can improve the interest of the game.
Further, in the variation effects in the effect modes B, C, and D, which are effect modes capable of executing “VS reach”, the determination result of the jackpot determination for “VS reach” stored in the VS reach storage area of the sub RAM 102c. Is not executed when “losing” is performed, and the execution ratio is executed only when the determination result of the jackpot determination is “big hit”.
As described above, based on the storage status of “VS reach” in the VS reach storage area, it is not executed when the determination result of the big hit determination is “losing”, and is executed only when the determination result of the big hit determination is “big win”. By setting the execution rate not to be executed, the execution rate of “VS reach” is not always a constant execution rate, and this can improve the interest of the game.
  In the present embodiment, only the effect mode name (for example, effect mode B) is displayed on the effect mode option images that can be set in the effect mode selection effect (FIG. 109 (c), etc.). The characteristics of the effect mode may be displayed together with the display of the effect mode name. For example, in the case of an option image of the effect mode C, a display such as “a mode in which the appearance rate of the effect mode C reach determination effect is increased” or “a mode in which the effect mode C reach determination effect is likely to appear” may be displayed.
  In addition, when executing “VS reach” stored in the VS reach storage area of the sub-RAM 102c in the change effects in the effect modes B, C, and D, since the jackpot is determined, it is stored in the VS reach storage area. If not, the jackpot finalizing effect that was not executed may be added to the “VS reach” and executed. For example, a special sound (such as a cure quinn) is output from the audio output device 14 at the start or during the variation production in which VS reach is executed, the production illumination device 15 is caused to emit a rainbow color, A simple character image may be displayed.
  In the present embodiment, the VS reach storage area is cleared when the power is turned off (power is turned off). Therefore, in the variation effect after the power is restored, the VS reach stored in the VS reach storage area before the power is turned off. Even if is executed, since the VS reach storage area is cleared, the determination result of the jackpot determination may be “lost”.
  In the present embodiment, the production mode selection production is won for the first jackpot and the second jackpot when the ending production at the time of winning the first jackpot and the production mode A (and the production mode G) are set. When winning the first jackpot and the second jackpot when all the VS reach associated with each stage mode of the ending stage, stage B, stage C and stage D is stored Ending production, and the ending production when winning the first jackpot and the second jackpot when all VS reach is memorized, as in the second embodiment to be described later, 1st big win when set to ending production and production mode A (and production mode G) when winning the first big hit Ri and may be carried out in the ending rendition of when was elected to the second jackpot. In addition, after being set to the specific gaming state, it may be performed as an ending effect when the number of winning the jackpot is equal to or more than a specific number without being set to the normal gaming state (so-called renso jackpot). However, it may be performed when the operation means is operated at a specific timing during the big hit (during round game or ending production).
  Further, in the present embodiment, in the ending effect when winning the first jackpot and the second jackpot when all VS reach associated with each effect mode is stored, the effect mode selection effect However, the present invention is not limited to the case where all VS reach is stored, and may be performed if at least a majority is stored. For example, when six types of VS reach are set, if four types of VS reach are stored, an effect mode selection effect is executed.
  In addition, the stored effect is not limited to “VS reach”, and other reach may be stored, or may be a specific notice effect (step-up notice, cut-in notice, character notice, etc.). For example, a character notice in which any of the characters appears may be set and the appearing characters may be stored.
  In the present embodiment, the production mode selection production is executed in the ending production, but it may be performed at the start of the jackpot game (opening production) or in the round production. The first variation effect in the specific game state (high probability game state and short-time game state) after the end of the jackpot game may be performed using the first variation effect and the second variation effect, or while waiting for a customer Or may be performed during a fluctuating effect in the normal gaming state (effect mode A).
  Also, in this embodiment, when a big win is won during a normal game (so-called first win), any of the first big win (large profit) or the second big win (small profit) Even if it was won, the effect mode selection effect was performed, but when the second big hit (small profit) is won during the normal game, the effect mode selection effect is not performed and the predetermined effect mode is It may be set, or when the second big hit (small profit) is won during the normal game, the effect mode of the specific gaming state may be determined at random.
  Further, the execution timing of the effect mode selection effect may be varied depending on the type of jackpot that triggers the execution of the effect mode selection effect. For example, it may be possible to execute a round game in which the production mode selection effects are different for the first jackpot (large profit) and the second jackpot (small profit), or the jackpot was won during the normal game. In the case of (so-called first win), when the effect mode selection effect is executed during the jackpot game (opening effect to ending effect) and all the VS reach of the set effect mode is memorized, the winner is won The effect mode selection effect may be executed in the variable effect in the specific game state (high probability game state and short time game state) after the jackpot game.
  Furthermore, the selectable presentation modes may be varied depending on the type of jackpot that triggers the execution of the presentation mode selection presentation. For example, when winning a jackpot with all the VS reach of the set production mode being memorized, a new production mode (effect mode H) that could not be selected if the jackpot was won during normal gaming May be added, or the currently set effect mode may not be selected.
  In this embodiment, the VS reach storage area is erased when the mode is changed to the production mode A (normal game state). However, the timing to erase is not limited to this timing, and the mode is changed to the production mode A. Furthermore, it may be when the customer enters a waiting state, when the power is shut off, or may be deleted after a predetermined period (for example, one day).
  Further, in the present embodiment, the effect mode set in the effect mode selection effect is the effect mode in the specific game state after the jackpot game (high probability game state and short-time game state), but the effect in the specific game state Not limited to mode. For example, the effect mode in the normal gaming state may be set, or if the jackpot is set to the low probability gaming state and the short time gaming state after the jackpot game, the low probability gaming state and the short time gaming state are set. A production mode may be set.
  Further, in the present embodiment, the reach confirmation effect is the special mode 2 to the special mode 5 of the reserved image display mode in the prefetching effect and the telop notice pattern 5 to 8 of the telop notice effect, but is not limited thereto. It may be other productions. For example, if the step-up notice effect is performed three times or more, the reach confirmation effect may be set as the reach confirmation effect, or the speech notice executed in the effect mode A of the present embodiment may be the high-probability gaming state and the short-time gaming state ( Execution is also possible in the production modes B to F), and a case where a predetermined line in the line notice appears may be used as the reach confirmation production.
Further, in the present embodiment, the special effect (the so-called premium effect) that is executed at a lower rate than other effects is the special mode 5 of the reserved image display mode in the prefetch effect and the telop notice effect. Although the telop notice pattern 8 is used, the present invention is not limited to these, and other effects may be used. For example, a step effect in which the step-up notice effect is performed the maximum number of times may be a special effect (so-called premium effect) that is executed at a lower ratio than other effects, and the determination result of the jackpot determination is a big hit In the case of a fluctuating production, an effect that outputs a predetermined sound as a jackpot finalizing effect (a jackpot finalizing sound) may be used, or a content different from the pseudo continuous notice executed in other production modes (as a pseudo continuous notice, A pseudo-continuous notice of displaying a special effect image may be used.
Furthermore, the effect may not be based on the determination result of the jackpot determination. For example, an image (such as a character image or a background image) that does not appear in other effect modes may appear during the change effect.
Further, in the present embodiment, the display mode of the special effect symbol is changed depending on the effect mode (see FIG. 108). However, in the case of a special effect design that has been reduced in the reach effect, the display is displayed in a common display mode in which only numbers are displayed regardless of the effect mode.
In addition, when the special effect design during reach production is reduced display, the special production design is displayed in a common display mode, but when the special production design when not reach production is reduced display, The special effect design is not displayed in a common display mode.
As described above, when the special effect design is a reduced display during the reach effect, it is displayed in a common display mode that displays only the numbers, thereby preventing the reach effect from being hindered. It is possible to grasp the variation display of the production symbol.
  In the present embodiment, the production mode in the specific gaming state (high probability gaming state and short-time gaming state) after the jackpot game is the first half period in which the number of fluctuations is 1 to 30 times, and the number of fluctuations is 31 to 74. The middle stage period is divided into the second half period with 75 to 84 fluctuations, and the first half period and the middle stage period production modes (production modes B, C, D, E) are the above-described production mode selection effects. Corresponding to the selected production mode, the production mode in the second half period is a common production mode (production mode F) that is shifted regardless of the production mode of the first half and the middle period.
In addition, although the frequency | count of fluctuation was 75 times-84 times as the common production | presentation mode, it is not restricted to this number of times. For example, it is good also as a common production | presentation mode from after the frequency | count of a fluctuation | variation which is a middle stage period is 31 times.
In addition, although the presentation mode in the specific gaming state (high probability gaming state and short-time gaming state) after the jackpot game is divided into three periods, it is not limited to this, and it may be two periods of the first half period and the second half period. Four periods may be used.
  In the present embodiment, the main CPU 101a counts the number of changes in a specific game state (high probability game state and short-time game state) after the big hit game, and the main ROM 101b has a change number of 1 to 30 in the first half period. Special figure fluctuation pattern determination table for the middle period, special figure fluctuation pattern determination table for the middle period of 31 to 74 times, and special figure fluctuation pattern determination table for the second half period of the fluctuation number of 75 to 84 times Based on the above, the special figure variation pattern is determined so that the variation effect (effect mode) varies depending on the period in the specific game state. However, the special diagram variation pattern determination table in the main ROM 101b Common special pattern fluctuation patterns regardless of the number of fluctuations in a specific gaming state (high probability gaming state and short-time gaming state) The sub CPU 102a counts the number of fluctuations in a specific gaming state (high probability gaming state and short-time gaming state) after the jackpot game, and the sub ROM 102b has a number of fluctuations of 1 to 30 times for the first half period. Based on the variation effect pattern determination table, the variation effect pattern determination table for the middle period of 31 to 74 variations, and the variation effect pattern determination table for the second half period of the variation count of 75 to 84 times The variation effect pattern (effect mode) may be varied depending on the period in the specific game state by determining the variation effect pattern. For example, when the number of changes in the specific gaming state counted by the sub CPU 102a is 75, the change effect pattern determination table for the second half period of 75 to 84 changes is referred to, and the effect mode is set to the effect mode. Set to F.
  Also, the timing of transition to the production mode F, which is a common production mode, that is, the 74th variation production in the production mode B2 (production modes C2, D2, E2) may be a dedicated production production. For example, a special drawing variation pattern determination table for the 74th time in the production mode B2 (production modes C2, D2, E2) may be provided in the main ROM 101b, and a dedicated production having different fluctuation times may be performed, or the production in the sub ROM 102b. A variation effect pattern determination table for the 74th time in mode B2 (effect modes C2, D2, E2) may be provided to perform a dedicated effect.
In addition, in the fluctuating effects of effect mode A to effect mode F, the sub CPU 102a moves the effect button 17A in the non-projecting state (first state) during the operation effective period in which an operation promotion notification is made to prompt the player to operate the effect button 17A. State) or protruding state (second state).
On the other hand, the sub CPU 102a sets the effect button 17A to the non-protruding state (first state) and the protruding state (second state) during the operation effective period in which the operation promotion notification that prompts the player to operate the effect button 17A is not performed. The state of ().
  In the present embodiment, in the specific gaming state (high probability gaming state and short-time gaming state) after the end of the jackpot game, the variation production (the first variation to the first production mode C1, D1, E1) The operation effective period is set during the changing effect at a higher rate in the changing effect (the changing 31st to 74th times) of the effect mode B2 (the effect modes C2, D2, E2) than the effect mode B2 (the 30th). The operation effective period is set during the changing effect at a higher rate in the changing effect in the effect mode F (the 75th to 84th changes) than the changing effect in the effect modes C2, D2, E2).
  Moreover, in this Embodiment, the presence or absence of execution of a specific effect is determined using the specific effect determination table of FIGS. In this determination, it is easier to determine that the specific effect is executed in the case of the jackpot than in the case of losing, and it is easier to determine that the specific effect is executed in the reach effect having a higher degree of jackpot expectation. When the specific effect is executed, the vibration speed of the effect button 17A, the presence / absence of pseudo sound output of the vibration sound of the effect button 17A, and the presence / absence of output of the image of the effect button 17A are determined.
  The vibration speed of the effect button 17A in the specific effect determines whether the effect button 17A is vibrated at a high speed or a low speed using the specific effect vibration speed determination table of FIGS. It is easier to determine that the effect button 17A is vibrated at a higher speed in the case of a big hit than in the case of losing, and it is easier to determine if the effect button 17A is vibrated at a higher speed for a reach effect with a higher degree of expectation of the big hit. Also, the presence or absence of pseudo sound output of the vibration sound of the effect button 17A in the specific effect is determined using the specific effect sound output determination table of FIGS. It is easier to determine that the pseudo sound of the vibration sound of the effect button 17A is output in the case of the big hit than in the case of losing, and the pseudo sound of the vibration sound of the effect button 17A is higher in the reach effect having a higher expectation degree of the big hit. It is easier to be determined when outputting. Furthermore, the presence / absence of the output of the image of the effect button 17A in the specific effect is determined using the specific effect image output determination table of FIGS. It is easier to determine that the image of the effect button 17A is output in the case of the jackpot than in the case of losing, and it is easier to determine that the image of the effect button 17A is output for a reach effect with a higher expectation degree of jackpot.
  Thus, when performing a specific effect, the vibration speed of the effect button 17A, the presence or absence of pseudo sound output of the effect button 17A that vibrates, the presence or absence of the display of the image of the effect button 17A, and FIG. As shown, the jackpot expectation varies depending on the combination. Thereby, a jackpot expectation degree can be alert | reported to a player in multiple steps, and the interest of a game can be improved.
  In the present embodiment, in the specific effect, the jackpot expectation degree is determined using the vibration speed of the effect button 17A, the presence / absence of pseudo sound output of the effect button 17A that vibrates, and the presence / absence of the image display of the effect button 17A However, the present invention is not limited to this, and for example, the image size of the effect button 17A to be displayed, the difference between 2D and 3D, the difference in color, the difference in the size of output sound, or the like may be used. Further, the sound output in the specific effect may not be a pseudo sound of the effect button 17A that vibrates, but may be a sound effect specific to the specific effect, a specific line, or the like. When performing a specific effect, a plurality of types of sounds may be output, and the jackpot expectation may be suggested depending on the type of sound to be output.
  Further, the specific effect may be performed not by the vibration of the effect button 17A but by the vibration of the effect lever 19A, or by the lighting or flashing of the LED incorporated in the effect button 17A instead of the vibration of the effect button 17A. The effect may be shown as if 17A is operating. Further, a specific effect may be performed by moving an object provided in the effect button 17A, and the expectation of jackpot may be suggested based on the presence or absence of the object and the speed of the operation. Further, a specific effect may be performed by rotating the effect button 17 </ b> A, and the degree of big hit expectation may be suggested depending on the presence / absence of rotation, the rotation speed, and the rotation direction. Further, the specific effect may be performed by projecting the effect button 17A.
  In the present embodiment, in the low-probability gaming state that is the normal gaming state and in the non-short-time gaming state (when the production mode is A), as shown in FIGS. The ratio of performing the operation promotion notification for prompting the operation of the certain effect button 17A is higher than the ratio of performing the operation promotion notification for prompting the operation of the performance lever 19A as the second operation means. On the other hand, in the case of the high-probability gaming state and the short-time gaming state (when the production modes are B to F) which are the specific gaming state, as shown in FIGS. 66 to 71, the operation of the effect lever 19A as the second operation means is performed. The ratio for performing the prompting operation prompting is higher than the ratio for performing the prompting operation prompting prompting the operation of the effect button 17A as the first operating means. Therefore, in the low-probability gaming state and the non-short-time gaming state, the player frequently uses the effect button 17A, and in the high-probability gaming state and the short-time gaming state, the player frequently uses the effect lever 19A. . Thereby, the pleasure which the operation means selects according to the game state can be given to the player, and the interest of the game can be improved.
  In the present embodiment, depending on the gaming state, the ratio of performing the operation promotion notification for prompting the operation of the effect button 17A is different from the ratio of performing the operation promotion notification for prompting the operation of the performance lever 19A. For example, in the low-probability gaming state and the non-short-time gaming state, only the operation promotion notification that prompts the operation of the effect button 17A is performed without performing the operation promotion notification that prompts the operation of the effect lever 19A. In the gaming state and the short-time gaming state, only the operation promotion notification for prompting the operation of the effect lever 19A may be performed without performing the operation promotion notification for prompting the operation of the effect button 17A. In addition, for example, in the low probability gaming state and the non-short-time gaming state, the operation promotion notification that prompts the operation of the effect button 17A and the operation promotion notification that prompts the operation of the effect lever 19A are performed. Instead of performing the operation promotion notification for prompting the operation of the effect button 17A, only the operation promotion notification for prompting the operation of the effect lever 19A may be performed.
  In the present embodiment, the effect button 17A is used as the first operation means and the effect lever 19A is used as the second operation means. However, the present invention is not limited thereto, and the effect lever 19A is used as the first operation means. The effect button 17A may be used as the two operation means. In addition, as the first operation means and the second operation means, an effect button different from the effect button 17A, a touch panel, a touch sensor, an infrared sensor, a proximity sensor, a motion sensor, or the like may be used.
  In the present embodiment, the player frequently uses the effect button 17A during the low-probability gaming state and the non-short-time gaming state. The frequency of use is increasing. However, the present invention is not limited to this, and the appearance frequency of the effect using the effect button 17A and the appearance frequency of the effect using the effect lever 19A are different in, for example, the first half period and the second half period of the high-probability gaming state and the short-time gaming state. You may make it let. In the present embodiment, for example, in the production mode B1 (production modes C1, D1, E1), the ratio of performing the operation promotion notification that prompts the operation of the production button 17A as the first operation means is set to the second operation. The ratio is set higher than the ratio for performing the operation promotion notification for prompting the operation of the effect lever 19A as a means. When the operation mode is B2 (effect modes C2, D2, E2), the operation promotion notification for prompting the operation of the effect lever 19A is performed. The ratio is set higher than the ratio at which the operation promotion notification for prompting the operation of the effect button 17A is performed. Furthermore, in the production mode F, the ratio of performing the operation promotion notification for prompting the operation of the production lever 19A is made higher than in the production mode B2 (production modes C2, D2, E2). Thereby, the interest of the game when it is a high probability game state and a short time game state can be improved.
  Further, the reach effect using only the effect button 17A and the reach effect using only the effect lever 19A can be executed, and the execution frequency of the reach effect using only the effect button 17A is low in the low probability game state and the non-short-time game state. In a high and high-probability gaming state and a short-time gaming state, the execution frequency of the reach effect using only the effect lever 19A may be increased. In addition, the production includes a production dedicated to the production button 17A and a production dedicated to the production lever 19A. In the low-probability gaming state and the non-short-time gaming state, the production frequency of the production buttons 17A-specific production is high, and the high-probability gaming state and In the short-time gaming state, the appearance frequency of the effect dedicated to the effect lever 19A may be increased.
  In addition, in the operation promotion notification for prompting the operation of the effect button 17A, it is possible to execute an effect that prompts a plurality of operations of the effect button 17A, such as “Please press the button repeatedly”. Count once. For example, even if there is one operation promotion notification that prompts the player to operate the effect button 17A five times, if there is two operation promotion notifications that prompt the user to operate the effect lever 19A, the player uses the effect button 17A. It can be said that the frequency of using the effect lever 19A is higher than the frequency of performing.
  Further, in the present embodiment, there are two operation means of the effect button 17A as the first operation means and the effect lever 19A as the second operation means. However, the present invention is not limited to this. You may have the kind of operation means. In the case of having three or more types of operation means, the frequency of use of each operation means (appearance ratio of the operation promotion notification that prompts the operation of each operation means) may be varied depending on the gaming state.
  Further, in the present embodiment, it is possible to set the low probability gaming state and non-short-time gaming state as the normal gaming state, and the high probability gaming state and time-short gaming state as the specific gaming state, but not limited thereto, A gaming state such as a low-probability gaming state and a short-time gaming state, or a high-probability gaming state and a non-time-saving gaming state may correspond to the specific gaming state.
  In addition, in the present embodiment, the operation promotion notification that prompts the operation of the effect button 17A is a low-probability gaming state that is a normal gaming state rather than a high-probability gaming state that is a specific gaming state and a short-time gaming state. In the non-time-saving gaming state, the rate of execution is higher. That is, in the high-probability gaming state and the short-time gaming state, the ratio of performing the operation promotion notification that prompts the operation of the effect button 17A is lower than in the low-probability gaming state that is the normal gaming state and the non-short-time gaming state. . Thereby, it is possible to improve the effect of the effect using the effect button 17A.
  In addition, in this embodiment, the operation promotion notification that prompts the operation of the effect lever 19A is a high-probability game that is in a specific game state rather than a low-probability game state that is a normal game state and a non-short-time game state. In the case of the state and the short-time gaming state, the rate of execution is higher. That is, in the high-probability gaming state and the short-time gaming state, the ratio of performing the operation promotion notification that prompts the operation of the effect lever 19A is higher than in the low-probability gaming state that is the normal gaming state and the non-short-time gaming state. . Thereby, it is possible to improve the production effect of the production using the production lever 19A.
  In the present embodiment, the main CPU 101a, when executing the jackpot game, after the jackpot game is over, specifies that the player is more advantageous than the normal game state (low probability game state and non-time-short game state). A gaming state (a high probability gaming state and a short-time gaming state) is set, and in the specific gaming state, the specific gaming state is terminated when the number of jackpot determinations (the number of times that the special symbol display can be performed) reaches 84 times. It was described as a so-called “ST machine”. However, the gaming machine of the present invention is not limited to the “ST machine”, and the high probability state continues until the next jackpot is won (or the high probability gaming state continues, for example, 10,000 times). It may be a gaming machine having a “big hit” and a “normal jackpot” in which the gaming state after the big hit game becomes a low probability gaming state.
In the case of such a gaming machine, for example, the period during which the variation effect of the special symbol after the jackpot game is varied from 1 to 99 times is referred to as the “first period” described above, and after the jackpot game A period in which the number of changes in the special symbol is 100 times or more may be set as the above-described “second period”. In this case, the sub CPU 102a sets the operation effective period during the variation effect in the “second period” at a higher rate than the “first period”.
Also, in this case, the period for performing the variation effect of the special symbol after the jackpot game is 1 to 99 times is set to the effect mode selected in the effect mode selection effect described above, and the period of 100 times or more is set. Set to the common production mode.
(Second Embodiment of the Invention)
115 to 116 show a second embodiment of the present invention. This is different from the first embodiment of the present invention in that the execution condition of “effect mode selection effect” is different.
  First, a second embodiment of the effect mode setting process by the effect control board 102 will be described with reference to FIG. Note that the same processing as in FIG. 45 has the same reference numeral.
  In step S1414-12, the sub CPU 102a determines that the ending effect pattern of the ending effect currently being performed is the ending effect patterns ED-1, ED-2, ED-5, ED-6, ED-10, ED-11, It is determined whether it is ED-14, ED-15, ED-18, ED-20, or ED-22. The sub CPU 102a has an ending effect pattern ED-1, ED-2, ED-5, ED-6, ED-10, ED-11, ED-14, ED-15, ED-18, ED-20, or ED-22. If it is determined, the process proceeds to step S1414-2, and the ending effect patterns ED-1, ED-2, ED-5, ED-6, ED-10, ED-11, ED-14, ED-15, If it is determined that it is not ED-18, ED-20, or ED-22, the process proceeds to step S1414-9.
  In step S1414-2, the sub CPU 102a determines whether or not the operation is valid in the ending effect. If the sub CPU 102a determines that it is during the operation effective period, it moves the process to step S1414-3, and if it determines that it is not during the operation effective period, it ends the effect mode setting process.
  In step S1414-3, the sub CPU 102a determines whether the left part 182A or the right part 184A of the selection button 18A has been operated. If the sub CPU 102a determines that the left part 182A or the right part 184A of the selection button 18A has been operated, it moves to step S1414-7 and determines that the left part 182A or the right part 184A of the selection button 18A has not been operated. Then, the process proceeds to step S1414-4.
  In step S1414-4, the sub CPU 102a determines whether or not the operation effective period in the ending effect has ended. If the sub CPU 102a determines that the operation effective period has ended, it moves the process to step S1414-5, and if it determines that the operation effective period has not ended, ends the effect mode setting process.
  In step S1414-5, the sub CPU 102a sets the currently selected effect mode. Specifically, the selection counter is checked, and an effect mode flag corresponding to the effect mode indicated by the selection counter is stored in the effect mode flag storage area. For example, if the selection counter = 00, the effect mode B1 is indicated, the effect mode flag “01H” is stored in the effect mode flag storage area, and if the selection counter = 01, the effect mode C1 is indicated. The effect mode flag “02H” is stored in the effect mode flag storage area, and if the selection counter = 02, the effect mode D1 is indicated, the effect mode flag “03H” is stored in the effect mode flag storage area, and the selection counter If = 03, the effect mode E1 is indicated, and the effect mode flag “04H” is stored in the effect mode flag storage area.
  In step S1414-6, the sub CPU 102a sets an effect mode effect control command representing the effect mode set in step S1414-5 in the transmission buffer of the sub RAM 102c.
  The effect mode effect control command set in the transmission buffer is transmitted to the lamp control board 104 and the image control board 105 by the data output process in step S1500. When the lamp control board 104 and the image control board 105 receive the effect mode effect control command, the lamp control substrate 104 and the image control board 105 perform the effect in the effect mode indicated by the effect mode effect control command. The effect contents are set in advance in each effect mode. When the effect mode is set, at least the background image displayed in the display area 130 of the image display device 13 and the BGM output from the audio output device 14 are displayed. It is executed as a basic production by output and production mode.
  In step S1414-7, the sub CPU 102a updates the selection counter. Specifically, when the right portion 184A of the selection button 18A is operated in step S1414-3, if the selection counter = 00, “+1” is added to the selection counter = 00, and the selection counter = 01.
  Further, when the left portion 182A of the selection button 18A is operated in step S1414-3, if the selection counter = 00, “−1” is performed on the selection counter = 00, and the selection counter = 03.
  When the right part 184A of the selection button 18A is operated in step S1414-3, if the selection counter = 01, “+1” is added to the selection counter = 01, and the selection counter = 02.
  Further, when the left portion 182A of the selection button 18A is operated in step S1414-3, if the selection counter = 01, “−1” is performed on the selection counter = 01, and the operation counter = 00.
  When the right part 184A of the selection button 18A is operated in step S1414-3, if the selection counter = 02, “+1” is added to the selection counter = 02, and the selection counter = 03.
  Further, when the left portion 182A of the selection button 18A is operated in step S1414-3, if the selection counter = 02, “−1” is set to the selection counter = 02, and the selection counter = 01.
  Further, when the right part 184A of the selection button 18A is operated in step S1414-3, if the selection counter = 03, “+1” is added to the selection counter = 03, and the selection counter = 00.
  In addition, when the left portion 182A of the selection button 18A is operated in step S1414-3, if the selection counter = 03, “−1” is performed on the selection counter = 03, and the selection counter = 02.
  In step S1414-8, the sub CPU 102a sets a selection switching control command indicating that the effect mode indicated by the selection counter updated in step S1414-7 is selected in the transmission buffer of the sub RAM 102c.
  The selection switching control command set in the transmission buffer is transmitted to the lamp control board 104 and the image control board 105 by the data output process in step S1500. Then, when the lamp control board 104 and the image control board 105 receive the selection switching control command, the presentation image in which the presentation mode indicated by the selection switching control command is selected (FIG. 109 (c), FIG. 110 (a), FIG. 111 (a), FIG. 112 (a), and FIG. 114 (c)) are displayed.
  In step S1414-9, the sub CPU 102a determines whether the ending effect pattern of the ending effect currently being performed is the ending effect pattern ED-3, ED-4, or ED-9. If the sub CPU 102a determines that the ending effect pattern is ED-3, ED-4, or ED-9, the process proceeds to step S1414-10, and the sub CPU 102a is not the ending effect pattern ED-3, ED-4, or ED-9. If determined, the effect mode setting process ends.
  In step S1414-10, the sub CPU 102a sets the effect mode G. Specifically, an effect mode flag “05H” indicating the effect mode G is stored in the effect mode flag storage area.
  In step S1414-11, the sub CPU 102a sets an effect mode effect control command representing the effect mode set in step S1414-10 in the transmission buffer of the sub RAM 102c.
  The effect mode effect control command set in the transmission buffer is transmitted to the lamp control board 104 and the image control board 105 by the data output process in step S1500. When the lamp control board 104 and the image control board 105 receive the effect mode effect control command, the lamp control substrate 104 and the image control board 105 perform the effect in the effect mode indicated by the effect mode effect control command. The effect contents are set in advance in each effect mode. When the effect mode is set, at least the background image displayed in the display area 130 of the image display device 13 and the BGM output from the audio output device 14 are displayed. It is executed as a basic production by output and production mode.
(Ending production pattern determination table)
FIGS. 116A to 116G are diagrams illustrating an ending effect pattern determination table selected (referenced) when determining an ending effect pattern in the second embodiment.
FIG. 116 (a) is a diagram showing an ending effect pattern determination table 1 that is selected (referenced) when the effect mode set when winning the big win or the small win is the effect mode A or the effect mode G. is there.
FIG. 116 (b) is a diagram showing the ending effect pattern determination table 2 that is selected (referenced) when the effect mode set when winning the big win or the small win is the effect mode B. FIG.
FIG. 116 (c) is a diagram showing an ending effect pattern determination table 3 that is selected (referenced) when the effect mode set when winning the big win or the small win is the effect mode C. FIG.
FIG. 116 (d) is a diagram showing the ending effect pattern determination table 4 that is selected (referenced) when the effect mode set when winning the big win or the small win is the effect mode D.
FIG. 116 (e) is a diagram showing an ending effect pattern determination table 5 that is selected (referenced) when the effect mode set when winning the big win or the small win is the effect mode E. FIG.
FIG. 116 (f) is a diagram showing an ending effect pattern determination table 6 that is selected (referenced) when the effect mode set when winning the big win or the small win is the effect mode F. FIG.
FIG. 116 (g) shows that all VS reach (VS reach B-1 to B-3, VS reach C-1 to C-3) are stored in the VS reach storage area of the sub RAM 102c when the first jackpot or the second jackpot is won. 3 is a diagram showing an ending effect pattern determination table 7 that is selected (referenced) when VS and VS reach D-1 to D-3 are stored.
  In the ending effect pattern determination table shown in FIGS. 116A to 116G, the special symbol determination result, the special game ending designation command from the main control board 101, the ending effect pattern, and the presence / absence of the operation effective period correspond. The contents of the production of the ending production are described for reference.
  The ending effect pattern ED-1 shown in FIG. 116 (a) is an ending effect pattern that is selected when the first jackpot is won when the effect mode A or the effect mode G is set and the ending effect 1 is executed. is there. In the ending effect pattern ED-1, an operation effective period is set, and an effect mode selection effect is performed during the ending effect.
  The ending effect pattern ED-2 is an ending effect pattern that is selected when the second jackpot is won when the effect mode A or the effect mode G is set, and the ending effect 2 is executed. In the ending effect pattern ED-2, an operation effective period is set, and an effect mode selection effect is performed during the ending effect.
  The ending effect pattern ED-3 is an ending effect pattern that is selected when the third jackpot is won when the effect mode A or the effect mode G is set, and the ending effect 3 is executed.
  Further, the ending effect pattern ED-4 is an ending effect pattern that is selected when a small hit is won when the effect mode A or the effect mode G is set, and an ending effect for a small hit is executed.
  The ending effect pattern ED-5 and the ending effect pattern ED-6 shown in FIG. 116 (b) are ending effect patterns when the first jackpot is won when the effect mode B is set. When all the VS reach (VS reach B-1 to B-3) associated with the effect mode B when winning is stored in the VS reach storage area of the sub RAM 102c, the ending effect pattern ED-6 Is selected and special ending effect 1 is executed. On the other hand, if not all of the VS reach (VS reach B-1 to B-3) associated with the effect mode B are stored, the ending effect pattern ED-5 is selected and the ending effect 4 is executed. . In the ending effect pattern ED-5 and the ending effect pattern ED-6, an operation effective period is set, and an effect mode selection effect is performed during the ending effect.
In addition, the ending effect pattern ED-7 and the ending effect pattern ED-8 are ending effect patterns when winning the second jackpot when the effect mode B is set, and when the second jackpot is won. When all the VS reach (VS reach B-1 to B-3) associated with the mode B are stored in the VS reach storage area of the sub-RAM 102c, the ending effect pattern ED-8 is selected and specially selected. Ending production 2 is executed. On the other hand, if not all of the VS reach (VS reach B-1 to B-3) associated with the effect mode B are stored, the ending effect pattern ED-7 is selected and the ending effect 5 is executed. .
In the ending effect pattern ED-7 and the ending effect pattern ED-8, the operation effective period is not set, and the effect mode selection effect is not performed during the ending effect.
  The ending effect pattern ED-9 is selected when the third big hit is won when the effect mode B, effect mode C, effect mode D, effect mode E and effect mode F are set, and the ending effect 6 It is an ending production pattern that executes.
  The ending effect pattern ED-10 and the ending effect pattern ED-11 shown in FIG. 116 (c) are ending effect patterns when the first jackpot is won when the effect mode C is set. When all the VS reach (VS reach C-1 to C-3) associated with the effect mode C when winning is stored in the VS reach storage area of the sub-RAM 102c, the ending effect pattern ED- 11 is selected and special ending effect 3 is executed. On the other hand, if not all of the VS reach (VS reach C-1 to C-3) associated with the effect mode C are stored, the ending effect pattern ED-10 is selected and the ending effect 7 is executed. . In the ending effect pattern ED-10 and the ending effect pattern ED-11, an operation effective period is set, and an effect mode selection effect is performed during the ending effect.
In addition, the ending effect pattern ED-12 and the ending effect pattern ED-13 are ending effect patterns when winning the second jackpot when the effect mode C is set, and when the second jackpot is won. When all the VS reach (VS reach C-1 to C-3) associated with the mode C are stored in the VS reach storage area of the sub-RAM 102c, the ending effect pattern ED-13 is selected, and the special Ending effect 4 is executed. On the other hand, if not all of the VS reach (VS reach C-1 to C-3) associated with the effect mode C are stored, the ending effect pattern ED-12 is selected and the ending effect 8 is executed. .
In the ending effect pattern ED-12 and the ending effect pattern ED-13, the operation effective period is not set, and the effect mode selection effect is not performed during the ending effect.
  The ending effect pattern ED-14 and the ending effect pattern ED-15 shown in FIG. 116 (d) are ending effect patterns when the first jackpot is won when the effect mode D is set. When all the VS reach (VS reach D-1 to D-3) associated with the effect mode D when winning is stored in the VS reach storage area of the sub-RAM 102c, the ending effect pattern ED-15 Is selected and special ending effect 5 is executed. On the other hand, when not all of the VS reach (VS reach D-1 to D-3) associated with the effect mode D are stored, the ending effect pattern ED-14 is selected and the ending effect 9 is executed. In the ending effect pattern ED-14 and the ending effect pattern ED-15, an operation effective period is set, and an effect mode selection effect is performed during the ending effect.
In addition, the ending effect pattern ED-16 and the ending effect pattern ED-17 are ending effect patterns when the second jackpot is won when the effect mode D is set, and when the second jackpot is won. When all the VS reach (VS reach D-1 to D-3) associated with the mode D are stored in the VS reach storage area of the sub-RAM 102c, the ending effect pattern ED-17 is selected, and the special Ending effect 6 is executed. On the other hand, when not all VS reach (VS reach D-1 to D-3) associated with the effect mode D is stored, the ending effect pattern ED-16 is selected and the ending effect 10 is executed. .
In the ending effect pattern ED-16 and the ending effect pattern ED-17, the operation effective period is not set, and the effect mode selection effect is not performed during the ending effect.
  An ending effect pattern ED-18 shown in FIG. 116 (e) is a special game effect pattern that is selected when the first jackpot is won when the effect mode E is set and the ending effect 11 is executed. In the ending effect pattern ED-18, an operation effective period is set, and an effect mode selection effect is performed during the ending effect.
  The ending effect pattern ED-19 is an ending effect pattern that is selected when the second jackpot is won when the effect mode E is set and the ending effect 12 is executed.
  The ending effect pattern ED-20 shown in FIG. 116 (f) is an ending effect pattern that is selected when the first jackpot is won when the effect mode F is set and the ending effect 13 is executed. In the ending effect pattern ED-20, an operation effective period is set, and an effect mode selection effect is performed during the ending effect.
  The ending effect pattern ED-21 is an ending effect pattern that is selected when the second jackpot is won when the effect mode F is set and the ending effect 14 is executed.
  The ending effect pattern ED-22 shown in FIG. 116 (g) shows that all VS reach (VS reach B-1 to B-3, VS reach C-1 to C-3, VS reach when winning the first jackpot. D-1 to D-3) are ending effect patterns that are selected when the sub-RAM 102c is stored in the VS reach storage area and execute the special ending effect 7. In the ending effect pattern ED-22, an operation effective period is set, and an effect mode selection effect is performed during the ending effect.
  In addition, the ending effect pattern ED-23 receives all VS reach (VS reach B-1 to B-3, C-1 to C-3, D-1 to D-3) when winning the second jackpot. This is an ending effect pattern that is selected when stored in the VS reach storage area of the sub-RAM 102c and executes the special ending effect 8.
As described above, in the second embodiment, the effect mode selection effects are the ending effects (ending effects 1, 4, 7, 9, 11 and 13 and special ending effects 1, 3 when winning the first jackpot. 5 and 7), and when it is set to the production mode A or the production mode G, that is, when it is not set to the high probability gaming state and the short-time gaming state, the first big jackpot and the second big jackpot (so-called first so called This is performed during the ending effect (ending effects 1 and 2) when winning.
In other words, in the second embodiment, the execution of the “effect mode selection effect” of the first embodiment is limited in that the “effect mode selection effect” is restricted from being executed in the ending effect when the second jackpot is won. The conditions are different.
  In this way, the player can arbitrarily select (set) the effect mode after the jackpot game from a plurality of effect modes having different characteristics, thereby playing the game in the effect mode desired by the player. Can improve the interest of the game.
<About other inventions described in the above embodiment>
Hereinafter, other inventions described in the above embodiment will be described.
  In a conventional gaming machine (for example, a gaming machine described in Japanese Patent Application Laid-Open No. 2013-233453), an operation promotion effect that prompts the player to perform an operation during an operation period of the effect button is performed, and the operation state of the effect button is changed to a normal operation state. The operation state (protruding state, retracted state, rotating state, or vibration state) is different from the state, and a specific operation-corresponding effect is executed by a specific effect image, effect sound, or lamp emission based on the operation of the effect button Was. However, among gaming machines, there is a gaming machine that sets not only an operation effective period in which operation promotion notification is performed but also an operation effective period in which operation promotion notification is not performed. In such a gaming machine, operation promotion is performed. No consideration has been given to how the state of the operation means is to be performed between the operation effective period and the operation effective period in which the operation promotion notification is not performed. Then, it aims at improving the interest of a player using an operation means.
  As a first configuration for achieving the above object, according to the gaming machine Y of the present embodiment, it can be operated by the player and is in the first state (non-projecting (or non-vibrating, blue, etc.)). And an operation means (effect button 17A (or operation lever, etc.)) that can be changed to a second state (protrusion (or vibration, red, etc.)) different from the first state, and an operation on the operation means. An effect control means (sub CPU) for executing a predetermined effect based on an operation of the operation means during an enabled operation valid state, wherein the effect control means In the first operation effective state, which is the operation effective state for performing the operation promotion notification for prompting the operation to the operation unit, the operation unit is set to the first state or the second state, and the operation promotion notification is not performed. Second operation is in the operation valid state In the state, while the the manipulation means and said first state, and not to the second state.
  Further, as a second configuration for achieving the above object, according to the gaming machine Y of the present embodiment, it can be operated by the player, and is in the first state (non-protruding (or non-vibrating, blue, etc.) ) And a second state (protrusion (or vibration, red, etc.)) that is different from the first state, and effective operation of the operation means (effect button 17A (or operation lever, etc.)) A gaming machine including an effect control means (sub CPU 102a) for executing a predetermined effect based on the operation means being operated during the operation enabled state, wherein the effect control means relates to a game In the first operation valid state, which is the operation valid state for performing an operation promotion notification that prompts the player to operate the operation means during execution of the game effect, the operation means is set to the first state or the second state. , Execute the game effect In the standby state in which no, in the second operation valid state is the operation valid state, while the the manipulation means and the first state and to limit to a second state.
  With these first and second configurations, it is possible to improve the interest of the player using the operating means.
  Further, in a conventional gaming machine (for example, a gaming machine described in Japanese Patent Application Laid-Open No. 2013-99635), after the special gaming state ends, the normal gaming state until the number of symbol fluctuations reaches a predetermined upper limit number of times. The transition time of the symbol in the first half section (probability variation A state) of the period during which the transition to the privilege gaming state (probability variation state) is made easier and the transition to the special gaming state is easier than the special gaming state. The variation pattern is defined so as to be relatively shorter than the variation time of the symbol in the latter half section (probability variation B state). However, in the specific game state after the end of the special game, no consideration has been given to how to set an effect using operation means such as an effect button during the change effect. Then, it aims at improving the interest of a player using an operation means.
As a configuration for achieving the above object, according to the gaming machine Y of the present embodiment, determination means (main CPU 101a) for determining whether or not to execute a special game advantageous to the player based on the establishment of the start condition. ) And the determination means to execute the special game, the special game control means (main CPU 101a) for executing the special game, and after completion of the special game, compared to the normal game state, Based on a specific gaming state setting means (main CPU 101a) for setting a specific gaming state advantageous to the player, an operating means (for example, an effect button 17A) that can be operated by the player, and a determination result by the determination means, A gaming machine including an effect control means (sub CPU102a) that performs a variable effect using an effect symbol for notifying the determination result, wherein the effect control The stage performs a predetermined effect based on the operation means being operated during an operation valid state in which an operation on the operation means in the variation effect is valid, and the specific game state after the special game is ended In the second period after the first period in the specific gaming state, the operation valid state is set during the variation effect at a higher rate than the first period.
Further, according to the gaming machine Y of the present embodiment, the operation means includes a first state (non-projection (or non-vibration, blue, etc.)) and a second state (protrusion (or Vibration, red, etc.), and the effect control means sets the operation means to the second state in the second period at a higher rate than the first period. The state is set.
  By doing in this way, it is possible to improve the interest of the player using the operation means.
  Further, in a conventional gaming machine (for example, a gaming machine described in Japanese Patent Application Laid-Open No. 2014-188056), when there is an operation input via an operation button when there is an effect for prompting the player to operate the button In addition, productions suggesting changes in the gaming state, such as the occurrence of future jackpots and performances, were performed. However, if the mere operation of such an operation button is an opportunity to execute an effect that suggests a jackpot expectation or a change in the gaming state, the effect may be poor. Therefore, in order to improve the interest of the game, there has been a problem that there is a demand for a gaming machine in which an effect that is a suggestion of a jackpot expectation is not limited to a simple operation of the operation button.
  As a first configuration for solving the above-described problem, according to the gaming machine Y of the present embodiment, when a start condition is satisfied, it is determined whether or not a special game (big hit game) advantageous to the player is performed. Special game determination means for performing the game, and when the special game determination means determines that the special game is to be controlled, the special game control means for performing the control of the special game, and the variable display and stop display of the symbols Thus, a symbol display means for notifying the determination result by the special game determination means, an operation means (effect button 17A) operable by the player, a drive means capable of driving the operation means, and the operation Sound output means (sound output device 14) capable of outputting a pseudo driving sound of the means, image display means (image display device 13) capable of displaying an image representing the operation means, and progress of the game Production control means (sub CPU102a) for controlling the production effect, wherein the production control means is a predetermined drive of the operation means by the drive means during the variable display of the design by the design display means, The determination result by the special game determination means performs the special game by any one or combination of the predetermined sound output by the sound output means and the display of the predetermined image by the image display means. Expectation is different.
  In addition, as a second configuration for solving the above-described problem, according to the gaming machine Y of the present embodiment, when a start condition is established, is a special game (big hit game) advantageous to the player controlled? Special game determination means for determining whether or not, and when it is determined by the special game determination means that the special game is to be controlled, the special game control means for executing the special game control, and the player can operate First operation means (production button 17A), a second operation means that can be operated by the player and different from the first operation means (production lever 19A), the first operation means and the second operation means. The operation effect control means for controlling the operation effect for prompting the operation of the game, and the game state control means for controlling the game in a normal game state or a specific game state different from the normal game state, the operation effect control Means When the game state control means controls the game in the normal game state, the ratio of performing the operation effect that prompts the operation of the first operation means performs the operation effect that prompts the operation of the second operation means. If the gaming state control means is controlling the game in the specific gaming state, the ratio of performing the operation effect that prompts the operation of the second operating means is higher than the ratio. It is set to be higher than the ratio of performing the operation effect to be urged.
  In addition, as a third configuration for solving the above-described problem, according to the gaming machine Y of the present embodiment, when a start condition is established, is a special game (bonus game) advantageous to the player controlled? Special game determination means for determining whether or not, and when it is determined by the special game determination means that the special game is to be controlled, the special game control means for executing the special game control, and the player can operate First operation means (production button 17A), a second operation means that can be operated by the player and different from the first operation means (production lever 19A), the first operation means and the second operation means. The operation effect control means for controlling the operation effect for prompting the operation of the game, and the game state control means for controlling the game in a normal game state or a specific game state different from the normal game state, the operation effect control Means When the game state control means controls a game in the specific game state, the operation of the first operation means is performed more than when the game state control means controls a game in the normal game state. The ratio of performing the operation effects that prompt the user is low.
  In addition, as a fourth configuration for solving the above-described problem, according to the gaming machine Y of the present embodiment, when a start condition is established, is a special game (bonus game) advantageous to the player controlled? Special game determination means for determining whether or not, and when it is determined by the special game determination means that the special game is to be controlled, the special game control means for executing the special game control, and the player can operate First operation means (production button 17A), a second operation means that can be operated by the player and different from the first operation means (production lever 19A), the first operation means and the second operation means. An operation effect control means for controlling an operation effect that prompts the player to operate, and a game state control means for controlling a game in a normal game state or a specific game state different from the normal game state, the effect control means Before When the game state control means controls the game in the specific game state, the operation of the second operation means is performed more than when the game state control means controls the game in the normal game state. The ratio of performing the prompting operation is made high.
  By adopting these first to fourth configurations, it is possible to improve the interest of the game.
  In addition, in a conventional gaming machine (for example, a gaming machine described in Japanese Patent Application Laid-Open No. 2012-120904), a high-probability state in which a probability that a display result becomes a specific display result after the specific gaming state ends is higher than a normal probability state. There are a first specific gaming state that shifts to a second specific gaming state in which the probability that the display result becomes a specific display result after the end of the specific gaming state shifts to a normal probability state, and the specific after the end of the first specific gaming state When the control mode is set to the effect mode and the second specific game state is entered during the specific effect mode, the specific effect mode is ended. However, although the effect mode is switched in response to a specific game, there is a problem that the game is not interesting because the player cannot select a desired effect mode.
  As a first configuration for solving the above problem, according to the gaming machine Y of the present embodiment, whether or not to perform a special game (big hit game) that gives a predetermined profit to the player based on the establishment of the determination condition In the gaming machine that executes the special game determination and performs the special game based on the result of the special game determination, when the special game determination is performed, the display means displays the variable after the variable display of a plurality of identification symbols. There is an effect control means (sub CPU102a) for performing a change effect for stopping and displaying the plurality of identification symbols in a stop mode indicating the determination result of the special game determination, and the change effect includes a first effect mode (effect modes B, D, E) and a second effect mode (effect mode C), further comprising effect mode setting means (sub CPU 102a) for setting the first effect mode or the second effect mode, Out is a state in which a plurality of identification symbols of the same type among the plurality of identification symbols are stopped and displayed, and a predetermined time has passed since the one identification symbol is still in a state of being variably displayed. A reach effect that produces an effect until a stop display is displayed in a stop mode that indicates the determination result of the special game determination later, and a reach confirmation effect that informs that the reach effect is performed (for example, special modes 2 to 5 for a reserved image, The effect control means is higher when the second effect mode is set by the effect mode setting means than when the first effect mode is set. The reach determination effect is performed at a ratio.
  Further, as a second configuration for solving the above-described problem, according to the gaming machine Y of the present embodiment, a special game (bonus game) that gives a predetermined profit to the player based on the establishment of the determination condition is performed. In the gaming machine that executes the special game determination on whether or not and performs the special game based on the result of the special game determination, when the special game determination is performed, the display means displays a variation of a plurality of identification symbols. Later, it is provided with effect control means (sub CPU102a) for performing a change effect for stopping and displaying the plurality of identification symbols in a stop mode indicating the determination result of the special game determination, and the change effect has a first effect mode (effect mode B, C, E) and a second effect mode (effect mode D), and further includes effect mode setting means (sub CPU 102a) for setting the first effect mode or the second effect mode. The variation effect includes a special effect (for example, the special mode 5 of the reserved image, the telop notice pattern 8) that is executed at a lower rate than the other variation effects, and the effect control unit is configured to set the effect mode. When the second effect mode is set by means, the special effect is performed at a higher rate than when the first effect mode is set.
  Further, as a third configuration for solving the above problem, according to the gaming machine Y of the present embodiment, a special game (big hit game) that gives a predetermined profit to the player based on the establishment of the determination condition is performed. In the gaming machine that executes the special game determination on whether or not and performs the special game based on the result of the special game determination, when the special game determination is performed, the display means displays a variation of a plurality of identification symbols. An effect control means (sub CPU102a) for performing a change effect for stopping and displaying the plurality of identification symbols in a stop mode indicating a determination result of the special game determination later, and after the special game is finished, as compared with the normal game state, Specific game state setting means (main CPU 101a) for setting a specific game state (high probability game state and short-time game state) advantageous to a player, and is performed in the specific game state The variation effect has a plurality of types of effect modes (effect modes B, C, D, E), and further includes an effect mode setting means (sub CPU 102a) for setting any one of the plurality of effect modes. The control means, during the first period when the specific gaming state is set (for example, up to 74 fluctuations of the special symbol), the variation corresponding to the effect mode set by the effect mode setting means An effect is performed, and a common variation effect is performed in the second period (for example, the number of variations of the special symbol is 75 or more) when the specific game state is set.
  Further, as a fourth configuration for solving the above-described problem, according to the gaming machine Y of the present embodiment, a special game (bonus game) that gives a predetermined profit to the player based on the establishment of the determination condition is performed. In the gaming machine that executes the special game determination on whether or not and performs the special game based on the result of the special game determination, when the special game determination is performed, the display means displays a variation of a plurality of identification symbols. An effect control means (sub CPU102a) for performing a change effect for stopping and displaying the plurality of identification symbols in a stop mode indicating a determination result of the special game determination later, and after the special game is finished, as compared with the normal game state, Specific game state setting means (main CPU 101a) for setting a specific game state (high probability game state and short-time game state) advantageous to a player, and is performed in the specific game state The variation effect has a plurality of types of effect modes (effect modes B, C, D), and further includes effect mode setting means (sub CPU 102a) for setting any one of the plurality of effect modes. In the normal game state, the means sets an effect mode setting period in which any one of the effect modes can be set when the special game is determined to be performed by the special game determination. In the specific game state, a predetermined condition (for example, winning the first jackpot, operating the operating means at a specific timing, the number of wins for the jackpot having exceeded a specific number of times, all VS When the reach is memorized, etc., the production mode setting period during which any one of the production modes can be set. So that a constant.
  In addition, as a fifth configuration for solving the above problem, according to the gaming machine Y of the present embodiment, a special game (bonus game) that gives a predetermined profit to the player based on the establishment of the determination condition is performed. In the gaming machine that executes the special game determination on whether or not and performs the special game based on the result of the special game determination, when the special game determination is performed, the display means displays a variation of a plurality of identification symbols. An effect control means (sub CPU102a) for performing a change effect for stopping and displaying the plurality of identification symbols in a stop mode indicating a determination result of the special game determination later, and after the special game is finished, as compared with the normal game state, Specific game state setting means (main CPU 101a) for setting a specific game state (high probability game state and short-time game state) advantageous to a player, and is performed in the specific game state The variation effect has a plurality of types of effect modes (effect modes B, C, D, E), and the plurality of types of effect modes have a plurality of types of specific effects (for example, VS) corresponding to each of the effect modes. Including the first effect mode (effect mode B, C, D) for executing the reach effect and the second effect mode (effect mode E) for not executing the specific effect, the first effect mode or the second effect. In the effect mode setting means (sub CPU 102a) for setting the mode and the variation effect determined to perform the special game, when any one of a plurality of types of the specified effects is executed, the specific effect executed Information storage means (sub-RAM 102c) that stores information that can specify the type, and it is determined that the special game is performed in the first effect mode, and is stored in the information storage means Based on the information described above, as the special game effect, a special game that performs a specific special game effect (special jackpot effect 1 to 8) different from the normal special game effect (bonus effect 1 to 14) in the image display device. Production execution means (sub CPU102a) is further provided.
  Further, as a sixth configuration for solving the above problem, according to the gaming machine of the present embodiment, whether to perform a special game (big hit game) that gives a predetermined profit to the player based on the establishment of the determination condition In the gaming machine that executes the special game determination of whether or not and performs the special game based on the result of the special game determination, when the special game determination is performed, a change of a plurality of identification symbols (special effect symbols) on the display means An effect control means (sub CPU102a) for performing a change effect for stopping and displaying the plurality of identification symbols in a stop mode indicating the determination result of the special game determination after display is provided, and the change effect has a first effect mode ( There are production modes B, D, E) and second production mode (production mode C), and production mode setting means (sub CPU 10) for setting the first production mode or the second production mode. a), and the variation effect is a reach state where a plurality of identification symbols of the same type among the plurality of identification symbols are stopped and displayed, and one identification symbol is still variably displayed. A reach effect that produces an effect until a stop display is made in a stop mode indicating the judgment result of the special game determination after a predetermined time has elapsed, and a reach confirmation effect that informs that the reach effect is performed (for example, hold Special effects 2 to 5 and telop notice patterns 5 to 8), and when the effect control means is set to the second effect mode by the effect mode setting means, the first effect mode The reach determination effect is performed at a higher rate than when set to “1”, and the display mode of the identification symbol is made different between the first effect mode and the second effect mode. That.
  Further, as a seventh configuration for solving the above-described problem, according to the gaming machine Y of the present embodiment, a special game (bonus game) that gives a predetermined profit to the player based on the establishment of the determination condition is performed. In the gaming machine that executes the special game determination of whether or not and performs the special game based on the result of the special game determination, when the special game determination is performed, a plurality of identification symbols (special effect symbols) are displayed on the display means. After the variable display is provided, there is provided an effect control means (sub CPU102a) for performing a variable effect for stopping and displaying the plurality of identification symbols in a stop mode indicating the determination result of the special game determination, and the variable effect includes a first effect mode. (Production mode B, C, E) and second production mode (production mode D), production mode setting means (sub CPU1) for setting the first production mode or the second production mode 2a), the variation effect includes a special effect (for example, special mode 5 of reserved image, telop notice pattern 8) that is executed at a lower rate than other variation effects, and the effect control means includes: When the second effect mode is set by the effect mode setting means, the special effect is performed at a higher rate than when the first effect mode is set, and the first effect mode and the second effect mode are performed. And the display mode of the identification symbol is different.
  Further, as an eighth configuration for solving the above-described problem, according to the gaming machine Y of the second embodiment, a special game (big hit game) that gives a predetermined profit to the player based on the establishment of the determination condition is performed. In the gaming machine that executes the special game determination on whether or not and performs the special game based on the result of the special game determination, when the special game determination is performed, the display means displays a variation of a plurality of identification symbols. An effect control means (sub CPU102a) for performing a change effect for stopping and displaying the plurality of identification symbols in a stop mode indicating a determination result of the special game determination later, and after the special game is finished, as compared with the normal game state, Specific game state setting means for setting a specific game state advantageous to the player, and the variation effect performed in the specific game state includes a plurality of types of effect modes (effect modes B, C, E), and further includes presentation mode setting means for setting one of a plurality of types of presentation modes, wherein the special game is compared to the first special game (first big hit) and the first special game. A second special game (second jackpot) having a small predetermined profit, and the production mode setting means is configured to perform the first special game when the special game determination determines that the first special game is performed in the specific game state. In the first special game, while setting an effect mode setting period in which any one of the plurality of effect modes can be set, it is determined that the second special game is performed by the special game determination in the specific game state. In the second special game, the setting of the production mode setting period is limited.
  By adopting these first to eighth configurations, it is possible to improve the interest of the game.
  In addition, in a conventional gaming machine (for example, a gaming machine described in Japanese Patent Application Laid-Open No. 2011-189088), when the display result of the special symbol variation display becomes the special display result, History information is stored, and the stored hit history information is displayed on the image display device. However, since the stored hit history information is only displayed on the image display device, there is a problem that the interest of the game is scarce.
  According to the gaming machine Y of the present embodiment as a first configuration for solving the above problem, whether or not to perform a special game (a jackpot game) that gives a predetermined profit to the player based on the establishment of the determination condition In the gaming machine that executes the special game determination and performs the special game based on the result of the special game determination, when the special game determination is performed, the special means after the variable display of the plurality of identification symbols is performed on the display means. An effect control means (sub CPU 102a) for performing a change effect for stopping and displaying the plurality of identification symbols in a stop mode indicating a determination result of the game determination, and after completion of the special game, the player is compared with the normal game state. Specific game state setting means (main CPU 101a) for setting an advantageous specific game state (high probability game state and short-time game state), and the variation effect is in the specific game state. A plurality of types of specific effects (for example, VS reach effects) that can be executed, and when any one of a plurality of types of the specific effects is executed in the variation effect determined to perform the special game, Based on the information stored in the information storage means (sub-RAM 102c) capable of specifying the type of the specific effect and the information stored in the information storage means, the image display device performs a special special as an effect during the special game. Special game effect execution means (sub CPU102a) for performing a specific special game effect (special jackpot effects 1 to 8) different from the game effect (jackpot effects 1 to 14), wherein the effect control means is the variation effect. In the above, based on the information stored in the information storage means, the executed specific effect has a lower execution ratio than the other specific effects. To have.
  Further, as a second configuration for solving the above-described problem, according to the gaming machine Y of the present embodiment, a special game (bonus game) that gives a predetermined profit to the player based on the establishment of the determination condition is performed. In the gaming machine that executes the special game determination on whether or not and performs the special game based on the result of the special game determination, when the special game determination is performed, the display means displays a variation of a plurality of identification symbols. An effect control means (sub CPU102a) for performing a change effect for stopping and displaying the plurality of identification symbols in a stop mode indicating a determination result of the special game determination later, and after the special game is finished, as compared with the normal game state, Specific game state setting means (main CPU 101a) for setting a specific game state (high probability game state and short-time game state) advantageous to the player, and the variation effect is the specific game state When the specific effect of any of a plurality of types is executed in the variation effect determined to be performed in the special game, the specific effect is executed. The information storage means (sub-RAM 102c) for storing information capable of specifying the type of the specific effect is further provided, and when the information is stored in the information storage means, the specification specified as being executed based on the information The production is not executed when the special production determination does not determine that the special game is to be performed in the variation production in the specific game state.
  By adopting these first and second configurations, it is possible to improve the interest of the game.
  Note that the gaming machine of the present invention is not limited to a pachinko gaming machine, and can also be used for a spinning-type gaming machine (so-called slot machine). Furthermore, it can also be used for Jiyan ball game machines and arrange ball game machines.
  In addition, it should be considered that the embodiments disclosed herein are illustrative and non-restrictive in every respect. The scope of the present invention is defined by the terms of the claims, rather than the description above, and is intended to include any modifications within the scope and meaning equivalent to the terms of the claims.
Y gaming machine 6 first start opening 6a first start opening detection sensor 7 second start opening 7a second start opening detection sensor 8 large winning opening 9 first winning gate 10 second winning gate 13 image display device 16A first decorative member (Movable member)
16B Second decorative member (movable member)
16C Third decorative member (movable member)
17A effect button 18A selection button 19A effect lever 70 second start port control device 80 big winning port control device 101 main control board 101a main CPU
101b Main ROM
101c Main RAM
102 Production control board 102a Sub CPU
102b Sub ROM
102c Sub RAM

Claims (1)

  1. In a gaming machine that executes a special game determination as to whether or not to perform a special game that gives a predetermined profit to a player based on establishment of a determination condition, and performs the special game based on a result of the special game determination,
    When the special game determination is performed, effect control is performed for performing a variable effect in which the plurality of identification symbols are stopped and displayed in a stop mode indicating the determination result of the special game determination after the variation display of the plurality of identification symbols is performed on the display unit. Means,
    Specific game state setting means for setting a specific game state that is advantageous to the player as compared to the normal game state after the end of the special game,
    The variation effect includes a plurality of types of specific effects that can be executed in the specific gaming state,
    When the specific effect of any of a plurality of types is executed in the variation effect determined to perform the special game, the information storage unit further stores information that can specify the type of the executed specific effect. ,
    The production control means includes
    When the information is stored in the information storage means, it is determined that the specific effect specified as being executed based on the information is to perform the special game by the special game determination in the variation effect in the specific game state. If not, do not run,
    A gaming machine characterized by that.
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JP2017060742A (en) * 2016-07-27 2017-03-30 京楽産業.株式会社 Game machine
JP2018061648A (en) * 2016-10-12 2018-04-19 京楽産業.株式会社 Game machine
JP2018061649A (en) * 2016-10-12 2018-04-19 京楽産業.株式会社 Game machine
JP2018061654A (en) * 2016-10-12 2018-04-19 京楽産業.株式会社 Game machine
JP2018061650A (en) * 2016-10-12 2018-04-19 京楽産業.株式会社 Game machine
JP2018061656A (en) * 2016-10-12 2018-04-19 京楽産業.株式会社 Game machine
JP2018075146A (en) * 2016-11-08 2018-05-17 株式会社大都技研 Game board

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JP2017060742A (en) * 2016-07-27 2017-03-30 京楽産業.株式会社 Game machine
JP2018061648A (en) * 2016-10-12 2018-04-19 京楽産業.株式会社 Game machine
JP2018061649A (en) * 2016-10-12 2018-04-19 京楽産業.株式会社 Game machine
JP2018061654A (en) * 2016-10-12 2018-04-19 京楽産業.株式会社 Game machine
JP2018061650A (en) * 2016-10-12 2018-04-19 京楽産業.株式会社 Game machine
JP2018061656A (en) * 2016-10-12 2018-04-19 京楽産業.株式会社 Game machine
JP2018075146A (en) * 2016-11-08 2018-05-17 株式会社大都技研 Game board

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