JP6008444B2 - Game machine - Google Patents

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JP6008444B2
JP6008444B2 JP2012155012A JP2012155012A JP6008444B2 JP 6008444 B2 JP6008444 B2 JP 6008444B2 JP 2012155012 A JP2012155012 A JP 2012155012A JP 2012155012 A JP2012155012 A JP 2012155012A JP 6008444 B2 JP6008444 B2 JP 6008444B2
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game
effect
determination
special symbol
determined
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JP2014014564A (en
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合 伊藤
合 伊藤
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京楽産業.株式会社
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Description

  The present invention relates to a gaming machine that performs a hit determination according to establishment of a start condition and performs an effect according to the result of the hit determination.
  2. Description of the Related Art Conventionally, there are gaming machines that perform a hit determination according to the establishment of a start condition and perform a fluctuating effect that varies an effect symbol according to the result of the hit determination. For example, in the gaming machine described in Patent Literature 1, before the result of the hit determination is notified, the effects from the first stage to the plurality of stages are performed step by step separately from the variation effects using the effect symbols. There may be a step-up notice effect. In such a step-up notice effect, the degree of expectation for winning increases as the number of steps progresses, and the player's expectation is enhanced.
JP 2012-024482 A
  However, in the conventional step-up notice effect of a gaming machine, only the number of steps is determined according to the reliability for winning, and there is room for improvement in terms of enhancing the effect of the step-up notice effect.
  The present invention has been made in view of such a problem, and an object of the present invention is to provide a gaming machine capable of enhancing a production effect in a step-up notice effect.
  The present invention employs the following configuration in order to solve the above problems.
The gaming machine according to the present invention is a winning determination means for determining whether or not to win based on the establishment of a start condition, and an effect that varies the effect design, and a variable effect that suggests the result of the winning determination A step of performing a step-up notice effect that causes the player to display the image of each stage in a plurality of stages on a predetermined display means so that the player can visually recognize the effect. An up notice effect executing means, wherein the step up notice effect executing means determines the number of steps of the step up notice effect based on the result of the hit determination, and each of the steps from the first stage to the determined stage. Pictures are possible Rukoto is displayed on the display means to overlap in order to, in an image to be displayed at each stage of the step-up announcement attraction is Ah A first image corresponding to a stage and a second image corresponding to a stage subsequent to the certain stage, and the step-up notice effect executing means displays the first image in the certain stage, and in the next stage is displayed to overlap the second image to the first image, suggesting suggests that in the certain stage, the second image corresponding to the next stage is likely to be displayed An image can be displayed , the suggestion image can be displayed on the first image corresponding to the certain stage, and the suggestion image can be displayed on the first image corresponding to the certain stage when viewing, when displaying the second image corresponding to the next step terminates the display of the suggestion images.
  In another configuration, the suggestion effect executing unit may end the suggestion effect when the next stage effect is performed after performing the suggestion effect in the intermediate stage.
  In another configuration, the reliability with which the winning is notified in the variation of the symbol may be different according to the content of the suggestion effect performed by the suggestion effect execution unit.
  According to this invention, it can be suggested that the next step is advanced in the step-up notice effect.
Schematic front view of pachinko machine 1 Enlarged view of the display 4 in FIG. Schematic perspective view showing the internal structure of the specific region 9 Explanatory diagram for explaining the jackpot and gaming state Block diagram showing the configuration of the pachinko gaming machine 1 The figure which shows the operation | movement outline | summary of the pachinko game machine 1 which concerns on this embodiment. The figure which shows an example of a screen transition in case a step-up notice effect is performed The figure which shows an example of the suggestion effect performed in step 2 in step-up notice effect The figure which shows the next expansion | deployment when a suggestion effect is not performed in step 2 during a step-up notice effect. The figure which shows an example of the standard production time of each step of step-up notice production Diagram showing various examples of suggestion effects The flowchart which shows an example of the timer interruption process performed in the game control board 100 Detailed flowchart of the switch process in step S2 of FIG. Detailed flowchart of the first start port switch process in step S21 of FIG. Detailed flowchart of the second start port switch process in step S22 of FIG. Detailed flowchart of the gate switch process in step S23 of FIG. Detailed flowchart of special symbol processing in step S3 of FIG. Detailed flowchart of jackpot determination processing in step S307 in FIG. Detailed flowchart of the stop process in step S319 of FIG. Detailed flowchart of normal symbol processing in step S4 of FIG. Detailed flowchart of electric tulip process in step S5 of FIG. Detailed flowchart of the specific area release control processing in step S6 of FIG. Detailed flowchart of the specific area release control processing in step S6 of FIG. Detailed flowchart of the special winning opening opening control process in step S7 of FIG. Detailed flowchart of the long hit game control process in step S72 of FIG. Detailed flowchart of the gaming state setting process in step S745 of FIG. The flowchart which shows an example of the timer interruption process performed in the production control board 130 Detailed flowchart of command control processing in step S10 of FIG. Detailed flowchart of the variation effect determination process in step S1303 of FIG. The figure which shows an example of the production content determination table The figure which shows an example of the step-up notice effect in other embodiment. The figure which shows an example of the step-up notice effect in other embodiment.
  Hereinafter, a pachinko gaming machine 1 according to an embodiment of the gaming machine of the present invention will be described with reference to the drawings as appropriate.
[Example of schematic configuration of pachinko gaming machine 1]
First, a schematic configuration of the pachinko gaming machine 1 will be described with reference to FIG. Here, FIG. 1 is a schematic front view of the pachinko gaming machine 1. In the present embodiment, the pachinko gaming machine 1 is a pachinko gaming machine called a type 1 / type 2 mixed type. As shown in FIG. 1, the pachinko gaming machine 1 is provided with a game board 2 provided with an accessory related to winning or determination, and a frame member 3 surrounding the game board 2. The frame member 3 supports a transparent glass plate arranged in parallel with the game board 2 at a predetermined interval. The glass board and the game board 2 form a game area 10 in which a game ball can flow down. Has been.
  When the player grasps the handle 20 and rotates the lever 21 in the clockwise direction, the game balls stored in the tray 28 are guided to the launching device (not shown), and the game is performed with the hitting force according to the rotation angle of the handle 20. Fired into region 10. This game area 10 is provided with game nails, windmills, etc. (not shown), and the launched game balls are guided to the upper position in the game area 10 and contacted with the game nails, windmills, etc. It falls along the game board 2 while changing the moving direction. Note that the game ball is temporarily stopped when the player operates the stop button 22.
  In addition, when the player operates the take-out button 23 that is disposed close to the tray 28, a part of the lower surface of the tray 28 is opened, and the game balls accumulated on the tray 28 are disposed below the tray 28 (not shown). Fall into the box. The dish 28 may be constituted by two dishes, an upper dish for storing game balls and prize balls supplied to the launching device, and a lower dish for collecting prize balls.
  When the player performs a so-called “left strike” in which the handle 20 is rotated at a small rotation angle, the game ball is launched with a relatively weak hitting force. In this case, the game ball flows down the left area in the game area 10 as exemplified by the arrow 31. On the other hand, when the player performs a so-called “right strike” in which the handle 20 is rotated at a large rotation angle, the game ball is launched with a relatively strong hitting force. In this case, the game ball flows down the right region in the game region 10 as illustrated by the arrow 32.
  A first starting port 11, a second starting port 12, two normal winning ports 14, and an electric tulip 17 are provided in the passing path of the left-handed game ball as a winning and determining role. In addition, in the passing path of the right-handed game ball, the second starting port 12, the big winning port 13, the two normal winning ports 14, the gate 16, the electric tulip 17, and the specified character are used as the winning and determination-related items. A winning opening 19 and a blade member 90 are provided.
  The game ball launched into the game area 10 enters the first start port 11, the second start port 12, the big winning port 13, and the normal winning port 14 in the process of flowing down along the game board 2. And win. As a result, a predetermined number of prize balls corresponding to the winning location are paid out to the tray 28. The game balls that have not won a prize are discharged from the game area 10 through the discharge port 18.
  The first start opening 11 as the first winning area is a start opening that is always open, and the second start opening 12 as the second winning area is operated by the electric tulip 17 as an ordinary electric accessory. It is a starting port that is opened only when In the pachinko gaming machine 1, when a game ball wins through the first start port 11 or when a game ball wins through the second start port 12, a special game advantageous to the player (a jackpot game) Is determined, and the determination result is displayed on the display 4 described later.
  In the following description, the determination (winning determination) executed on the condition that the game ball is won at the first start port 11 is referred to as “first special symbol determination”, and the game ball is input to the second start port 12. The determination executed on the condition of winning is called “second special symbol determination”, and these determinations are collectively referred to as “special symbol determination (lottery)”.
  The special winning opening 13 is opened according to the result of the special symbol determination. A plate for opening and closing the big prize opening 13 is provided at the opening of the big prize opening 13. The special winning opening 13 is normally closed by this plate. On the other hand, when a predetermined jackpot symbol indicating that the result of the special symbol determination is a jackpot is stopped and displayed on the display 4, that is, when one kind of jackpot has occurred, the plate is operated to win a big prize opening. A special game of opening 13 is executed. For this reason, the player can obtain more prize balls by making a right strike during the special game compared to when the special game is not being performed. When a predetermined small winning symbol indicating that the result of the second special symbol determination is a small bonus is stopped and displayed on the display 4, a small member that activates the blade member 90 described later to open the specific winning opening 19 is displayed. A winning game is executed. During the small hit game, the V winning opening 92 (see FIG. 3) is temporarily opened, and a game ball wins the V winning opening 92 during this time, thereby generating two types of big wins. The big winning opening 13 is also opened when two types of jackpots are generated.
  The electric tulip 17 is disposed close to the second starting port 12 and has a pair of blade members. The electric tulip 17 is configured to change its posture between a closed posture (see FIG. 1) in which the pair of blade members closes the second starting port 12 and an open posture (not shown) in which the second starting port 12 is opened. ing.
  As shown in FIG. 1, the second start port 12 is normally closed by an electric tulip 17. On the other hand, when the game ball passes through the gate 16, it is determined whether or not the second start port 12 is to be opened, although no prize ball is paid out. Here, when it is determined that the second start port 12 is to be opened, the operation of returning to the closed posture after the pair of blade members of the electric tulip 17 has maintained the open posture for the specified time is performed a predetermined number of times. As described above, the second starting port 12 is in a state where it is difficult for the game ball to win when the electric tulip 17 is not operated, whereas the game ball is easily won by operating the electric tulip 17. Become. In the following description, the determination executed on condition that a game ball wins the gate 16 is referred to as “ordinary symbol determination”.
  The normal winning opening 14 is always open like the first start opening 11 and is a winning opening through which a predetermined number of winning balls are paid out by winning a game ball. Unlike the first starting port 11 and the like, even if a game ball wins the normal winning port 14, no determination is made.
  On the front side of the main liquid crystal display device 5 to be described later, a specific area 9 that is temporarily opened according to the result of the special symbol determination is provided. The specific area 9 will be described later in detail with reference to FIG.
[Configuration Example of Display 4]
FIG. 2 is an enlarged view of the display 4 in FIG. The display 4 mainly displays information related to special symbol determination and normal symbol determination. As shown in FIG. 2, the first special symbol display 41, the second special symbol display 42, and the first special symbol are displayed. A symbol holding display 43, a normal symbol display 45, a normal symbol holding display 46, and a game state display 47 are configured.
  When the first special symbol determination is performed, the first special symbol display 41 displays the determination symbol indicating the determination result of the first special symbol determination after variably displaying the symbol (first special symbol). The determination result of the first special symbol determination is notified. The first special symbol display 41 has a jackpot symbol indicating that the result of the first special symbol determination is a big hit (1 type big hit), or a lost symbol indicating that the result of the first special symbol determination is a loss. Is stopped.
  When the second special symbol determination is performed, the second special symbol display unit 42 displays the determination symbol indicating the determination result of the second special symbol determination after variably displaying the symbol (second special symbol). The determination result of the second special symbol determination is notified. The second special symbol display 42 has a jackpot symbol indicating that the result of the second special symbol determination is a jackpot (1 type jackpot), and a small hit indicating that the result of the second special symbol determination is a jackpot A losing symbol indicating that the symbol or the result of the second special symbol determination is losing is stopped and displayed.
  By the way, when a game ball is newly won at the first starting port 11 during the symbol variation display related to the special symbol determination or during the special game, the first special symbol determination and the symbol variation display are immediately triggered by this winning. Can not be executed. Therefore, the pachinko gaming machine 1 according to the present embodiment seems to hold the right of the first special symbol determination when the first special symbol determination cannot be immediately executed even if a game ball wins the first starting port 11. It is configured. The first special symbol hold indicator 43 displays the number of hold of the first special symbol determination held in this way.
  In the pachinko gaming machine 1, even if a game ball wins at the second starting port 12, the second special symbol determination and the symbol variation display cannot be executed immediately, that is, during the symbol variation display related to the special symbol determination or If a new game ball is won at the second starting port 12 during the special game, the second special symbol determination is not executed, and the right of the second special symbol determination is not held. For this reason, the display device 4 is not provided with a display device that displays the number of reserved second symbol determinations.
  When the normal symbol determination is performed, the normal symbol display 45 notifies the determination result of the normal symbol determination by suspending and displaying the determination symbol indicating the determination result of the normal symbol determination after variably displaying the symbol (normal symbol). To do. Note that the normal symbol determination and the symbol variation display related to the normal symbol determination cannot be immediately executed even if the game ball passes through the gate 16, such as during the symbol variation display on the normal symbol display 45, for example. Judgment rights are withheld. The normal symbol hold display 46 displays the number of hold for normal symbol determination held in this way. The game state display 47 displays the game state at the time when the power of the pachinko gaming machine 1 is turned on. The gaming state of the pachinko gaming machine 1 will be described in detail later based on FIG.
  In the following description, the symbol displayed on the first special symbol display 41 or the second special symbol display 42 is called “special symbol”, and the symbol displayed on the normal symbol display 45 is “normal symbol”. Shall be called.
[Configuration Example of Specific Area 9]
FIG. 3 is a schematic diagram showing the internal structure of the specific region 9. The vertical direction 34 and the width direction 35 in FIG. 3 correspond to the vertical direction 34 and the width direction 35 in FIG. 1, and indicate the vertical direction and the width direction of the pachinko gaming machine 1, respectively. The specific area 9 is an area where the game ball is opened so as to be able to enter when a small hit occurs, and a blade member 90 that opens and closes the specific prize opening 19 is provided in the specific prize opening 19 that is the entrance. Yes.
  In the pachinko gaming machine 1 according to the present embodiment, a jackpot symbol indicating that the result of the special symbol determination is “big hit” is stopped and displayed as a determination symbol on the first special symbol display 41 or the second special symbol display 42. And, the first special game is executed with one kind of big hit.
  In the present embodiment, as the first special game, two types of special games, a long hit game and a short hit game, are provided. Here, the long winning game opens the grand prize opening 13 until a predetermined condition is satisfied (for example, nine game balls are awarded to the big prize opening 13 or 29 seconds have passed since the grand prize opening 13 is opened). The long open round game that closes the special winning opening 13 after the maintained state is maintained is executed a prescribed number of times. In the present embodiment, two types of long games, 4R long games where long open round games are executed four times and 7R long games where long open round games are executed seven times, are games per long for one kind of big hit. A winning game is provided. On the other hand, the short win game is a short opening which closes the big winning opening 13 after maintaining the opened state until the predetermined time (for example, 0.2 seconds) elapses after the big winning opening 13 is opened. This is a 15R short hit game in which a round game is executed a specified number of times (for example, 15 times).
  On the other hand, when the small special symbol indicating that the result of the second special symbol determination is “small hit” is stopped and displayed as the determination symbol on the second special symbol display 42, the blade member 90 is operated. A small hit game that opens the specific area 9 is executed. In this small hit game, the operation of the blade member 90 that closes the specific area 9 after maintaining the state in which the specific area 9 is opened until a predetermined time (for example, 3.2 seconds) elapses after the specific area 9 is opened. It is executed a prescribed number of times (for example, once). In this way, when the small hit occurs, the game ball can enter the specific area 9.
  As shown in FIG. 3, the specific area 9 is provided with a guide member 91, a V winning opening 92, a lose winning opening 93, and a slide member 94. The guide member 91 guides the game ball that has entered the specific area 9 from the specific winning opening 19 to the V winning opening 92 or the lost winning opening 93. When a game ball wins the V winning opening 92 or the lose winning opening 93, a predetermined number of winning balls are paid out. The lose prize opening 93 is always open, whereas the V prize opening 92 is normally closed by the slide member 94 and is opened only for a predetermined period after the specific prize opening 19 is opened. Specifically, in this embodiment, for example, 0.5 seconds after the specific winning opening 19 is opened, the slide member 94 slides to open the V winning opening 92, and 0.2 V from the opening of the V winning opening 92. When the second elapses, the slide member 94 returns to the original position shown in FIG. 3, and the V winning opening 92 is closed.
  Then, when a game ball wins (V winning) in the V winning opening 92 during the open period of the V winning opening 92, two kinds of big wins are generated, and the second special game including the already played small winning game is executed. Is done. That is, when two types of big hits occur, the long hit game is executed following the small hit game. Specifically, following the small hit game that opens the specific area 9 for 3.2 seconds, the long win game consisting of three long open round games that open the long winning opening 13 long, or the big winning opening 13 A long hit game consisting of 14 long open round games that are long open is executed. That is, a total of 4R special games including one small hit game and three long open round games, or a total of 15R special games including one small hit game and 14 long open round games are executed. Is done.
  As described above, in the special game based on the 1st type jackpot, the first special game composed of the round game in which only the winning prize opening 13 is opened, whereas in the special game based on the 2nd type jackpot, the specific area 9 is opened. A second special game composed of a small hit game and a round game that opens the big prize opening 13 is executed. Note that if the game ball does not win the V winning opening 92 during the opening period of the V winning opening 92, the big winning opening 13 will not be opened following the small hit game, so the second special game is small. It will end with 1R of only winning games.
  In this embodiment, the case where the V winning opening 92 is opened and closed by the slide member 94 will be described. However, the V winning opening 92 is opened and closed by a blade member that rotates about the depth direction of the pachinko gaming machine 1 as an axial direction. It may be. In addition, the operation pattern of the blade member 90 during one small hit game (time and number of times for opening the specific winning opening 19) and the like can be appropriately changed.
[Description of changes in gaming state]
Next, the gaming state of the pachinko gaming machine 1 will be described with reference to FIG. Here, FIG. 4 is an explanatory diagram for explaining the jackpot and the gaming state. As shown in FIG. 4, in the pachinko gaming machine 1 according to the present embodiment, the game is controlled in the “normal game state” or the “time-saving game state”.
  The “normal game state” is a normal game state in which a so-called electric chew support function (sometimes referred to as “electric support”) is not provided. Specifically, in the “normal game state”, the rate at which the second start port 12 is determined to be opened in the normal symbol determination is set to a relatively low rate (for example, 1/12), and the variation time of the normal symbol is set. A relatively long time (for example, 25 seconds) is set, and when it is determined that the second start port 12 is to be opened, the opening time of the second start port 12 is relatively short (for example, 0.1 second × 1). Game state set to (times). For this reason, in the normal gaming state, even if the second start port 12 is opened, the probability that a game ball will win the second start port 12 is extremely low.
  The “time saving gaming state” is a gaming state to which an electric chew support function is provided. Specifically, in the “short-time gaming state”, the rate at which the second start port 12 is determined to be opened in the normal symbol determination is set to a relatively high rate (for example, 12/12), and the variation time of the normal symbol is set. A relatively short time (for example, 2 seconds) is set, and when it is determined that the second starting port 12 is to be opened, the opening time of the second starting port 12 is relatively long (for example, 0.3 seconds × 5). Game state set to (times). That is, the “short-time gaming state” is a gaming state in which the second starting port 12 is easily controlled to be in an open state compared to the normal gaming state, and a game ball is likely to win the second starting port 12.
  Due to the board configuration of the game board 2, a game ball launched into the left area of the game area 10 can win the first starting port 11, whereas a game ball launched into the right area of the game area 10 There will never be a prize at the starting port 11. Further, the second start port 12 is unlikely to be in an open state in the “normal game state”. For this reason, there is no merit of making a right strike in the “normal game state”. In this way, the “normal game state” is a left-side advantageous state in which it is easier to hit a jackpot than hitting a game ball in the left area of the game area 10 than in the right area. 5 is left-handed according to the message displayed at 5 and the voice guidance output from the speaker 24.
  When the player makes a left strike in the “normal game state” and the game ball launched into the left area of the game area 10 wins the first start port 11, the first special symbol determination is performed and the first special symbol is determined. After the special symbol is variably displayed on the symbol display 41, the determination symbol indicating the result of the first special symbol determination is stopped and displayed. Here, when it is determined that the first special symbol is determined to be one type of big win, the first special symbol display 41 is stopped and the big special symbol indicating that is stopped and the first special game that opens the special winning opening 13 is performed. Executed. Then, the game state is set after the first special game is ended according to the type of jackpot symbol that is stopped and displayed on the first special symbol display 41 at the start of the first special game. In the present embodiment, as illustrated in FIG. 4, the “normal game state” is continued at a rate of 50% after the first special game is finished, while the remaining 50% is changed from “normal game state” to “ The gaming state changes to “short-time gaming state”.
  In the present embodiment, after the first special game is completed, the game is controlled in the normal gaming state, and as shown in FIG. 4, after the seven long open round games are performed as illustrated in FIG. There is a short per 7R when the normal gaming state is entered, and 50% of the one type large per 7R per short at this time. In addition, 15 times per 4R with time reduction that becomes short-time game state after four long open round games are performed as per time-short game where the game will be controlled in short-time game state after the end of the first special game. There are two types of short-acting short-term games that become short-time game states after the short-opening round game is completed, and 50% of the one-type game is one of these two types of short-timed games.
  When the gaming state shifts to the “time-saving gaming state”, the second start port 12 is more likely to be in the open state than in the “normal gaming state”. In addition, since most of the results of the second special symbol determination executed on condition that a game ball wins the second starting port 12 is a small hit, two types of big hits are likely to occur. As described above, the “short-time gaming state” is a right-side advantageous state in which a player hits a game ball in the right region of the game region 10 more easily than hitting the left region, so the player can play the main liquid crystal display device. 5 is performed in accordance with the message displayed on the screen 5 and the voice guidance output from the speaker 24.
  When the player makes a right strike in the “short-time gaming state” and the game ball launched into the right area of the game area 10 passes through the gate 16, normal symbol determination is performed. When it is determined that the second starting port 12 is opened when the normal symbol determination is performed in the “short-time gaming state”, the opening time of the second starting port 12 is longer than that in the “normal gaming state”. A game ball launched into the right area of the game area 10 easily wins the second starting port 12.
  In the “short time gaming state”, when the special symbol is not variably displayed and the game ball is won at the second starting port 12 when the special game is not being performed, the second special symbol determination is performed and the second special symbol display is performed. After the special symbol is variably displayed on the device 42, the determination symbol indicating the result of the second special symbol determination is stopped and displayed. Here, when it is determined that a small winning is determined by the second special symbol determination, the small special symbol indicating that is stopped and displayed on the second special symbol display 42, and the specific area 9 and the V winning opening 92 are temporarily displayed. The small hit game to be opened is executed, and the game ball is won in the V winning opening 92 during the small hit game, so that two kinds of big hits are made, and the second special game including the small hit game is executed. Then, the game state is set after the second special game is ended according to the type of the small hit symbol stopped and displayed on the second special symbol display 42 at the time of the small hit game. In the present embodiment, as illustrated in FIG. 4, the “short-time gaming state” is continued at a rate of 70% after the second special game is completed, while the remaining 30% is “from the short-time gaming state” to “ It will be returned to the “normal gaming state”.
  In the present embodiment, as a short hit per hour when the game is to be controlled in the normal game state after the end of the second special game, as shown in FIG. 4, one small hit game and three long open games There is a short time 4R per game that is in a normal gaming state after a round game is performed, and 30% of the two kinds of big time is per short 4R at this time. In addition, after the second special game, the game will be controlled in the short-time game state. As the short-time game, after one small hit game and 14 long open round games are performed, There are 2 types per 4R with a short time after a small hit game and 3 long open round games are performed per 15R with a short time, 70% per 2 types Is one of these two types of time savings.
  In addition, although detailed explanation is omitted, even when the second special symbol determination (or first special symbol determination) is performed 100 times in the “short-time gaming state”, the gaming state is not The “normal game state” is returned from the “short-time game state”.
[Configuration example of presentation means of pachinko gaming machine 1]
As shown in FIG. 1, the game board 2 or the frame member 3 has various functions such as a main liquid crystal display device 5, a sub liquid crystal display device 6, a logo accessory 7, a speaker 24, and a frame lamp 25. Is provided.
  The main liquid crystal display device 5 is an image display device that displays an effect image, and is provided at a position that is easily visible by a player. The main liquid crystal display device 5 includes, for example, a decorative symbol for informing the result of the special symbol determination, a character or item for performing a notice effect, a hold display image (hold icon) indicating that the first special symbol determination is on hold. An effect image including various display objects such as is displayed.
  The sub liquid crystal display device 6 is an image display device that displays an effect image, and is provided above the main liquid crystal display device 5. The sub liquid crystal display device 6 is configured to be movable with respect to the game board 2 and is operable in the vertical direction, for example. As the sub liquid crystal display device 6, one having a display screen smaller than that of the main liquid crystal display device 5 is used. The sub liquid crystal display device 6 is mainly used for a notice effect for an effect performed in the main liquid crystal display device 5.
  In the present embodiment, a case where both the main liquid crystal display device 5 and the sub liquid crystal display device 6 are configured by a liquid crystal display device will be described. However, both or one of them is another type such as an EL display device. You may comprise by an image display apparatus.
  The logo accessory 7 is configured to be movable with respect to the sub liquid crystal display device 6 and can perform a predetermined effect.
  The speaker 24 produces a sound effect by outputting music, sound, sound effects, etc. in synchronism with the display effect performed in the main liquid crystal display device 5 or the sub liquid crystal display device 6. The frame lamp 25 produces an effect by light by changing a light emission color, a light emission pattern, and a light emission direction.
[Configuration example of operation means of the pachinko gaming machine 1]
The frame member 3 is provided with an effect button 26 and an effect key 27 as operation means operated by the player. The effect button 26 is a push button for inputting operation information when pressed by the player. The effect key 27 is a so-called cross key for instructing one of up, down, left and right directions. In the pachinko gaming machine 1, there is a case where an effect corresponding to the operation information input from the effect button 26 or the effect key 27 is performed.
[Configuration of control device of pachinko gaming machine 1]
On the back side of the game board 2, a control device for controlling the operation of the pachinko gaming machine 1 is provided in addition to a ball tank for storing game balls to be paid out as prize balls. FIG. 5 is a block diagram showing a configuration of the pachinko gaming machine 1. As shown in FIG. 5, the control device of the pachinko gaming machine 1 includes a game control board 100 and a game control board 100 that control the special symbol determination, the special game control, the command transmission process to the effect control board 130, and the like. An effect control board 130 for comprehensively controlling effects based on received commands, an image sound control board 140 for controlling effects by images and sounds, a lamp control board 150 for controlling effects by various lamps and logo accessories 7, etc. It is composed of In the present embodiment, the game control board 100 functions as a game control unit that controls the progress of the game, and the effect control board 130, the image sound control board 140, and the lamp control board 150 function as an effect control unit that controls the effect. .
[Configuration of Game Control Board 100]
The game control board 100 includes a main CPU 101, a main ROM 102, and a main RAM 103. The main CPU 101 performs various arithmetic processes related to the special symbol determination and the number of payout balls based on a program stored in the main ROM 102. The main RAM 103 is used as a storage area for temporarily storing various data used when the main CPU 101 executes the program, or a work area for data processing.
  The game control board 100 includes a first start port switch 111, a second start port switch 112, an electric tulip opening / closing unit 113, a gate switch 114, a big winning port switch 115, a big winning port control unit 116, a normal winning port switch 117, The specific prize opening switch 118, the specific area opening / closing part 119, the V prize opening switch 120, the lose prize opening switch 121, the V prize opening opening / closing part 122, and the respective indicators 41 to 43, 45 to 47 constituting the display 4 are connected. Has been.
  The first start port switch 111 detects that a game ball has won the first start port 11 and outputs a detection signal to the game control board 100. The second start port switch 112 detects that a game ball has won the second start port 12 and outputs a detection signal to the game control board 100. The electric tulip opening / closing part 113 opens and closes the second start port 12 by operating an electric solenoid coupled to the pair of blade members of the electric tulip 17 so as to be able to transmit driving in response to a control signal from the game control board 100. To do. The gate switch 114 detects that the game ball has passed through the gate 16 and outputs the detection signal to the game control board 100. The big prize opening switch 115 detects that a game ball has won the big prize opening 13 and outputs a detection signal to the game control board 100. In response to a control signal from the game control board 100, the special prize opening control unit 116 opens and closes the special prize opening 13 by operating an electric solenoid coupled to a plate that closes the special prize opening 13 so as to be able to transmit the drive. To do. The normal winning port switch 117 detects that the game ball has won the normal winning port 14, and outputs a detection signal to the game control board 100.
  The specific winning opening switch 118 detects that the game ball has won the specific winning opening 19 and outputs a detection signal to the game control board 100. The specific area opening / closing unit 119 opens and closes the specific winning opening 19 by operating an electric solenoid coupled to the blade member 90 so as to be able to transmit driving in response to a control signal from the game control board 100. The V winning opening switch 120 detects that a game ball has won the V winning opening 92 and outputs a detection signal to the game control board 100. The lose prize winning switch 121 detects that the game ball has won the lose prize winning opening 93 and outputs a detection signal to the game control board 100. The V winning opening / closing unit 122 opens and closes the V winning opening 92 by operating an electric solenoid coupled to the slide member 94 so as to be able to transmit driving.
  The main CPU 101 of the game control board 100 detects from the first starting port switch 111, the second starting port switch 112, the big winning port switch 115, the normal winning port switch 117, the V winning port switch 120, or the lose prize port switch 121. When the signal is input, the payout control board (not shown) is instructed to pay out a predetermined number of prize balls according to the place where the game ball has won, and based on the information from the payout control board, Manage the number.
  This payout control board is configured to have a drive motor or the like that sends out a prize ball from a ball tank provided on the back side of the game board 2 to the tray 28.
  The main CPU 101 acquires various random numbers as acquisition information at the timing when the detection signal from the first start port switch 111 is input, and executes the first special symbol determination using the acquired random numbers. Further, the main CPU 101 acquires various random numbers as acquisition information at the timing when the detection signal from the second start port switch 112 is input, and executes the second special symbol determination using the acquired random numbers. If it is determined that the winning game is a big win, the special winning opening 13 is opened and closed via the special winning opening control unit 116.
  When the main CPU 101 determines that the result of the second special symbol determination is a small hit, the main CPU 101 opens and closes the specific winning opening 19 by operating the blade member 90 via the specific area opening / closing unit 119, The V winning opening 92 is opened and closed by operating the slide member 94 via the V winning opening opening / closing section 122. When the game ball wins the V winning opening 92 during the operation of the slide member 94, the big winning opening 13 is opened and closed via the big winning opening control section 116, as in the case where it is determined that the game is a big win.
  Further, the main CPU 101 acquires a random number at the timing when the detection signal from the gate switch 114 is input, and executes normal symbol determination using the acquired random number. And when it determines with opening the 2nd starting port 12, the 2nd starting port 12 is opened temporarily by operating the electric tulip 17 via the electric tulip opening / closing part 113.
  Further, the main CPU 101 causes the respective display devices 41 to 43 and 45 to 47 constituting the display device 4 to execute the processing described above with reference to FIG.
[Configuration of Production Control Board 130]
The effect control board 130 includes a sub CPU 131, a sub ROM 132, a sub RAM 133, and an RTC (real time clock) 134 that measures the current date and time. The sub CPU 131 performs a calculation process when controlling the presentation based on the program stored in the sub ROM 132. The sub RAM 133 is used as a storage area for temporarily storing various data used when the sub CPU 131 executes the program, or a work area for data processing.
  The sub CPU 131 of the effect control board 130 sets the contents of the effect based on the game information related to the special symbol determination, the normal symbol determination, the special game, etc. transmitted from the game control board 100. In that case, the input of the operation information from the production | presentation button 26 or the production | presentation key 27 may be received, and the production | generation content according to the operation information may be set. Further, the sub CPU 131 transmits a command for instructing execution of the effect of the set effect content to the image sound control board 140 and the lamp control board 150.
[Configuration of Lamp Control Board 150]
Although not shown in the drawing, the lamp control board 150 includes a CPU, a ROM, and a RAM. The CPU of the lamp control board 150 performs arithmetic processing when controlling the operation of the frame lamp 25 and the logo accessory 7 based on a program stored in the ROM. The RAM of the lamp control board 150 is used as a storage area for temporarily storing various data used when the CPU executes the program or a work area for data processing.
  The ROM of the lamp control board 150 stores light emission pattern data and operation pattern data. Here, the light emission pattern data is data indicating the light emission patterns of the light emitting elements included in the frame lamp 25 and the logo accessory 7. The operation pattern data is data indicating an operation pattern of the logo accessory 7.
  The CPU of the lamp control board 150 reads the light emission pattern data corresponding to the command received from the effect control board 130 from the light emission pattern data stored in the ROM, and emits light from the frame lamp 25 and the logo accessory 7. Controls the light emission of the device. The CPU of the lamp control board 150 reads out the operation pattern data corresponding to the command received from the effect control board 130 from the operation pattern data stored in the ROM, and operates the logo accessory 7. Control the drive.
[Configuration of Image Sound Control Board 140]
The image sound control board 140 performs image display control of the main liquid crystal display device 5 and the sub liquid crystal display device 6 and audio output control from the speaker 24. Although not shown, the image sound control board 140 includes a CPU, a video display processor (VDP), a digital signal processor (DSP), a ROM, a RAM, a VRAM, and the like.
  Based on the command received from the effect control board 130, the CPU of the image sound control board 140 produces an effect on the main liquid crystal display device 5 or the sub liquid crystal display device 6 using the image data stored in the ROM for the VDP. An instruction to display an image is given. The CPU also instructs the audio DSP 143 to output the audio data stored in the ROM from the speaker 24.
  The image sound control board 140 performs display control of a decorative symbol variation display control and a hold icon, which will be described later.
[Outline of operation of pachinko gaming machine 1 of this embodiment]
Next, an outline of the operation of the pachinko gaming machine 1 according to the present embodiment will be described. FIG. 6 is a diagram showing an operation outline of the pachinko gaming machine 1 according to the present embodiment. As shown in FIG. 6, when the game ball wins the first starting port 11, the special symbol starts to fluctuate in the first special symbol display 41. In accordance with the change in the special design, the decoration design starts to change in the main liquid crystal display device 5. The decorative symbol is a symbol for production, and starts to fluctuate in response to the start of fluctuation of the special symbol, and stops to fluctuate in response to the change of the special symbol.
  In addition to the decorative design variation effect, a step-up notice effect may be performed in the main liquid crystal display device 5 in response to the start of the special symbol variation. The step-up notice effect is an effect in which effects from the first stage to a plurality of stages are performed in stages, and is composed of, for example, a maximum of 5 steps. When the result of the special symbol determination is a big hit, there is a high possibility that the effect will be performed up to the maximum stage in the step-up notice effect.
  In the pachinko gaming machine 1 of the present embodiment, the suggestion effect may be performed during the step-up notice effect. Here, the suggestion effect is an effect suggesting that the next step is advanced in the step-up notice effect. In the present embodiment, when a suggestion effect is performed at a certain step, it is configured to always proceed to the next step. For example, when the suggestion effect is performed in step 1, the effect of step 2 is always executed. Even if the suggestion effect is not performed in a certain step, the process may proceed to the next step.
  FIG. 7 is a diagram illustrating an example of screen transition when a step-up notice effect is performed. As shown in FIG. 7, in response to the start of the variation of the special symbol, the variation effect of the decorative symbol 51 is performed in the main liquid crystal display device 5. The decorative design 51 is a design for presentation in which any number among 1 to 9 is written, for example, the left decorative design displayed in the left area 51a of the screen and the middle decoration displayed in the middle area 51b. It consists of a symbol and a right decorative symbol displayed in the right area 51c. Further, the fourth symbol 53 is also variably displayed on the screen as an effect symbol that varies according to the variation of the special symbol. Although omitted in the subsequent drawings, the fourth symbol 53 is continuously displayed on the screen.
  More specifically, for example, when the variation of the special symbol is started on the first special symbol display 41, a variation start command is transmitted from the game control board 100 to the effect control board 130. In response to receiving the change start command, the effect control board 130 changes the three decorative symbols (left decorative symbol, middle decorative symbol, and right decorative symbol) in the main liquid crystal display device 5. For example, when a predetermined time elapses from the start of fluctuation, the left decorative symbol is first stopped and then the right decorative symbol is stopped. At this time, when these two decorative symbols stop at the same type of symbol (for example, “7” symbol), reach is established and reach effect is performed. In the reach effect, an effect that causes the player to expect the same kind of symbols to stop in the middle region 51c is performed. If the result of the special symbol determination is a big hit, the same kind of symbol is stopped as the medium decoration symbol (for example, “777”), and the big hit is notified. If the result of the special symbol determination is a loss, a different symbol (for example, “8” symbol) stops in the middle area 51b after the reach effect, or the reach is not established in the first place (the two symbols are not aligned). 3) The three different symbols stop in order (for example, “253”), and the loss is notified.
  In addition, as an effect using the decorative pattern 51, a pseudo continuous notice effect (pseudo sequence) may be performed. In the quasi-ream, the effect that the decorative symbol 51 fluctuates and stops in a single variation of the special symbol is performed a predetermined number of times (for example, 2 to 4 times).
  In addition to the variation effect using the decorative symbol 51, in response to receiving the variation start command, the main liquid crystal display device 5 may perform a step-up notification effect for announcing the result of the special symbol determination. . The step-up notice effect is, for example, an effect in which a predetermined image is displayed in stages, and is an effect that is performed while the three decorative symbols are changing.
  As shown in FIG. 7A, a step image 52a may be displayed on the screen after a predetermined time has elapsed since the start of the special symbol fluctuation. The step image 52a is, for example, a human face photograph, and is an image displayed in step 1 in the step-up notice effect. While the effect of step 1 is being performed, the three decorative symbols are fluctuating, for example, are displayed in a translucent manner. Note that the decorative symbol 51 during the step-up notice effect may be reduced and displayed in a predetermined area of the screen or may not be displayed (in this case, the fourth symbol 53 is continued). Displayed).
  Next, there is a case where the process proceeds from step 1 to step 2, and in step 2, the step image 52b is displayed (FIG. 7B). The image 52b in Step 2 is larger than the image 52a in Step 1, and the image 52b is overlaid on the image 52a so as to cover at least part of the image 52a (at least part of the image 52a remains). Displayed) on the screen. While the effect of step 2 is being performed, the decorative pattern 51 is fluctuating.
  Further, the process may proceed from step 2 to step 3 (FIG. 7C). In this case, an image 52c larger than the image 52b of step 2 is displayed on the screen. Further, the process may proceed to step 4 (FIG. 7D). In this case, an image 52d larger than the image 52c of step 3 is displayed on the screen. When the effect of step 4 is performed, there is a relatively high possibility of winning a jackpot in the variation of the special symbol, and when proceeding to the next step 5, there is a higher possibility of winning a jackpot. While the effects of step 3 and step 4 are being performed, the decorative symbol 51 varies.
  After the step-up notice effect is completed, a fluctuating effect (reach effect or the like) using the decorative symbol 51 is performed on the screen, and if three of the same kind of symbols are arranged, it is a big hit.
  Next, the suggestion effect during the step-up notice effect will be described. FIG. 8 is a diagram illustrating an example of the suggestion effect performed in step 2 during the step-up notice effect. FIG. 9 is a diagram illustrating the next development when the suggestion effect is not performed in step 2 during the step-up notice effect.
  As shown in FIG. 8, when the effect of step 2 is performed after the effect of step 1 is performed, a predetermined character 54 may be displayed in the image 52 b of step 2. When this character 54 is displayed, the effect of the next step 3 is always performed. In addition, when the effect of step 3 is performed after the appearance of the character 54 in step 2, the character 54 that appeared in step 2 is deleted (the character 54 is not displayed in the image 52b in step 3 of FIG. 8). ).
  On the other hand, as shown in FIG. 9, when the character 54 does not appear in step 2, the process may not proceed to the next step 3 (branch 1). If the process does not proceed to the next step, the step-up notice effect is ended, and thereafter another effect (for example, an effect using the decorative design 51 or another notice effect) is performed. Even if the character 54 does not appear in step 2, the process may proceed to the next step 3 (branch 2).
  The effects of each step of the step-up notice effect are completed in a relatively short time. Further, the larger the number of steps, the longer the production time in the steps. FIG. 10 is a diagram illustrating an example of a standard effect time for each step of the step-up notice effect. For example, the rendering times (display time of the image 52) of Step 1, Step 2, Step 3, Step 4, and Step 5 are typically 0.5 seconds, 0.75 seconds, 1.0 seconds, and 1. 5 seconds and 3.0 seconds are set. In addition, the production time of each step has a certain range, and the production time of each step is appropriately adjusted when the production is executed.
  Here, when the suggestion effect is performed in a certain step, the effect time in that step is longer than the normal effect time. For example, when the suggestion effect is performed, it may be set longer by 0.5 seconds than when the suggestion effect is not performed. For example, when the suggestion effect is performed in step 3, even if the effect of step 3 is performed for 1.5 seconds obtained by adding 0.5 seconds to the standard effect time shown in FIG. Good. In this case, the added time may be different depending on the number of steps. For example, when the suggestion effect is performed in step 1, the effect of step 1 is performed for 1.0 second, which is 0.5 seconds longer than normal, and when the suggestion effect is performed in step 2, it is 0.75 than normal. The effect of step 2 may be performed for 1.5 seconds longer.
  Thus, by making the effect time of the step where the suggestion effect is performed longer than the effect time of the same step when the suggestion effect is not performed, it is possible to make the player easily notice the suggestion effect.
  There are various forms of the suggestion effect. FIG. 11 is a diagram illustrating various examples of suggestion effects. As shown in FIG. 11A, the character 54 may be displayed not in the image of each step but in a predetermined position outside the image. Further, as shown in FIG. 11B, a plurality of characters 54 may be displayed in the screen. In this case, the greater the number of characters 54, the higher the reliability (probability) that is a big hit in this special symbol variation.
  For example, when five characters 54 are displayed at the maximum, or when five characters 54 are displayed at a certain step, the probability that the change will be a big hit is 30%, for example, and one character 54 is displayed. The probability of winning a jackpot is 5%.
  As described above, in the pachinko gaming machine 1 of the present embodiment, in each step during the step-up notice effect, there may be a suggestion effect that suggests that the next step is to be performed, and when the suggestion effect is performed, Always go to the next step.
  In the step-up notice effect, the steps proceed one after another in a relatively short time. If the step does not progress, the degree of expectation is low, and if the step proceeds, the degree of expectation is high. As described above, the suggestion effect is performed in each step in a short time, whereby it is possible to recognize that the process proceeds to the next step and to increase the player's expectation in a short time.
[Details of processing of the pachinko gaming machine 1 of this embodiment]
Next, the detail of the process performed in each control part of the pachinko gaming machine 1 will be described using a flowchart.
[Timer interrupt processing by game control board 100]
First, the timer interrupt process executed in the game control board 100 will be described with reference to FIG. Here, FIG. 12 is a flowchart showing an example of timer interrupt processing executed in the game control board 100. The game control board 100 repeatedly executes a series of processes illustrated in FIG. 12 at regular time intervals (for example, 4 milliseconds) during normal operation except for special cases such as when the power is turned on and when the power is turned off. . Note that the processing of the game control board 100 described based on the flowcharts of FIG. 12 and after is performed according to a command issued by the main CPU 101 based on a program stored in the main ROM 102.
  First, the main CPU 101 executes random number update processing for updating various random numbers such as a jackpot random number, a jackpot symbol random number, a jackpot symbol random number, a reach random number, a variation pattern random number, and a normal symbol random number (step S1).
  Here, the jackpot random number is a random number for determining the jackpot, the jackpot, or the loss. The jackpot design random number is a random number for determining the type of jackpot when it is determined that the jackpot is a jackpot. The small hitting design random number is a random number for determining the type of two types of big hits generated when a game ball wins the V winning opening 92 during the small hitting game. The reach random number is a random number for determining whether to perform an effect with reach or an effect without reach when it is determined that the reach is lost. The variation pattern random number is a random number for determining a variation pattern when a special symbol is displayed in a variable manner. The normal symbol random number is a random number for determining whether or not to open the second start port 12. The jackpot random number, the jackpot symbol random number, the jackpot symbol random number, the reach random number, the variation pattern random number, and the normal symbol random number are incremented by “1” every time the process of step S1 is performed. Note that a loop counter is used as a counter for performing the processing of step S1, and each random number returns to “0” after reaching a preset maximum value.
  Subsequent to the process of step S1, the main CPU 101 executes a switch process when a detection signal is input from each switch (step S2). This switch processing will be described in detail later with reference to FIGS.
  Following the processing of step S2, the main CPU 101 executes special symbol determination, displays the special symbol on the first special symbol display 41 or the second special symbol display 42, and shows the result of the special symbol determination. A special symbol process including a process of stopping and displaying the determination symbol is executed (step S3). This special symbol process will be described later in detail with reference to FIG.
  Subsequent to the process of step S3, the main CPU 101 includes a process of executing normal symbol determination, causing the normal symbol display unit 45 to display the normal symbol in a variable manner, and then stopping and displaying the normal symbol indicating the result of the normal symbol determination. Normal symbol processing is executed (step S4). This normal symbol processing will be described in detail later based on FIG.
  Following the process of step S4, the main CPU 101 performs the electric tulip process for operating the electric tulip 17 via the electric tulip opening / closing part 113 when it is determined that the second start port 12 is opened as a result of the normal symbol determination. Is executed (step S5). This electric tulip process will be described in detail later based on FIG.
  Following the process of step S5, the main CPU 101 activates the blade member 90 via the specific area opening / closing part 119 and determines the V prize opening opening / closing part when it is determined that the small symbol is won in the special symbol process of step S3. A specific area opening control process for operating the slide member 94 via 122 is executed (step S6). The specific area release control process will be described in detail later with reference to FIGS.
  Subsequent to the processing in step S6, the main CPU 101 controls the big winning opening control unit 116 when it is determined that the big winning is made in step S3, or when a game ball wins the V winning opening 92 during the small winning game. Then, a special winning opening opening control process for opening the special winning opening 13 is executed (step S7). The special winning opening opening control process will be described in detail later with reference to FIGS.
  Subsequent to the process of step S7, the main CPU 101 executes a prize ball process for controlling the payout of the prize ball according to the winning of the game ball (step S8).
  Subsequent to step S8, the main CPU 101 transmits to the effect control board 130 information necessary for determining various commands and effect contents set (stored) in the main RAM 103 in the process step prior to step S8. A transmission process is executed (step S9). By executing the process of step S9, game information relating to special symbol determination and special games is transmitted to the effect control board 130. Specifically, this game information is information included in a hold command, a change start command, a change stop command, an opening command, a round start command, an ending command, and the like, which will be described later.
[Switch processing by game control board 100]
FIG. 13 is a detailed flowchart of the switch process in step S2 of FIG. Subsequent to the process of step S1, the main CPU 101 monitors the presence or absence of a detection signal input from the first start port switch 111, as illustrated in FIG. 13, and is appropriately updated by the process of step S1. For the random numbers (big hit random number, big hit design random number, reach random number, and variation pattern random number), a first start port switch process is performed to acquire a value at the time when the detection signal from the first start port switch 111 is input ( Step S21). The first start port switch process will be described in detail later with reference to FIG.
  Next, the main CPU 101 monitors the presence or absence of a detection signal input from the second start port switch 112, and various random numbers (big hit random number, big hit symbol random number, small bonus symbol updated as appropriate by the process of step S1. For the random number, the reach random number, and the fluctuation pattern random number), a second start port switch process is performed to acquire a value at the time when the detection signal from the second start port switch 112 is input (step S22). The second start port switch process will be described later in detail with reference to FIG.
  Then, the main CPU 101 monitors whether or not a detection signal is input from the gate switch 114, and the value at the time when the detection signal from the gate switch 114 is input with respect to the normal symbol random number that is appropriately updated by the process of step S1. The gate switch process for acquiring the above is executed (step S23). This gate switch processing will be described later in detail with reference to FIG.
[First Start Port Switch Processing by Game Control Board 100]
FIG. 14 is a detailed flowchart of the first start port switch process in step S21 of FIG. As illustrated in FIG. 14, following the random number update process in step S <b> 1, the main CPU 101 indicates a detection signal from the first start port switch 111 (indicating that the first start port switch 111 is “ON”). Based on whether or not an ON signal is input, it is determined whether or not the first start port switch 111 is turned “ON” (step S211). Here, when it is determined that the first start port switch 111 has been turned “ON” (step S211: YES), the number U1 of the first special symbol determination stored in the main RAM 103 is stored in the main ROM 102 in advance. It is determined whether it is less than the maximum reserved number Umax1 (in the present embodiment, “4”) of the first special symbol determination (step S212).
  When the main CPU 101 determines that the hold number U1 is less than the maximum hold number Umax1 (step S212: YES), the main CPU 101 updates the value of the hold number U1 to a value obtained by adding “1” (step S213). Then, as the acquisition information used for the first special symbol determination, a jackpot random number, a jackpot symbol random number, a reach random number, and a variation pattern random number are acquired, and these random numbers are associated with each other and stored in a predetermined area of the main RAM 103 (step). S214 to S217).
  Next, the main CPU 101 sets a hold command including pre-determination information based on each acquired random number (step S218). In step S218, a pre-determination process is performed based on each acquired random number, and the pre-determination information as a result of the pre-determination process may be included and set in the hold command. As the determination information, each random number may be set as it is included in the hold command.
  The pachinko gaming machine 1 according to the present embodiment is configured such that the result of the first special symbol determination is either a big hit or a loss, and the first special symbol determination is not determined to be a small hit that generates a small hit game. Has been. For this reason, the first start port switch process does not include a step of acquiring a small hitting design random number for determining the type of the two big hits.
[Second Start Port Switch Processing by Game Control Board 100]
FIG. 15 is a detailed flowchart of the second start port switch process in step S22 of FIG. As shown in FIG. 15, the main CPU 101 detects the detection signal from the second start port switch 112 (the second start port switch 112 has been turned “ON” following the first start port switch process of step S21. Whether or not the second start port switch 112 is turned “ON” is determined based on whether or not an ON signal indicating “ON” is input (step S221).
  If the main CPU 101 determines that the second start port switch 112 is “ON” (step S221: YES), for example, a long hit game flag, a short hit game flag, or a small hit game stored in the main RAM 103. Based on whether or not the flag is set to “ON”, it is determined whether or not a special game is being played (step S222).
  Here, the long win game flag is a flag indicating whether or not a long win game consisting of a plurality of long open round games that open the big winning opening 13 is long, and is set to “ON” at the start of the long win game. Is set to “OFF” at the end of the long hit game. The short win game flag is a flag indicating whether or not a short win game consisting of a plurality of short open round games that open the big winning opening 13 is short, and is set to “ON” at the start of the short win game. And set to “OFF” at the end of the short hit game. The small hit game flag is a flag indicating whether or not a small hit game for opening the specific winning opening 19 is being executed, and is set to “ON” at the start of the small hit game, and “ OFF "is set.
  When determining that the special game is not being played (step S222: NO), the main CPU 101 determines whether or not the special symbol display on the first special symbol display 41 or the second special symbol display 42 is being displayed. (Step S223). Here, when it is determined that the special symbol variation display is not being performed (step S223: NO), as the acquisition information used for the second special symbol determination, the jackpot random number, the jackpot symbol random number, the jackpot symbol random number, the reach random number And the variation pattern random numbers are acquired, and these random numbers are associated with each other and stored in a predetermined area of the main RAM 103 (steps S224 to S228).
  As described above, when the game ball wins the second starting port 12 when the special game is not being displayed and the special symbol is not being displayed, the main CPU 101 stores various random numbers used for the second special symbol determination in the main game. The data is directly stored in the determination storage area of the RAM 103. This determination storage area is a storage area for storing various random numbers used for the special symbol determination when the special symbol determination is actually executed. When a game ball is won at the first starting port 11, the main CPU 101 stores various random numbers used for the first special symbol determination in the reserved storage area of the main RAM 103, and actually performs the first special symbol determination. When the change display of the special symbol is started, various random numbers stored in the reserved storage area are shifted to the determination storage area.
  As described above, in the present embodiment, since the game ball has won the second starting port 12 during the special symbol change display or during the special game, the special symbol change related to the second special symbol determination corresponding to the winning is made. When the display cannot be started immediately, the second special symbol determination based on the winning of the game ball to the second start port 12 is not performed (that is, the right of the second special symbol determination is not reserved). On the other hand, when a game ball wins at the first start port 11, even if the variable symbol display related to the first special symbol determination corresponding to the winning cannot be started immediately, the right of the first special symbol determination is 4 is the upper limit.
[Gate switch processing by game control board 100]
FIG. 16 is a detailed flowchart of the gate switch process in step S23 of FIG. As shown in FIG. 16, the main CPU 101 receives a detection signal from the gate switch 114 (ON signal indicating that the gate switch 114 is turned “ON”) following the second start port switch process in step S22. It is determined whether or not the gate switch 114 is turned “ON” based on whether or not the input has been made (step S231).
  When the main CPU 101 determines that the gate switch 114 has been turned “ON” (step S231: YES), the normal symbol determination suspension number T stored in the main RAM 103 is stored in the main ROM 102 in advance. It is determined whether or not the determination is less than the maximum hold number Tmax (for example, “4”) (step S232).
  When the main CPU 101 determines that the hold number T is less than the maximum hold number Tmax (step S232: YES), the main CPU 101 updates the hold number T to a value obtained by adding “1” (step S233), and is held by this process. A normal symbol random number used for normal symbol determination is acquired and stored in the main RAM 103 (step S234).
[Special symbol processing by game control board 100]
Next, the details of the special symbol process executed by the game control board 100 will be described with reference to FIG. Here, FIG. 17 is a detailed flowchart of the special symbol process in step S3 of FIG. As shown in FIG. 17, the main CPU 101 of the game control board 100 determines whether the long hit game flag, the short hit game flag, or the small hit game flag stored in the main RAM 103 is set to “ON”. Based on the above, it is determined whether or not a special game is in progress (step S301). Here, when it is determined that the special game is being played (step S301: YES), the process proceeds to the normal symbol process of step S4.
  When the main CPU 101 determines that the special game is not being played (step S301: NO), the main CPU 101 determines whether or not the special symbol is being changed (step S302). Here, when it is determined that the special symbol variation display is being performed (step S302: YES), the process proceeds to step S315 to be described later.
  If the main CPU 101 determines that the special symbol variation display is not in progress (step S <b> 302: NO), the main CPU 101 determines whether or not various random numbers related to the second start opening winning are stored in the determination storage area of the main RAM 103. (Step S303). Specifically, various random numbers acquired in response to the game ball winning the second start opening 12 are directly stored in the determination storage area, and various random numbers related to the second start opening winning are stored. Is stored in the determination storage area. Based on whether this flag is stored or not, it is determined whether or not various random numbers related to the second start opening winning are stored in the determination storage area. . Here, when it is determined that the random number related to the second start opening winning is stored (step S303: YES), the process proceeds to step S307 described later.
  When the main CPU 101 determines that the random number related to the second start opening winning is not stored in the determination storage area (step S303: NO), the main CPU 101 stores the first special symbol determination hold number U1 stored in the main RAM 103. It is determined whether or not “1” or more (step S304). Here, if it is determined that the number of holdings U1 is not “1” or more (step S304: NO), that is, if the right of the first special symbol determination is not held, whether the customer waiting flag is “ON” or not. Is determined (step S321). If the customer waiting flag is not “ON”, a customer waiting command is set in the main RAM 103 (step S322), and the customer waiting flag is set to “ON” (step S323).
  When the main CPU 101 determines that the hold number U1 is “1” or more (step S304: YES), the main CPU 101 updates the hold number U1 to a value obtained by subtracting “1” (step S305). Then, a shift process for the storage area of the main RAM 103 is executed (step S306). Specifically, the jackpot random numbers, jackpot symbol random numbers, reach random numbers, and variable pattern random numbers related to the first special symbol determination stored in the reserved storage area of the main RAM 103 are first stored in the reserved storage area. (The oldest) is shifted to the determination storage area, and the remaining one is shifted to the determination storage area.
  When the main CPU 101 executes the process of step S306 or determines that the random number related to the second start opening winning is stored in the determination storage area (step S303: YES), it is stored in the determination storage area. The jackpot determination process is executed based on the random number that is stored (step S307). By executing this jackpot determination process, it is determined whether it is a big hit, a small hit, or a loss, and setting information of a determination symbol indicating the determination result is set in the main RAM 103. When it is determined that the game is a big hit (1 type big win), the type of the big win is determined, and when it is determined that the jackpot is a game, the game ball wins the V winning opening 92 during the small hit game. The kind of two types of jackpots that will be triggered by this is determined. The jackpot determination process will be described in detail later based on FIG.
  Following the process of step S307, the main CPU 101 executes a variation pattern selection process (step S308). Specifically, referring to the variation pattern table stored in advance in the main ROM 102, as a result of the jackpot determination process in step S307, the type of determination symbol set in the main RAM 103, the current gaming state, the first special symbol A variation pattern of the special symbol is selected based on the reach random number and variation pattern random number stored in the determination storage area together with the determination pending number U1 and the jackpot random number used in the processing of step S307. By performing the processing in step S308, it is also determined whether to perform an effect with reach or an effect without reach.
  Following the processing of step S308, the main CPU 101 determines whether the symbol setting information set in step S307, the symbol setting information relates to the first special symbol determination, or the second special symbol determination. Information indicating whether or not, a variation pattern setting information set in the process of step S308, information indicating which of the effects with reach or effects without reach, information regarding the gaming state of the pachinko gaming machine 1, etc. A change start command is set in the main RAM 103 (step S309). This variation start command is a command for instructing the start of the variation effect accompanying the variation display of the special symbol, and is transmitted to the effect control board 130 by the transmission process of step S9.
  On the other hand, the effect control board 130 needs to specify the result of the special symbol determination by analyzing the variation start command received from the game control board 100, and perform either the effect with reach or the effect without reach. To determine the game state of the pachinko gaming machine 1 by acquiring the variation time during which the special symbol is variably displayed. Then, in accordance with the special symbol variation display on the first special symbol display 41 or the second special symbol display 42, what kind of effect image is displayed on the main liquid crystal display device 5, what kind of sound is output from the speaker 24. Is output, the light emission pattern of the frame lamp 25 is determined, whether the logo accessory 7 is to be operated, and the effect of the determined content is determined by the image sound control board 140 and the lamp control board 150. To run.
  Subsequent to the processing in step S309, the main CPU 101 starts the special symbol variation display based on the setting information included in the variation start command set in step S309 (step S310).
  Note that the special symbol variation display in step S310 is performed when the processing in steps S307 to S309 is performed in a state where the random number related to the first special symbol determination is stored in the determination storage area. When the processing of step S307 to step S309 is performed in a state where the random number related to the second special symbol determination is stored, it is performed using the second special symbol display 42. .
  Subsequent to step S310, the main CPU 101 determines whether or not the customer waiting flag stored in the main RAM 103 is set to “ON” (step S311). Here, the customer waiting flag is a flag indicating whether or not the pachinko gaming machine 1 is in a customer waiting state, the right for the first special symbol determination is not reserved, and the first special symbol determination or the second special symbol is not held. It is set to “ON” at the timing when the special symbol variation display related to symbol determination is not performed, and is set to “OFF” when the special symbol variation display is started again.
  If the main CPU 101 determines that the customer waiting flag is set to “ON” (step S311: YES), the main CPU 101 sets the customer waiting flag to “OFF” (step S312). On the other hand, if it is determined that the customer waiting flag is not set to “ON” (step S311: NO), the process proceeds to step S313.
  When the main CPU 101 executes the process of step S312 or determines that the customer waiting flag is not set to “ON” (step S311: NO), the main CPU 101 starts measuring the variation time (step S313).
  When the main CPU 101 executes the process of step S313 or determines that the special symbol is changing (step S302: YES), the main CPU 101 is selected by the process of step S308 from the start of the measurement of the changing time in step S313. It is determined whether or not the variation time corresponding to the variation pattern has elapsed (step S315). Here, when it is determined that the variation time has not elapsed (step S315: NO), a series of special symbol processing ends, and the processing proceeds to normal symbol processing in step S4.
  When the main CPU 101 determines that the variation time has elapsed (step S315: YES), the determination symbol indicating the determination result of the special symbol determination is stopped and displayed on the first special symbol display 41 or the second special symbol display 42. Is set in the main RAM 103 (step S316). This variation stop command is transmitted to the effect control board 130 by the transmission process in step S9. Thereby, the process etc. which stop-display the decoration symbol which was variably displayed on the main liquid crystal display device 5 in the aspect which shows the determination result of special symbol determination, etc. are performed.
  Subsequent to the process of step S316, the main CPU 101 ends the special symbol variation display started in the process of step S310 (step S317). At that time, the determination symbol (big hit symbol, small bonus symbol, or lost symbol) set in the process of step S307 is stopped and displayed on the special symbol display which has variably displayed the special symbol. In other words, the big special symbol or the lost symbol is stopped and displayed on the first special symbol display 41, and the big special symbol, the small bonus symbol or the lost symbol is stopped and displayed on the second special symbol display 42.
  Subsequent to the process of step S317, the main CPU 101 resets the variation time that started the measurement in the process of step S313 (step S318), starts the first special game if it is a big win, and if it is a small win The stop process including the process of starting the small hit game is executed (step S319). This stop process will be described in detail later with reference to FIG.
[Big hit judgment processing by game control board 100]
FIG. 18 is a detailed flowchart of the jackpot determination process in step S307 of FIG. When the main CPU 101 determines that the random number related to the second special symbol determination is stored in the determination storage area of the main RAM 103 (step S303: YES), or when the process of step S306 is executed, the process shown in FIG. The jackpot determination is executed as described above (step S3071). Here, when executing the jackpot determination relating to the second start opening winning, the jackpot determination table relating to the first starting opening winning is executed with reference to the second starting opening winning jackpot determination table stored in the main ROM 102 in advance. When doing so, the first start opening winning jackpot determination table stored in advance in the main ROM 102 is referred to.
  In the second start opening winning jackpot determination table, a determination result and a random value are stored in association with each other. Specifically, a random value for the big hit, a random value for the small hit, and a random value for the loss are stored. When the main CPU 101 executes the jackpot determination related to the second start opening winning a prize, the jackpot random number stored in the determination storage area matches any random value defined in the second starting opening winning jackpot determination table It is determined whether it is a big hit (one type big hit), a small hit or a loss based on whether or not.
  In the first start opening winning jackpot determination table, a determination result and a random value are stored in association with each other. Specifically, a random value for jackpot and a random value for loss are stored. When the main CPU 101 executes the jackpot determination related to the first start opening winning prize, the jackpot random number stored in the determination storage area matches any random number value defined in the first starting opening winning jackpot determination table It is determined whether it is a big hit (1 type big hit) or lost.
  As described above, the main CPU 101 determines that the various random numbers stored in the determination storage area are satisfied when the start condition is established such that various random numbers related to the first special symbol determination or the second special symbol determination are stored in the determination storage area. Based on the above, it is determined whether or not to perform the first special game.
  Based on the determination result of step S3071, the main CPU 101 determines whether it is a one-type big hit (step S3072). Here, when it is determined that it is one kind of big hit (step S3072: YES), that is, the big hit random number stored in the storage area for determination is the second start opening winning big hit determination table or the first starting opening winning big hit If it matches the jackpot random value specified in the determination table, the jackpot type is determined with reference to the jackpot symbol determination table stored in advance in the main ROM 102 (step S3073).
  In the symbol determination table at the time of jackpot, the hit type and the random number value are stored in association with each other. The main CPU 101 determines whether or not the jackpot symbol random number stored in the determination storage area together with the jackpot random number matches a random jackpot value specified in the symbol determination table at the jackpot time. Determine the type. Examples of the type 1 big hit in the first special symbol determination include “per 7R without time reduction”, “per 4R with time reduction”, and “abrupt time reduction”. Examples of the type big hit in the second special symbol determination Examples include “per 4R without time reduction”, “per 15R with time reduction”, and “per 4R with time reduction” (see FIG. 4).
  Then, the main CPU 101 sets a jackpot symbol corresponding to the jackpot type determined in step S3073 as setting information in the main RAM 103 (step S3074). As a result, the jackpot symbol set here in the process of step S317 is stopped and displayed as a determination symbol on the first special symbol display 41 or the second special symbol display 42, and the special game is executed. become.
  On the other hand, if the main CPU 101 determines that the result of the special symbol determination is not one type big hit (step S3072: NO), it is based on whether or not the flag related to the second special symbol determination is stored in the determination storage area. Then, it is determined whether or not this special symbol determination is a first special symbol determination related to the first start opening prize (step S3075). Here, when it is determined that the first special symbol determination is made (step S3075: YES), if the determination result of the first special symbol determination is not a big hit, it is a loss, so the lost symbol is set in the main RAM 103 as setting information. (Step S3076). As a result, the lost symbol set here in the process of step S317 is stopped and displayed as a determination symbol on the first special symbol display 41.
  By the way, when the determination result of the second special symbol determination is not a big hit, the determination result is a small hit or a loss. On the other hand, if the main CPU 101 determines that it is not the first special symbol determination (step S3075: NO), that is, if the current special symbol determination is the second special symbol determination, the result of the jackpot determination in step S3071 It is determined whether or not is a small hit (step S3077). Specifically, based on whether or not the jackpot random number stored in the determination storage area matches the random number value corresponding to the jackpot specified in the second start opening winning jackpot determination table. 2 It is determined whether the determination result of the special symbol determination is a small hit or a loss.
  When the main CPU 101 determines that the result of the second special symbol determination is not a small hit (step S3077: NO), the process proceeds to step S3076. In this case, the lost symbol set here in the process of step S317 is stopped and displayed as a determination symbol on the second special symbol display 42.
  On the other hand, if the main CPU 101 determines that the result of the second special symbol determination is a small hit (step S3077: YES), the main CPU 101 refers to the symbol determination table at the time of the small hit stored in the main ROM 102 in advance. Is determined (step S3078). Specifically, the type of the small hit is determined based on which random number value specified in the symbol determination table at the time of the small hit matches the random number for small hit stored in the determination storage area To do. Then, the determined small hit symbol is set in the main RAM 103 as setting information (step S3079). Thereby, the small winning symbol set here at the time of the process of step S317 is stopped and displayed as a determination symbol on the second special symbol indicator 42.
  When the small hit symbol is stopped and displayed on the second special symbol display 42 in this way, the above-described small hit game is started. Then, when a game ball wins the V winning opening 92 during the small hit game, two kinds of big wins are made, and the second special game is performed with the small hit game as the first round. The type of big hit of two types is determined based on the small hit symbol that is stopped and displayed on the second special symbol display 42. For this reason, the process which determines the kind of small hits can be regarded as the process which determines the kind of two types big hit. Examples of the two types of big hits include “per 15R with time reduction”, “per 4R with time reduction”, and “per 4R without time reduction” (see FIG. 4).
[Processing during stop by game control board 100]
FIG. 19 is a detailed flowchart of the stop process in step S319 of FIG. Here, the “stopped process” indicates that each time a special symbol indicating the result of the special symbol determination is stopped and displayed on the first special symbol display 41 or the second special symbol display 42, the result of the special symbol determination is displayed. The corresponding processing is executed.
  After resetting the variation time by the process of step S318, the main CPU 101 determines whether or not it is a one-type big hit based on the result of the big hit determination of step S3071 as shown in FIG. S3191). Here, when it is determined that it is a type 1 big hit (step S3191: YES), it is determined whether the first special game executed for the type 1 big hit is a long hit game or a short hit game ( Step S3192). Specifically, based on the setting information, the jackpot symbol set in the main RAM 103 in the process of step S3074 determines whether a long hit game or a short hit game is performed. In the present embodiment, a short win game is played only when “suddenly a short win”, and a long win game is played for other types of big hits.
  When the main CPU 101 determines that the game is a long game (step S3192: YES), the main CPU 101 sets the long game flag to “ON” (step S3193), and determines that the game is not a long game (step S3193). Step S3192: NO), the short winning game flag is set to “ON” (step S3194).
  Following the process of step S3193 or the process of step S3194, the main CPU 101 determines whether or not the short-time game flag stored in the main RAM 103 is set to “ON” (step S3195). The short-time game flag is a flag indicating whether or not the gaming state of the pachinko gaming machine 1 is the short-time game state, and is set to “ON” when the normal game state shifts to the short-time game state. It is set to “OFF” when returning to the normal gaming state from. If it is determined that the short-time game flag is set to “ON” (step S3195: YES), the short-time game flag is set to “OFF” (step S3196). Conversely, if it is determined that the short-time game flag is not set to “ON” (step S3195: NO), the process proceeds to step S3203 described later.
  On the other hand, if the main CPU 101 determines that it is not a one-type big hit (step S3191: NO), it determines whether or not the time-saving game flag is set to “ON” (step S3197). Here, if it is determined that the time-saving game flag is not set to “ON” (step S197: NO), the process proceeds to step S3201 described later.
  If the main CPU 101 determines that the short time game flag is set to “ON” (step S3197: YES), the main CPU 101 updates the short time game remaining number W stored in the main RAM 103 to a value obtained by subtracting “1” ( Step S3198). The short game remaining number W indicates the remaining number of times that the second special symbol determination (or the first special symbol determination) is executed in the short time gaming state. When the short game residual number W becomes “0”, the game The state is returned from the short-time gaming state to the normal gaming state.
  Subsequent to step S3198, the main CPU 101 determines whether or not the time-saving remaining game count W is “0” (step S3199). Here, when it is determined that the short time remaining game count W is not “0” (step S3199: NO), the process proceeds to step S3201 described later.
  When the main CPU 101 determines that the short time remaining game count W is “0” (step S3199: YES), the main CPU 101 sets the short time game flag to “OFF” (step S3200). As a result, the gaming state is returned from the short-time gaming state to the normal gaming state.
  The main CPU 101 executes the process of step S3200, determines that the time-saving game flag is not “ON” (step S3197: NO), or determines that the time-saving game remaining count W is not “0” ( In step S3199: NO, it is determined whether or not it is a small hit like the processing in step S3077 (step S3201). Here, when it is determined that it is not a small hit (step S3201: NO), the process proceeds to the normal symbol process of step S4.
  If the main CPU 101 determines that a small hit is made (step S3201: YES), the main CPU 101 sets the small hit game flag to “ON” (step S3202).
  When the main CPU 101 executes the process of step S3196, determines that the time-saving game flag is not set to “ON” (step S3195: NO), or executes the process of step S3202, the main CPU 101 opens to the main RAM 103. A command is set (step S3203). Here, the term “opening” refers to the period from the start of a long winning game or a short winning game until the first big winning opening 13 is opened, or the specific winning opening 19 is first opened after the small winning game is started. It means the period until it starts. On the other hand, the opening command is a command for notifying that the opening is started, and is transmitted to the effect control board 130 by the transmission process in step S9.
[Normal design processing by game control board 100]
FIG. 20 is a detailed flowchart of the normal symbol process in step S4 of FIG. Following the special symbol process of step S3, the main CPU 101 determines whether or not the auxiliary game flag stored in the main RAM 103 is set to “ON” (step S401). This auxiliary game flag is a flag that indicates whether or not the electric tulip 17 is in an auxiliary game in which the operation of returning to the closed posture after maintaining the open posture for a predetermined time is being performed a predetermined number of times, and is set to “ON” during the auxiliary game. It is set and set to “OFF” when it is not in an auxiliary game.
  If it is determined in step S401 that the auxiliary game flag is set to “ON” (step S401: YES), the process proceeds to the electric tulip process in step S5.
  When determining that the auxiliary game flag is not set to “ON” (step S401: NO), the main CPU 101 determines whether or not the normal symbol display on the normal symbol display 45 is being displayed (step S402). ), When it is determined that the normal symbol variation display is not being performed (step S402: NO), it is determined whether or not the number T of the normal symbol determination is “1” or more (step S403). Here, when it is determined that the number of holds T is not “1” or more (step S403: NO), the process proceeds to the electric tulip process of step S5.
  When the main CPU 101 determines that the number of holds T is “1” or more (step S403: YES), the main CPU 101 updates the number of holds T to a value obtained by subtracting “1” (step S404), and executes a hit random number determination process. (Step S405). Specifically, the oldest normal symbol random number among the normal symbol random numbers stored in the main RAM 103 by the processing in step S234 (see FIG. 20) is the winning value related to the normal symbol determination stored in the main ROM 102 in advance. It is determined whether or not the determination result of the normal symbol determination is a win based on whether or not it matches any of the above.
  Following the process of step S405, the main CPU 101 determines whether or not the determination result of the normal symbol determination is a win based on the determination result of step S405 (step S406). In step S406: YES), a winning symbol to be stopped and displayed as a determination symbol on the normal symbol display 45 is set in the main RAM 103 (step S407). On the contrary, when it is determined that the determination result of the normal symbol determination is not successful (step S406: NO), the lost symbol is set in the main RAM 103 (step S408).
  Following the processing of step S407 or step S408, the main CPU 101 determines whether or not the current gaming state of the pachinko gaming machine 1 is the normal gaming state based on whether or not the time-saving gaming flag is set to “ON”. Is determined (step S409).
  When the main CPU 101 determines that the current gaming state is the normal gaming state (step S409: YES), the main CPU 101 sets the normal symbol variation time for displaying the normal symbol on the normal symbol display 45 in a variable manner, for example, 25 seconds (step). S410).
  On the other hand, when the main CPU 101 determines that the current gaming state is not the normal gaming state (step S409: NO), the main CPU 101 sets the normal symbol variation time to, for example, 2 seconds (step S411).
  Thus, the normal symbol variation time set by the process of step S410 or step S411 is temporarily stored in the main RAM 103.
  Following the processing of step S410 or step S411, the main CPU 101 starts normal symbol variation display by the ordinary symbol display 45 (step S412), and starts measuring the elapsed time from the start of the variation display (step S413). ).
  On the other hand, if the main CPU 101 determines that the normal symbol change display is being performed by the normal symbol display 45 (step S402: YES), the main CPU 101 determines whether or not to end the normal symbol change display (step S415). Specifically, whether or not to end the normal symbol variation display based on whether or not the elapsed time when the measurement was started by the process of step S413 has reached the normal symbol variation time set in step S410 or step S411. Determine whether. Here, when it is determined not to end the normal symbol variation display (step S415: NO), the process proceeds to the electric tulip process of step S5.
  When the main CPU 101 determines to end the normal symbol fluctuation display (step S415: YES), the main CPU 101 ends the normal symbol fluctuation display on the normal symbol display 45, and hits the main RAM 103 set in the process of step S407. The symbols or symbols that have been set in the main RAM 103 in step S408 are stopped and displayed (step S416). And the elapsed time which started measurement by the process of step S413 is reset (step S417). Then, similarly to the process of step S406, it is determined whether or not the determination result of the normal symbol determination is correct (step S418). Here, when it is determined that the determination result of the normal symbol determination is a win (step S418: YES), the auxiliary game flag is set to “ON” (step S419). Thus, the auxiliary game flag is set to “ON”, whereby the auxiliary game for operating the electric tulip 17 is started.
[Electric tulip processing by game control board 100]
FIG. 21 is a detailed flowchart of the electric tulip process in step S5 of FIG. Following the normal symbol process in step S4, the main CPU 101 determines whether or not the auxiliary game flag is set to “ON” (step S501). If it is determined that the auxiliary game flag is not set to “ON” (step S501: NO), the process proceeds to the specific area release control process in step S6.
  When determining that the auxiliary game flag is set to “ON” (step S501: YES), the main CPU 101 determines whether or not the electric tulip 17 is operating (step S502). If it is determined that the electric tulip 17 is operating (step S502: YES), the process proceeds to step S507 described later.
  When the main CPU 101 determines that the electric tulip 17 is not in operation (step S502: NO), the current gaming state is the normal gaming state based on whether or not the time-saving gaming flag is set to “ON”. It is determined whether or not there is (step S503). Here, when it is determined that the current gaming state is the normal gaming state (step S503: YES), as the operation pattern of the electric tulip 17, the operation of opening the second start port 12 for 0.1 second is performed once. The pattern is set in the main RAM 103 (step S504).
  On the other hand, if the main CPU 101 determines that the current gaming state is not the normal gaming state (step S503: NO), that is, if the current gaming state is the short-time gaming state, the main CPU 101 sets the second start port 12 to 0 as the operation pattern of the electric tulip 17. The operation pattern for performing the operation of releasing for 3 seconds 5 times is set in the main RAM 103 (step S505).
  After setting the operation pattern in step S504 or step S505, the main CPU 101 causes the electric tulip opening / closing unit 113 to start the operation of the electric tulip 17 in the set operation pattern (step S506).
  When the main CPU 101 executes the process of step S506 or determines that the electric tulip 17 is operating (step S502: YES), has the operation of the electric tulip 17 started in the process of step S506 been completed? It is determined whether or not (step S507). If it is determined that the operation of the electric tulip 17 has been completed (step S507: YES), the auxiliary game flag stored in the main RAM 103 is set to “OFF” (step S508). Thereby, the auxiliary game is ended.
[Specific Area Open / Close Control Processing by Game Control Board 100]
When the result of the second special symbol determination is a small hit, the small hit game is executed by the specific area release control process in step S6. Hereinafter, the specific area release control process executed by the game control board 100 will be described with reference to FIGS. 22 and 23. Here, FIGS. 22 and 23 are detailed flowcharts of the specific area release control process in step S6 of FIG.
  Following the electric tulip process of step S5, the main CPU 101 determines whether or not the small hit game flag is set to “ON” as illustrated in FIG. 22 (step S601). Here, if it is determined that the small hit game flag is not set to “ON” (step S601: NO), the process proceeds to the big winning opening release control process of step S7.
  When the main CPU 101 determines that the small hit game flag is set to “ON” (step S601: YES), for example, the elapsed time since the opening command related to the small hit game is set in the process of step S3199. Based on the above, it is determined whether or not a small hit game is being opened (step S602). If it is determined that the opening is in progress (step S602: YES), it is determined whether or not a predetermined opening time has elapsed (step S603). Here, when it is determined that the opening time has not elapsed (step S603: NO), the process proceeds to the special winning opening release control process of step S7.
  When the main CPU 101 determines that the opening time has elapsed (step S603: YES), the main CPU 101 resets the number X of winning game balls to the specific winning port 19 stored in the main RAM 103 (step S604), and opens / closes the specific area. The opening control of the specific winning opening 19 by the unit 119 is started (step S605), and the measurement of the elapsed time since the opening control is started is started (step S606).
  By performing the processing of step S605, the blade member 90 performs the operation of closing the specific winning opening 19 after opening it for 3.2 seconds once.
  On the other hand, if the main CPU 101 determines that it is not opening in the small hit game (step S602: NO), for example, based on the elapsed time from the start of the small hit game, it is determined whether or not the small hit game is ending. Determination is made (step S608). If it is determined that ending is in progress (step S608: YES), the process proceeds to step S625 (see FIG. 23) described later.
  If the main CPU 101 determines that the ending in the small hit game is not in progress (step S608: NO), the specific winning opening switch 118 is turned “ON” based on the presence / absence of the detection signal input from the specific winning opening switch 118. It is determined whether or not (step S609). Here, when it is determined that the specific winning opening switch 118 is “ON” (step S609: YES), it is determined that one gaming ball has won the specific winning opening 19, and the winning number X of the gaming balls is calculated. The value updated by “1” is updated (step S610).
  When the process of step S610 is executed, the main CPU 101 determines that the specific winning opening switch 118 is not “ON” (step S609: NO), or if the process of step S606 is executed, the process of step S606 is performed. It is determined whether or not the elapsed time when the measurement has started has reached a preset time (for example, 0.5 seconds) (step S611). Here, when it is determined that the set time has been reached (step S611: YES), the V winning opening opening / closing unit 122 is operated to operate the slide member 94 to open the V winning opening 92 (step S612). Thereby, the above-mentioned two types of big hits can be generated.
  When the main CPU 101 executes the process of step S612 or determines that the elapsed time has not reached the set time (step S611: NO), the main CPU 101 determines whether or not a detection signal is input from the V winning opening switch 120. Then, it is determined whether or not the V prize opening switch 120 is turned “ON” (step S613). Here, when it is determined that the V prize opening switch 120 has been turned “ON” (step S613: YES), the V prize flag stored in the main RAM 103 is set to “ON” (step S614). This V winning flag is a flag indicating whether or not a game ball is won at the V winning opening 92 during the small hit game and two kinds of big wins are generated, and no gaming ball is won at the V winning opening 92 Is set to “OFF”, and is set to “ON” when a game ball wins the V winning opening 92.
  When the main CPU 101 executes the process of step S614, or determines that the V winning opening switch 120 is not “ON” (step S613: NO), whether or not it is the closing timing of the V winning opening 92 Is determined (step S615). Specifically, it is determined whether or not a predetermined time (0.2 seconds in this embodiment) has elapsed since the V winning opening 92 was opened. Here, when it is determined that it is the closing timing (step S615: YES), the V winning opening 92 is closed by the V winning opening / closing unit 122 (step S616). In this way, the V winning opening 92 is opened for 0.2 seconds after 0.5 seconds from the opening of the specific winning opening 19.
  When the main CPU 101 executes the process of step S616 or determines that it is not the closing timing of the V winning opening 92 (step S615: NO), the main CPU 101 determines the blades based on the elapsed time when the measurement is started by the process of step S606. It is determined whether or not the specified opening operation of the member 90 (one operation of opening the specific winning opening 19 for 3.2 seconds in this embodiment) has been completed (step S618). Here, when it is determined that the specified release operation has been completed (step S618: YES), the process proceeds to step S620 described later.
  When the main CPU 101 determines that the specified release operation has not ended (step S618: NO), the main ball 102 stores the number X of game balls won in the specific winning opening 19 in the current small hit game in advance. It is determined whether or not it matches the number of game balls Xmax (for example, “6”) that defines the closing timing of the specific winning opening 19 (step S619). Here, when it is determined that the number X of winning prizes does not coincide with the number of gaming balls Xmax (step S619: NO), the process proceeds to the big prize opening opening control process of step S7.
  On the other hand, when the main CPU 101 determines that the winning number X matches the number of game balls Xmax (step S619: YES), or when it is determined that the prescribed release operation has ended (step S618: YES), the process of step S605 is performed. The opening control of the started specific winning opening 19 is ended (step S620), the elapsed time at which the measurement was started in step S606 is reset (step S621), and the ending time measurement is started (step S622). When the process of step S622 is performed, the process proceeds to the special winning opening opening control process of step S7. Here, the ending refers to a period from the end of opening the specific winning opening 19 to the end of the small hit game.
  The ending effect using the main liquid crystal display device 5 or the like is performed until the ending time at which the measurement is started reaches a predetermined ending time.
  On the other hand, when the main CPU 101 determines in step S608 that the ending is being performed (step S608: YES), as shown in FIG. 23, the ending time at which the measurement is started in step S622 is set in advance. Whether or not the ending time has passed is determined based on whether or not the set ending time has been reached (step S625). Here, when it is determined that the ending time has not elapsed (step S625: NO), the process proceeds to the special winning opening release control process of step S7.
  When determining that the ending time has elapsed (step S625: YES), the main CPU 101 sets the small hit game flag stored in the main RAM 103 to “OFF” in order to end the small hit game (step S626). ). Then, it is determined whether or not the V winning flag stored in the main RAM 103 is set to “ON” (step S627). If it is determined that the V winning flag is not set to “ON” (step S627: NO), it is determined that the game ball has not won the V winning opening 92 during the small hit game, and step S7. The process proceeds to the special prize opening opening control process. As a result, the special game ends only with the small hit game.
  On the other hand, if the main CPU 101 determines that the V winning flag is set to “ON” (step S627: YES), the main CPU 101 sets the V winning flag to “OFF” (step S628) and follows the small hit game. In order to start the long open round game, the long hit game flag is set to “ON” (step S629). Then, the main CPU 101 sets the time-saving game flag to “OFF” (step S630).
[Large winning opening opening control processing by game control board 100]
Hereinafter, the special winning opening opening control process executed by the game control board 100 will be described with reference to FIG. Here, FIG. 24 is a detailed flowchart of the special winning opening opening control process in step S7 of FIG.
  Following the specific area release control process in step S6, the main CPU 101 determines whether or not the long winning game flag is set to “ON” as shown in FIG. 24 (step S71). Here, when it is determined that the long winning game flag is set to “ON” (step S71: YES), the long winning game control process is executed (step S72). This long hit game control process will be described in detail later with reference to FIG.
  When the main CPU 101 determines that the long winning game flag is not set to “ON” (step S71: NO), the main CPU 101 determines whether or not the short winning game flag is set to “ON” (step S75). . Here, when it is determined that the short hit game flag is “ON” (step S75: YES), a short hit game control process is executed (step S76). The details of the short hit game control process will be omitted. In the short win game control process, a process for opening and closing the big prize opening 13 is performed in the same manner as the long hit game process described in detail later. However, unlike the long win game, the opening pattern of the big prize opening 13 is one round. The opening time of the special winning opening 13 is short (for example, 0.2 seconds). For this reason, the player can obtain a large amount of prize balls per long, whereas the player can obtain little prize balls or only a small amount of prize balls per short hit.
  When the process of step S76 is executed, when the process of step S72 is executed, or when it is determined that the short hit game flag is not set to “ON” (step S75: NO), a series of large The winning opening opening control process is completed, and the process proceeds to a prize ball process in step S8.
[Game control processing per long by the game control board 100]
FIG. 25 is a detailed flowchart of the long hit game control process in step S72 of FIG. This long hit game control process is a process for realizing a long hit game including the long open round game described above.
  When the main CPU 101 determines that the long hit game flag is set to “ON” (step S71: YES), as shown in FIG. 25, for example, after the opening command is set by the process of step S3203, Based on the elapsed time, it is determined whether or not a long hit game is being opened (step S721). If it is determined that the opening is in progress (step S721: YES), it is determined whether or not the opening time has passed based on whether or not the elapsed time has reached a predetermined opening time (step S722). ). Here, when it is determined that the opening time has not elapsed (step S722: NO), the process proceeds to a prize ball process in step S8.
  When the main CPU 101 determines that the opening time has elapsed (step S722: YES), the number of special games rounds Rmax and the operation of the big prize opening control unit 116 according to the jackpot symbol (or jackpot symbol) that has been stopped and displayed. Information such as patterns is stored in the main RAM 103 (step S723). By executing the processing of step S723, various times related to the long game such as the interval time between rounds and the next round, and the ending time after the end of the final round are also set.
  Following the processing of step S723, the main CPU 101 resets the winning number Y of game balls to the big winning opening 13 stored in the main RAM 103 (step S724), and the long hit game also stored in the main RAM 103. The round number R in the middle is updated to a value obtained by adding “1” (step S725). The number of rounds R is set to “0” before the start of the game per long, and is incremented by “1” every time the process of step S725 is performed.
  Subsequent to the processing in step S725, the main CPU 101 starts the opening control of the special winning opening 13 by the special winning opening control unit 116 (step S726), and the opening time that is an elapsed time from the start of the release control. Measurement is started (step S727). Then, a round start command for notifying that the long open round game has started is set in the main RAM 103 (step S728). When the process of step S728 is performed, the process proceeds to step S735 described later.
  When the main CPU 101 determines that the opening in the long hit game is not in progress (step S721: NO), for example, based on the information indicating the time point in the long hit game in which the current state is stored in the main RAM 103, for example. Then, it is determined whether or not the ending immediately after the end of the final round is in progress (step S729). If it is determined that ending is in progress (step S729: YES), the process proceeds to step S744 described later.
  If the main CPU 101 determines that ending in the long hit game is not in progress (step S729: NO), for example, based on information indicating the current point in the long hit game stored in the main RAM 103. Then, it is determined whether or not it is during the interval (between the round and the next round) (step S730). Here, when it is determined that it is during the interval (step S730: YES), it is determined whether or not the interval time set by the process of step S723 has elapsed since the big winning opening 13 was closed at the end of the previous round. Determination is made (step S731). If it is determined that the interval time has elapsed (step S731: YES), the process proceeds to step S724 because the timing for starting the next round is reached. Conversely, if it is determined that the interval time has not elapsed (step S731: NO), the process proceeds to a prize ball process in step S8.
  On the other hand, if the main CPU 101 determines that it is not in the interval (step S730: NO), the main CPU 101 determines that it is in the round and determines whether or not the big winning opening is based on the presence or absence of the detection signal input from the big winning opening switch 115. It is determined whether or not the switch 115 is “ON” (step S733). Here, when it is determined that the big prize opening switch 115 is “ON” (step S733: YES), it is judged that one game ball has won the big prize opening 13 and is stored in the main RAM 103. The winning number Y of game balls is updated to a value obtained by adding “1” (step S734).
  When the main CPU 101 executes the process of step S728, executes the process of step S734, or determines that the big prize opening switch 115 is not “ON” (step S733: NO), the main CPU 101 It is determined whether or not the specified opening time has elapsed from the opening start (step S735). Specifically, it is determined whether or not the opening time at which measurement is started by the process of step S727 has reached a specified opening time (29 seconds in the present embodiment) stored in advance in the main ROM 102. In the short hit game, the specified opening time is set to 0.2 seconds, for example.
  When the main CPU 101 determines that the specified opening time has not elapsed (step S735: NO), the winning number Y of the game balls in the current round stored in the main RAM 103 is stored in the main ROM 102 in advance. It is determined whether or not the number of game balls Ymax (for example, “9”) defining the closing timing of the special winning opening 13 coincides (step S736). If it is determined that the winning number Y does not match the gaming ball number Ymax (step S736: NO), the process proceeds to a winning ball process in step S8.
  On the other hand, when the main CPU 101 determines that the winning number Y matches the number of gaming balls Ymax (step S736: YES), or when it is determined that the specified opening time has elapsed (step S735: YES), the big winning opening control unit 116 terminates the opening control of the special winning opening 13 (step S737).
  Subsequent to the process in step S737, the main CPU 101 determines whether or not the current round number R of the game per long stored in the main RAM 103 matches the round number Rmax set in the process in step S723. (Step S738). Here, when it is determined that the number of rounds R does not match the number of rounds Rmax (step S738: NO), this is the elapsed time since the big winning opening 13 is closed in order to control the start timing of the next round. Measurement of the interval time is started (step S739). The interval time when the measurement is started by the process of step S739 is used for the process of step S731. When the process of step S739 is executed, the process proceeds to a prize ball process of step S8.
  On the other hand, if the main CPU 101 determines that the round number R matches the round number Rmax (step S738: YES), the main CPU 101 starts measuring the ending time (step S740) and resets the round number R stored in the main RAM 103. Then, an ending command is set in the main RAM 103 (step S742). This ending command is a command for notifying that the final opening of the special winning opening 13 has been completed, and is transmitted to the effect control board 130 by the transmission process of step S9.
  When the main CPU 101 executes the process of step S742 or determines that ending is in progress (step S729: YES), the main CPU 101 determines whether or not the ending time has elapsed (step S744). Specifically, it is determined whether or not the ending time at which measurement is started by the process of step S740 has reached the set ending time set by the process of step S723. If it is determined that the ending time has not elapsed (step S744: NO), the process proceeds to a prize ball process in step S8.
  When the main CPU 101 determines that the ending time has elapsed (step S744: YES), the main CPU 101 executes a game state setting process for setting the gaming state of the pachinko gaming machine 1 after the end of the long hit game (step S745). Then, in order to end the long winning game, the long winning game flag is set to “OFF” (step S746).
[Game state setting process by game control board 100]
FIG. 26 is a detailed flowchart of the gaming state setting process in step S745 of FIG. This gaming state setting process is a process for setting the gaming state of the pachinko gaming machine 1 after the long winning game or the short winning game is ended to the normal gaming state or the short-time gaming state.
  First, the main CPU 101 determines whether or not the special game played this time is a long hit game based on, for example, whether the long hit game flag or the short hit game flag is set to “ON” ( Step S7451). Here, if it is determined that the game is not long hit (step S7451: NO), that is, if the short hit game flag is set to “ON”, the process proceeds to step S7452.
  In the present embodiment, since the short hit game is played only when the result of the first special symbol determination is suddenly short hit, the short time is always given after the short hit game is played. Therefore, the main CPU 101 sets the time-saving game flag to “ON” in step S7452. Then, the main CPU 101 sets the short time remaining game count W to “100” (step S7453).
  On the other hand, if the main CPU 101 determines that the game is a long winning game (step S7451: YES), the main CPU 101 determines whether or not the current long winning game is a long winning game following the small hit game (step S7454). In the present embodiment, when a long hit game is performed following the small hit game, that is, when two types of big hits are made, the long hit game flag is set to “ON” by the process of step S629 (see FIG. 23). On the other hand, when only the long hit game is played without playing the small hit game, that is, when the big hit is one kind, the long hit game flag is set to “ON” in step S3193 (see FIG. 19). Therefore, based on which processing step the long hit game flag is set to “ON”, it can be determined whether or not the current long hit game is a long hit game following the small hit game.
  When the main CPU 101 determines that the game is not a long winning game following the small winning game (step S7454: NO), the main CPU 101 is stopped and displayed on the first special symbol display 41 or the second special symbol display 42 at the start of the long winning game. Based on the jackpot symbol, it is determined whether or not there is a short time after the long hit game (step S7455). On the contrary, when it is determined that the game is a long hit game following the small hit game (step S7454: YES), the long hit is based on the small hit symbol stopped and displayed on the second special symbol display 42 at the start of the small hit game. It is determined whether or not there is a short time after the game is over (step S7456).
  Then, the main CPU 101 determines whether or not the determination result in step S7455 or step S7456 is a short time (step S7457). If it is determined that there is a short time (step S7457: YES), step S7452 and step The process of S7453 is executed. Thus, the game is controlled in the short game state when the second start port 12 is easily opened until the special symbol determination is executed 100 times after the long hit game is completed. On the other hand, when it is determined that there is no time saving (step S7457: NO), the processing of step S7452 and step S7453 is not performed, and therefore the second start port 12 is difficult to be opened after the long hit game is completed. The game is controlled in the normal game state. Thus, the game state setting process shown in FIG. 26 is completed.
[Timer interrupt processing by production control board 130]
Next, production control by the production control unit will be described. When the power of the pachinko gaming machine 1 is turned on, the sub CPU 131 of the effect control board 130 sets a CTC cycle, which is a cycle for performing timer interrupt processing to be described later. And sub CPU131 repeats the random number update process which updates various random numbers, such as the production | presentation random number used in order to determine the content of production, with the predetermined period shorter than a CTC period. That is, the sub CPU 131 repeats the timer interrupt process at the CTC cycle while repeating the random number update process at a predetermined cycle while the pachinko gaming machine 1 is activated.
  Hereinafter, the timer interruption process executed in the effect control board 130 will be described with reference to FIG. Here, FIG. 27 is a flowchart showing an example of timer interrupt processing executed in the effect control board 130. The sub CPU 131 repeatedly executes a series of processes illustrated in FIG. 27 every predetermined time (for example, 4 milliseconds), similarly to the timer interrupt process performed in the game control board 100. Note that the processing performed on the effect control board 130 described based on the flowchart of FIG. 27 is performed according to a command issued by the sub CPU 131 based on a program stored in the sub ROM 132.
  First, the sub CPU 131 executes command control processing (step S10). Here, the sub CPU 131 receives a command as game information from the game control board 100, and transmits a command instructing execution of an effect to the image sound control board 140 and the lamp control board 150 in accordance with the received command. Details of the command control process will be described later with reference to FIG.
  Subsequent to the process of step S10, the sub CPU 131 determines whether or not the effect button 26 or the effect key 27 has been operated based on whether or not the operation information is input from the effect button 26 or the effect key 27 (step S11). ). If it is determined that the effect button 26 or the effect key 27 has been operated (step S11: YES), an operation command for notifying that is set in the sub-RAM 133 (step S12). This operation command is transmitted to the image sound control board 140 and the lamp control board 150 by executing the command control process in step S10. Thereby, the process for implement | achieving the effect on the production according to operation of the production button 26 or the production key 27 is performed.
[Command control processing by production control unit]
The command control process (effect control process) executed by the effect control unit will be described below with reference to FIGS. 28 and 29. As described above, the effect control board 130 receives the command from the game control board 100, and in response to the received command, the effect control board 130 instructs the image sound control board 140 and the lamp control board 150 to execute the effect. A command is transmitted (step S10). In this way, effect control is performed by cooperation of the effect control board 130, the image sound control board 140, and the lamp control board 150. In the following description, it is assumed that the effect control unit, which collectively refers to the effect control board 130, the image sound control board 140, and the lamp control board 150, performs command control processing (effect control processing). FIG. 28 is a detailed flowchart of the command control process in step S10 of FIG.
  First, the effect control unit determines whether or not a variation start command has been received from the game control board 100 (step S1301). If it is determined that a change start command has not been received (step S1301: NO), the process proceeds to step S1305, which will be described later.
  When it is determined that the variation start command has been received (step S1301: YES), the effect control unit analyzes the received variation start command (step S1302). The variation start command includes determination symbol setting information indicating the determination result of the jackpot determination processing, setting information indicating whether to perform the effect with reach or the effect without reach, setting information for the variation pattern, pachinko gaming machine 1 Information indicating the game state is included. Therefore, by analyzing the variation start command, the result of the special symbol determination is identified, it is determined whether the production with reach or the production without reach is necessary, and the variation pattern (variation time) of the special symbol is identified. In addition, the gaming state of the pachinko gaming machine 1 can be specified.
  Subsequent to step S1302, the effect control unit executes a variable effect determination process (step S1303). The variation effect determination process is a process for determining the content of the effect performed in accordance with the variation display of the special symbol including the presence / absence of the step-up notice effect and the content thereof based on the analysis result of the command. is there. Details of the variation effect determination process will be described later with reference to FIG.
  After the process of step S1303, the effect control unit starts the determined variation effect (step S1304). As a result, the decorative symbol 51 starts to fluctuate in the main liquid crystal display device 5 in response to the fluctuating special symbol in the first special symbol indicator 41 or the second special symbol indicator 42, and the above-described step-up notice is made. Production is performed.
  When the process of step S1304 is executed, or when it is determined NO in step S1301, the effect control unit determines whether a change stop command has been received (step S1305). When the change stop command is received (step S1305: YES), the effect control unit executes a change effect stop process (step S1306). As a result, the decorative design 51 stops changing according to the change stoppage of the special symbol, and the change effect ends.
  When the process of step S1306 is executed, or when it is determined NO in step S1305, the effect control unit determines whether an opening command has been received (step S1307). When the opening command is received (step S1307: YES), the effect control unit executes the opening process to execute the opening process and notify the start of the jackpot game (step S1308).
  When the process of step S1308 is executed, or when it is determined NO in step S1307, the effect control unit determines whether an ending command has been received (step S1309). When the ending command is received (step S1309: YES), the effect control unit executes an ending process to execute an ending effect indicating the end of the jackpot game (step S1310).
  In addition to the processing described above, the effect control unit receives a hold command from the game control board 100 and executes processing according to the received command. Details of these processes are not described here.
[Variation production determination process by production control unit]
FIG. 29 is a detailed flowchart of the variable effect determination process in step S1303 of FIG.
  As shown in FIG. 29, the effect control unit first performs an effect selection process (step S1321). Here, the effect control unit is a process of selecting an effect that is performed in accordance with the variation display of the special symbol, based on the symbol setting information indicating whether or not it is a big hit and the variation pattern (variation time). Various effects parts are stored in the effect control unit, and the effect control unit determines an effect to be performed during the variable symbol display by combining these effects. For example, the step-up notice effect, other notice effects, a plurality of reach effects, and the like are stored as effect parts, and the effect control unit determines a combination of parts for each effect.
  Subsequent to step S1321, the effect control unit determines whether or not the step-up notice effect is included in the effect selected in step S1321 (step S1322). When there is a step-up notice effect (step S1322: YES), the effect control unit sets the number of steps N (an integer from 1 to 5) in the step-up notice effect (step S1323). The effect control unit sets the step number N of the step-up notice effect by lottery using a random number based on the symbol setting information and the variation pattern. In the case of a big hit, the rate at which “5” is set in the number of steps N is high, and in the case of a loss, the rate at which “1” is set is high. Even if it is a loss, if the variation pattern is a specific variation pattern, the rate at which “5” is set increases. In this way, when the step-up notice effect up to the fifth step is performed by setting the number of steps N based on whether or not it is a big hit and the fluctuation pattern, the reliability (probability) that is a big hit is Get higher.
  Next, the effect control unit determines whether or not to perform the suggestion effect (step S1324). For example, the effect control unit determines whether to perform the suggestion effect by lottery using random numbers. When the number N of steps is 1, the effect control unit determines that the suggestion effect is not performed.
  If it is determined that the suggestion effect is to be performed (step S1324: YES), the effect control unit sets a variable i (<N) indicating the number of the step for executing the suggestion effect (step S1325). That is, the effect control unit determines a variable i that is smaller than the number N of steps, and sets the variable i as the step number for executing the suggestion effect. Subsequently, the effect control unit determines the content of the suggestion effect (step S1326).
  For example, the effect control unit determines the content of the suggested effect based on the step number N set in step S1323 and the step number i set in step S1325, using the effect content determination table stored in the effect control unit. To do. FIG. 30 is a diagram illustrating an example of the effect content determination table.
  In FIG. 30, “number of steps N” is the number of steps of the step-up notice effect set in step S1323, and “step i” indicates the number of the step for executing the suggested effect set in step S1325. “Number” indicates the number of characters 54 to be displayed. For example, when the number N of steps is N = 3 and step i = 1, the effect control unit selects any one of the patterns P31 to P33. When the pattern P33 is selected, a step-up notice effect is executed up to the third step, and a suggestion effect in which three characters 54 are displayed in the first step is performed. The effect control unit determines the number of characters 54 to be displayed in the suggestion effect and the position to display the character 54 by, for example, performing a lottery using random numbers.
  More specifically, in step S1326, the effect control unit determines the number and positions of the characters 54 to be displayed based on whether or not the game is a big hit and the variation pattern. Here, the production control unit increases the number of characters 54 to be displayed with a higher probability in the case of a big hit than in the case of a loss. For example, when a maximum of five characters 54 can be displayed, if the jackpot is large, the probability that the five characters 54 are displayed is relatively high, and if the character is lost, the five characters 54 are displayed. The probability of being displayed is relatively low. As described above, by adjusting the selection probability depending on whether or not the game is a big hit, the probability (reliability) of the big hit increases as the number of displayed characters 54 increases. The number of characters 54 to be displayed may be increased as the number of steps N is increased.
  For example, as a method of displaying the characters 54 on the screen, a plurality of characters 54 are arranged in advance in each step image, whether or not the suggestion effect is performed, and the number and positions of the characters 54 when the suggestion effect is performed. Based on this, display / non-display of the character 54 arranged in advance may be switched.
  When the process of step S1326 is executed, when it is determined NO at step S1322, or when it is determined NO at step S1324, the effect control unit ends the variation effect determination process shown in FIG. Return processing.
  As described above, in response to receiving the change start command from the game control board 100, the effect control unit executes the change effect determination process, determines whether or not to execute the step-up notice effect, and displays the decorative symbol. The contents of the used production are determined. When the step-up notice effect is executed, the number of steps of the step-up notice effect, whether or not the suggestion effect is performed, and the contents when the suggestion effect is performed are determined. The suggestion effect is executed in steps smaller than the number of steps of the determined step-up notice effect. For this reason, when the suggestion effect is performed in the step-up notice effect, the process always proceeds to the next step.
  Thus, in the pachinko gaming machine 1 according to the present embodiment, a suggestion effect that suggests that the next step is to be performed is performed in a step with a step-up notice effect.
[Operational effects of this embodiment]
As described above, in the pachinko gaming machine 1 according to the present embodiment, it is possible to perform a suggestion effect that suggests that the process proceeds to the next step in a certain step during the step-up notice effect. Thereby, while giving a variation to the step-up notice effect, the effect of the effect can be enhanced and the interest can be improved.
  In the step-up notice effect, the effect is performed step by step, and the greater the number of steps, the higher the reliability for the jackpot. For this reason, expectation can be heightened by performing the suggestion effect which suggests progressing to the next step in each step.
  Further, in the present embodiment, the suggestion image (character 54) displayed at a certain stage disappears when proceeding to the next stage. In the step-up notice effect, each stage is completed in a relatively short time, and the stages proceed one after another. Therefore, the player can enjoy the game while paying attention to the screen as to whether or not the suggestion image appears. In addition, it is possible to make the player feel joy to discover the suggestion image.
  In the present embodiment, the character 54 is displayed as the suggestion effect, and the greater the number of characters 54, the higher the reliability for the jackpot. For this reason, a player can be paid attention to on the screen, and interest can be improved.
  Further, in the present embodiment, the effect time when the suggestion effect is performed at a certain step is longer than the effect time of the same step when the suggestion effect is not performed. Thereby, it is possible to make the player easily notice the suggestion effect.
[Modification]
In addition, this invention is not limited to the said embodiment, For example, the following forms may be sufficient.
  For example, in the present embodiment, when a suggestion effect is performed in a certain step, the process proceeds to the next step. In another embodiment, when a suggestion effect is performed at a certain step, the step may be advanced to the maximum step (fifth step).
  In addition, the suggestion effect may be performed in a plurality of steps. For example, when the process proceeds from step 1 to step 5, the suggestion effect may be performed in step 1 and step 4.
  Moreover, in this embodiment, when the suggestion effect is performed in a certain step, the process always proceeds to the next step. In another embodiment, even if the suggestion effect is performed, it is not always necessary to proceed to the next step with a probability of 100%. If the suggestion effect is performed, the process may proceed to the next step with a probability of 95%. If the suggestion effect is not performed, the process may proceed to the next step with a probability of 30%. That is, when the suggestion effect is performed, the process may proceed to the next step with a higher probability than when the suggestion effect is not performed.
  In the present embodiment, the jackpot reliability varies depending on the number of characters in the suggestion effect. In other embodiments, the reliability may vary depending on the content (number, display position, type, etc.) of the suggestion effect, not limited to the number of characters.
  Moreover, in this embodiment, when the suggestion effect is performed at a certain step and the process proceeds to the next step, the suggestion effect is finished. In other embodiments, the suggestion effect may be continuously performed even if the process proceeds to the next step.
  In the step-up notice effect, the photographic images at each stage were displayed so as to overlap each other. In another embodiment, each stage image may be displayed in a different area of the screen, and each image may be sequentially displayed in each area step by step.
  FIG. 31 is a diagram illustrating an example of a step-up notice effect in another embodiment. As shown in FIG. 31, for example, the image 52a may be displayed in step 1, the image 52b may be displayed in step 2, and the image 52c may be displayed in order in step 3. In this case, the process may end in step 1 or may proceed to the maximum step 3. For example, when the suggestion effect is performed in step 2, it may be configured to always proceed to step 3. Note that the suggestion effect performed in step 2 may be displayed on the image 52a in step 1.
  Moreover, in the said embodiment, although the character 54 was displayed as a suggestion effect, in other embodiment, not only this but a suggestion effect may be performed by other arbitrary methods. For example, in another embodiment, a frame image constituting the outer edge of the image displayed in each step may be displayed as the suggestive effect, or the process proceeds to the next step by changing the color of the frame image. You may suggest.
  FIG. 32 is a diagram illustrating an example of a step-up notice effect in another embodiment. As shown in FIG. 32, after the image 52a of Step 1 is displayed, a frame image 55 is displayed around the image 52b in Step 2, and it is suggested (determined display) to proceed to the next Step 3. . Thus, when the frame image 55 is displayed, or when the color of the frame image 55 is a specific color, it may be configured to proceed to the next step.
  Moreover, in the said embodiment, the number of characters showed the high reliability with respect to jackpot. In other embodiments, the number of characters may indicate the number of subsequent steps.
  Further, in the above embodiment, a one-type and two-type mixed type pachinko gaming machine is assumed. However, the present invention is not limited to this type and can be applied to any other type of pachinko gaming machine (one-type type, etc.). Needless to say.
  In addition, the configuration of the pachinko gaming machine 1 described in the above embodiment is merely an example, and it goes without saying that the present invention can be realized with other configurations. Further, the order of processing, the set value, the threshold value used for determination, etc. in the flowcharts described above are merely examples, and the present invention can be realized with other orders and values without departing from the scope of the present invention. Needless to say.
  In the above embodiment, the case where the present invention is applied to a pachinko gaming machine has been described as an example. However, the present invention is also applicable to other gaming machines such as a slot machine.
  As described above, the present invention may be a gaming machine having the following configuration. Note that the parentheses indicate reference numerals or step numbers in the above embodiment, and are merely examples.
  The gaming machine of the present invention is based on the acquisition means (S214 to S217) for acquiring the acquisition information on condition that the game medium passes through the predetermined start area (11), and whether or not the hit is based on the acquisition information. A hit determination means (S307) that performs a hit determination, and a predetermined symbol (special symbol) on the symbol display means (41) are variably displayed and then stopped and displayed to notify whether or not the hit determination result is a hit. The symbol control means (S310, S317) for performing, the effect symbol variation control means (S1304) for performing a variation effect that varies the effect symbol (51) in accordance with the variation of the predetermined symbol, and the effect symbol variation control means It is an effect different from the variation effect using the effect symbol, and the step-up notice effect that performs the effect from the first stage to the plurality of stages step by step is executed during the change of the predetermined symbol. Step-up notice effect executing means (S1321, S1304), and the step-up notice effect executing means determining means (S1323) for determining the number of steps in the step-up notice effect based on the acquired information. , Execution means for executing effects up to the stage determined by the determination means, and execution of suggestion effects for executing the suggestion effect suggesting that the next stage is to be executed in the middle of the stage determined by the determination means Means.
  According to the above, in the step-up notice effect, an effect suggesting that the next step is to be performed can be performed, and the effect of the notice effect can be enhanced.
  In another configuration, the suggestion effect executing unit may end the suggestion effect when the next stage effect is performed after performing the suggestion effect in the intermediate stage.
  According to the above, when the suggestion effect is performed and the process proceeds to the next stage, the suggestion effect can be ended. Thereby, a player can be made to pay attention to the effect of each step of the step-up notice effect.
  In another configuration, the reliability with which the winning is notified in the variation of the symbol may be different according to the content of the suggestion effect performed by the suggestion effect execution unit.
  Based on the above, it is possible to vary the reliability for winning according to the content of the suggestion effect, and to make the player pay attention to the suggestion effect.
1 Pachinko machine (an example of a game machine)
DESCRIPTION OF SYMBOLS 4 Display 5 Main liquid crystal display device 6 Sub liquid crystal display device 10 Game area 11 1st starting opening 12 2nd starting opening 13 Large winning opening 16 Gate 17 Electric tulip 19 Specific winning opening 24 Speaker 41 First special symbol display 42 Second 2 Special symbol display 51 Decorative symbol 52 Step image 53 4th symbol 54 Character 55 Frame image 90 Wing member 91 Guide member 92 V winning port 93 Loss winning port 94 Slide member 100 Game control board 101 Main CPU
102 Main ROM
103 Main RAM
130 Production control board 131 Sub CPU
132 Sub ROM
133 Sub RAM
134 RTC
140 Image sound control board 150 Lamp control board

Claims (1)

  1. A hit determination means for determining whether or not a hit is made based on the establishment of the start condition;
    An effect to change the effect design, an effect design variation control means for performing the change effect suggesting the result of the hit determination,
    A step-up notice effect executing means for executing a step-up notice effect that is an effect different from the fluctuating effect and that causes the player to display the image of each step in a plurality of steps so that the player can visually recognize the image. ,
    The step-up notice effect executing means is
    Based on the results of the determination per above, to determine the number of steps of the step-up announcement attraction, are possible Rukoto is displayed on the display means to overlap sequentially respective images up phase determined from the first stage ,
    The images displayed at each stage of the step-up notice effect include a first image corresponding to a certain stage and a second image corresponding to the next stage after the certain stage,
    The step-up notice effect executing means is
    In one stage, the first image is displayed, and in the next stage, the second image is displayed so as to overlap the first image,
    In the certain stage, a second image corresponding to the next stage can be displayed suggestion image suggests that it may be displayed,
    It is possible to display the suggestion image on the first image corresponding to the certain stage,
    When viewing the suggested image on the first image corresponding to the certain stage, when displaying the second image corresponding to the next step terminates the display of the suggestion images, game machine.
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JP5913407B2 (en) * 2014-03-18 2016-04-27 京楽産業.株式会社 Game machine
JP2015181844A (en) * 2014-03-25 2015-10-22 株式会社三共 Game machine
JP6533367B2 (en) * 2014-03-25 2019-06-19 株式会社三共 Gaming machine
JP2016022152A (en) * 2014-07-18 2016-02-08 株式会社三共 Game machine
JP2016022153A (en) * 2014-07-18 2016-02-08 株式会社三共 Game machine
JP2016022167A (en) * 2014-07-18 2016-02-08 京楽産業.株式会社 Game machine
JP2016022151A (en) * 2014-07-18 2016-02-08 株式会社三共 Game machine
JP6009507B2 (en) * 2014-08-12 2016-10-19 京楽産業.株式会社 Game machine
JP6143116B2 (en) * 2015-05-07 2017-06-07 株式会社サンセイアールアンドディ Game machine
JP6528240B2 (en) * 2015-07-23 2019-06-12 株式会社サンセイアールアンドディ Gaming machine
JP6337849B2 (en) * 2015-07-23 2018-06-06 株式会社サンセイアールアンドディ Game machine
JP6470216B2 (en) * 2016-03-24 2019-02-13 京楽産業.株式会社 Game machine
JP2018057593A (en) * 2016-10-05 2018-04-12 京楽産業.株式会社 Game machine
JP2018057592A (en) * 2016-10-05 2018-04-12 京楽産業.株式会社 Game machine
JP6381001B2 (en) * 2016-12-19 2018-08-29 株式会社藤商事 Game machine
JP6374043B2 (en) * 2017-02-09 2018-08-15 株式会社サンセイアールアンドディ Game machine
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